The Tower of Orthanc (ToO)

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Balthelion
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Re: The Tower of Orthanc (ToO)

Post by Balthelion » Fri Jan 20, 2012 11:29 am

Grim wrote:O and also you forgot something hal, in lightning wing you also get little cave claws that spawn - couldnt really tell where they were coming from, definitely not the deep claws as they carried on spawning after we killed these but they were about 7k morale each and there were quite a lot of them at points.
In beta these were tied to the big deep claws, a wave per each alive, although they spawned distantly
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Re: The Tower of Orthanc (ToO)

Post by Hal » Fri Jan 20, 2012 2:17 pm

Oh yeah grim. but they were tied to the deepclaws

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Re: The Tower of Orthanc (ToO)

Post by Obion » Sat Jan 21, 2012 12:15 am

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And I feel treating Kâlbak as one would a treat a troll in DN, means alwas keeping on the back of him really helped. Not counting the tank ofc. Just my view of things.
And really enjoyed the festival thingy with Iorweth's acid water. Running around and jumping brought a tear of joy to my eye :lol: Seriously.
Last edited by Obion on Sat Jan 21, 2012 2:39 am, edited 1 time in total.
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Re: The Tower of Orthanc (ToO)

Post by Grim » Sat Jan 21, 2012 12:39 am

Hal wrote:Oh yeah grim. but they were tied to the deepclaws
According to roatrucs (old kinnie) the cave claws are tied to the taskmasters not the deep claws, which makes sense as they still seemed to be spawning after the deep claws were dead.

He recommended kill order as:
Kill taskmaster while tank kites deep claws
Kill deep claws
Kill trolls last and just heal through their cave ins (apparently being at max distance from them reduces damage a lot)
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Turrion - 75 Captain
Tergon - 75 Loremaster
Terrann - 20 Warden
Grimthryd - 20 Champion
Grimharl - 9 Minstrel
Grimfoil - 1 Burglar

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Re: The Tower of Orthanc (ToO)

Post by Aedfrith » Sat Jan 21, 2012 11:36 am

So with Kalbak is usual troll stuff, fire-oil, fire RK skills... and does seem that it's a basic tank and spank within melee range.

Just to put on record a footnote for fire and frost (using 2-fellowship tactic):

Eventually one boss falls over, and that group can then transfer their attentions to the other Grims and boss. Remember that debuff ONLY matters if you TAKE damage of the opposing type. If you do, just get out of the fight and wait to be healed before diving back in. This is not a dps race, it's endurance - simply don't die, and one boss will be worn down eventually, after which it's child's play.
[...]
The bosses have a corrupted rage that can tier up if not removed in 8 seconds, which adds to the power of his hits. This may in fact be a double corruption so things like Dazing Blow and Twist are useful.

Bash and shield smash apparently work as grim CC.
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Re: The Tower of Orthanc (ToO)

Post by Balthelion » Sat Jan 21, 2012 2:39 pm

Aedfrith wrote:Bash and shield smash apparently work as grim CC.
Of course they would - both are stuns.
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Re: The Tower of Orthanc (ToO)

Post by Grim » Sat Jan 21, 2012 4:31 pm

Theyre just bloody hard to time, and the grim has to be standing right next to you :p
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Re: The Tower of Orthanc (ToO)

Post by Obion » Wed Jan 25, 2012 3:02 am

More inspections.

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After Saruman starts his weather show.
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edit. Added Crisiant.
Last edited by Obion on Sat Jan 28, 2012 4:11 pm, edited 1 time in total.
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Re: The Tower of Orthanc (ToO)

Post by Hal » Wed Jan 25, 2012 3:33 am

Heh common kicks Saruman's assets :-P

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Re: The Tower of Orthanc (ToO)

Post by Netham » Wed Jan 25, 2012 6:26 am

Phase 1 is so common anyway. :p

Btw, ALL of the above screenshots show poor finesse...
All the Neth chars in kin except Nethoss :)

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