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Guide To T1 Fall Of Lantern Hook

By: Cindermist

Fall of Lantern Hook - T1

Order of Bosses:
1. Rorf
2. Pyromaster Cortinald
3. Flamebringer Druhl
4. Emberlord Ereetu
5. Oludare the Firehoof


1. Rorf - In the T1 version of this fight, you have to fight Rorf with all
the pets up. How you do this will depend a lot on your group make-up. The
easiest way to do it is to kill the adds first, then take out Rorf at the
end.

Rorf will snare, jump back and has ranged attacks. He loves his pets and will
also try to heal them so if you can interrupt that heal it makes things a lot
easier and a lot faster.


2. Pyromaster Cortinald - This fight requires you to be cognizant of the area
around you. He does an AoE that hits you for a lot of damage and if you don't
get yourself out of the way, it will kill you.

The first thing he will do is to summon adds. You MUST kill these adds before
taking on the boss. This does not include the tank, who must get on the boss
immediately. While you are doing that he will be casting an AoE that will do
ground damage. Once he comes down and lands, he will teleport all around the
cavern and cast a series of damaging fire attacks. If you have an interrupter
in the group, this is a good time to use it to stop his Cinder Burst. The
ground fire attacks are like big red tornados with a large circle around the base. You do not want to be in those as they will kill you quickly. You must
dodge them, and keep up with where he is teleporting to and get back to the
fight.
Keep your tank up, dps his fanny down, and avoid the red circles.


3. Flamebringer Druhl - This is a new boss in LH. He only shows up after you
clear the room before Ereetu. This is another fight that requires you to be
aware of your surroundings. This is actually a pretty easy fight so long as
everyone spreads out and remembers their run back spot.

He puts a debuff on everone that will pulse AoE damage if you get too close
to someone else. Therefore, have the group space themselves in a semi-circle
facing the boss, but apart from each other. The tank runs in and grabs the
boss and fights him in his place. Every so often, the boss will yank everyone to him. As soon as you are summoned, turn and run back to your previous location and resume dps. So long as everyone keeps apart and runs back to their spot, the dmg is minimized and becomes very easy to heal. Lather, rinse, repeat and this boss will drop in quick time.


4. Emberlord Ereetu - I think everyone dislikes this boss. This is the boss
that most often defeats a run. This boss has two abilities. One is a frontal
cleave called Fire Claw. Its got a very fast cast time. The second attack is
the most annoying one. Its called Scorching Shard and it produces a Fire
Crystal that never despawns. The crystal pulses AoE damage. If you are in
this, you are dead.

I'm going to include two ways of killing this boss. I have done both and they
work, but which you choose will depend on your group.

Everyone should set up in the front right hand corner of the platform as you
enter. Stay close to the wall and its easy to get there. The tank will pull the boss to the edge of the platform and start running him around the perimeter of the platform. Now this is the crucial part to understand. Ereetu ONLY casts his crystals IF he stops running. If the tank loses agro, or cannot do enough dmg/taunting to overcome what the dps are doing, then the boss stops and fires his crystals at someone.

If you do the tank dragging method, the tank needs to patiently keep hitting
the boss, keep using whatever agro gaining skills they have and can slowly walk him around the perimeter, all the while facing the boss and walking backwards. This is not a dps check fight, so whether he is moving fast or slow won't matter. But the tank MUST keep the boss on him or the boss will stop and cast the crystals.

If you do the Marksman kiting method, you have the MM using Hit and Run to keep up a steady stream of damage while running sufficiently ahead of the boss to keep from being hit by him. This is where a bard in the center will shine. Bard run speed will make this a lot easier for the MM to do.
The object is to have as few crystals up to have to dodge around as possible.


5. Oludare the Firehoof - This guy will be fought in the same room where you fought Rorf. Oludare charges players randomly, small AoE bombs and front and rear cleaves.

It's best to use ranged attacks on this fight and stay spread out. There is a big rock you can also position yourselves on, leaving only the tank on the ground with the boss. The tank will pull Oludare over to the side of the rock and fight him right there, basically walking him back and forth to get out of the bombs, but keeping within range of the rest of the group and the healers above. This keeps everyone pretty much out of the worst damages and makes this fight easy peasy.


NOTE: Betwen Ereetu and Oludare is an odd little escort quest. I've never done it nor seen it done successfully. But here's what I know. After you kill Ereetu, a guy shows up in the middle of the room who wants to talk to you. This starts the quest. Essentially you will want to run, quickly, down the ramp because a big dragon shows up and starts to chase you. If you don't get out of his way you become a very well-crisped player. Run to Rorf's room and if you make it that far you should be safe. I don't know any more details about it than that.

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