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  1. #1
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    Battle Tip Guide for Newbies

    There are some common pain points to the new Battle style of play, feel free to add suggestions that help folks new to them become familiar, and please correct any errors I have. (Some are redundant to other sources that players are obviously missing, and buried deep within other threads.)

    The secret to getting into the Battle panel is shift-b. In the instance join panel, they are listed in the order you have to unlock them, in the Battle panel they are numbered. You can't do the group versions until you've done that one in solo/duo form first unfortunately.

    Now first, don't expect to fight all the time, this isn't an old style instance, there are trained soldiers there to do much of the fighting. They can pretty much hold there own most the time, but you can help so they take less damage. You need to help to minimize problem MOBs to earn higher medals.

    Second, everything with a floating label over it can be used/interacted with. Right click it (or left click and "use" key, or select nearest object/NPC key and use) to get a pop up window with buttons. Hover over the button to see what it does.

    You might only be able to extinguish the thing if put on fire, or there might be greyed out buttons until you are higher rank, but there might be something you can apply appropriately. Multiple people doing the same thing do it faster. So if you see someone interacting with an object, don't expect an error like the rest of Lotro, jump in and get it done quicker.

    It is confusing at first to know where to go and find side quest objectives. There are indicators the edge of your minimap. It helps to do your first Battles with a kinmate, or someone familiar with them.

    To get to a side objective that's not right where you are, it helps to hop on an old style horse (or goat for cave).

    Don't ride/go too far in the direction of the enemy, if you cross the invisible "front", you will be killed with no warning, there's no indication where that line is, but it's safe to be where soldiers are.

    Promotion abilities that really let you do things come after you've done a half dozen or more Battles and have earned twenty points or so.

    Promotion points only come when you earn a higher medal than previously for that Battle/quest.

    On the main quest objectives, check the NPC and banners health regularly. If low, help them out, either heal it/them, repair it, DPS MOBs attacking them/it, debuff MOBs, CC MOBs, or force taunt MOBs off.

    On the side quests, some require more character abilities/DPS, some require more running about to help.

    There is a rope on the wall in Helm's Dike that takes you down/up (your horse can climb ropes, don't worry). In Deeping Wall you need to go into the side room (under catapult), turn to go downstairs. In Hornburg, stairs are blocked, but there's a hatch in the floor to get down, and rope to get back up.

    Most of all, experiment! Unlike former content that had a binary win/fail outcome, Battles are generally forgiving (the raid size being an exception). Things can glitch and not go well despite your best efforts, yet you'll still be rewarded for your successes and those glitches will be absorbed by higher results. Next time you do the Battle, you may earn greater rewards now that you have more an idea what's going on!

    G'luck!

    PS: Not a tip as much as a setting change, at the bottom of the Battle panel there's "Rewards" with four medals/bars with little arrow/chest indicators. The default setting is to give you vendor trash instead of higher end rewards. Click the two little arrows above the highlighted chests to accrue your earnings into better rewards instead of cashing out vendor trash all the time.

    PPS: For an in depth advanced guide to Battle side quests, see: https://www.lotro.com/forums/showthr...de-Quest-Guide
    Last edited by RJFerret; Dec 03 2013 at 01:12 AM.
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  2. #2
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    Helm's Dike

    There are two sides to Helm's Dike (east/west), each with a couple areas of attack (more extend further off the ends in the fellowship version).

    Generally the enemy will attack one side, then the other, then centrally (the closest fronts on either side of the wooden wall).

    Banners/commanders seem to have fewer issues surviving here, so focus on aiding the soldiers.

    Before leaving for a side quest, if off cooldown, give the commanders a final command or place a trap to aid soldiers while you are elsewhere.

    A couple side quests take place in back/down below (horses and "Powder at the Gate"). You may ride/run down ramps in back, or if near the wall use the rope to get down. (In the group version, there are horses in rear stalls initially being hurt.)

    If you can't kill the guys running in with powder casks before they get there, multiple people working together speed the disarming of them, required for larger sizes and giant casks.

    Two quests take place mostly upstairs at the central wall ("Stone Obstruction" and "Flames at the Gate"). For the former, run between archers reminding the dolts to fire. For the latter, supply them with arrows that spawn around. (Might need to go down for Flames too, in order to extinguish/repair, particularly in group size. --hat tip to Pokeytolman)

    Yes it's confusing there are two "...at the Gate" quests that you want to be totally different places for and both involve fire. Just remember powder casks you go down and out on the road to intercept/fight the guys; while flames you stay up and help archers.

    Two quests are up top not at the gate, but side locations (one on east, one on west). "Statue" and "Watchtower" involve fighting off waves of incoming MOBs. Trap the choke points particularly for trolls (at one point two trolls come at once, so save cooldowns potentially or use crowd control).
    Last edited by RJFerret; Nov 30 2013 at 01:19 PM.

  3. #3
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    Deeping Wall

    When you get in Deeping Wall, turn right and run upstairs to the catapult. Load it up and crank it all the way. You'll see an enemy catapult being wheeled forward in the distance. Wait until it comes in range, a couple shots will take it out.

    Now go to the wall or use the catapult to help the soldiers/banners/commanders stay up. Traps in front of banners help.

    This is a fight you totally control the flow of battle. Want fewer MOBs? Toss more ladders/cut more grappling hooks/kill them with catapult, etc. Your soldiers standing around doing nothing? Keep more ladders/grappling hooks to speed the flow. You can complete it in half the time or make it take twice as long.

    In the raid version, there are multiple wall sections instead of just one, and multiple catapults need to be used.

    "Securing the Culvert" is downstairs out back. Run into the room off the wall, U-turn away from the enemy side to run downstairs by the river. Find rocks, run them to where the culvert is under the wall or fight MOBs to defend laborers. The duration of this side quest is based upon sealing the opening, so you decide how long.

    "Defilers" is right on the wall where you probably already are. It helps to reduce other MOBs that are around so soldiers attack shaman quickly. Try not to let them place their totems, and if they do, right-click to disable them ASAP.

    The other two quests are in the side rooms, preventing waves of MOBs from entering/damaging supplies/NPCs/objections. Traps and buffs and force taunts are invaluable.
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  4. #4
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    Deeping Coomb

    This takes place after they have breached the wall, behind it. Riding a horse is invaluable as objectives are far apart and initiate quickly.

    They'll attack one side or the other initially, and banners are particularly vulnerable here. Traps and taking out sappers first helps.

    For "A Pillage Denied", ride parallel to the wall. You'll see buildings to extinguish, supplies to defend from MOBs which come from the stairs on the wall. Force taunts are invaluable here. High DPS can save the day. Healing to restore things can increase rewards too.

    For "Defilers", ride over the river and past the waterwheel, to Grandmother's house we g...erm, I mean to the pond. You want to take out the summoners ASAP, without letting Darkwaters escape the pond, CC is good! It ends when the final summoner is down.

    In "Searching Debris", it's hard to see active debris piles (spiral sparklies), use your select nearest object key and /follow button. They can be on either side of the river, at the periphery of the fighting areas. Interact with whatever you find in the debris.

    "Prepare to Fall Back" features a signal fire, and engineers working on constructions, simply fight waves of MOBs to keep them alive. Taunts help to pull MOBs off, and Engineer role to repair (there's time between waves).
    Last edited by RJFerret; Dec 03 2013 at 01:21 AM.

  5. #5
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    Glittering Caves

    This one's layout is confusing at first, but like Moria, Turbine did a great job making it seem more vast than it really is. See map sketch.

    There are only two ways down from the starting location, lit by torches (akin to the glowing crystals marking main travel ways in Moria).

    There are only two initial fighting locations, either west, or east. Wait for the signal, then ride (goat) toward that area. They provided plenty of time for players to run on foot and get lost, so don't stress.

    Once there, you'll find two fronts akin to Dike. When you are signaled to go to the other location, similar deal.

    "Stalactites over the Bridge" takes place in the middle by three signaling flags. You can use them to signal the ballista to shoot MOBs there. You don't want those taken out, MOBs to get through you (less critical), or supplies to be damaged. The ballista and other big AoE helps. If MOBs run through, soldiers will chase them, which weakens your defense of the line, so you'll have to choose whether to go with and speed their return or hold the line without them.

    "Spiders" come from the passageway nearest on the right as you face the big crystal. You don't want them webbing the crystal, so run up into the passage. Traps, stuns, force taunts, anything to slow/prevent their progress. After you've defeated the waves, you can open cocoons, but it ends either when the queen is dead or the enemy pushes further into the cave (announcement). So don't defeat the queen before all the spider waves have come!

    "Preparing the Charge" involves disabling barricades/traps/debris the enemy has set and defeating three bosses. It's on a timer, so only remove what you can do quickly and budget your time wisely. If you have plenty of remaining time, remove more before taking out the third boss.

    The final fights and quest take place back at the center hill. You'll see Uruks come before the Trolls so you know you are in the right area for the "Civilian Defense" quest, wargs too in the group version.

  6. #6
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    Hornburg

    This is another wall fight, but the banners are more vulnerable and there are fewer resources at your disposal at this point. Quests are also located in disparate areas, often up or down, it's easy to be in the wrong area initially.

    For landmarks, there's a small wooden shed on the back edge of the wall by the stairs up to the catapult on the opposite end from the gatehouse.

    Go past that shed and up the stairs for "Bring Down the Siege Ladders". On the front edge, hooks will be placed preventing pushing the ladders off. Attack the hooks like they are MOBs (they are not objects you can disable/dismantle), once defeated, push the ladder. Quest ends when you've done them all. Meanwhile, stop sappers/disable casks and watch out for trolls.

    Go to that shed and get supplies which you run into the room off the wall (same level) for "Repair the Portcullis". There are more supplies on the far end.

    The other quests are on the gatehouse end. There's a trapdoor in the floor to get down for "Protecting the Gatehouse", defeat the battering ram ASAP, then waves.

    Again, in this fight you control the flow/speed of action, you can complete it in 15 minutes, or over half an hour, depending how you approach it.

  7. #7
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    Thanks, this is very helpful!

    There are a few missing side quests: Deeping Coomb has one about covering some NPC engineers as they set up traps to cover everyone's retreat; Hornburg has one where goblins climb into the gatehouse and try to set up winches/pulleys to get uruks up there and/or kill Rohirrim healers and wounded in the room. Possibly more, but those are the ones I saw that weren't on your list.

    General question - what the heck can a non-tank class do in the various "protect X" side quests? I'm assuming the tank classes could get into their tank spec and force-taunt their way through, but I'm not sure what burglars, hunters, minis, rks, and lms are supposed to do. Certainly as a burglar they were really frustrating - I only have riddle 1/min, everything else has a range of 2.5m which leads to a lot of Benny Hill chases. And unfortunately mezzes (riddle or provoke gamble) tend to be broken as soon as they're applied, with all the NPCs around. Just not seeing how burglars are supposed to handle the Culvert in Deeping Wall, or the siege ladders attacking the catapult in the Hornburg.

    I'm also not clear on what the completion/failure condition is in Deeping Coomb's Searching Debris. Despite the difficulty finding stuff to click on, I seemed to be doing fairly well there (high silver, according to the quest bar) - 5 piles searched, 2 bombs defused, 1 wounded soldier healed, zeros in the various red categories. But when the timer ran out the quest came up as failed...

  8. #8
    Vulnerable banners

    Some specific banners get attacked more often than others and are usually destroyed first. It's important to focus your efforts on them and the soldiers guarding it (with traps, regular repairs, a ballista/catapult, heals for the soldiers) to ensure a platinum reward.

    - Helm's Dike: the first banner West of the gate (soldiers are particularly vulnerable here and will die before the banner falls - keep a close eye on them).

    - Deeping Wall & Hornburg: the two banners at the extremeties of the wall.

    - Deeping Coomb: the westernmost banner.

    - Glittering Caves: ? (never had a banner destroyed there)
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  9. #9
    Culvert

    Put a tripwire trap right at the exit to the culvert and DPS everything while it is stunned. When you get high in the engineering line you can have two traps down at once, ie tripwire and a damage one (don't put down two tripwires, they are stun immune briefly after recovering from the first)

    You can interact with the foreman to heal/speed up/armor up the workers. This seems to work better than buffing the layabout soldiers.
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  10. #10
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    Thanks all!

    For more advanced/detailed info on side quests, see: https://www.lotro.com/forums/showthr...de-Quest-Guide
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  11. #11
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    "You can't do the group versions until you've done that one in solo/duo form first unfortunately."

    I have not found this to be the case. A friend of mine was able to run the 3-man version of Glittering Caves with us even though he had never done it solo/duo.

  12. #12
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    Quote Originally Posted by Timothy_Phelps View Post
    "You can't do the group versions until you've done that one in solo/duo form first unfortunately."

    I have not found this to be the case. A friend of mine was able to run the 3-man version of Glittering Caves with us even though he had never done it solo/duo.
    I don't recall if it was the last patch or is built into 12.1 but they are or have made it so you can run the different sizes without having first completed the solo/duo of that same instance. You do however still have to complete the previous instance I believe.

  13. #13
    Great list so far! A couple minor ones to add :

    Generally - remember you can swap between your different BB roles (engineer / officer / and that useless one) during the battle, just not in combat. So switch to which ever task you're going to be doing to get the speed ups or boosts as appropriate.

    In Helm's Dike specifically - you have all the time you want to set up prior to speaking to the NPC (clicking the 'let them come' button). So build the one unconstructed ballista (and pre-crank/aim both of them) and set up any other items you can if your Engineer rank is high enough before starting the actual battle.
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