Common Raid Mechanics

Ah, the old "pretend to be stone" trick.
Ah, the old “pretend to be stone” trick.

 

With new content and class changes coming relatively soon, I’ve found myself without a lot of ideas regarding topics to write about. There’s no sense in writing about class roles or previous dungeons when the former will be inaccurate and the latter will be ignored soon enough. Instead, I bring to you today a list of common problems thrown at you in dungeons and some tactics, whether they are for raids or small fellowship. In addition, most of these are not unique to LotRO. Consider it a broader education.

 

Adaptation

Enemies can only be affected by crowd control a limited number of times. In LotRO, this usually means they can be stunned, dazed, rooted, feared, and be opened up to a fellowship maneuver once each. They cannot be affected by the same CC twice.

 

Adds

Term for non-boss enemies that appear partway through a fight. Sometimes used to mean any non-boss enemies in a fight, even if present at the start. Thought that uruk general was alone? Sad day for you, he keeps calling in groups of 10 orcs to back him up. They can be triggered by any number of things, but most often it is a set amount of time from the start of an encounter or at certain health thresholds of the boss(es).

 

Aggro Dump

The enemy resets their aggro table or applies a debuff on one/multiple targets that reduces their perceived threat to 0. The final encounter in Warg Pens has a complete aggro reset, for example, while one of the troll bosses in the Rift raid will occasionally ignore the tank and go after the person with 2nd highest threat instead. Basically, it throws a wrench in managing aggro.

 

Aggro Swap

This is a tactic in which tanks will change who has aggro at specific times. There are two very common reasons for doing this. First is that whoever the enemy is attacking is taking increased damage either from the enemy’s direct attacks or from a damage over time effect. In order to alleviate the damage before it becomes too much to heal, a 2nd tank takes aggro for a time to let the damage on the first tank settle down or disappear. The second reason would be that whoever has aggro at a particular time will receive a debuff that makes them much harder or impossible to heal and you obviously do not want them getting hit by the enemy at that point.

 

Chains

The idea here is that things spread. A damaging attack may chain to nearby raid members after it hits its initial target, meaning everyone needs to be spread out. More common in LotRO is that debuffs, if not cleared, will spread to nearby raid members with nasty consequences.

 

Clear Buffs & Debuffs

This is fairly straightforward. Sometimes you are debuffed and you must use draughts or skills to clear it and other times the enemy gets buffed and you must clear that. In a couple of LotRO instances, not clearing particular debuffs from yourself is instant defeat upon expiration. Most of the buffs you must clear in LotRO are corruptions and, for the moment, every class has at least one way of removing those. Sometimes however buffs and debuffs are based on other mechanics such as proximity to other enemies, players, or specific locations.

 

Cleave

When a boss has an attack that hits anyone standing in front of them, regardless of who has aggro, the boss is said to cleave. You might also hear that the boss does (frontal) AoE damage. Same thing.

 

Damage Transfer

When you attack enemy A, the damage is taken by enemy B instead. Sometimes this is mutual and enemy A takes damage for enemy B. Other times, all the damage gets transferred to one particular enemy. In the case of the latter, it can make it hard to maintain aggro. If you do 1000 damage to 5 enemies and that damage is transferred to enemy A, then enemy A perceives you as having done 5000 damage to it. DPS can quickly outpace threat from the tank.

 

Defeat Order

Sometimes the order in which you defeat bosses in an encounter matters. For example, when fighting Ivar in Ost Dunhoth, the order in which you defeat his four champions determines which buffs he gets at which time after he finally enters the fight himself.

 

Distributed Damage

The damage from an AoE attack gets divided up among the number of players it hits. For example, say the attack does 10 000 damage. If hits one player, that player takes the full amount of damage. However, if 10 players happen to be in that AoE, then it is 10 000 damage divided by 10 or 1000 damage per player. The solution obviously is to stand very close to your fellow players. Pretend you like them.

 

Don’t Stand in the Fire

This is a very old and still often employed mechanic. There’s a place where, if you stand in it, you will take damage or suffer other penalties. Therefore, don’t stand there. If the enemy places it where you happen to be standing, move. It’s very simple in concept and yet so many people have trouble with it.

 

DPS Race

You have a limited amount of time to kill the boss and end the encounter. Now is not the time to be conservative with damage.

 

Enrage

Basically, a time limit in its most common form. At some point the enemy goes from being his or her normal self and morphs into some uber one-shotting nightmare creature. The developers think you should finish the fight within 5 minutes? Well after 5 minutes, the boss will do 500% more damage and take 10% normal damage just to drive home the fact that you were too slow. It’s not always a timer, but that’s what usually triggers it.

 

Addendum: Soft Enrage

You might also hear the term “soft enrage.” This is slightly different. Instead of having a specific point where the enemy goes from being normal to having epic dwarf-like stats, the fight becomes progressively more difficult and reaches a point where it just becomes impossible for your group to survive any longer. For example, a boss might get a damage buff that increases every 30 seconds and after six minutes they do too much damage for any tank to survive.

 

Equal Health

Two or more enemies must be kept at relatively the same health levels, percentage-wise, or bad things will happen.

 

Escort the NPC

Some instances, such as the Rift raid, put an NPC in your care. If you let the NPC die, it usually means you wipe and can even be an instant wipe (see below). If you thought escort quests were annoying on the overworld, try saving an elf from a balrog.

 

Healed when Attacked

Sometimes an enemy will gain a beneficial effect where any damage taken is instead negated and they are healed. The orcs in Moria often do this, but there is at least one raid boss that comes to mind that also does so.

 

Instant Wipe

If the developers are in an unforgiving mood, you might see this mechanic. It’s pretty simple to explain. If you do X, the entire group is defeated. Now what this mysterious X is varies. For Durin’s Bane in Ost Dunhoth, the group wipes after a certain amount of player deaths occur. I’ve seen this happen in other games where you get too close or too far away from bosses. Basically, you have little to no leeway for mistakes.

 

Interrupting Inductions

Inductions are bad, mmkay? Sometimes an enemy will fully or partially heal and sometimes it’s a nasty attack you don’t want to let happen. No matter what the case may be, usually something extra bad happens, so get addling, clobbering, stomping, etc.

 

Item Interaction

You must use items either on the landscape (clickable objects) or in your inventory at specific times and/or locations. This features heavily in the last fight of Barad Gularan, for example. When the boss there gives certain verbal cues, someone in the fellowship must stand in the right place and use the right item or the boss gets to use powerful abilities. Another example would be slapping those pie-loving, really short elfs in Northcotton Farm during your last encounter with Thadur. What? Hobbits? No, I would never slap hobbits. You must be mistaken.

 

Kiting

Imagine a string going from the kiter to the kitees and you can figure this one out. Someone aggros enemies and then runs around. The idea is that if they are spending time running after you, they are not attacking you and you take less (or no) damage. Turbine has cracked down on this recently though by giving many enemies the ability to slow your movement speed if they hit you from behind.

 

Random Aggro

Some enemies have no aggro table and attack players randomly. You cannot tank them in the traditional sense. Most will attack you if you use particular skills like Challenge that force enemies to attack you, but once that skill’s effect has worn off, it will go back to its willy-nilly ways. Sometimes a boss will do this when their HP has reached a certain, usually low threshold.

 

Reflected Damage

This is another easy to explain mechanic. Sometimes enemies will have a buff, permanent or otherwise, that returns a percentage of damage done to them back to the attacker. This percentage can be anything. Sometimes it’s only 35% of your damage, sometimes it’s 300%. Either way, be careful. If you can pull off a 20 000 damage hit and only have 7000 morale, then a 50% damage reflect could mean a quick defeat. In some cases you must stop attacking and in some cases you can still attack, but you must lower your damage output.

 

Simultaneous Defeat

One of Turbine’s favorite tricks is to require two or more enemies to be defeated within several seconds of one another. Sometimes this is for a deed and other times it is mandatory to complete the encounter. This can also be a form of soft enrage where killing one enemy will buff the remaining one(s), thus limiting the amount of time you have left to complete the fight.

 

Singled Out

Ever feel like the whole world is against you? That no one really cares? Fear not, sometimes enemies care! They will single you out and place a debuff only on you. Don’t you feel special now? You have to get away from your fellows, leave the room, use a specific item, clear a debuff, or who knows what, but it’s only you. If you do not, the enemy will care even more and maybe even enough to defeat the rest of the group for ignoring you. Feel special now?

 

Tank and Spank

This is the simplest fight. The tank grabs aggro on the enemy and the rest of the group either kills it or heals the tank. No extra enemies, no special tactics.

 

I’ve undoubtedly missed someone’s favorite, but since I haven’t figured out mind reading yet, this will have to do. Feel free to leave comments, questions, compliments, and foliage below.

Hardcore Raiding

Look what I found
Look what I found

 

Maybe you’ve heard of “hardcore” raiding and want to know more. Maybe you’re entirely ignorant of it and don’t want to know more. Either way, I’m going to tell you more. I’m an equal opportunity informer. I hope to outline here some of the basics and tell you what you might expect from such groups.

So what is hardcore raiding? You are a hardcore raider if your primary goal in the game is to progress through group content and to then be able to complete the content on a regular basis, which is called “farming.” It is also called “progression” raiding. To that end, you spend hours preparing for raids, actually raiding, and getting your character better gear from raids in order to raid more. It might not be all you do. You may or may not also do pvp, role playing, or other things in game, but raiding to complete content is your primary focus.

The alternative is “casual” raiding, where you still raid, but it’s more of something you do just for fun or because you can. You do not necessarily care about completing all of the content on the hardest difficulty levels, while a hardcore raider would strive for that achievement. Here are some other things you can expect if you wish to join a hardcore raiding group.

 

1. Commitment

If you join a raiding group, you are expected to be online during their raiding times and to commit to a certain amount of raiding per week. If there are raid locks of some sort, you are supposed to reserve them for your raid group. If you join another group for a raid and get locked out or make progress outside of your established raid group, they will be rather upset. You will be spending a lot of time in raids and getting prepared for raids. You had better like raiding.

 

2. Judging your Quality

You must be good. I don’t mean behavior, although that can certainly be a factor. I mean a good player, with good gear, and someone who can follow directions. Some raiding groups will take you in and help you gear up, to an extent, while others will only talk to you if you are an already established raider looking to take it a step further. Either way, if you constantly mess things up, don’t expect to be sticking around. The goal after all is to complete content and if you are preventing them from doing so, the solution is obvious. If you can play well and do so consistently, then you may get your foot in the door even if you lack gear.

 

3. Extra Rules

Many, but not all, raid groups institute a system called DKP. This stands for “dragon kill points” and has an interesting history, but simply put, it is a weighting system to determine who gets what loot. Each DKP system is different, but the goal remains the same: to give players who raid with the group more often a better shot at getting the loot they want. If Bob has been doing a particular raid for two months and wants the Glorificus Axe of Bearded Awesome, but so does Joachim, who has been raiding with the group for six months, the system will favor Joachim. A raiding group may have other rules too, like wearing matching uniforms or that you must have voice communication software installed or no elves allowed. Be ready for restrictions not found in the game itself.

 

4. Attitude

With extra expectations and rules often comes an air of superiority. Most of these groups will consider themselves superior players, frankly because most of them are, and this might be off-putting to some. You will need a thick skin because you will be criticized and critiqued as a player and you will be on the bottom rung of the ladder for a while. Even if they are the nicest people you have ever met, you might still get suggestions about your gear, abilities, rotations, and so on, whether you were looking for tips, thought you needed any, or not.

 

5. Results

If the raid group you join is any good, you will see yourself completing content that would not be possible (or at least would be far more difficult) for a random group of people from LFF channels to do. The same 12 people will learn to work together more efficiently and raiding a lot is a faster track to getting better gear. Overall, this results in a numerically advantageous group of players that work together fluidly. This produces results.

 

If that sounds like something you’d like to do, look for raiding kinships or alliances on your server. Ask what their requirements are for recruitment and what it is they do exactly. Do they raid everyday? Weekends/days only? Do you need to download a voice chat client? Do they have convoluted loot rules? What do they expect of you?

If that sounds like something you’d desperately like to avoid, then congratulations on avoiding getting another job, because that’s exactly what hardcore raiding becomes.

As usual, leave any comments, questions, compliments, or yummy recipes below.

Raid Guide: The Fires of Smaug

Noooooooooo!
Noooooooooo!

 

Here we have my breakdown of The Fires of Smaug, the third and last raid in my series on the Erebor instances. This one is probably the most mechanically difficult, especially if you are going for the challenge quest.

Again, in the interest of full disclosure, I have completed this on tier 1 & 2 many times on my lore-master and warden, but have not completed the challenge.

 

Mechanics

Your goal here is to defeat the grim in the middle of the odd-looking contraption in order to save the dwarfs. This is easier said than done because you have two ways of failing the raid beyond the group getting wiped by damage, but I know you will try very hard to save the dwarfs. You will notice two meters when the fight starts. The top one is a timer. If you take too long, you fail the poor dwarfs. The second one is where the bulk of your effort will be concentrated and that is the smoke meter. Dwarfs don’t want black lung after all.

There are four valves, two on each side of the instance, and they have values of 0-5. This value is indicated by 5 segments of a dragon head above each valve. The value is equal to the number of colored segments. Each time a player uses the valve, it will decrease by 1. However, that player will get a 45-second debuff preventing them from using that valve again. Every 30 seconds, any valve with a value of 1-4 will increase its value by 1. If the valve is fully closed (value = 0), it takes 90 seconds to initially open again on its own.

That’s all well and good, but so what? I was getting to that, jeez. The value corresponds to the amount of smoke that is allowed through the pipes. Each time the grim passes a 5% threshold (95%, 90%, etc.) a burst of smoke will escape. According to a developer before the release of the raids, the maximum amount of smoke to fill the meter is 200. For the challenge quest, that same dev said that you were limited to 10% of that, so 20 units. I’m not sure if that’s what made it into the final build of the raid however. It seems like the amount to fail the challenge quest is lower than that. In any case, at that 5% mark, when the smoke heads through the pipes, it forces each valve’s value up by 2.

Of course, it would be too easy if that’s all the raid was, so at every 10% threshold (90%, 80%, etc.) Easterlings will spawn. They spawn on both sides. If you just came down from the mountain path and are facing the grim, they will spawn at a rock on the left and at the overturned cart on the right. These Easterlings are a mix of engineers and our old favorite, warriors. Remember, they cleave.

But wait! Call in the next thirty minutes (or don’t) and we will annoy you further with the deluxe Firetender every 25% of the grim’s HP! Yours free! The firetender will render the grim invulnerable while he is alive and will also start healing it. On tier 2, he has very high damage reduction and damage reflection effect, making it doubly hard to kill him quickly. He also has a few Easterlings that come with him. The mathematically saavy among you probably noticed that the spawn rate of the firetender and the “regular” adds overlap at 50%. That’s right. You get both. Enjoy. 🙂

 

Things to Keep in Mind

Given that this is another percentage-based fight, it would be a good idea to change your vitals display to percentages. If you search for “vital” it will be one of the few options lit up. It is “Cur / Max” by default.

The grim itself has a nasty melee range damage aura. It starts off not too bad, but each firetender you defeat ups the damage as a percentage of max HP. Melee dps will have a very hard time trying to damage the grim without being defeated, which is why they will be relegated elsewhere in my strategies.

Adds spawn immediately at the start of the fight, so you must deal with them first before doing anything else.

Since this involves a lot of moving around, in order to save time, bring some coffee for the +5-10% run speed boost.

 

Tiers 1 & 2

I’m going to describe the strategy I’ve had the most success with and it works for both tiers, but will definitely not work for the challenge quest. You need at least one tank, two healers, and one good ranged dps.

That one (or more) ranged dps will be firing at the grim, controlling what HP percentage it is at and essentially tanking it. One healer will be focused on the dps while the other(s) will focus on everyone else. The tank will mostly stand at the spawn point for the Easterling adds.

Set up 2 groups of players: One group of 2 and one group of 3. Once the initial adds are defeated, one of the groups will use the bottom valve on one side while the other group will use the top valve on one side. We used the right side, since it’s the one with easier access at the start. Then they switch places and use the other valve. At that point, both valves should be closed.

From this point onward, you only need two groups of two, since the most a valve will open is 2 at each 5% interval. The pairs will constantly swap positions and close the valves as need be. We had the 5th player play backup for when we needed an extra on valves later in the raid. This is where champions, burglars, and other tanks ended up, since they cannot really contribute safely to grim dps.

What the ranged damagers do is stop the grim’s HP at 1-2% above a threshold. When they get the all-clear from the valve closers, they pass through the 5% threshold and move to within 1-2% of the next one.

Every 10%, the tank picks up the adds and any melee or extra dps kills them before the next 10%. Unless the ranged dps are waiting for the signal to move on, they ignore the adds and leave them to melee or extra ranged dps.

At each 25% interval, all dps turns to the firetender. This is where melee dps get to be useful for what they like to do: dps. The firetender’s damage reduction is least drastic for melee dps. On tier 2, you do have to be careful of his damage reflect however. The tank need not tank the firetender, but should grab adds that spawn with him.

When the firetender is dead, ranged dps turn back to the grim and get it down to the next threshold below the 25% they were forced to stop at (71%, 46%, or 21%). More adds and smoke do not spawn while passing any thresholds that the firetender may have healed the grim back above.

That is the pattern. Close valves, be careful of passing thresholds, make sure new adds won’t spawn on top of old ones, and be quick about dps on adds and the grim. You must coordinate all of this while making sure you don’t run out of time. If you have decent enough dps players however, that part isn’t the problem.

When the grim has 4% remaining, everyone just piles on the damage since valves don’t matter anymore. Any adds still up from the last 10% threshold are ignored until the grim is dead, provided the tank isn’t in danger of being defeated.

 

Tier 2 Challenge

Obviously the above strategy will not work for the challenge quest. What you need to do is follow the same basics, but you must do so for both sets of valves at the same time.

The easiest method I can think of to do this would be to split the raid into 3 groups. One group is the healer and ranged dps that will stay on the grim the entire time. The other groups would consist of a tank, healer, and 3 dps each. Each group would have to kill its own set of adds and do the valve shuffle I outlined above. This would require even more coordination and very good dps.

If you can manage the smoke on the non-challenge strategy, I imagine that the problem with the challenge quest would be the timer. You are dealing with twice as many adds and only have half as much dps per set. Both valve groups would have to be balanced as far as damage goes. If one side had very low dps and could not kill their adds in a timely fashion, it would slow the entire raid down, possibly enough to fail.

I would love to hear other strategies if anyone has one.

 

Conclusion

This is a mechanically heavy raid that puts a the onus on ranged dps to control the grim HP and be able to really bring the damage when necessary. About time those “oops I tab-targeted a mob far away and hit rain of arrows” aggro pullers learned some responsibility, no? Not that I’m a bitter old tank or anything. 🙂

As always, feel free to leave questions, comments, compliments, and cheese product recommendations below.

Raid Guide: Flight to the Lonely Mountain

Who brought murder to my fishing spot?
Who brought murder to my fishing spot?

 

If you’ve ever done or attempted the Survival Barrow Downs skirmish, then this fight is quite similar.  The raid is always timed (10 minutes) as it’s not about how far you get or which boss you defeat, it’s about surviving until the game says “Time’s Up!”

Full disclosure: This is the Erebor raid I’ve done the least because people on my server just seem to hate it.  Tier 1 is boring and tier 2 is too much of a hassle to do more than every once in a long while. That said, I have completed it on both tier 1 and tier 2 using my lore-master and warden.  I have not gone for challenge.

 

Mechanics

This fight is very basic as far as mechanics go.  On tier 1, a wave of enemies will appear every two minutes.  If you have a decent enough group, you’ll probably be standing around for most of the raid waiting for the next wave to spawn.  On tier 2, they tweak this a little bit.  Enemy waves still appear on a timer, but if you have fewer than 3 enemies alive at any point before the next timed wave, a new wave will spawn regardless of the timed waves’ timer.  The challenge quest is to defeat 80 enemies (yay update) during the raid.

There are only a set number of waves possible, but which one of the set you get is random. I’ll go over the different enemies first.

 

Enemy Types

There are four types of enemies you must deal with on tier 1 and one additional type on tier 2. They are…

Captain: Marked with a shield. This guy buffs those around him and the buff gets stronger each time one of the Easterlings dies. Immune to CC.

Archers: Marked with an arrow. These guys pew pew.  They power up a Heartseeker (if you’re a hunter, you know what that means) and shoot a random player with it.

Warriors: Marked with a spear. These guys cleave, so tanks must grab them and face them away from groups.

Summoners: Marked with a sun. As you might have guessed from the name, they summon stuff. When you see a bunch of saber kitties running around, it’s their fault. They also spawn damaging clouds you need to avoid. Finally, they have adaptation, making them immune to repeated CC attempts.

Berserker: Unmarked. This guy is tier 2 only. They do not come in with any wave and instead spawn randomly, attack randomly, and cannot be CC’d.

 

Combinations

These are the different combinations of enemies that can appear in a new wave.  Since you don’t know which one you’ll get, it’s impossible to create a step-by-step guide for the raid as a whole. What I will do however is try to establish priorities. Exact numbers taken from lotro-wiki.

1. Captain x1, Summoner x1, Warrior x5
2. Archer x6, Warrior x4
3. Archer x6, Captain x2, Summoner x2
4. Archer x2, Captain x2, Summoner x2, Warrior x2
5. Archer x2, Summoner x4, Warrior x2
6. Captain x4, Warrior x3
7. Captain x2, Summoner x4, Warrior x1

 

Things to Keep in Mind

You have a stun-breaker ability on a long cooldown when you enter the raid. Use it liberally. It would be a very good idea to bring a lore-master to protect the tanks and healers from stuns though.

This fight is very AoE-heavy. Avoid becoming sedentary and be ready to move at a second’s notice. Avoid the red damaging clouds, pull enemies out of green healing circles, avoid enemy cleaves, and cure your debuffs (draughts, again!).

Each fight, regardless of tier, starts with one of each type standing on the opposite shore of the river.  It’s easiest to daze the summoner and archer while a tank pulls the warrior, captain, and any kitties and faces them away from the group.  The kill order would be captain, pets / warrior, summoner, and then archer (since archer can be re-dazed).

 

Tier 1

This fight is about killing all enemies quickly, since new waves spawn only on the timer.  After the initial fight, the tank should go toward the top of the hill to intercept the next wave.  On tier 1, this raid can be done with one experienced tank, though having an off-tank doesn’t hurt.

The priority targets are always captains and summoners.  Lore-masters, burglars, and any CC hunters should daze as many archers as possible while the group takes care of the other enemy types.  Captain buffs can become very potent if left until last, while summoners can continue to summon cats if left to their own devices.  As long as the tank has warriors turned away from the group, they are not too bad, but are a priority after summoners and captains. Archers can be left until last usually, but if you get that nasty wave with six archers, two captains, and two summoners, you’ll probably be tempted to take at least one out initially.

 

Tier 2

The deal here is to keep at least 3 enemies alive until the next timed wave horn blows.  At that point you kill any high priority targets, the remaining three from the previous wave, and then hold on to another three. The same basic rules apply as in tier 1: CC archers, kill captains and summoners first, and so on.  One major change is that berserkers always get top priority.  If allowed to roam free in your raid, they will make short work of dps and healers.

This fight will be vastly easier with two tanks.  What I’ve done in groups is have the tanks alternate waves.  The first tank will grab one wave, while the other is off-tank.  When the time for the next wave comes, the off-tank goes to pick up that wave and the previous main tank becomes off-tank. There are other ways to do it too. Use whatever works best.

What will change from wave to wave is which enemies you leave alive. If at all possible, you want dead summoners and captains, while keeping some combination of warriors and archers alive. However this is not always possible as you can see from the list. If you get four summoners, two captains, and one warrior, you have to save both captains.  Saving summoners will only result in more kitties and damage clouds, so they pull ahead of captains on the kill list. Saving captains would require more healing on the tank, but that’s less complex than making sure everyone in a raid avoids all the AoE.

I should point out that “leaving alive” doesn’t mean “leave at full HP.” Ideally, you’d get all of the saved enemies to low enough HP that they’d die within a few hits by dps.

 

Challenge

Basically, you are combining the tier 2 difficulty with the tier 1 strategy.  You will get seven to ten Easterlings per wave and with only five timed waves, that will amount to about half of what you need for the challenge.  Instead of saving enemies until the next wave spawns, you’d do a quick situation check and if ready, finish off the remaining enemies to spawn a new wave. You need to get waves to spawn at about twice the rate they do on the timer. In other words, a minute per wave instead of two minutes per. In order to not get overwhelmed and steamrolled, you’d need very high dps and everyone to be coordinated.

 

That covers all I know about this fight. Feel free to leave comments, questions, compliments, and grooming tips, personal or animal, below.

Raid Guide: Battle for Erebor

Don't worry. I got this.
Don’t worry. I got this.

 

I’m going to start my explanation of the current end game raids with Battle for Erebor.  This is a “pick your poison” type battle.  Before you can actually start the fight with the two trolls, you must select a number of unfavorable terms, depending on how difficult you want the fight to be.  For tier 1, you only need to select two of the six.  For tier 2, you must select four of the six.  Finally, if you are going for the challenge quest, you must select all six terms.

In the interest of full disclosure, I have completed this on tier 1 more times than I care to recall and have completed it on tier 2 using my warden and lore-master multiple times as well.  I have never completed the challenge quest, but that’s  because I have never been in a group that wanted to try.  I have however done research into how groups do complete the challenge quest and they pretty much match my thoughts about how I’d approach it.

This fight is very different depending on which terms you select, unless of course you are going for the challenge.  Therefore, it’s difficult to write a strategy for each tier or in general.  Instead, I am going to describe how to handle the various terms on tier 1 and tier 2 and it’ll be up to the reader to use the sections appropriate to their attempt.

 

Defining Terms

Terms take effect in different portions of the fight.  The fight is broken up into three phases, with three terms being in play from the start, two terms starting in the second phase, and one term starting in the last phase.  Here are the phase 1 terms:

Blood Rage:  Whenever one troll loses 5% of its max HP, both trolls get a +100% damage boost for 20 seconds.  If your dps is too much and you pass through another 5% HP threshold, the buffs will stack further and likely kill your tanks.

Blood Brothers:  For each 1% difference in HP between the two trolls, they each get a damage boost.  Originally, devs gave us a number, but it appears now to scale drastically depending on the actual difference.  It starts out at not too major, but getting 3% or more apart seems impossible to survive for any respectable amount of time.  This buff disappears if the trolls are bought back to the same percentages of max HP.

Honour Guard:  Eight Easterlings appear at the start of the fight.  Each troll will be grouped with two melee and two casters.  The Easterlings can stun targets, throw out debuffs, cause conditions you need to remove (draughts!), and damaging clouds will appear.

When phase 2 starts, which seems to be after the trolls have lost a collective 500 000 HP, the following two terms come into effect:

Catapults:  Circle effects, which are actually squares, will appear at random around the arena and if you get caught in the effect when it disappears, you will be damaged and stunned.  It’s like dodging catapults in the Assault at Dawn skirmish.

Reinforcements:  Starting in phase 2 and every 30 seconds thereafter, three Easterlings will spawn at the back of the arena, opposite where you entered.  There will be one melee, one ranged, and one caster.

And finally in phase 3, which is about when another 500 000 collective damage is done, the final condition starts.

Inferno:  Each raid member takes damage equal to 10% of their max morale every four seconds.  You can’t escape it, you can only heal through it.

 

Things to Keep in Mind

The trolls cleave.  If you are unfamiliar with that term, it means that they hit whatever is in front of them, regardless of who has aggro.  If you run in front of the troll when it attacks, you will get hurt.  Some refer to it as “(frontal) AoE” instead of “cleaving.”  Either way, if you’re the tank, don’t turn a troll toward your group and if you’re not the tank, don’t get in front of the trolls.

This fight is made considerably easier if you change your morale and power bars to percentages.  You can do this by going into options and searching for “vitals.”  One of the highlighted options will be about displaying vitals and will most likely say “Cur / Max” in the drop-down menu.  Change that option to percentage.

If you are going to choose Inferno, make sure your captains do NOT use Motivating Speech.  The tanks may need that buff to help them survive spike damage from the trolls, but every other member of the raid should not boost their morale in any way.  The reason is that Inferno does damage based on your max morale, so the higher your morale, the more damage you will take, and the more healing healers need to do.  It’s best to go in with as little morale as you can get away with.  Obviously, everyone needs to be more careful since they would be unable to deal with as many mistakes, but it will save your healers’ a headache later on.

The left troll starts off highly resistant to melee damage while the right troll starts with heightened ranged/tactical defense.  They will occasionally change to the opposite buff for a short while during the fight.  Rather than make the groups change targets, it’s just easier to keep melee on the right, ranged/tactical on the left, and wait out the buff change.  On top of that, when both trolls are close in proximity, they are buffed further, so keep them apart.

 

Choices, Choices

The way most people do tier 1 is to select Catapults and Inferno for terms and then proceed to kill one troll at a time as quickly as possible.  This plan works brilliantly if your healers can handle Inferno and raid members can avoid the Catapults.  Catapults is essentially a freebie if people watch where they’re standing.

Another option I’ve used is to pick Blood Brothers and Catapults.  This can be a safer, if slower, option if your dps can keep the trolls’ HP in check.  It’s also good practice for tier 2.  As long as raid members can avoid the Catapults, only the tanks should be taking damage and that makes healers’ lives much easier.

The term combination I’ve had the most success with in my tier 2 runs is Blood Brothers, Catapults, Inferno, and Honour Guard.  Again, Catapults is easy and Inferno isn’t all that difficult if your healers are experienced.  It can take a bit of practice to get the hang of Honour Guard and Blood Brothers though.

 

Coming to Terms

Blood Brothers:
Blood Brothers is relatively easy to deal with, if your dps raid members can control themselves, which I know is asking a lot of them.  I kid, sorta.  This is why you should change your vitals display to percentage.  It’s so much easier than trying to make sure they are within 8000 HP of each other.  There are different ways of making sure everything is in balance.  One person on each side can volunteer to stop attacking whenever their side gets ahead, the whole group can slow down together, or something in between.  For the record, this buff has wiped my raid groups the most often, due to numbers getting too far out of sync.

Blood Rage:
If you are dealing with Blood Rage without Blood Brothers, you will have an easier time of course.  I suggest getting one troll down 5%, waiting for the buff to go away, and then either continuing with that particular troll or getting the other troll down 5%, and repeat.  If you are dealing with both terms however, this becomes much more difficult and there are only two real ways to deal with it.

Blood Brothers + Blood Rage:
The first option is to keep both trolls’ HP at the same percentage no matter what.  This means that they will hit each 5% drop together and each will get two +100% damage buffs.  You can counter this by having the tanks use cooldowns, getting more healers going, or by having healers use cooldowns such as the rune-keeper’s Wondrous Foreshadowing.  The plus side is that they will not get the buff from having different HP levels.  If you have really tough tanks and/or really good healers, this would be the simpler method.  Just make sure you don’t hit the next 5% drop while the first buff is still up.

The other option is to stagger the trolls’ HP by 1% to avoid the double +100% buff.  For example, take both trolls to 96%, then troll A to 95% while leaving troll B at 96%.  They will get only one +100% buff, but also the buff from having a 1% gap in HP levels.  Once the buff has expired, take troll B to 95%, then both down to 91%, waiting for the buff from troll B’s 95% to disappear before taking either one down to 90%.  This is more complicated and harder to manage, but I believe it results in a lesser damage boost if done correctly.  It does however leave a greater chance for getting 2% or more apart, which shoots this plan in its metaphorical foot if that occurs.

Honour Guard:
Have someone count down to starting the fight.  Guardians should use Pledge right before combat starts and wardens should use Defiant Challenge and Never Surrender.  When the fight starts, Pledge’s and Never Surrender’s cooldowns will reset.  Wardens will not get back Defiant Challenge, but it’s on a short-ish cooldown anyway.  Both tanks need stun immunity (Sign of Power: Righteousness) from a lore-master, but especially any wardens.  Guardians can run in, use Challenge on their respective sides if positioned properly, and can proceed from there.  For wardens, I suggest having Call to Battle (Fi-Sh-Fi-Sp-Fi) ready to go and using it on the second-closest Easterling to the troll.  It will grab all of your side without hitting the other side.

An alternate tactic here is to have an off-tank grab the Easterlings while the main tanks remove the trolls from the immediate area.  I think this is overcomplicating matters, but there is no reason why it wouldn’t work.

I have heard some suggest dazing the Easterling casters since they will sacrifice their own HP to break CC.  It’s next to no HP sacrificed and not worth the effort.  You’d do more damage with direct damage skills.  If you want to save yourself some headache, daze the melee Easterlings and quickly kill the casters.  The imporant thing here is to not stand in front of the troll unless you’re the tank, to avoid any damaging clouds that drop, and to kill undazed Easterlings as quickly as possible.  Don’t forget to cure status conditions!

Reinforcements:
If you are doing Reinforcements on tier 1, then the best strategy is to have the main tank of the troll you are killing first sit at the spawn point and start to pick them up when their troll is nearly dead.  Once their troll is dead, they can sit there and gather the adds as they spawn.

On tier 2 however this will not work.  You will need a dedicated tank or off-tank to pick the adds up and possibly a dedicated healer.  As far as dps goes, only ranged dps (hunters, rune-keepers, and lore-masters) should attack the Reinforcements.  Why?  Because there will be a melee-range damaging aura from the melee Easterling and given how frequently they spawn, it will be there most of the time.  Melee dps will be taking possibly too much damage for anyone to heal in addition to everything else and will definitely be overwhelming if/when Inferno starts.  It’s not important to kill all three adds that spawn before the next wave appears.  You should only divert one or two ranged dps to take care of them and they can probably kill one, maybe two of each wave before the next spawns.  All that’s necessary is to keep the tank from getting overwhelmed and defeated.  This will of course divert dps from the trolls and melee dps will have to slow in order to compensate.

Catapults:
Don’t stand in it.  All there is to it.  Luckily, the area of effect matches up with the tiles on the ground, so you know exactly where you need to not be.  It’s best to stand between two tiles or if possible at the corner of four tiles so you can quickly move when one or more light up.  Lore-masters should protect healers and tanks from getting stunned at all times.

Inferno:
Other than not unnecessarily boosting max morale, the only way to deal with this term is more healing.  If captains and lore-masters were not healing much or at all before, they will probably want to start once this goes into effect.

 

Closing Terms

A lot of fights in LotRO are so-called dps races, where speed and high damage are absolutely necessary.  This is definitely not one of those.  This raid is a matter of control, positioning, and endurance.  While you need good dps, sturdy tanks, and great healers, mechanics play a huge role here.  And they’re guaranteed to over-charge you.

As always, feel free to leave comments, compliments, questions, and thinly-veiled hero worship below.