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  1. #26
    Join Date
    Jun 2011
    Posts
    0
    We did all the instances on 120 T3 and then the Shadow Roost and the Harrowing of Morgul again on 130 T3

    Group was Cappy Tank, Hunter, Heal RK all 130 with 120 Anvil gear

    In the Shadow Roost and Harrowing of Morgul the bosses respawn after being killed. We did go afk in the vicinity of the first boss Shadow Roost and we wiped on the 2nd boss of Morgul because our Hunter ran a glasscanon build in the first pull of boss 2 and was getting oneshot by the "Come Closer" thing. We had him go for a little more defensive build and then proceeded to pull the first boss into the boss room of boss 2 and fight both at the same time, which was fun but also shows how underpowered those bosses are

    Shadow Roost and Harrowing in general:
    Fine amount of trash but no mechanics on the trash

    Boss 1 Shadow Roost:
    The circles are bugged, you can stack them infinitely and they don't stack the damage. Also the boss resets if you go close to the entrance door limiting the available space further.

    Damage should be massively increased on the ground circles so that 1 is BAD for dps/heal, 2 is deadly and 1 is okay for tanks, 2 is BAD, 3 is deadly.

    The rage mechanic is a nice idea but bad implementation. It is too weak and can be ignored. The skill has such a low cooldown that 1 person can just remove all the rage.
    Make the skill have 3x the cooldown of the cooldown the boss has for stacking rage so that all players have to remove rage.
    I would also allow the boss to kick only if he has rage. That way you could use more space of the platform given that the circles come FAST. And kick is not a fun mechanic, so kicks would serve as punish for not removing rage properly

    Boss does no damage

    EGG fight (middle boss):
    Circle locations are kinda random, you can't control them (they sometimes don't spawn under you but somewhere around you). Adds don't do enough damage, especially once you killed a couple. I'd honestly have continuos add spawns (in addition to adds from hatching eggs) so that the tank can't grab the initial adds and go afk.

    Last boss:
    Same thing with circles. Too many, too fast but they don't stack damage
    Boss does a good "execute" where he hits for 200-300k damage (remember our tank is still in 120 gear), apart from that not enough damage
    Not enough mechanics, Maybe add tail whip ala Hrimil that can be on both sides of the boss and the head indicates which sides it goes so that dps and heal are forced to move through him

    Harrowing of Morgul:
    Same thing as above, cooldown between circles coming is too low, but circles can be stacked infinitely because the damage is bugged.
    Bosses are kinda boring mechanics wise
    Too easy overall

    The Barrow:
    Ridiculous amount of trash, we didn't do 130 because of it. This instance will be for Hunters what Thrumfall was for Champs.
    Instance seems to work along the lines of "faster with melee, safer with ranged" because as a ranged dps you can avoid Morgul Wight explosions which is fine, but AoE seems mandatory

    Filfth Well:
    Again way too much trash and kinda needs AoE. We couldn't figure out why sometimes the door is open allowing you to go both paths to the first boss and sometimes it is closed. We thought it would be nice to keep it open all the time because the Darkwaters hit harder but they die faster than the other adds so one way was harder and faster, the other easier but slower

    First boss is way too much of a KK clone. It's fine to copy mechanics, I have no problems with the bone piles reappearing but copying mechanics from the very last instance that was released is kinda meh. There seem to be grasping and biting tentacles but they both look the same and have the same name. The light debuff is bad given that we get no light gear

    Way to second boss is again way too much, why do we have to clear almost the whole instance between boss 1 and 2. Clearing a path should be enough

  2. #27
    Join Date
    Jun 2011
    Posts
    0
    BR Build #3

    Tier 3 instances

    Harrowing of Morgul - Please make the two Bosses immune to conjunction/fellowship maneuver

    Shadow Roost -First Boss much better with the damage and puddles stacking - the vocal for the boss doesn't really seem to fit with it being a large troll type
    -Halfway marker phase after killing 3 small drakes followed by fell beast no further adds spawned and we could easily destroy remaining eggs.
    -Final Boss Animations difficult to interpret when kick backs are due
    Last edited by Fingerz; Oct 29 2019 at 05:48 PM.
    lil 'obbit of Evernight..

    The Ascensio

  3. #28
    Join Date
    Feb 2019
    Posts
    1,464
    There is something wrong if you can do t3 instances with 120 gear. Cmon SSG buff those mobs and make 130 gear stronger so there will be an actual progression from t1-t3...

  4. #29
    Join Date
    Nov 2018
    Posts
    761
    The instances have luckily been buffed a bit but i still duo'd the harrowing of morgul and shadow roost with a guard+burglar with 120 gear. Aka it's still too easy.

    We should get a good progression where 120 geared people first need to fight for the t2 gear in order to be strong enough to do t3 etc. Atm it can be duo'd by 120 geared people in 10mins without a healer. That's just too easy.

    I suggest buffing up the damage a bit more but mainly buffing up the puddles that the bosses drop/cause you to drop. Right now they only do 11k so that means like a 1-2k hit which means u can pretty much ignore the puddle mechanic. But other than that it's getting pretty good. Just buff the dmg and buff the t3 loot. Atm lootbox gear is BETTER by a big amount compared to t3 instances.

  5. #30
    Join Date
    Jan 2007
    Posts
    58
    It's not one of the repeatable group instances, but I found that the instance late in (or at the end of) the Cirith Ungol quest chain "She Who Walks in the Darkness" appears to be disabled. I get a message "this encounter has been locked" when I try to run it at that point of the quest chain. Oh well. Maybe I missed an official post about it somewhere.
    Spam Egg Sausage And Spam of Gladden (formerly Silverlode)
    Brau Steinmeister dwarf guardian 140 | Theozor Viazald human captain 140 |Bindore Breakwind dwarf hunter 140

    Crunchy Frogs of Brandywine
    Oxandrium dwarf champion 140 | Bufflekil stout-axe hunter 129 | Randagnofus Ridiculous human loremaster 123


  6. #31
    Join Date
    Nov 2018
    Posts
    761
    THE DEEP BURROWS 130 T3

    Did it with a rk healer + cappy tank + burg dps. 120 geared.

    The instance was long and boring due to the bonepiles having a lot of morale and mits. I suggest lowering the morale of the bonepiles. They do nothing after a while and are just 8million morale dmg sponges that take ages to kill.

    The overall mobs in this place have good mechanics, good morale and deal good dmg. I still think the dmg they deal should be buffed as being able to complete it with 120 gear just makes it too easy.

    Also buff the loot dropping from t3 cause no one is gonna spend 30mins-1hour in the burrows t3 if you can just get a quick box at skarhald in 5 secs and have BETTER gear.

    AND THE LAST BOSS STILL GOES GREEN!!! This has been an issue since the 1st build

    Edit: forgot to mention that the bosses can still be dazed and stuff. This makes them way too easy and u can delay their mechanics greatly with this. Pls make them immune
    Last edited by HolyDuckTape; Oct 30 2019 at 04:18 PM.

  7. #32
    Join Date
    Jan 2007
    Posts
    58
    Out of curiosity or perhaps sheer masochism, I decided to try another instance since I got to the point of doing Eithel Gwaur after a landscape questline. While not as tedious as the barrow one was, it was still way too long with pathetic rewards. I really got sick of all the insta-deaths in spots where there was no green water visible. In the green water? Fine, although I've always considered that a cheap mechanic as far back as the Angmar days. But at least make it more obvious that the water is there!

    That's 2 for 2 on instances I'll do once for the questline and never go back if this is how they launch.
    Spam Egg Sausage And Spam of Gladden (formerly Silverlode)
    Brau Steinmeister dwarf guardian 140 | Theozor Viazald human captain 140 |Bindore Breakwind dwarf hunter 140

    Crunchy Frogs of Brandywine
    Oxandrium dwarf champion 140 | Bufflekil stout-axe hunter 129 | Randagnofus Ridiculous human loremaster 123


 

 
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