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Simone B.
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re: Skirmish Lieutenants guide

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Originally Post by Simone B. on 2012/08/16 13:53
Modified on 2015/05/24

Info taken from https://lotro-wiki.com/index.php/Skirmish_Lieutenants.
Here you will find some quick reference for the skirm Lieutenants, with the details about how said lieutenant looks like, in which skirm size it does appear, what are its abilities and what strategy to use to fight it efficiently.

A skirmish lieutenant is a special monster that spawn in a Skirmish Instance and is more powerful than the mobs appearing in the instance (bosses excluded).

The 50% of the lieutenants can spawn in any group size skirmish, the other 50% spawn only in 3-man, 6-man and raid (skraid = 12 men).

In defence skirmishes a lieutenant has a chance to spawn with every incoming wave.
In offensive skirmishes lieutenants may be guarding a control point and may spawn during a counter-attack.

Every lieutenant has its own special ability which will impact the battlefield, and at least one weakness and the key to fighting them easilly is to know what that ability is and how to best counter it. (knowledge is indeed power)
It becomes even more deadly when more than one Lieutenant show up at the same time because there is a possibility of very nasty lieutenant combos.

-Bearer of Blight:
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Group size of the skirm in which it appears: from solo up to raid
Lt's ability: Can debuff the player with Disease (+50% all incoming damage and -50% incoming heals), Poison (DoT), Wound (disables weapons), and Fear (-50% all damage inflicted and -50% outgoing healing)
How to deal with it: It is best to prepare with potions to deal with these effects. The taunt he says will warn you of the debuff he will use.
Tank away from group; range down; cure debuffs.

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-Blood-rook:
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Group size of the skirm in which it appears: from solo up to raid
Lt's ability: increased Melee Damage and decreased incoming damage per nearby Blood-rook's ally.
How to deal with it: Seperate it from any nearby mobs and kill the mobs first.

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-Brood Queen:
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Group size of the skirm in which it appears: from duo skirms up to skraids.
Lt's ability: Impregnates a player with an egg, which deals acid damage initially and later spawns a Spiderling on the player's position.
How to deal with it: Soldiers can be impregnated as well, so be extra careful and remove the debuff before it can spawn the spiderling. Hunters and Loremasters can cure the poison debuffs.

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-Brother of Destruction:
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Group size of the skirm in which it appears: from duo skirms up to raid.
Lt's ability: Summons clones of itself (one on duo and small fellowship, two on full fellowship, and 3 on raid).
How to deal with it: Focus DPS ONLY on one brother and keep the other(s) away; when one dies, all other Brothers of Destruction will die as well. (the best way is to make a person in the group - preferably the main dps - a group assist. He/she and his/her target will then show up in the assist window. The main dps will than target one of the brothers and the other dps people will target the main dps' target (or target the main dps, in case they have the "skill target forwarding" option enabled)

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-Chaos-fiend:
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Group size of the skirm in which it appears: from 6-men skirms up to raid.
Lt's ability: Multiple debuffs and skills, listed below:
- Mortal Terror: Fear debuff. Does high Shadow damage over time every 4 seconds for 30 seconds.
- Deadly Immolation: Wound debuff. Does high Fire damage over time every 2 seconds for 30 seconds.
- Lightning Surge: Wound debuff. Does high Lightning damage over time every 2 seconds for 30 seconds.
- Major Power Drain: Fear debuff. Deals high Shadow damage to your Power every 3 seconds for 30 seconds.
- Petrifying Shadow and Encasing Ice: Two 3-second long Roots.
- Exertion: Increased Power cost for all skills. +21% Power Cost. 15s Duration.
- Mortal Wound: Wound debuff. High common damage every 2 seconds for 30 seconds.
How to deal with it: The Chaos-Fiend always roars before it uses a skill; use this to your advantage and make him your first priority, as he is possibly the most dangerous of the Lieutenants. Cure the debuffs as soon as possible because they can be VERY dangerous.

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-Courage-breaker:
It looks like a red ghost. It always appear with a Will-breaker (blue ghost). No image available.
Group size of the skirm in which it appears: from 6-men skirms up to raid.
Lt's ability: Uses a debuff (red eye) that halves maximum morale when it expires.
How to deal with it: If you get the eye, you need to get far away from everyone else. The eyes will take 50% of your MAX morale at expiration, so be sure to always have more than the 50% or you die. This can kill a lot of people if there's another AoE boss around.

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-Crazed Hate-monger:
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Group size of the skirm in which it appears: from 6-men skirms up to raid.
Lt's ability: It places buffs that increase incoming threat from all sources as well as movement speed.
At about 15% of his morale, he will attack players at random.
How to deal with it: Burn him down really fast after he passes the 15% morale threshold to prevent him to cause serious harm to squishy characters. Keep the strongest attacks for that phase.
It is best to leave him as one of the last mobs to kill, since it's not so dangerous if it has more than 15% morale, so tank/kite him while the group kills the adds.

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-Daunting Spirit-sapper:
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Group size of the skirm in which it appears: from 6-men skirms up to raid.
Lt's ability: Has an aura that greatly slows movement and attack speed while also making inductions take longer. (+40% Attack Duration, -40% Run Speed, +40% All Skill Inductions)
How to deal with it: Tank far from the group while you kill all adds (to avoid slow debuffs on the group). Keep in mind that his aura has a surprisingly large area of effect. Kill the toad from distance.

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-Daywalker Berserker:
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Group size of the skirm in which it appears: from solo skirms up to raid.
Lt's ability: Cannot be harmed for the first few seconds since on aggro it casts a 20 sec invulnerability buff on himself.
How to deal with it: It is best to root, stun, daze or fear him until the unharmable effect wears off. During this time you can take up the adds. You can also interrupt him with a Fellowship Maneuvre before he puts up the shields.
Otherwise you can still tank/kite him untill the shields are down.

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Death-monger: Kill or CC him first; or interrupt his induction
Defender of the Vile: Tank away from group, or kill first.
Dourhand Keg-master: Move away from explosive kegs; interrupt his heals
Dourhand Storm-keeper: Cure wounds
Dreadwing-marauder: Tank her separate from the adds
Echo of Death: Don't DPS to avoid the damage reflect debuff (just taunt); kill adds first[/color]; order soldies to fight
Emissary of War/Shadow: Stack up and kill him inside the yellow circle
Enraged Snapper: Open FM on him to clear his buffs
Enraged Stone-crusher: Interrupt him to stop his self buff
Fell-bane Archer: Stack to minimize his distributed attack, or stay out of his range
Flesh Gorger: Kill fast, it attacks soldiers and gets a buff when anyone dies.
Forest-born Reaver: Kill fast, it attacks randomly; big AoE when it hits 10% morale, so range if possible.
Frigid Squall: Open FM at 25k but don't contribute; DPS him down before he blows.
Hawk-eyed Harrier: All close to melee range to avoid big ranged attack.
Hulking Pounder: Interrupt his "This battlefield is mine!" induction to avoid losing soldiers.
Leadfoot Brute: Kite and kill from range; avoid melee.
Leech-warden: Avoid his aura (it drains power and morale).
Pale Trapper: Avoid his fire totem.
Priest of Vengeance: Do not attack his ally with the spinning sword damage reflect buff.
Priestess of Flames: Kill her fast; move out of the fire.
Primordial Wrath: Avoid AoE; tank and kill from range.
Rage of Morgoth: LMs should drain its power. Avoid AoE when you see the purple smoke.
Raging Marauder: Kite him while his Rage buff is up.
Shepherd of Filth: Kill other mobs first; AoE to kill his crawlers.
Silent Slayer: Target mark him or DoTs (Damage on Time dispel stealth)
Spawn of Angband: Adds fire defense debuff.
Tempest of Flame: Interrupt him.
Thunderstone Smasher: Spread-out and DPS from range. LM stun immunity helps.
Troll Wound-taker: Heals allies; kill him first.
Venomous Blood-arrow: Interrupt him.
Will-breaker: Power debuff.
Wretched Falconer: Debuff and ignore him; kill his summoned birds.
Zealot of Pain: Avoid DPSing him (tank away from group); kill adds first (zealot buff them when his morale descends). Order soldiers to help.


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