One of the easiest instances to farm for money and (occasionally)
halfway decent gear is the Library at Tham Mirdain. Although this is a
three-man instance, I have successfully completed it, including the challenge,
with a captain (yellow), a champion (blue), a guardian (blue), and a warden
(blue). It may be possible to do this with a very well equipped burglar too,
perhaps. For this post, I will focus on a quick walkthrough using the warden,
since that class takes – by far – the least amount of time and effort.
Typps, Watcher of the Wilds, prepares to take on the Library of Tham Mirdain all by his lonesome. |
For a level 100 warden in blue line, hordes of enemies are no sweat.
You can clear whole sections of this instance with little more than the usual
AOE skills you would use in any multi-opponent situation. Enter the instance
and grab all three of the overlords and their accompanying pale-folk. You can
grab the next two groups (down the hall) as well if you like. I’ve even been
successful taking all seven groups to the first boss, although it was a close
call. Anyway, gather up as many groups as you feel comfortable handling at once
and target one of the overlords. They will absorb your attacks, but the damage
is distributed to their minions, who die quickly. Once you have their
attention, start out with Exultation of Battle (using the Battle Preparation skill), then
follow up with Brink of Victory and Surety of Death. The pale-folk will be
obliterated within seconds of executing those three skills, so all that remains
are the overlords. You can take them down using any combination of your usual
AOE or even single-target skills. I recommend throwing in a Devastation
somewhere since the overlords do cast heals, so the interrupt is useful.
Bring it on! Typps single-handedly challenges a small horde of enemies, including Commander Unudhu! |
Once your group is down, plod along the pathway and take a right (make
sure you don’t accidentally grab any of the birds along the way). You’ll
encounter another pair of overlords and their pale-folk, so beat them down in
the same manner. Rinse and repeat until you reach Commander Piztor. There’s
nothing special about any of the boss fights in this instance aside from a few
quirks. Piztor likes to stun you for a good 8-10 seconds and wail on you while
you’re down. You can use your stun-escape skill when it’s off cooldown, but
otherwise there’s not much you can do. As long as you use a few Perseverance
skills now and then you’ll be just fine. You’ll probably want to throw in a few
Dark Before the Dawns as well to keep your power up, and don’t forget to clear
poisons when you see them, especially the one that slows your attack speed.
Other than that, just whip out the Power Attack line and/or Brink of Victory
line of gambits to wear Piztor down until he croaks. This is a great time to
practice your less-frequently-used gambits as well since you’re not in any real
danger from this yutz. Grab your first loot box and head back to the courtyard.
You’ll need to head in the opposite direction toward Commander Unudhu.
You can deal with the overlords and pale-folk the same way you did on the first
side until you reach the second boss. Unudhu is even less of a challenge than Piztor: the only thing to watch for is when he loses half of his morale. At
that point he will stun you and heal himself for a considerable amount. He
takes his sweet time doing it, though, so preventing him for recovering his
morale is easy. Watch his morale level: as he approaches the halfway point (around 79,000 morale or so),
build The Boot gambit and let it sit there at the ready. When he stuns you,
trigger your stun-escape skill and kick him in the face to interrupt the heal. Once that’s done, you
can polish him off with little effort, gaining you the second chest.
Take that! Typps lands an Unerring Strike against Commander Unudhu. |
With both orc-flunkies out of your way, you can drop back into the
courtyard to confront the main boss. A nice opener on him is Ambush, Critical
Strike, Wages of Fear (by running through him to use the javelin from behind),
and finished off with Unerring Strike or Warden's Triumph (which you would have built up using Battle Preparation before
starting the Ambush). Chieftain Gursh, even with his flock of crebain, isn’t much of a threat so long
as you monitor your morale and power throughout the fight and keep his birds in
front of yourself as much as possible to maximize the use of your shield. His
only truly irritating skill is Dirty Trick, which causes you to miss 25% of your attacks. When this debuff is present, concentrate
your gambits on the Perseverance line to keep yourself healed along with the
occasional Dark Before the Dawn for power. Another useful tactic is to hit with
Defensive Strike then execute Restoration to keep it in memory for another use later (you can also do this with Dark Before the Dawn for some quick power).
You’ll need to avoid using any AOE attacks, lest you slay a craban and fail the challenge. When the
debuff isn’t present, the Power Attack line, Warden's Triumph, or Wall of Steel are good gambits
to use for single-target attacks that induce bleeds or buff your ability to
parry incoming attacks. Feel free to throw Dance of War or Shield Mastery out
there as well, if you want. Shield Mastery is especially recommended since it
increases your evade rating and each attack you evade heals you for 1% of your total morale. This makes quite a difference when there's 17 enemies all pounding away at you at once!
Who needs a Fellowship? Typps tangles with Chieftain Gursh mano-a-Uruk! |
You’ll end up jockeying with Gursh for several minutes as his morale
slowly dwindles. As long as you keep an eye on your own morale (your healing
gambits still do damage, after all) and have Never Surrender! active in case of an emergency, you
should do just fine. Once Gursh finally goes down, that’s your cue to go
hog-wild with Exultation of Battle, Brink of Victory, and Surety of Death to
annihilate those squawking birds. With mop-up operations complete, all that
remains is to treat yourself to the goodies!
The challenge is only available at level 100, so any gear you collect
will be level 100 purples and teals. Wardens tend to gather agility-based gear,
but I’ve seen more than a few pieces of heavy or light armor drop as well. Any
of the “Of Penetration” gear is especially welcome because it usually includes
boosts to Vitality and Critical Rating among other things. Heritage runes have
never been terribly common as loot for this instance, unfortunately, at least
not for me. You’ll also usually collect between three and five sealed relics as
well, which can be deconstructed at a Relic-master for one to three (normally) tier 5 relics.
Victory! And a victory so swift, the game is still tallying the kills. Now for the loot! |
There you have it! If you have an up-and-coming warden who’s been
dreading the long, dull slog to level 100, here is a great excuse to get
crackin’.
Padhric
Master of Toons
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