Dar Narbugud (DN)

Help & Advice for Raids
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Balthelion
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Dar Narbugud (DN)

Post by Balthelion » Fri Jun 03, 2011 12:33 pm

Post your tips and tricks or ask for help or advice here.
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Aedfrith
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Re: Dar Narbugud

Post by Aedfrith » Mon Jun 13, 2011 9:35 am

As you may know we started an impromptu visit to DN last night under Nost's leadership (with help from Hae). For a 10-man kin group only 2 or 3 of whom had been there before, we did pretty impressively, getting through the trolls and Zholuga.

Some strategic comments from a relative n00b.

We had plenty of DPS with 3 champs, 3 hunters and a DPS RK. Healers were 1 minnie and 1 RK with emergency support from the DPS RK.

It became pretty damn obvious that we were missing some CC and buffs, as well as the extra meat shield of 2 players. I suggest we'd need at least 1 cappy. Another CC class (LM or burg) or tank would round things off nicely.

The brave company who set off were (in batting order):

Khyn, Hae (briefly as Wiiman), Panth, Wip, Aed, Catti (replaced at end by Obion), Eyandil, Andracy, Nostborn, Clashrond.

Bal joined us briefly on his cappie and later his RK, leading to the 3-man RK runestone supergroup - BoJangles, Clarky and DwarfPoo.

Any cappies or CC who want to join us when we restart please talk to Nost. We're carrying on probably tonight and tomorrow, as DN resets on Wednesday. We wants our shoulderses and helmses, precious...

Finally, Eyandil should never be allowed to roll for anything ever again.
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Re: Dar Narbugud

Post by Balthelion » Mon Jun 13, 2011 10:31 am

Not really the thread for this, but i'll reply here anyway ;)

Some points:
A LM would have been a LOT of use (indeed they are practically essential for all raids). Why? Debuffs. They would have taken a lot of the sting out of the trolls super-attacks, which quite happily did ~3.5k to the squishies non-crit. This was without the +20% melee damage buffs that stack on the trolls once one goes under ~120k morale. LM's can also share power - an issue for last nights group as our only ressing was from a RK stood in the corner out of combat, who could only res you with zero power.

Went a lot better once i brought out the supercapppy. IMO, primarily down to the extra buffing (larger morale pools, more crit heals). Of course, the extra off-heals provided by a LoM cappy went down nicely as well. My group, at least, were pretty much full health the entire fight, compared to our er.....earlier attempts.

A CC class for actual CC A) isn't really needed in DN* and B) is a very bad idea as most mobs will receive buffs every time they are CC'ed.

(*The exception being Dark Maw Masters, in which case its generally considered safer to stun them until last and live with the consequences)
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Re: Dar Narbugud

Post by Wiploc » Mon Jun 13, 2011 10:52 am

A few visuals...

The bunch
Filthy Few.jpg
Filthy Few.jpg (431.34 KiB) Viewed 5957 times
Filthy Few.jpg
Filthy Few.jpg (431.34 KiB) Viewed 5957 times
Hmm...
Flagit.jpg
Flagit.jpg (285.51 KiB) Viewed 5957 times
Flagit.jpg
Flagit.jpg (285.51 KiB) Viewed 5957 times
"Certainty of death, small chance of success... What are we waiting for?"

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Re: Dar Narbugud

Post by nostborn » Mon Jun 13, 2011 1:21 pm

To be honest that run was never going to be anything too special as it was very spur of the moment to see who would want to come and how much we could do, so the classes werent ideal

I personally think the only 2 times you need proper cc is the pull with the 2 dark maw masters infront of the worm boss and the blind one as it helps to stuf his ghosts.

Other than that i thought it was an impressive try and was very impressed we managed 10 people on the spur of the moment. If we keep this up we will be running DN almost weekly
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Re: Dar Narbugud

Post by haemnon » Mon Jun 13, 2011 7:09 pm

was great that the numbers were there last night and also a thing that is realy important is how everyone gel'd as a group and were eager to do it this is an indication that raiding could become more common within the kin :D
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Re: Dar Narbugud

Post by haemnon » Mon Jun 13, 2011 7:13 pm

Silenttkiller-85 burg/Golodiran- 75 RK/ Haemnon-85 Champ / mini-borserk-75/Wiiman-65 Guardian/Hunter-60/warden-60/cappy-54/LM-25

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Re: Dar Narbugud

Post by nostborn » Wed Aug 03, 2011 1:28 pm

For the Forum Guide.

Zholuga

This is the easiest boss of DN, although the relative ease of the boss it can go badly if some simple starting tactics arent taking nto account.

Around 3 sides of the room there are large runes, these will glow blue, green or red. The blue runes can be deactivated by hunter, loremasters or burglars, The Green Rune can be deactivated bby healing classes (Ministrel, Runekeeper and Captain) and the red runes can be deactivated by the melee classes (champs, guards, wards)

Position your raid around the edges of the room being careful not to run through the middle as you dont want to start the boss early, position one player who can deactivate blues and one that can deactivate greens with each set of runes so that the blue and green that glows can be deativated quickly. Spread the rest of your raid out between them making sure everyone is atleast 5 metres away from each other.

Start the boss with the hunter with the most morale or the one that pulls the most agro, position this hunter near the chest to ensure the boss doesnt run towards them and reset if they are by the open edge. Everyone needs to hold position while the boss activates the blue and green rune, these need deactivating, once the boss activates the red rune, ignore this and everyone can then move into melee range and start dpsing the boss down. Tanks go overpower and do not pull agro off the hunter to avoid getting knockbacks. Ministrels and healers can go dps here if your group has good consistant agro and has 2 captains for the rally cry.

This is then a dps race captains can pop oathbreakers and to arms as much as possible.
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Re: Dar Narbugud

Post by Obion » Tue Sep 06, 2011 10:49 am

Thoughts.

LM's can throw sticky tar wich will slow enemy movement and also increase fire damage. So hunters using fire oil should do more damage when used.
Not recommended on Flagit but bossed like BO (third phase when there's no more darklings), Zholuga and mayby even Istum, but Istum drops puddles so movement can take away the benefits. The 2 trolls is constantantly moving so not that helpful.
Missy could work too I suppose, but there's alot going on at the same time so the LM might not have the time to keep tar up on Missy.
http://lotro-wiki.com/index.php/Sticky_Tar

For Zholuga the LM bear pet is nice cause it has a skill Shatter Arms wich will increase melee and range damage. Harder with a pet on puddle droppers like Istum and trolls as the pet don't move away from them of its own.
http://lotro-wiki.com/index.php/Shatter_Arms

BO and Flagit have special effects, marked by an eye, doing nasty damage. And apparently the pet can get them too, so not recommended using pet there.
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Re: Dar Narbugud

Post by Balthelion » Tue Sep 06, 2011 11:20 am

Obion wrote:Thoughts.

LM's can throw sticky tar wich will slow enemy movement and also increase fire damage. So hunters using fire oil should do more damage when used.
Not recommended on Flagit but bossed like BO (third phase when there's no more darklings), Zholuga and mayby even Istum, but Istum drops puddles so movement can take away the benefits. The 2 trolls is constantantly moving so not that helpful.
Missy could work too I suppose, but there's alot going on at the same time so the LM might not have the time to keep tar up on Missy.
http://lotro-wiki.com/index.php/Sticky_Tar
The bosses are more resistant to fire damage, so theres little benefit if any to using Fire. Plus things in DN are most vulnerable to Beleriend, and Light second.
Obion wrote:Harder with a pet on puddle droppers like Istum and trolls as the pet don't move away from them of its own.
The Pet won't be harmed.
Obion wrote:BO and Flagit have special effects, marked by an eye, doing nasty damage. And apparently the pet can get them too, so not recommended using pet there.
I've never seen a pet get BO/Flagit eyes. But over time they have been able to be affected by other eyes in the game, so I won't say it's impossible no matter how confident I am.

In any event, The Pet is in a corner by itself for BO so isn't a threat. The same is easily doable for Flagit also.
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