As everybody knows, the two end-game 12-man instances at the moment are gated – that is, you need a certain minimum level of radiance in order to even enter them. Personally, I think this is a poor design approach, and it’s no secret that most players feel the same way. However, we’re stuck with this situation for the foreseeable future.
Fortunately, Book 8 introduced some new paths to achieving the minimum requirements, which are currently +50 radiance for the Vile Maw (the Watcher), and +70 radiance for Dar Narbugud. What follows are some suggestions as to how this can be achieved as expeditiously as possible. Keep in mind that raiding is a cooperative affair, and that in order to get anywhere you’ll need to join a Kinship, or at least find a reasonably steady group of players - solo play doesn't enter into the debate at all.
To quickest way of achieving the +50 radiance necessary for the Vile Maw is to complete the first two (and easiest) of the 6-man instances which drop a single BoA coin when completed in Hard Mode. These are the Grand Stairs (dropping a Platinum Coin of Courage, exchangeable for Boots) and Forges (Platinum Coin of Strength, for Chest). Each of these armour items gives +10 radiance, for a total of +20.
The two new 3-man instances each drop three Glistening Elf-stones every time they are completed; four of these can be exchanged for tier 1.5 radiance armour items, each of which has +15 radiance. Completing the Mirror Halls of Lumul-Nar and the Water Wheels of Nalad-Dum four times each will net you Gloves and Leggings respectively, for a total of +30 radiance. Add these to the Boots and Chest from the earlier 6-man instances, and you have the +50 radiance needed to enter the Vile Maw.
Achieving +70, however, is harder. You will need to either complete the two toughest 6-man instances of the tier 1 series, namely 16th Hall (Iron Coin of Fortitude, exchangeable for the non-set Shoulders) and Dark Delvings (Iron Coin of Knowledge, for the non-set Helm), each worth +10 radiance, or acquire either of the two tier 1 set armour items which drop from the Watcher (Helm or Shoulders, each worth +20 radiance). Note that with the exception of the Dar Narbugud bosses, Gurvand, final boss of the Dark Delvings, is reckoned to be the toughest fight in LOTRO to date.
One further short-cut is to complete the Filikul instance (Nornúan the Turtle) as often as possible, since he sometimes drops Platinum coins exchangeable for tier 1 armour pieces. Nornúan is something of a pushover, and can easily be downed by even a halfway competent PUG (pick-up group).
Finally, it must be emphasised that +50 radiance for the Watcher and +70 for Dar Narbugud are the minimum necessary to avoid cowering; you will still have dread, with the resultant reduction of morale and skills. The more radiance you have, the better; this includes the extra +10 you can buy with Destiny Points, which stacks with whatever you get from your armour.
Wednesday, 22 July 2009
ACHIEVING MINIMUM RADIANCE IN BOOK 8
Wednesday, 1 April 2009
BOOK 7 AND THE END OF EXPLOITS
Volume II, Book 7 is due to hit Europe tomorrow, Thursday, just over two weeks after it was released in the States and a week after the first official release date. Not too bad, particularly if some of the more glaring bugs in the US release have been dealt with. I was particularly happy to see that the community's response to the probably inevitable delay has been much more muted and sensible than in the past - far less of that screaming, throwing the rattle out of the playpen, "want it now!" attitude we've seen in the past. Evidence of a more mature or of a wiser and more experienced audience? Either way, a relief.
Apart from the very welcome new content, Book 7 will hopefully also eliminate all those blatant exploits in the Moria instances which have been straining consciences and provoking arguments in PUGs for months. You know the ones I mean: the strange but indubitable fact that in many cases, if you stand in a doorway, you can hit a boss but he can't hit you. And yes, of course they are exploits, irrespective of the fact that they should have been (but weren't) fixed weeks ago. Principled players should (and mostly do) avoid making use of them, but the temptation is always there, particularly if you are called upon to repeat the 16th Hall instance for perhaps the thirtieth time, purely in order to complete somebody's radiant armour set. In some ways, this may well be the strongest argument against the the policy of requiring players to collect a specific set of armour before trying a particular raid (in this case, the Watcher): the fact that it became tedious enough to lead many players into the temptation of cutting corners. If all goes as planned, that temptation should soon be removed.