EGGuides: Sword-Hall of Dol Guldur – Part II

posted this on June 28th, 2010.
Categorized as dungeon, Dungeon Guides, Guide, Mirkwood, Sword Hall.

Shorthand Link:
Full link: http://feedproxy.google.com/~r/cstmfeed/~3/dMtoQ1xjWcY/

So before we begin this End Game Guide I’d like to first off apologize to my readers for the stupidly long wait between part I and part II. A few personal things came into play and I was forced to take a small sabbatical from finishing this article.  So lets get down into it shall we?

First things first! This Part II will not be as numbers based or as technically versed as Part I, and there is a very good reason for that. Guides that put people on a "Track" of sorts, only giving them the information they need to complete the task at hand forces players to work almost perfectly to the guides specifications. No two groups are the same; no two players play the same way. For this reason, I’ve decided to write this in a way that will help you to understand the reasons that things are done a certain way, instead of just telling you how to do it step by step.

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EGGuides: Sword-Hall of Dol Guldur

posted this on June 10th, 2010.
Categorized as dungeon, Dungeon Guides, Mirkwood, Sword Hall.

Shorthand Link:
Full link: http://feedproxy.google.com/~r/cstmfeed/~3/hfXcoIHEPW4/

EGGuides (End Game Guides) is a new mini-project I’m doing to keep players involved and interested in End Game content. Feel free to let me know if you’d like to help out or get involved!

This guide may be old news to some of you, but to others the Sword-Hall of Dol Guldur is still a challenging and new experience waiting to be conquered! For this reason I’ve taken the time to break this Small Fellowship Instance down into an easy to read guide. This guide will be posted in Two Parts. Each part will cover an aspect of the instance challenge from Preparation to Boss Fight Strategy.

  • Part I: Brief Overview, Group Composition, Preparation, Arena Layout and Knowing Your Enemy
  • Part II: Strategy and Boss Fights
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STUMBLING THROUGH THE MURK IN MIRKWOOD

posted this on February 4th, 2010.
Categorized as Barad Guldur, Dûrchest, legacies, sammath gul, Scroll of Delving, Scroll of Empowerment, siege of mirkwood, Skirmishes, Sword Hall, symbol of celebrimbor.

Shorthand Link:
Full link: http://lotro-chronicles.blogspot.com/2010/02/stumbling-through-murk-in-mirkwood.html

I've spent the last few weeks exploring Mirkwood, leveling up my main character, replacing old legendary items, collecting new ixp runes, acquiring the +25 radiance armour pieces, running skirmishes and pioneering the new Barad Guldur 12-man raid with my kinship. In other words, it's been busy, and in that time I've sampled pretty much everything that's available in Siege of Mirkwood. So? Personally, I think this has been the best expansion since before Mines of Moria - in fact, the best expansion since the one which brought us the Rift - and I believe it vindicates those of us who insisted that the game would eventually get its act together again.



First of all, the visual design is absolutely brilliant. The various regions of south Mirkwood are all different in interesting ways, both visually and in terms of content, but they all share a common eeriness. I was particularly impressed by the way that the woods are, well, murky... In other words, they're not pitch-black, causing you to keep walking off cliffs, but actually communicate the feeling that something could be lurking in the gloom just a few yards away from you - as, in fact, it probably is. Actually depicting gloom rather than darkness is no mean feat, graphically, so congratulations yet again to the landmass designers at Turbine.



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