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  1. #1
    Join Date
    Feb 2009
    Location
    Massachussetts
    Posts
    370

    Going into Draigoch

    Hi Guys

    I have a 75 lore master now and I'd like to go into Draigoch, I've been there plenty of times with my champ so I do know the fight.

    I'd like a list of skills that I must not use during the FM phase so that I don't inadvertently upset the burgs. Can I use them at other times or during the final dps phase?

    I'd also like to know what I should be aiming to do during the fight - power shots and dps? debuffs? how can I be the most useful to the group?

    Is there a way of reducing the cooldown on march of the ents?

    Thanks so much

    Rei.
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  2. #2
    Join Date
    Jan 2007
    Location
    5 Haven Way, Menellant, Falathorn, Elendimir
    Posts
    464
    Quote Originally Posted by Jane66 View Post
    Hi Guys

    I have a 75 lore master now and I'd like to go into Draigoch, I've been there plenty of times with my champ so I do know the fight.

    I'd like a list of skills that I must not use during the FM phase so that I don't inadvertently upset the burgs. Can I use them at other times or during the final dps phase?

    I'd also like to know what I should be aiming to do during the fight - power shots and dps? debuffs? how can I be the most useful to the group?

    Is there a way of reducing the cooldown on march of the ents?

    Thanks so much

    Rei.
    As you know none of your skills are dedicated to trigger a CJ, like all regular skills you have a chance of breaking the target's defenses but nothing specific like Burglars, Guards, Captains, etc. Your legendary pet, Bog–guardian, is the only way to have a higher chance of starting a CJ, but you will not be using it in the fight anyways so its all good.

    Power should not be an issue since people get out of combat enough to restore it, or you can use these situations to top off your primary receivers. You can do some debuffing, but you will be most effective in Master of Nature's Furry line. Harmony with Nature trait will reduce the power cost and casting time of your damage skills (including March of the Ents), and Awareness of the Body will reduce your moral cost for the same skills.

    As you know 3 red traits will lower your Ents Go to War cooldown for 180 seconds. The Amaruith armour set from Orthanc (5 item bonus) reduces cooldown of Ents Go to War by 3 seconds via Burning Embers.

    Hope this helps. Draigoch is not a very interesting fight for a LM, but its fast and has decant awards.
    Hallatur [LM] | Galadtar [HNT] | Yaraval [RK] | Tarsilme [CPT] | Till [BRG]
    Proud Member of Aurora Australis of Elendilmir on Arkenstone
    ~Founder of Aphadrim uin Calad of Elendilmir on Arkenstone~ Established: February 2005~

  3. #3
    Join Date
    Feb 2009
    Location
    Massachussetts
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    370
    I did know that I can't start a cj, but for some reason I was under the impression that if I (or anyone for that matter) stunned something it then becomes immune to stuns for a short while, which makes it tricky for someone else to start a cj - did I misunderstand that?
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  4. #4
    You didn't, but why would you stun Draigoch?
    Just use your regular DPS skills if you are in the CJ team or no skill at all until the CJ springs if you are not in the CJ team.
    This guideline is the same for any class.
    [charsig=http://lotrosigs.level3.turbine.com/042080000001ee718/01008/signature.png]Lucanthanas[/charsig]

  5. #5
    Join Date
    Feb 2009
    Location
    Massachussetts
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    370
    Quote Originally Posted by Lucanthanas View Post
    why would you stun Draigoch?
    I'm feeling like a complete idiot lol, I'll survive it... I came here knowing I am a LM noob still.

    There are a number of LM skills that are listed as 'damage + stun', my question is do I need to avoid these skills?
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  6. #6
    During the downed phase, you want to avoid Staff-Strike (assuming that Master of the Staff is traited, which we all know it will be), Test of Will, Light of the Rising Dawn, Storm-lore, and Ents Go To War. You can use them while Draigoch has the state immunity following a FM, during the claw phase, and of course after the FM series is completed.

    During the fight, you will just be reducing him to cinders. I trait 7-deep into Red (leaving out Knowledge of the Past, maybe also leaving out Awareness of Body in favor of Light of Hope if it looks like the group is a bit light on heals). Of course you can use attacks otherwise....random FM triggers can easily be worked around, and if it's a bit touchy, you just have the team go auto-attacks only while the Burglars do their thing. I've never seen a Challenge fail due to the non-FM group using skills before a FM went off.

  7. #7
    Quote Originally Posted by Jane66 View Post
    I did know that I can't start a cj, but for some reason I was under the impression that if I (or anyone for that matter) stunned something it then becomes immune to stuns for a short while, which makes it tricky for someone else to start a cj - did I misunderstand that?
    Burg CJ starter skills are stun skills so if you use a skill that cause stun immunity for 15 seconds on draig then the burg can't start CJ for that duration.
    so...
    LotRD
    ToW
    Improved Staff-strike
    EGtW
    Storm-Lore

    should never be used as long as the CJ wasn't done, then once the CJ is made you can use all your skills during the 15 first seconds of the 30 seconds CJ immunity draigoch got.
    After that stop using those.

    Also you must know to not attack at all if you are not in the CJ group otherwise if you randomly pop a CJ it cause CJ immunity and CJ group can't pop one for 30 seconds.

    Still you can throw dps while immunity is there; take a look at the body buff line and read the tooltip, the CJ immunity look like a gothic red shield.

  8. #8
    Unless your DPS is so high that you defeat Draigoch in six downed phases, this idea that the non-FM group must not attack except during state immunity lest they trigger a random FM is absurd. All you're doing is artificially extending the fight, which ironically just means more opportunities for the fight to bug. If it randomly triggers, you just shout for them to ignore it. The impact on the cooldowns is the same as if a skill misses except that, yes, they can't just turn to their marbles. The point is that the consequences of triggering a random FM are being horribly overstated.

  9. #9
    Join Date
    Jun 2011
    Location
    the Netherlands
    Posts
    17
    As Hallatur said, power should not be an issue because off the many out of combat fases, classes with high will should fill up to full in that time. Classes with very little will do not have that luxery. I find myself topping off blue bars on hunters and champs during those times that we're waiting for Draigoch to move. Nothing big, but a little more dps from them can speed up the fight a bit.
    [charsig=http://lotrosigs.level3.turbine.com/2521c000000000ff2/01008/signature.png]undefined[/charsig]

  10. #10
    As stated, just go deep in the red traiting line, dps is king in Draigoch. Also, avoid any of your attacks which can stun a mob until the FM has been done. Once the FM has been initialized by the FM team, feel free to use attacks which cause stuns since you don't have to worry about stun immunity anymore until it's time for the next FM. That said, most groups do two FMs for each round he's down so do not use any more stun inducing attacks after about 10 seconds after the first FM so you don't trigger stun immunity. Once the second FM has been done, go all out with whatever you want to use until Draigoch gets back up again.

    While beating on the claws, don't worry about what you're doing. Any attack is good at that point. You will want to keep up some of your debuffs, though. Sign of Power: Command, Fire Lore and Gust of Wind are musts when I'm on my LM there. Reducing the damage the claws do is a big help for the healers on any of the claws and especially the crit claw.

  11. #11
    On the body i usually do first, imp sop:command , sop sae for crit chance and ancient craft. The first conjunction usually comes then.

    On the claws as well, there is an opportunity to use warding lore sometimes, the miss chance is always handy and doubly so for the tac buff if you have a few rk/s in the raid.

    I tend to wear the galtrev set solely for the crit chance on sop:sae, and extended ancient craft. It probably benefits the group more than the c/d on ents from the amaruith set.

    you can proc ents on the first or second claw and it will still be ready for body.
    [charsig=http://lotrosigs.level3.turbine.com/22219000000125cd8/01006/signature.png]undefined[/charsig]

  12. #12
    Join Date
    Feb 2009
    Location
    Massachussetts
    Posts
    370
    Thanks all, that answers the questions I was asking
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  13. #13
    Quote Originally Posted by Jane66 View Post
    I'm feeling like a complete idiot lol, I'll survive it... I came here knowing I am a LM noob still.
    There are a number of LM skills that are listed as 'damage + stun', my question is do I need to avoid these skills?
    Apparently I'm the one who should feel like an idiot. (And I also survived! He he)

    Good that you got your answers.
    [charsig=http://lotrosigs.level3.turbine.com/042080000001ee718/01008/signature.png]Lucanthanas[/charsig]

 

 

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