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Thread: Guide to Glinghant - The Gardens

  1. #1
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    Hi all,

    I was asked to create a guide for this instance as people are showing more of an interest in running it with the book 14 changes to here goes:

    Preparation for Instance

    The instance itself is rather small and on a clean run can be completed in less than an hour. The instance requires a full fellowship as it is not possible to open up the final battle without one.

    I recommend that players have builds and gear centred around shadow mitigation and carry Pure Flask of Conhuiths and Pure Flask of Lhinestads

    My recomended combination of classes would be: Burglar, Minstrel and Minimum 2 dps (hunter,Champion), the rest can be made up of whatever. However a guardian or extra minstrel may need to be in warspeech as required for the extra dps.

    First Terrace


    A lot of Darkwater mobs, along with some Angmarim can be found here. The entire area should be cleared before pulling the north-west and north-east levers simultaneously. Remember to click on phial for associated quest before continuing on. A non-hostile Flickering Limrafn moves back and forth among the levers to indicate which ones need to be pulled to open the next set of gates. The levers always need to be pulled simultaneously, and failure to pull them correctly results in a set of Darkwater mobs spawning. In Book 14 a sucessful pull will be more obvious according to notes that I have located.

    Second Terrace

    It is easiest to stick to one side and try and slowly draw the horrors rather than run in and take them all on.
    There are two High Sorceresses (one at either gate) who will engage and begin summoning Tormented Horrors. They need to be interrupted and defeated before summoning too many adds and overwhelming the fellowship. Mezzing becomes important in order to keep control of the situation. Proceed onto the middle of the terrace, triggering an event in which Nengon commends you for solving the first riddle. Pull the lever in the middle to begin the event, which causes Nengon to disappear and numerous waves of Darkwaters to spawn. They will engage in groups of two or three, and there are approximately six waves. As a minstrel I find it best to stay back out of the range of the darkwaters but close enough to get heals off as these guys drain power and silence big time. After all of them are defeated, Remember to access the phial for the quest after all mobs are killed. head back down to the first terrace and pull the three levers simultaneously to access the third terrace.

    Third Terrace

    This terrace has three sets of three Darkwaters each; pulling one of a type pulls all three. There are also three Stagnant Oaks, which activate one at a time as each set of Darkwaters is defeated. Best strategy here is to get the burglar to pull the waves one at a time whilst the rest stay back at one of the gates , then take down the Stagnant Oaks last. Head back down to the first terrace, and pull all six levers simultaneously to access the final terrace. Remember to click on the phial as required to complete the first quest. Also there is a ranger just to the left of the stairs on the right which holds the map of esteldin click on his body to complete that quest.

    Fourth Terrace

    This is the last terrace, on which Nengon can be found. A lot of DPS is required in this battle. Try and set up an area where you wish to combat him and get a burglar to draw him in. A burglar should try to get a Guile (Yellow) Conjunction on him early on, and continue to do so as much as possible early in the battle. Be especially careful not to get knocked down to the lower terrace, as this will cause the encounter to reset. Every 30-45 seconds he will disappear into the floor for a few seconds and call in a wave of 3 Darkwater adds. Crowd-control as many as possible, and either AoE the rest while focusing on Nengon or ignore them. The longer the fight takes, the more waves he will call in, so do not waste time trying to take out the adds because the fellowship will quickly get overwhelmed. Once he is defeated, deal with the Darkwaters and hope for good loot! He can drop a nice staff, I have seen him drop a nice heavy shield and he also drops a key component to the Annuminas set the Pauldrons requried to make the shoulders.

    After completing everyone in the fellowship should have 8 armours.

    If the run is done smoothly this should all be done within 1 hour.





    Lukmin 50 ~Rank 5~ Minstrel ~ Scholar Guild
    LukHun 50 Hunter ~ Woodworker Guild
    Lukcap 50 Captain ~ Jeweller Guild
    Lukgua 50 Guardian ~ Metalsmith Guild
    Lukcha 48 Champion ~ Weaponsmith Guild
    Lukbur 29 Burglar
    Luklor 20 Loremaster


    </img>

  2. #2
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    Well done! I&#39;m sure many will find this very useful.
    Verum victum totus

  3. #3
    Just as an addition to this, the boss fight here is horrid. The closest i&#39;ve ever gotten to killing him was about 1.5k. We went in with a hunter, 2 champs, burg, mins, and a guard, all of these toons kitted out, buffed up, clean Chill to the Bone off on him at the start and in the midst of the fight if i remember correctly and STILL didnt kill him. The silence makes a minstrel almost completely ineffective and the popping down in the ground is awful because you stand there for 20 secs getting hammered on by the adds and you cant be healed because the minstrel is silenced. I&#39;ve read this is the easiest instance of the 3 annuminas instances....if thats the case then the other 2 must be out and out nightmares.

    Quen R11 65 Hunter, Barim 60 Loremaster, Brui 60 Champion, Ickle 60 Burglar, Sagacious 65 Runekeeper, Sasil 60 Guardian
    Supreme Master Jeweler, Tailor, Weaponsmith, Woodworker, Prospector, Forestor, Scholar, Cook
    "DBS god-mode, token hunter extraordinaire" ~qft Azsouth

  4. #4
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    I&#39;ve successfully done the palace and the garden, and thought the palace to be much easier, though the group I was with had done it many times.

    The end-boss of the Garden is a real b*tch, with the key being, as others have said, all out dps. Save and use every trick you have on him. I would almost suggest not trying to control the adds all as it&#39;s taking away from someones damage output. That however would make the Minstrels job pretty dang tough. If the Minstrel can keep add agro off, staying out of line of sight of the silencing ghosts is pretty easy (the silencers dont seem to spawn til the boss gets below 50%).

    The Palace is strategically more complex as the spooks need to be fought under the proper color lights, or they&#39;ll not be killable. After four waves of alternating blue/white ghosts along with one zombie like critter that I attempted to keep minstrel mezzed, a whole mess of spirits pop with a boss mob. The trash went down quick and easy and the boss shortly after.
    "If you sit on the door-step long enough, I daresay you will think of something."

    Tacet Twinkletoes - Barefooted Minstrel of Meneldor

  5. #5

    Re: Guide to Glinghant - The Gardens

    Quote Originally Posted by Luk View Post
    Hi all,

    I was asked to create a guide for this instance as people are showing more of an interest in running it with the book 14 changes to here goes:

    Preparation for Instance

    The instance itself is rather small and on a clean run can be completed in less than an hour. The instance requires a full fellowship as it is not possible to open up the final battle without one.

    I recommend that players have builds and gear centred around shadow mitigation and carry Pure Flask of Conhuiths and Pure Flask of Lhinestads

    My recomended combination of classes would be: Burglar, Minstrel and Minimum 2 dps (hunter,Champion), the rest can be made up of whatever. However a guardian or extra minstrel may need to be in warspeech as required for the extra dps.

    First Terrace


    A lot of Darkwater mobs, along with some Angmarim can be found here. The entire area should be cleared before pulling the north-west and north-east levers simultaneously. Remember to click on phial for associated quest before continuing on. A non-hostile Flickering Limrafn moves back and forth among the levers to indicate which ones need to be pulled to open the next set of gates. The levers always need to be pulled simultaneously, and failure to pull them correctly results in a set of Darkwater mobs spawning. In Book 14 a sucessful pull will be more obvious according to notes that I have located.

    Second Terrace

    It is easiest to stick to one side and try and slowly draw the horrors rather than run in and take them all on.
    There are two High Sorceresses (one at either gate) who will engage and begin summoning Tormented Horrors. They need to be interrupted and defeated before summoning too many adds and overwhelming the fellowship. Mezzing becomes important in order to keep control of the situation. Proceed onto the middle of the terrace, triggering an event in which Nengon commends you for solving the first riddle. Pull the lever in the middle to begin the event, which causes Nengon to disappear and numerous waves of Darkwaters to spawn. They will engage in groups of two or three, and there are approximately six waves. As a minstrel I find it best to stay back out of the range of the darkwaters but close enough to get heals off as these guys drain power and silence big time. After all of them are defeated, Remember to access the phial for the quest after all mobs are killed. head back down to the first terrace and pull the three levers simultaneously to access the third terrace.

    Third Terrace

    This terrace has three sets of three Darkwaters each; pulling one of a type pulls all three. There are also three Stagnant Oaks, which activate one at a time as each set of Darkwaters is defeated. Best strategy here is to get the burglar to pull the waves one at a time whilst the rest stay back at one of the gates , then take down the Stagnant Oaks last. Head back down to the first terrace, and pull all six levers simultaneously to access the final terrace. Remember to click on the phial as required to complete the first quest. Also there is a ranger just to the left of the stairs on the right which holds the map of esteldin click on his body to complete that quest.

    Fourth Terrace

    This is the last terrace, on which Nengon can be found. A lot of DPS is required in this battle. Try and set up an area where you wish to combat him and get a burglar to draw him in. A burglar should try to get a Guile (Yellow) Conjunction on him early on, and continue to do so as much as possible early in the battle. Be especially careful not to get knocked down to the lower terrace, as this will cause the encounter to reset. Every 30-45 seconds he will disappear into the floor for a few seconds and call in a wave of 3 Darkwater adds. Crowd-control as many as possible, and either AoE the rest while focusing on Nengon or ignore them. The longer the fight takes, the more waves he will call in, so do not waste time trying to take out the adds because the fellowship will quickly get overwhelmed. Once he is defeated, deal with the Darkwaters and hope for good loot! He can drop a nice staff, I have seen him drop a nice heavy shield and he also drops a key component to the Annuminas set the Pauldrons requried to make the shoulders.

    After completing everyone in the fellowship should have 8 armours.

    If the run is done smoothly this should all be done within 1 hour.











    nice
    thanks
    ERWIn

  6. #6

    Re: Guide to Glinghant - The Gardens

    ERWIN.....I am Jason....
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    Sounds good to me.
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  7. #7
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    Re: Guide to Glinghant - The Gardens

    "clean Chill to the Bone off on him at the start and in the midst of the fight if i remember correctly and STILL didnt kill him. The silence makes a minstrel almost completely ineffective and the popping down in the ground is awful because you stand there for 20 secs getting hammered on by the adds and you cant be healed because the minstrel is silenced. I've read this is the easiest instance of the 3 annuminas instances....if thats the case then the other 2 must be out and out nightmares. "
    this part is discussable

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