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  1. #1
    Community Member KyrzaBladedancer's Avatar
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    Default Lord of Blades for the common PuG

    After running so many Lord of Blades with people who, even with a few completions, have no idea what's going on I figured I'd make a guide for those who are unclear about what to do in a given role and how to do it. Firstly, unlike most raids, every single character in the raid is important, and needs to pay attention. Second, every death above normal difficulty will almost certainly cost the Mana bars in the run more resources, usually scrolls sometimes a pot, and make the raid take extra time to complete. If you want you can skip to the section that concerns you, but make sure to read the Lord of Blades section too. In a few days I'll try and get video's up of how to do each role and the LoB specials from their perspectives.

    The run to the Main fight is not complex, nor hard. One thing to remember though, KILL THE ARTIS FIRST! IMO They are the single most dangerous monster in the entire dungeon (yes LoB included). While on normal and hard they don't have much HP and are pretty easy to deal with, on higher difficulties a single artificer can partially or completely wipe the entire raid. Also, on Elite and Epic there is no shrine, this makes it incredibly important to conserve mana or else you'll be chain chugging till the end. Once you get to the elevator, there is one more fight that can be killed or used to Torc back to full on Elite and Epic.

    Once shrined and rebuffed, you head to a circle platform in the middle of a pool of Arcane Sludge that deals quite a bit of damage if you fall into it. Sorry for the Paint Picture, will update once I get a few screenshots in the raid.


    THE LORD OF BLADES
    The Lord of Blades has 4 Special attacks that everyone will need to look out for, as well as a Debuff called Touch of the Mournlands that stacks each time he hits you with it, giving you - to maximum HP. \

    First is called Mighty Stun, and is easy to dodge and only hits the guy with aggro, just shield block when you hear a zing like sound. If the tank does get stunned everyone needs to back off the LoB as he turns his bladed staff into a Windmill of Doom focused behind him, then he brings it down on the stunned person for roughly 400 points of damage (Mighty Blow). {Note: it is not the tanks "job" to call out stunned, the melees should be watching for the tank to stand straight up.}

    Second is Super Jump, and is pretty much self explanatory. Getting landed on does the same amount of damage as Mighty Blow. The pink diamonds show roughly all the places he can land, however he will also drift from those spots and can hit any place on the circle, including the center. Once he lands, if he didn't drift he will skate across the platform and again do a Mighty Blow if you stand where he finishes. Don't stand in his way or he will deal damage equal to a melee attack and knock you down.

    Third is Whirlwind which starts at 75%. when he starts to wave his bladed staff in the air, get the H E Double hockey sticks away from him, the tank should back into the water so as not to take the damage, better 200 a second then 2000.

    Lastly is Rain of Blades which starts at 37-41%. Easy to spot, when he bends over like Super Jump and blades fly out of his back everyone should run to the center but the kiter and the tank. while possible to get all 12 people the LoB and the dogs into the center and have no one take damage it is... difficult.

    At 75%, 37-41% the Lord of Blades will go Yellow for a second and clear aggro and be beatable again, let the tank get aggro back. Also after the 5-8% mark he starts to Super Jump constantly, and Assassins and a few Artificers drop from the ceiling. Kill this trash then the Dogs, leaving 1 or 2 assassins up to make sure the next phase doesn't start till you want it to. Torc off the assassins if needed.

    THE HOUNDS OF BLADES
    Can be nasty but easily kited, the only thing you must watch out for is the Electric slime that they spit. Think grease+inferno, that's pretty much goo if you stay in it. you get the first tic as freebie, doing only about 10d6 electric damage (mostly covered by resist), the second tic does about 50d6 and will shred anyone that doesn't get out.

    THE FIGHT
    Once on the platform start the fight up and have the tank grab LoB, the Kiter grab the dogs, and the DPS kill trash and the first set of Pillars (tops and bottoms). Melees should watch for the Forge Buff that spawns in the center, It allows you to float and attack the base of the pillars. You fall into the water at 1:10 seconds left so make sure you are back on the platform then. Start attacking the LoB when the Pillars are down and the tank calls you in.

    At 75%, 37-41% the Lord of Blades will go Yellow for a second and clear aggro and be beatable again, let the tank get aggro back. Also after the 5-8% mark he starts to Super Jump constantly, and Assassins and a few Artificers drop from the ceiling. Kill this trash then the Dogs, leaving 1 or 2 assassins up to make sure the next phase doesn't start till you want it to. Torc off the assassins if needed.

    Once you kill the last Assassin the LoB will start talking. When the blue circle appears in the center, the kiter should set up and the tank get ready to grab LoB. Once the pillars start glowing again DPS should start attacking them, leaving 2 up as you only need to kill 6 to finish the Raid.

    THE TANK
    The most important part of the Raid is the tank. While not easy like Horoth or Suulomades, it is not difficult at all once you get the hang of it. The first thing you need to make sure of is that you are going to hold aggro no matter what. While intimidate is nice if someone is overzealous and grabs aggro, don't use it as a way to maintain aggro. Second, put on as much Healing Amp gear as you can, the healers will be scrolling you much of the time and getting less than 180 from a scroll even from someone with only 1 Scroll Mastery is not enough, i.e. roughly 140-150% HA. Third is Damage mitigation while the DPS is dealing with trash, usually in the form of a +5 Tower Shield. Ideally though you will also want at least Shield Mastery. You should have at least 650 HP to be able take a 2 or 3 Mournlands till having to block, but I have seen it done with lower. Lastly make sure to bring a thrower.

    The Method
    If you took the time to look at the Picture above, you already know where you as a tank should stand. You will want to establish some aggro while the DPS are killing trash, then shield block till they are finished so that the healers can mainly scroll heal you. Once the DPS are finished, start attacking the LoB with the best hate you got and call the Melees in as soon as you feel comfortable. For most that will probably mean dropping the shield and whipping out your preferred LoB beater. Do this till the 3rd time LoB goes yellow, clearing the Mournlands debuff using a second tank or shield blocking for the remaining duration, then start grabbing the aggro of Assassin trash and shield block it. Much easier to heal 1 guy taking 100 dmg and 6 taking 120. Once everything is down and people have sufficiently Torced up you are gonna grab the LoB when he comes down and shield block him away from people ranging and the kiter. Make sure to read the LoB specials section to know what to do with them.

    THE HEALERS
    First make sure you bring at least 200 heal scrolls on normal, 250 on hard, etc. You and the second tank scroller/healer should position yourselves on opposite sides of the tank so that what happens to one doesn't happen to the other. Your job is easy, keep your scroll on cooldown. A second healer or Bard or Artificer will also be scrolling the tank, I prefer Bards and Artis as they have better scroll mastery. The healer on the party should designate a Main Assist who all your heals will be focused on. Once trash is down, the Party healer should transition to also scrolling the Tank. When rain is called the Party healer should watch the Kiter to make sure he/she doesn't die. Party healer should also watch the Kiter during the final phase as the nameds love to cast PWS and FtS.

    THE KITER
    Once you get the Dogs aggro you should spend your whole time on the other side of the Platform from the tank, except to recast Cloudkill. You do not need to hit them more than to grab aggro. At the beginning of the 2nd and 3rd phase, the Dogs will charge the LoB and give him a 20 shield that reduces damage taken by 40%. They clear aggro at this point, but they stand still long enough to easily get it back. In the final phase, you will prep the area around the center (not the center itself) with whatever AoE spells you have that **** off mosters. I prefer Discoball, Solid Fog, and Cloudkill as they have a large AoE, last a long time, and grab aggro instantly. {Note: Kiter does not have to be a Caster, but generally makes it easier}

    THE DPS
    All you gotta do is beat stuff up. Make sure to bring a thrower or bow for the pillars. Once trash is cleared in the beginning, start working on the tops of the glowing pillars, while the guy with the Forge Buff starts working on bottoms, and try and stay on the same pillar. When the center starts to glow with runes, a Forge Buff is about to appear. When a Sparkly appears, grab it. You can only have one Forge Buff at a time, so you will need 3 people to get a rotation going. The buff allows you to float so start working on the bottoms, but watch the timer cause at 1:10 the buff will drop and you will fall into the water. Once the pillars are down wait for the tank to call you into the LoB and start whacking.

    I'll repeat what I said earlier, it is not the tanks "job" to call out stunned, the melees should be watching for the tank to stand straight up, it is also not his "job" to call Whirlwind, you have nothing better to do at that moment than to stare at the big Warforged in front of you, you should see them coming. Phase 4 do the same thing you should have done in the beginning, Kill Artificers, then attack the assassins one by one. Once their are 1 or 2 Assassins left, peel off one Hound and beat it down but watch for goo. When the Hounds are dead and everyone is ready, kill the Assassin and start the Final Phase. Focus on 1 pillar at a time, and make sure to leave 2 alone. The Forge Buff will start spawning again so make sure to watch for it. Once the 3rd to last pillar is killed the raid will finish and you will have won.

    (Wall of Text hits YOU for 20,000 points of falling damage, you have been slain by Wall of Text)
    Last edited by KyrzaBladedancer; 10-18-2011 at 04:27 PM.

    Jyrja, Ploratus, Alcedon, Kyrzi, Lilayn, Jaidynn, Morsus

    Life is not fair, get over it now.

  2. #2
    Community Member KyrzaBladedancer's Avatar
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    Default Part II

    Saved Just In case people think I should split it up

    Jyrja, Ploratus, Alcedon, Kyrzi, Lilayn, Jaidynn, Morsus

    Life is not fair, get over it now.

  3. #3
    Community Member Skani's Avatar
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    Default

    Bump, cause with guide like that you have no excuse if you join LoB raid without a clue what to do.

    But...

    Quote Originally Posted by KyrzaBladedancer View Post
    {Note: it is not the tanks "job" to call out stunned, the melees should be watching for the tank to stand straight up.}
    When DPSing at back of boss the view of tank is blocked by LoB, so it's hard to tell when he blocked or not. It's similar to fire breath in eVoN6 - it's responsibility of every meele to watch her nose, but just to be sure leader or some1 else will call out the fire just for sake of safety of the raid. In LoB usually some1 who is in other position than DPSers and who clearly see MT (healers/scrollers) can call out stun.

    Another thing is, that the stun is fully avoidable, so if tank got it, it means something went wrong on his side (in other words - he screwed up) and because of that it's his duty to warn others. At least I have that attitude when Im tanking.
    Last edited by Skani; 11-08-2011 at 03:28 AM.
    MR. NOOB
    Skanher, Skani, Skaner, Skannar, Skanbot.

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