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Aeneth
Aengelique
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Joined: 04 Feb 2012
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re: Great Barrow: The Maze

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The Maze (level 20-85)

The Maze is the first part of the three-part Great Barrow instance set. The path shown is the path of least resistance. Players who desire to complete one of the five "optional" quests for a Great Barrow mark will likely want to explore the rest of the instance. It is generally recommended that such exploration happen after the boss battles, though, as most optionals will be mostly or fully completed by that point.

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Notable spots

There are crawling arms that spawn at the two points listed "worms" on the map.

If you have the optional quest to burn 10 corpses, there are four burnable corpses at the spot labeled "corpses"; the other six are in the Barrow-wight Caller room (labeled "Ancient Barrow-wight" on the map).

There are two patrollers (one of whom summons four adds) and ground spawn at the point labeled "patrolling ground spawn"; walking forward slowly and being careful with pulls is recommended if one is not familiar with the instance.

Despite the appearance of the map, the fight with the first boss, the Barrow-wight Caller, is mandatory (the solid wall is marked with a red slash).

Barrow-wight Caller

There are several patrolling mobs around the Barrow-wight Caller (marked as Ancient Barrow-wight on the map). He summons two more wights from the ground when he's aggroed.

If he runs up to the top of the stairs leading to his room, he resets, which tactic may be used if he is accidentally pulled while clearing out the patrollers.

When he is about to die, his morale bar turns green (signifying that he is unattackable) and he summons some Giant Barrow crawlers, which then summon smaller barrow crawlers, which proceed to breath lots of acid clouds.

Keep the original worms targeted and burn them down first or they'll just keep summoning more worms. If the thick green clouds prevent you from finding them, try standing back, using [tab] to find them.

Both the Barrow-wight Caller and the Giant Barrow-crawlers have knockback. If they knock a person back up the stairs then follow, the fight may reset.

Gaerdring and Gaerthel

Gaerdring and Gaerthel are wight types, but it is to be understood that when "wights" are mentioned here, it is the ground spawn wights which are referenced. All spawned adds (arms and wights) despawn when both Gaerdring and Gaerthel are dead.

The Challenge (which can only be attempted if the instance is run at level 65) is to kill 20 arms (every arm which dies buffs nearby wights), while not killing any of the wights. This will trigger Gaerdring to start the battle (normally he activates when Gaerthel dies). Players must then kill them both, while still refraining from killing any wights.

Gaerdring and Gaerthel can both switch from melee to ranged at will. They can buff each other with the following (meaning they can't appear until both bosses are up):

Protection of Gaerthel
Gaerthel protects his brother.
+1000000% Common Mitigation
-20% Attack Duration
+25% Run Speed

Aura of Brotherhood
Gaerdring and Gaerthel provide
a strong defense when near
each other
Level: 66 (65) Tier 1

Gaerthel

Genus: The Dead Species: Wight
Alignment: Evil Type: Elite Master
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: True
Root: True
Resistances
Cry: Fair
Song: Fair
Tactical: Fair
Physical: Good
Max Morale: 71,660
Max Power: 5,997
Mitigation:
Common: Remarkable
Fire: Remarkable
Frost: Remarkable
Shadow: Remarkable
Light: Superior
Ligntning: Remarkable
AncientDwarf: Remarkable
Beleriand: Remarkable
Westernesse: Fair
Level: 66 (65) Tier 1

Gaerdring

Genus: The Dead Species: Wight
Alignment: Evil Type: Elite Master
Combat Effectives:
Melee Def: Average
Tactical Def: Average
Ranged Def: Average
Conjunctions: False
Stun/Mez: True
Root: True
Resistances
Cry: Fair
Song: Fair
Tactical: Fair
Physical: Good
Max Morale: 70,241
Max Power: 5,997
Mitigation:
Common: Fair
Fire: Poor
Frost: Fair
Shadow: Fair
Light: Average
Ligntning: Fair
AncientDwarf: Fair
Beleriand: Fair
Westernesse: Poor

When either one uses the /roar emote, it means that he's putting one or both of the following buffs on himself (same icon):

Fortitude of the Dead
Attacks made against this creature will heal it.
On any damage:
Receive effect:
Restores 5% of maximum Morale
Duration 15s

Vengeance of the Dead
Attacks made against this creature will reflect back on their source.
On any damage:
Return 100% of damage
Duration 15s
In short, if you see the big blue shield, attack at will (just don't use a weapon that deals common damage). If you see the thinner white shield, STOP attacking.

Anguish
The loss of a decayed has
driven this tomb-wight into a
frenzy.
+50% Melee Damage
+50% Ranged Damage
+50% Tactical Damage


All info copied from http://lorebook.lotro.com/wiki/Dungeon:The_Great_Barrow

Tactics

After a short intro, Gaerdring will attack with range at a random player first while Gaerthel remains inactive.

Extra wights and arms will spawn until Gaerdring dies. These mobs should be picked up before they attack the healer.

Once Gaerdring dies, the adds will stop spawning and Gaerthel will become active.

Gaerthel deals higher melee damage than Gaedring so the tank will need more heals to compensate.

http://lotro-wiki.com/index.php/Great_Barrow:_The_Maze


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