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Thursday, 21 October 2010 18:30

Skumfil Part2 (Queen Side)

Written by  SiteAdmin
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Contributed by Azinthir:

SKUMFIL - LVL 58+ Queen Side Intro
Cited from: http://forums.lotro.com/showthread.php?t=217671


When you enter, stay left of course! Beware! the pit/ramp directly in front of you is a trap. If you don't know it's there you will fall in and aggro the three Spiders below waiting, probably killing your unsuspecting Minstrel in the process. That pit/ramp is the entrance to the hard-mode boss. Skip it... for now.

The trash mobs are *inactive* initially when you approach them. They consist of Kergim and Grodbyg battling each other. When you get within aggro radius of the clash , victors will emerge. These will be the mobs you have to fight.

Fellowship Conjunction: Pure of Heart= G G G B B *
(you will need this throughout the entire instance for numerous reasons.)

Kergim Summoners (20k morale) are your worst enemy should they *spawn*. Immediately when they activate and roughly every 15 seconds thereafter they will attempt to summon a 10k elite Grodbog Worker by stomping their foot on the ground. Either CC them with a Loremaster as soon as they activate saving them for last, or sprint to them and immediately interrupt their summoning induction, killing them fast and first. Should they be allowed to summon too many times, the fellowship will be overwhelmed. Having two of these actively in combat can be disastrous as they will produce far too many adds to handle. These can be rooted or mezzed. Although, rooting them should not be considered a good form of CC as they will keep summoninig workers.

Grodbog Defenders (20k morale) are a ranged mob that can also summon grodbog workers, with a much lower frequency than their Kergrim counterparts. They should still be interrupted, but its not as much of a priority. Kite them away from their start points so as not to aggro other battling mobs or to avoid breaking mezzes on Kergrim summoners. These can be rooted or mezzed.

Grodbog Workers (10k morale) are a melee mob that can be killed quickly. These appear either when summoned or as emergent victors in the battles. They can be rooted and mezzed.

To do these pulls have your tank run up and activate the victors. The CC classes need to be ready to quickly lock down any Kergrim summoners if and when they activate. Dispatch all the other activated mobs saving the Kergrim for last. Saving the summoners for last allows for everyone to focus on interrupts. If you cannot CC the summoners adequately, kill them first.

Use this method to clear out the left side of the main room beyond the ramp/pit. This will provide you with enough room to battle the mini boss that will unlock two main bosses rooms of the Queen side. Note, you do not have to clear the middle battle to kill the gatekeeper bosses. The middle battle is a five pull of mobs and can be quite challenging.

Once you have cleared the left portion of the main chamber you can pull the Kergrim Gatekeeper boss. He is a 60k morale Kergrim withe a knockback. He has three 20k morale fel-claws with him. These should be killed first. Once the fel-claws are down focus on the gatekeeper while being careful of knockbacks into other battles. Keep the fight in the area you cleared out so this does not happen. All of these mobs can be CC'd including the gatekeeper.

Once you have defeated the gatekeeper you will now have access to the first boss and Minstrel boss in the next chamber. There are a couple pulls in between chambers but they are straight foward and the mobs can be readily attacked and or CC'd to pull, unlike the battles in the first chamber.

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