
Though raids do not play as massive a role in LOTRO as they do in some other online games, they are nevertheless very much the core element of most players' gaming experience; two years on, it seems a good idea to take a look at how LOTRO's raids have stacked up. First of all, what exactly is the definition of a raid? A raid is an example of an
instance - namely, a copy of a building, a dungeon, or other location activated by passing through a portal, which allows an individual or group to take part in a private adventure, segregated from the main game and undisturbed by other players. A combat-based instance designed to be experienced by between one and four fellowships is called a
raid.
So far, and ignoring the PvP raids in the Ettenmoors, LOTRO has included five proper raids; a sixth, Filikul, was to have been packaged with Vol.II/Book 7 but proved buggy when released in the States. The first to be released,
Helegrod in the Misty Mountains, was a 24-man raid (four full fellowships). A vast, sprawling affair, it included nine bosses culminating in the undead dragon
Thorog. Players could choose in what order to attempt some of the encounters, and even experienced groups needed at least two evenings to complete the raid. While the raid was visually impressive and offered a good variety of combat experience, it was never as popular as it deserved because of the extreme difficulty of getting together as many as 24 determined players. It also suffered from an odd system of rewards, including titles for defeating bosses which were effectively limited to just one of the 24 participants, and above all armour set drops which were class-specific; this made it virtually impossible for anybody to put together a full set of Helegrod armour, which until the advent of MoM was probably the game's second best after the Rift set.
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