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Ellada

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 The Rift of Nurz Ghashu Part A

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Αριθμός μηνυμάτων : 113
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Registration date : 21/01/2008

Character Journal
Level:
The Rift of Nurz Ghashu Part A Left_bar_bleue60/60The Rift of Nurz Ghashu Part A Empty_bar_bleue  (60/60)
Race, Class: Elf, Hunter Elf, Hunter
Proficiency:

The Rift of Nurz Ghashu Part A Empty
ΔημοσίευσηΘέμα: The Rift of Nurz Ghashu Part A   The Rift of Nurz Ghashu Part A Icon_minitimeΠαρ 04 Απρ 2008, 12:31

The Rift of Nûrz Ghâshu
North East Angmar lvl 50 - 12 player raid instance

"In the far northeast corner of Angmar, the Angmarim in their desperation have opened a long-sealed door and begun mining for obsidian and iron in a place simply known as The Rift. They have uncovered long since forgotten tales and evils. The Rangers of Gath Forthnír, led by the Elf-lord Iorelen, are now keeping tabs on this expedition and need your help!"
The Rift of Nurz Ghashu Part A Rift_g12
"Within the Rift of Nûrz Ghâshu, Angmar mines for the ore they need to arm their legions. In their search for iron, they have uncovered the home of the Eldgang, as well as a hidden evil, ancient beyond knowledge...."


Source: Lotro-Wiki


ITEMS NEED TO HAVE WITH YOU
* 5 Hope Tokens per person (needed on every boss fight. I think 10 Hope Tokens will be fine, 5 for 15 minutes and 5 for 30 minutes.)
* Essences of Athelas (the minstrels cant heal YOU all the time)
* Celebrant Salves (LoreMasters have other things to do, so stop asking for power all the time, use some Salves)
* Oils for hunters (Both Fire and Light will be needed, Refined will be better)
* Lembas (You need em before each fight)
* Spare weapons/shields
* Repair anvil needed if you plan 4+ hour raiding

QUESTS

Miscellaneous
* [50] Mushroom for Rivendell
* [50] The Eldgang
* [50] A Villain Unveiled (acquired from Sword of Thrâng)
* [50] Threat of Fire
Bosses
* [50] The Craft of the Enemy - Barz & Zurm
* [50] The Message - Zogtark & Narnûlubat
* [50] Aiding the Eldgang - Thrâng
* [50] An Ancient Threat - Thaurlach

MOBS

Troll-keeper and Cave-troll
The Cave-troll has two buffs on him while the Troll-keeper lives, Wild Rage and Master's Command, the former making his attacks cause greater damage, and the latter causing him to attack targets at random. It is believed that the Troll-keeper also heals the Troll. For these reasons, the Troll-keeper should always be taken down first. Keep the Troll near the Keeper or he will begin to make more powerful attacks.
Slave-master, Hillmen Slave and four Hillmen Workers
Crowd-control the Hillmen Slave as soon as possible. She will heal the mobs near her with Blood Gift and uses Blood Pact Protection on the Workers if she isn't incapacitated. The Slave-master can either be tanked away from the group or stunned by a second Lore-master. If he is close to other mobs, he will grant them an Aura of Command buff.
A good strategy is to mezz the Slave and cast a root on the Workers. The second Lore-master will then mezz the Slave-master, resulting in only a few Workers coming running. This tactic makes the encounter more manageable.
When all Workers are down, you can safely take out the Slave-master and then the Slave.
Slave-master and six Pale-folk Miners
The pull includes a Slave-master and six Pale-folk Miners, with the occasional two Hillmen Guards. Tank or crowd-control the Slave-master while taking down the Miners and Hillmen Guards. Deal with the Slave-master last.
Summoner and Fire-worms
Take down the summoner first, since he will keep summoning more Fire-worms. Either crowd-control or AoE the Fire-worms in the meantime.
Fumarole, Searing Úrfon and Ghâshfra adds
Take care when proceeding onto the islands in the lava. When a Fumarole pops up, focus all DPS on taking it down. A few Searing Úrfon may spawn while the Fumarole is up, but this can be significantly reduced or even entirely prevented by Champions using Clobber and Burglars using Addle. The Úrfon deal about 150 Fire damage with their attack, and reflect an equal amount of damage received back at their attackers, making them difficult to defeat. Good ways to deal with them are to either single-target DPS them down or ignore them, as they will not attack and de-spawn after about 30 seconds if they are not attacked. Ghâshfra orcs will come running in in clusters of three. Mezz the ranged orcs while the current Fumarole is active, then take the orcs down with ranged damage or line-of-sight them in close so that more Fumaroles aren't spawned before the raid is ready.

RIFT BOSSES
The Rift of Nurz Ghashu Part A Rift_b10
Source: Lotro-Wiki

LOOT

This 12 player raid instance features a set of unique boss-drop barter items that can be turned in for incomparable-quality class gear. One unique barter item exists for each of the weapons and armor pieces regardless of class, which means that all of the players will have to roll on the same barter items. Since each boss drops the same barter item(s) each time, some pieces of the set will be harder to obtain.

The Rift of Nurz Ghashu Part A Near_p10

Near Perfect Sapphire Obtained from Barz and Zurm. Used to barter for the boots.

The Rift of Nurz Ghashu Part A Glinti10

Glinting Amethyst Obtained from Zogtark's chest. Used to barter for the leggings.

The Rift of Nurz Ghashu Part A Sparkl10

Sparkling Diamond
Obtained from Frûz. Used to barter for the gloves/gauntlets.

The Rift of Nurz Ghashu Part A Dazzli10

Dazzling Emerald
Obtained from Thaurlach. Used to barter for the shoulders.

The Rift of Nurz Ghashu Part A Firey_10

Firey Quartz
Obtained from Thaurlach. Used to barter for the weapons and shields.

The Rift of Nurz Ghashu Part A Glowin10

Glowing Red Ruby
Obtained from Narnûlubat's chest. Used to barter for the chestpiece (armour).

The Rift of Nurz Ghashu Part A Pristi10

Pristine Opal
Obtained from Thrâng's chest. Used to barter for the helm.

Barter Items

In your journeys of The Rift you'll find Obsidian Rock Shards and Scraps of Rift-Iron Ore. These can be used to barter with the Fire-giants (Eldgang) for Rift-Iron Coins. The giants are found in Upper Noruidor, the area after Bornabar with Barz and Zurm. 3 Obsidian Rock Shards or 5 Scraps of Rift-Iron Ores can be exchanged for 1 Rift-Iron Coin. The coins can be used to barter with the Rangers at Iorellen's Camp for mini-sets and consumables.

ASMOLF : The Friendly Giant in first Cave

-"Go quickly, I will hold off their assaults... You must defeat Barz and Zurm"
The Rift of Nurz Ghashu Part A Asmolf11

Kill the monsters surrounding the Giant by pulling them away from him (can be pulled in few pulls, not just all), watch for hot area. When room is clear, make raid going away - best is on the stairs you will continue to Barz (opposite side of room you entered down) and let one member go close to giant - he will start scripted event. The one who "talked" to him should run back to raid. Simple as that, do not get involved in fight, it will take very long and more and more waves will spawn. He can hold the enemies there.
The Cave where giant is has two exits (both on stairs) to two bosses you must kill - Giant will open the access to city after both bosses are dead.

Barz

-"The slave-masters say you refuse to work!.. Rest? REST? I'll give you a rest!..."Anyone else need a rest?" "
The Rift of Nurz Ghashu Part A Barz110

This one is more difficult as it can easily wipe you if not paying attention to chat where he says several important things!!
So always check your chat and remember these words:
* No one is stronger than barz!
AOE power drain with 600 damage. No big deal unless you care about power
* I will gnaw on your bones!
Huge AOE damage which can be avoided by just running away (Barz will stand in one spot all the time). The AOE range is 10 meters, time to run is about 4 seconds. This IS DEADLY TO ANYONE IN RANGE
* I will bring down the caverns on you!
If you take down Zurm first and Barz second, Barz gets an additional special ability. Periodically throughout the fight, he will say "I'll bring the cavern down on you!" which causes a few "cave-ins" to occur. Each cave-in has an approximate 5 meter radius and does damage to all players standing in it. Before it happens, a dark area on the ground will be visible and it is possible to move out of the cave-in before the rocks start falling.
At several points (95K, 70K, 50K) there will be usual spawns of monsters - Troll and Troll-master, Hillmen / Hillmen-Slave and Orc-Master and thid is the same as 2nd spawn. Check the chat again for his call for help.
It's good idea to kite Barz through and around bridge structure at time the raid kill monsters. As with previous fight, all members must focus on killing spawned monsters with right strategy.
Use Sticky Tar or any other ways of slowing Barz.
At wave with Hillmen-slave use again the strategy of keeping her mezzed until Barz is killed.
Barz can be tanked in fixed spot (if there are no monsters spawned), but raid must take care that everyone runs away at various emotes - that included tank as even tank sometimes cannot whistand the "I will gnaw on your bones"!
Other possibility is to keep kiting him around the bridge structure and use mainly ranged attacks. Contact melee can keep running with him, but they still must run away at those emotes.
The Rift of Nurz Ghashu Part A Barz_i10



Zurm

-"What is this foolishness? None can withstand Zurm!"
The Rift of Nurz Ghashu Part A Zurm_f10


Tank and spank with some waves of monsters coming. Let MainTank get enough of aggro to be safe and then just dps Zurm until a wave of monsters appear - always kill spawned wave, then return back to Zurm. Remember to check the chat here again. Watch out for these words:
* - "Out of my way!"
Stuns tank & temporarily drops aggro
* - "You will tremble before your end!"
Full area-of-effect attack, moderate damage
*- "Running away, eh?"
Ranged attack if second player on threat list is not within melee after "Out of my way!"
* - "My trolls will deal with you!"
First wave of adds
* - "Slaves, destroy these intruders, or you will feel my lash!"
Second wave of adds
* - "Fools! Aid your master...destroy them!"
Third wave of adds

There are three waves of adds. Have the Off Tank holding onto a few of them while keeping others crowd-controlled as needed.
* Wave 1 - Troll-keeper and Cave-troll
* Wave 2 - Slave-master, Hillmen Slave and four Hillmen Workers
* Wave 3 - Slave-master, Hillmen Slave and four Hillmen Workers

The Rift of Nurz Ghashu Part A Zurm_i10


Three giants and a bartering vendor

The Rift of Nurz Ghashu Part A Three_11

You will run into these giants just beyond the portal that Asmólf opened up. They might be in combat with a group of Ghâshfra Butchers, in which case you can help them out a little if you want. Better dont... Just make sure that the Butchers remain aggro'd on the giants, who can easily handle them. Once they are down, grab all the quests from the giants and exchange obsidian rocks for Rift Coins. Soon another wave of Butchers will come running. Do not engage them in battle; instead let the giants take care of them.
About 6 minutes after the last Butcher spawn, another will come running. They run right through the path you will be using to get to Frûz, so it is very important to time your pulls and fight out of their path when possible.
The pulls up to Frûz are either the Summoner and Fire-worms or a regular pull of Orcs. (Defeat them or) kite them back into the giants. It can be a bit faster to kite them, but also risky since you will need to run back and forth along the Butchers' path.
After you come out from tunnel, turn right and climb/jump over rocks to safe area. From there start pulling and clearing the area. Watch for patrol spawn going to giants area - do not pull those if you can, just prepare your raid for Fruz and run to the gate when ready!

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