Lost Temple (LT)

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Balthelion
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Lost Temple (LT)

Post by Balthelion » Wed May 11, 2011 10:58 am

Post your requests for help & advice or tips and tricks here
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Re: Lost Temple (LT)

Post by Grim » Wed Jun 22, 2011 3:10 am

Lost Temple Tier 2 HM

Recommended composition:
- Tank
- Healer
- Captain
- Champion
- DPS
- LM/DPS


First section

The first section consists of trash leading up to the first boss, you fill face mercenary looters, mercenary scouts, mercenary captains, accolytespf pestilence and trolls.
All of these enemies are infected with Ferndur's plague, coming into melee combat with them causes an incurable stackable disease debuff that increases all incoming damage by 20%, healers need to be aware of this to give the tank extra heals, he can be getting almost double damage at times! Try to cc scouts or kill them first, it's hard for tanks to keep their aggro so they tend to end up shooting at healers. No particular tactics to this section, just kill everything to get to...


The Twins

First boss consisting of twin angmarim Angaigh and Sidhag each with 120k morale. Angaidh (the guy) is a melee fighter and can be aggroed normally, but sidhag (the girl) does completely random tactical damage to everyone in the group, she is completely immune to all attempts to build aggro and trying to do so is a waste of time and power. The two need to be kept apart as they buff each other in close proximity, so the tank aggros Angaidh and moves him away from sidhag while the group begin the killing. At the start of the fight angaidh will heal himself when he takes damage - sidhag has to be DPS'ed first. If you want the 'Swift executioner' deed (kill them with 10 seconds of each other) you have to continually switch DPS between the two in the following order:
DPS Sidhag to 75k
DPS Angaidh to 25k
DPS Sidhag to 5k
Kill Angaidh
Kill Sidhag
Using this tactic they should die at pretty much the same time and complete the deed! When not dpsing sidhag just ignore her completely and soak up the damage she does, it's all you can do!

Things to be aware of:
Aggro wipes - at random intervals one of them will say 'Lend me a hand' or 'How far thee brother/sister' and run toward the other one, when they get there they will aggro wipe and run off at a random target. Don't panic if this happens, the tank should pick up the aggro of angaidh and move him away from sidhag again to remove the buff. If this happens while DPSing angaidh, everyone stop damage for a second to give the tank time to regain a bit of aggro.
Fear debuff - Sidhag shouts 'Are you affraid of the dark' and chucks out a fear debuff randomly, cure this as soon as possible as it doubles incoming tactical damage (the only damage she does)
Angaidhs AoE - He will occasionaly shout 'I stand in the darkness' and after a short time perform a massive AoE attack that is pretty much an insta-kill for anything in range,make sure you are FAR away


The Dungeons

After taking the twins down we proceed down into the dungeons, all the enemies you will face down here are wights/troll wights/rot maggots.
This section is essentially one long corridor leading to Ferndur's chamber with 3 rooms of the corridor. In these 3 rooms are 3 minibosses all with about 52k morale. These minibosses are supported by groups of adds and will summon a second wave of adds when they get to half-health. All 3 of these bosses must die to progress to ferndur. There are no particular tactics for these fights, just always kill the adds first!

Things to be aware of:
DISEASES - Several different diseases now come into play, as well as the stackable incoming damage debuff.
1 - Decreptitude - Green + - debuffs incoming and outgoing healing by 75% - cure immediately
2 - Contagious - Green face - DoT, if cured near fellowship members it transfers to them and causes a lot of damage - cure away from group
3 - Enervating Plague - Blue + - doubles power costs but drains all power if cured - do NOT cure
4 - Brain fever - Yellow + - slows attack speed and movement - cure
Maggots - maggots come in two flavours in LT: rot maggot larva (4k morale) and rot maggots (20k morale). Rot maggot larva will crawl towards you and start an induction that lasts a few seconds, interrupt them, kill them, or just run away from them before it completes!!! If you do not, the maggot will jump onto you and start a second induction. At this point the maggot appears as a disease, if it is cured the maggot jumps back off you and you get a second chance at killing it, if you don't cure it, it turns into a big rot maggot with 20k morale and starts eating you. This should never happen ever, especially during the fight with ferndur!
Red Eye - this eye gives +300% threat from damage and healing, a tanks dream if he gets it but nightmare for anyone else! Try not to do anything unless you have to if you get this eye as it can mean a lot of mobs deciding they want to kill you!
Trolls - trolls have a frontal AoE spit attack in here that gives everyone in front of the troll the contagious disease, try to make sure the only person in front of trolls is the tank and make sure they cure the disease away from the group nice and quickly.


Ferndur

Once the minibosses are dead and the tunnels are clear, we come to the gaunt lord Ferndur. This is a VERY long hard fight 9about 45 mins) so be prepared for it, lots of morale power and disease pots needed! Ferndur gives out all the same diseases you've encountered up til this point as well as spawning maggots. At the start of the fight let the tank grab aggro and start doing some light DPS on ferndur, at about 250k ferndur will start throwing out incurable YELLOW eyes to the rest of the group. These eyes do damage over time so the person with it needs heals. When the eye expires, a large red disease cloud will drop from the player. These red clouds, as well as being damaging, will wake up the corpses that litter the floor of Ferndurs chamber. These corpses wake up to be the same adds youve been fighting in the tunnels so far: wights, wight captains, wight accolytes and wight trolls. For challenge mode you have to wake up every single corpse and kill it again, a very long task! To accomplish this, the group has to be SUPREMELY DISCIPLINED about where the clouds are dropped, the clouds do fade eventually but you can run out of space to fight way before they go. The idea is to wake up as few adds as possible at one times to allow the group to kill them before the next wave spawns.
My reccomendation for the pattern of cloud dropping can be seen in the picture below.

Image

The red dots show the location the player with the eye should stand, and the the red lines show the approximate boundaries of the clouds. The numbers show the order the clouds should be dropped in. The first cloud should be dropped right at the edge of the room opposite the door. The tank should kite ferndur around the room while the rest of the group focus on killing the freshly spawned adds. There should be no DPS on ferndur until ALL of the adds are dead. When ferndur gives out a second eye, the infected player should move to the dot marked number 2 on the map: at the edge of the room by the edge of the first cloud. The third cloud should be dropped at the edge of the room by the edge of the second cloud. The fourth cloud should be dropped towards the middle of the room so that the clouds cover about a quarter of the room at this point. Dropping a cloud closer to the center of the room at this point ensures you will have space to fight in later on. After this you drop clouds in the same pattern around each quarter of the room in a CLOCKWISE direction. It's essential that you always drop clouds clockwise around the room or you WILL run out of space and die! It can be easier to have an experienced player mark the locations of each cloud drop if possible.

NEVER ever ever run into an existing cloud when you have the yellow eye: you will die instantly and drop your cloud waking up even more adds, almost a guarenteed wipe!

Once all the adds have been woken up and killed, you can start to kill ferndur. He will continue giving out eyes so keep dropping them in the same fashion to make sure you don't run out of space. At about 150k morale, ferndur will spawn about 10 rot maggot larvae, this is pretty scary but just aoe them down, keep moving to stop them jumping on you and cure any diseases if they dont get on you.

Things to be aware of:
Maggots - These really do have to die fast, if you see one just start killing it no matter what youre doing. There are enough adds around already without letting more spawn!
Healers - Remember to heal people with the yellow eye, it does damage them and theyll need a decent amount of morale to survive being in the cloud once it spawns. Be aware of what's behind you - rot maggot larva can crawl up behind you while youre busy healing and jump on you, if this does happen just make sure you cure the disease!
Champs - You need to off-tank quite a lot here, keeping the adds of healers and squishys is the order of the day, as well as killing maggots asap
Cappys - use rallying cry whenever possible and trait it to restore power too, you're going to need it! Save oathbreakers for the trolls to bring them down quickly and be ready for off-heals.
Tanks - Just keep kiting. Try to pick up adds and kite them too if theyre overwhelming the rest of the group.
DPS - Kill the adds as fast as possible (before the next eye preferably) but be careful with power, this fight can last 45 mins so dont waste it!
STAY OUT THE CLOUDS IF YOU HAVE THE EYE
ALWAYS DROP CLOUDS CLOCKWISE ROUND THE ROOM
Grimhelmd - 75 Guardian
Turrion - 75 Captain
Tergon - 75 Loremaster
Terrann - 20 Warden
Grimthryd - 20 Champion
Grimharl - 9 Minstrel
Grimfoil - 1 Burglar

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Balthelion
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Re: Lost Temple (LT)

Post by Balthelion » Mon Jun 27, 2011 4:27 pm

I'd say that due to the length of the fight, you would need either an LM or Burg to keep the fellowship's power topped up.

Otherwise everyone would have to be totally self-sustaining with power, which is unlikely.
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Grim
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Re: Lost Temple (LT)

Post by Grim » Mon Jun 27, 2011 8:18 pm

Have done it without, but it can get quite messy - I remember andracy using about 20 power pots in one fight which is obviously a bit excessive :p
Grimhelmd - 75 Guardian
Turrion - 75 Captain
Tergon - 75 Loremaster
Terrann - 20 Warden
Grimthryd - 20 Champion
Grimharl - 9 Minstrel
Grimfoil - 1 Burglar

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nostborn
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Re: Lost Temple (LT)

Post by nostborn » Mon Jun 27, 2011 9:02 pm

cappy helps as long as he has the trait for rallying cry to give power as well (doesnt help the cappy much but its good for the group)
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andrac
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Re: Lost Temple (LT)

Post by andrac » Tue Jun 28, 2011 12:53 am

DeathOnWings wrote:Have done it without, but it can get quite messy - I remember andracy using about 20 power pots in one fight which is obviously a bit excessive :p
true, and i have 1100 ICPR, plus that every time my power drop under 80% i use a pot, that way i am allways full. When no LM or burg around, this fight may be tricky on long term...
Andracy - Mins 100 (tailor) | Andrady - RK 100 (scholar) | Andracya - Burg 100 (weaponsmith) | Andrac - Hunt 100 (woodworker) | Gabytza LM 100 (jeweller) | Anduta - Warden 100 (jeweller)

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Re: Lost Temple (LT)

Post by Selandes » Tue Jun 28, 2011 8:18 am

@Andrac

Anthem of the Free Peoples is quite helpful.

So you can focus on tank and eyed player.

Egelinath
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Re: Lost Temple (LT)

Post by Egelinath » Thu Aug 25, 2011 5:28 pm

Ok, I took some screenshots of the various diseases and highlighted them both as they appear under your morale/power bar and the tooltip text for them. (Well all but one. I didn't get the tooltip text for the last one and I seem to have missed the inc/outgoing healing disease - the green cross. I'll get these next time I go in)

I will post a little regarding each disease with the image in separate posts and whether you pot them or not.
Last edited by Egelinath on Thu Aug 25, 2011 5:31 pm, edited 1 time in total.

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Re: Lost Temple (LT)

Post by Egelinath » Thu Aug 25, 2011 5:31 pm

This is an AoE DoT that applies roughly 500-600 dmg per tick to you and anyone unlucky enough to be near you. This one needs to be potted, AWAY from the group, otherwise the disease will immediately spread to anyone nearby.

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Re: Lost Temple (LT)

Post by Egelinath » Thu Aug 25, 2011 5:34 pm

This is here for informational purposes only... this disease cannot be 'potted' or removed at all, but I thought you should be aware of what it is and what it does and that they do STACK...

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