There are four (4) different kinds adventures your leader can choose, Collect
and Kill, basically the same type. Assinate, where you have to kill a particular
boss and finally rescue, where you have to find a hostage and lead them out of
dungeon. These adventures come in two (2) modes, normal and hard. My personal
opinion is to stick with normal, less aggro, hense less dying. You get less points
and less loot but high degree of success and faster completion. The mobs in the
adventures are based on average level of the 3-6 players doing the LDoN. They
increase levels in hard mode.
Now to the most imprortant aspect of LDoNing, picking a group. For rescue and Assinate,
So to recap - A puller, A tank, A healer, a nuker and 2 support. Enchanters can be a big
This is just a beginning idea on doing LDoN's- there are more things you will learn as you
trackers are definately needed. They will also find the "named" mob. This mob will
have a good drop. This brings up something that should be discussed by group before
starting out. NBG, Need Before Greed, make sure you are in a group that abides by
this criteria. You will roll /ran 100 or 1000 for dropped items from named and also for
augments. They should only be rolled by players that can use this item, not for
their alts. Now more on groups. you will need a puller, Paladins with lull and arrows are
good for this, also Bards, Rangers can also Pull, Warriors are fighters not pullers. The
puller should pull single mob to the Tank, this can be any melee class. The other members
of group should include a healer, Cleric preferred by others who
subbed. Also some type of nuker, Wizards then Mages in that order. Wizards since they
have higher damage spells and also evacuation. This can be used in case of trains. Others
players such as Rogues for their backstab and other support players will fill out team.
Necromancers are good for 3 reasons, they have a fighting pet, they can DoT (Damage
over Time) mobs and they can heal themselves and do damage to the mob at the same
time. Three necromancers with a puller and healer are an awesome killing group.
aid due to their spells and their ability to crowd control- referred to as CC. LDoN's are
amazingly simple if this rule is followed One puller pulling single mob - all assist
the puller, yes puller since they will identify the mob. To set up assist, just use /assist xxxx
where xxxx is the puller. If by chance you get an add fight ONE at a time.
Do not break mezz. Multiple pulls have a big downside, if the second mob
or add isn't either rooted or mezzed, they will aggro any caster that casts a spell. If this
formula is followed, good things happen, less time needed for healers to med, second
you will win and lastly but most important, no one dies. It's that simple. If you want to do
hard's, (which i discourage) you must have good healer, The tank should be the
highest level in group and you should have grouped with this set of players before and
can trust them.
get more experience in LDoNing, such as in BB- Butcherblock - At differnent levels
mobs have differnent skills such as bonecharmers cast either fear at lower levels or
charm at higher levels, these should be killed first. The flying monkeys in Everfrost
are the same. Also Lits are healers kill them quick or you will be fighting them a long
time- they can heal six(6) times. Werewolves and others very hard to lull - all this will
be learned -or should be by experience.
If this was helpful to anyone I can add more as need be.
Frozenhtwoo -'ICE'
LDoN Part Two
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