LOTRO End-Game Guides

 
need to add helegrod



Angmar Instances:
http://www.casualstrolltomordor.com/2010/03/overview-angmar/


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Links for Construction


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http://lotro-wiki.com/index.php/Class_Quest_Drops


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Start out with Water Wheels. It's the shortest 3-man, and the armour is very adequate.

Then move to Hall of Mirrors. It's also a 3-man, and the armour, again, is very adequate.




http://forums.lotro.com/showthread.php?t=76196
http://www.lotrolife.com/lotro_instances_guide/

The grand stairs is where you start, its so easy it has been 3 and 4 manned.

To be ready to do the rest of them, you need roughly:
1000 ICPR (shield should have 90+, both bracelets 90+, high fate (500ish), legendary items each with a gem of +70 or more)

4000 morale (again, this is roughly, hang in there I have details coming)

a book with healing and motivation, bolster courage legacies. It helps to have additional stuff, but those 2 are required nearly.

A weapon with TS cooldown. The other 2 group legacies are optional (rally cooldown and SOS bonus).


Now that you have your boots and a little more group experience, you can try for
forges, fil gashen, and skumfil. Those are all "moderate" in difficulty.... most pugs can do them and certainly a 1/2 friends group 1/2 pug has a good chance. Read about each one so you understand hard mode for them. Forges is a dps race / timed run, FG requires you to not kill some mobs so you have to find and wear some disguises, and skumfil is an endurance fight, you have to power through rapidly respawning areas to get to the boss before your group is out of steam (ICPR!!!!).

Now the bad news. 16th hall is LONG and needs some special attention. The last boss has about 20 bugs that are 1 hit to kill. Kill one, you lose. So, someone has to deal with them, a tank with a non dps aoe aggro (not a champ!) or a healing traited captain, or something. All damage reflection (gear and buffs) must not be active. Prepare for at least 1 hour to run, maybe 2 for a new group. The group needs to commit to a long run up front, accepting that you may wipe a time or 2. The actual fights are easy though, its just the need for handling those bugs that matters. Also you need 1 ranged dps, RK or hunter, in that fight to kill some mushrooms that slow the person handling the bug (if all 20 catch him, he will die!).

Now the worst news: Dark delvings is uber hard. So hard I have failed it with fully geared (first age stuff, full radience gear, DN items, etc) groups from my kin, who all know what they are doing. Its not a happy place for a novice.

And good news again:
the crafted loth gear is nearly as good as radience gear. If you are not raiding, a mix of this medium and light armor is actually as good or better than rad gear.

And, do not forget, HOC, HOM, and WW all let you earn a +15 radience item. 2 of those is as good as 3 pieces from the 6 mans. And, you get token every time you go, so its not a roll on a drop that you can lose forever, you will get your gear if you keep doing these places!.

Before you go to these, make sure you are ready and able to do your class quests (the 3 of you probably all need this?). This earns you a legendary trait. Each class quest is tied to a different 6 man instance, so doing them as you earn rad will reduce your pain in going over and over to these places. You already need 1 run per person who needs the gear.

You need what we call a raid kit to do these places. As a minst, let me recommend:
morale and heal pots
20 of each salve (you will use it on your group as well as yourself)
Food (power and morale regen food)
scrolls (5% less damage taken across the group, 5% more damage done, effect 10% easier fight).

If you are the type that does not quickly target yourself, get the regular cure pots too, since a salve on the tank when *you* needed it is a wipe in some situations. If you can handle F1 + SALVE-Bound-button in a flash, you don't need the regular pots. Mouse clickers may die before click self, click salve can happen, depending on your reflexes and screen resolution and mouse settings...

Finally, on the morale issue: if you are under 4k, you will not survive DD most likely. If you are under 4k, you may die in forges too, there are some environmental effects and boss aoe that can kill you quick. Skum is ok for low morale healers, so is FG and GS. 16th is not too bad either, not now, they nerfed the last fight, but you still want to do this one after the others as low morale could get you into trouble (still, if at 3.5k morale 16th is more doable than forges...).

ANUMINAS:
GARDEN
TOMBS
CHRUCH
Lvl48-50 6man










Raid/instance Locks (official):
http://lorebook.lotro.com/wiki/Raid_and_Instance_Locks
Monday, Wednesday, Friday

  • Carn Dûm (6)
Mondays and Thursdays

  • Helegrod (24)
  • The Rift of Nûrz Ghâshu (12)
  • The Vile Maw (12)
  • Filikul (12)
Thursdays

  • Dâr Narbugud (12)
All locks reset at 6:00AM Eastern on the days stated above.

rift:
http://www.pooh.cz/lotro/a.asp?a=2014392

library of steel:
http://www.lotrolife.com/lotro_library_of_steel/

another GT map:
http://www.pooh.cz/upload/img/1000/goblin-town-map.gif

various instances:
http://www.tdvguild.org/board/showthread.php?t=6049

forum with tons of info:
http://nuingiliath.forumotion.com/middle-earth-veterans-association-f12/

pvmp guide:
http://www.pooh.cz/lotro/a.asp?a=2014523


class quest items guide:
http://www.pooh.cz/lotro/a.asp?a=2014367

annuminas:
http://www.pooh.cz/lotro/a.asp?a=2014330

Uru:
http://www.pooh.cz/lotro/a.asp?a=2014335


Annuminas:
http://nuingiliath.forumotion.com/middle-earth-veterans-association-f12/guide-for-annuminas-runs-t139.htm
mirkwood instances:

  • Dungeons of Dol Guldur
  • Sword-hall of Dol Guldur
  • Warg-pens of Dol Guldur
  • Sammath Gul
  • Barad Guldur

http://www.mmorpg-life.com/category/lotro/instance/

  • The Mirror Halls of Lumul-nar- a three-man instance located in Zirak-zigil (contains a hard mode)
  • The Water Wheels: Nala-Dum- another three-man level 60 instance located in the Flooded Deeps (contains a hard mode)
  • Halls of Crafting- a six-man instance located next to the entrances of the Forges of Khazad-Dum and Fil Ghashan (contains a hard mode)
  • Dar Narbugud- a twelve-person raid that contains 6 bosses with First Age Legendary Item token drops and the new Tier 2 class set