Pineleaf’s Pictorial Primer to Skirmishing Pineleaf’s Pictorial Primer to Skirmishing A guide to the skirmish system in The Lord of the Rings Online Chapter 20.1: Trouble in Tuckborough By Pineleaf Needles for LOTRO Players http://www.lotroplayers.com Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 1 Pineleaf’s Pictorial Primer to Skirmishing Table of Contents Introduction ........................................................................................................................................ 3 Summary ............................................................................................................................................. 5 Rewards .............................................................................................................................................. 6 Layout ................................................................................................................................................. 7 Control Points...................................................................................................................................... 7 Section 1: Western Hillside .............................................................................................................. 8 Section 2: Eastern Hillside .............................................................................................................. 10 Section 3: Courtyard ...................................................................................................................... 12 Opponents ........................................................................................................................................ 14 Abilities ......................................................................................................................................... 16 Wolves .......................................................................................................................................... 17 Brigands ........................................................................................................................................ 18 Goblins .......................................................................................................................................... 19 Lieutenants........................................................................................................................................ 20 Filzof (The General) ........................................................................................................................... 21 Encounters ........................................................................................................................................ 22 Ghâshfog ....................................................................................................................................... 23 Fíthrokh ......................................................................................................................................... 24 Murbarash ..................................................................................................................................... 25 Old Root ........................................................................................................................................ 26 Big Fright ....................................................................................................................................... 27 Variations .......................................................................................................................................... 28 Level .............................................................................................................................................. 28 Tier ................................................................................................................................................ 29 Player Group Size........................................................................................................................... 29 Strategies .......................................................................................................................................... 30 Beorning (Herbalist)....................................................................................................................... 30 Burglar (Archer) ............................................................................................................................. 30 Captain (Archer) ............................................................................................................................ 30 Champion (Herbalist) ..................................................................................................................... 30 Guardian (Sage) ............................................................................................................................. 30 Hunter (Herbalist) .......................................................................................................................... 30 Lore-master (Archer) ..................................................................................................................... 30 Minstrel (Archer) ........................................................................................................................... 30 Rune-keeper (Archer) .................................................................................................................... 31 Warden (Archer) ............................................................................................................................ 31 Deeds ................................................................................................................................................ 31 Quests ............................................................................................................................................... 31 Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 2 Pineleaf’s Pictorial Primer to Skirmishing Introduction Welcome to Pineleaf’s Pictorial Primer to Skirmishing. In this series, we will look at all aspects of the skirmish system in The Lord of the Rings Online™. In this chapter, we will take a look at the skirmish that is set right in The Shire: Trouble in Tuckborough. Pineleaf Needles Follow the latest LOTRO news at LOTRO Players at http://www.lotroplayers.com Pineleaf joins a raid to liberate Tuckborough. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 3 Pineleaf’s Pictorial Primer to Skirmishing Skirmish Specifications Name: Scenario: Type: Level Range: Availability: Allowed Group Sizes: Tiers: Location: Time: Reputation: Control Points: Opponents: Enemy Group Size: Lieutenant Pool: Lieutenant Count: Defenders: Encounters: Marks Rating: Experience Rating: T1 Solo Run Time: Features: Consumables: Damage Types: Update 16 Edition Trouble in Tuckborough Brigands and goblins are laying siege to the Great Smials. Food supplies are running low, and time is running short… Offensive 20-cap Free upon completing the skirmish tutorial Solo, Duo, Small Fellowship, Fellowship, and Raid 1-3 Tuckborough, the Shire Early autumn 3019 The Mathom Society 7 Brigands, goblins, wolves Solo 6 Mob Points Duo/Small fellowship 16 Mob Points Fellowship 48 Mob Points Raid 112 Mob Points 8 solo; 5 duo+; 4 fellowship+ 11 (excluding the boss fight) 6 non-vital 5; Tuckborough Troublemaker 9 (33 blocks awarded) 88 16 minutes +3 hope, high mob density, distant encounters In-combat regeneration food Fire (wolves) and Light (goblins) Chapter 20.1: Trouble in Tuckborough Page | 4 Pineleaf’s Pictorial Primer to Skirmishing Summary Trouble in Tuckborough is the first offensive skirmish you can access. Anyone who is at least level 20 and has completed the skirmish tutorial has access to this skirmish. This skirmish is fairly straightforward in its structure and the trash mobs are individually easy. The challenge is that the number of opponents you face is large, thus making it easy to become overwhelmed. Trouble in Tuckborough is set at the Great Smials, which is built into a hill. The skirmish path is thus laid out in a circle about the hill. You will proceed about the hill in a roughly counterclockwise direction. The object of this skirmish is to defeat the enemy forces at each control point and then take the control point. When you have taken all of the control points in a section, you may proceed to the next section. When you capture a control point, the enemy forces will generally launch a counterattack. One or two hobbits will emerge to aid you during the counterattacks. Your opponents will mainly be brigands, goblins, and wolves. In addition, you will face an array of lieutenants. Due to the sheltered nature of the Shire, there are several lieutenants (such as trolls and the dead) that will not appear in this skirmish. The encounters are scattered throughout the area. Two are on the hill itself (one on the summit and one near one of the control points), two are near the Great Willow, and one is far to the west on a farm. This skirmish has a high lieutenant count but a very small lieutenant pool (so you will be seeing many of the same lieutenants throughout the skirmish). When I run a skirmish, I prefer to earn as many marks as possible during the run. Therefore, while some players prefer to skip the counterattacks to finish the skirmish faster, I prefer to face all the counterattacks and protect the hobbits. Besides, stranding those hobbits just seems cruel to me. I would rather have the extra marks for saving the hobbits than to finish a couple minutes earlier. I do sometimes skip encounters, especially the warg that’s halfway to Michel Delving (if you’re looking for medallions, though, you should complete all of the encounters). The 16-minute run time I show in the specifications was with a level-100 warden with passable traits and equipment. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 5 Pineleaf’s Pictorial Primer to Skirmishing Rewards The marks awards for this skirmish are given in blocks. Each time you capture a control point or complete an encounter, you receive a number of award blocks based on the action completed. The number of marks you receive for each block is based on the level you are running the skirmish (as well as any adjustments made for group size, level, and tier). Any rounding is performed after multiplying the number of blocks awarded by the award size. In this skirmish, the base award block size at Tier 1 solo for a level-100 character running a level-100 skirmish is a little under 9 marks. Blocks 2 2 1 2 2 3 5 8 4 4 L100 Tier 1 Solo Marks 18 18 9 18 18 (23) 26 44+2 70+2 35+5 35+5 235+10 Hyacinth’s Entranceway Western Hillside Southern Hillside Eastern Hillside Edilina’s Entranceway Outer Courtyard Inner Courtyard (terminates the skirmish) Six defenders (Hyacinth, Edilina, and four bounders) First Encounter Second Encounter Total The defender award assumes that all six defenders survive. This award is reduced if any of the defenders are defeated. Therefore, you need to keep all the defenders alive if you want the listed award. In addition, some lieutenants will award marks when you kill them (this is random, is the same way you can receive random loot from lieutenants). The award for this is about 10 marks for a level-100 tier 1 run, so it does not appear to be using the same block value as the control points. The medallion awards are more strongly tied to the group size and tier than marks are. While a Tier 2 Small Fellowship skirmish awards only 1.77 times the marks of a Tier 1 solo run, it awards 2.5 times as many medallions. Since the tier of a skirmish has no effect on the experience gained, Tier 1 runs are the most optimal when your main goal is to gain experience. This is especially true with duo skirmishes. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 6 Pineleaf’s Pictorial Primer to Skirmishing Layout The skirmish takes place on the hill of the Great Smials in Tuckborough. You enter the skirmish at the point indicated by the X on the map. You then proceed around the hill in a counter-clockwise direction. Note that the warg encounter is the only feature west of your entry point. Map courtesy of the Terrain Map plugin by Garan. Key: X CP BF G M OR W F Entry Point Control Point Big Fright Ghâshfog Murbarash Old Root Warg (Fithrokh) Filzof (Boss) Control Points Trouble in Tuckborough is divided into three sections: the Western Hillside, the Eastern Hillside, and the Courtyard. The Western hillside includes three control points, the Eastern Hillside includes two control points, and the Courtyard includes two control points. Lieutenants stationed at control points are all at a fixed location. The trash mobs in a group are scattered in the vicinity of the control point. Some of the enemy patrolling forces can wander quite a distance and may prove tricky to find when you try the skirmish the first few times. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 7 Pineleaf’s Pictorial Primer to Skirmishing Section 1: Western Hillside There are three control points on the Western Hillside. When you take all three control points in this section, the gates to the Eastern Hillside will open. All control points on the Western Hillside include one group accompanied by a lieutenant. Hyacinth’s Entranceway (2 Mark Blocks) When you first enter the skirmish, you are facing towards Hyacinth’s Entranceway. Up ahead, you can see a bounder who explains the situation. “We are in a terrible plight! Sharkey’s men have locked the Tooks up inside the Great Smials! It is just before harvest, so the foodstocks are running low! Please, drive off the brigands and goblins! I will see if there are any in the Shire who can aid us, but it will take time, do not wait for me. The Tooks depend on you.” He then runs off. Perhaps he sends the bounders who appear later – or he just hides in a pub (assuming there are any left open after the brigands stole everything). Once you defeat the enemy and take the control point, two hobbits appear at the entranceway: a bounder and Hyacinth Took. They appear just in time for the two counterattacks. You will face two counterattacks. The second of these counterattacks includes a lieutenant. If you are unsure about how well you will survive a double counterattack, you may wish to have a bit of food right after taking the flag. One of the decisions you need to make during this skirmish is whether to face the counterattacks near the defenders or from a forward position. The primary advantage of facing them near the defenders is that you will get through the fight more quickly. The main disadvantage is that you will be placing the defenders at risk (the larger the group size, the greater the danger of the defenders getting killed). Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 8 Pineleaf’s Pictorial Primer to Skirmishing Western Hillside (2 Mark Blocks) The Western Hillside covers a large expanse with several opponents that patrol through the area. The lieutenant is stationed next to the control point and usually has one or two mobs nearby. The rest of the mobs will be scattered throughout the western and southwestern hillside. Once you defeat the enemy and take the control point, you will face a single counterattack that includes a lieutenant. A bounder will emerge to help in this fight. If you ate just before the counterattacks at the previous control point, you will likely still be well fed when you start this counterattack. The counterattack approaches from the gate behind the control point (top center of the photo). This gate will open when you take all three control points in the Western Hillside section. This gate is one of the two routes to the Eastern Hillside. I only take this gate to the Eastern Hillside if I have to backtrack after taking the Southern Hillside (this generally only happens if I choose to face the warg encounter). While you are next to one of the two gates to the Eastern Hillside, you cannot pass through it until you take all three control points. In addition, taking your second control point triggers the message for the encounter at the top of the hill. The easiest route to this encounter is through the currently-locked gate. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 9 Pineleaf’s Pictorial Primer to Skirmishing Southern Hillside (1 Mark Block) When you approach the Southern Hillside, the first opponent you will generally see is the lieutenant. There are generally a few patrollers that walk about the southern face of the hill. When you defeat the enemy and take the control point, there is no counterattack. The Southern Hillside is generally the third control point you take. When you do take all three points, the two gates to the Eastern Hillside are opened. In addition, there are three encounters that trigger when you take the third control point, so you will generally see at least one encounter message when you take it. One of the two gates to the Eastern Hillside is at the lower-right of this picture. This is the gate that I generally take, as it is the closer one to the Western Hillside control point. Section 2: Eastern Hillside There are two control points on the Eastern Hillside. When you take both control points in this section, the gate to the courtyard will open. While the Western Hillside control points have an obvious order of progression (you are hard pressed to get to the Southern Hillside without clearing out at least part of the other two control points), the Eastern Hillside does not. You will generally reach the Eastern Hillside control point first, but it is easy to bypass in favor of Edilina’s Entryway if you prefer. Note that these two areas are very close together, so it is possible to pull mobs from one area while you are attempting to clear the other. Both control points on the Western Hillside include one group accompanied by a lieutenant. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 10 Pineleaf’s Pictorial Primer to Skirmishing Eastern Hillside (2 Mark Blocks) When you approach the Eastern Hillside, the lieutenant is obscured by bushes and some debris. While there is occasionally a patroller uphill from the control point, most of the mobs are fairly close together. As often as not, attacking one mob will activate the majority of the group. You can also approach via the summit after using the gate behind the Western Hillside control point. Once you defeat the enemy and take the control point, you will face a single counterattack that includes a lieutenant. The counterattack approaches from the western edge of the path. As usual, a bounder will emerge from the door at the control point to help in the defenses. Edilina’s Entranceway (2 Mark Blocks) Edilina’s Entranceway features the only lieutenant that is set far back from your obvious route to the area. Generally, you will need to fight one or two opponents near the control point before heading to the lieutenant (the lieutenant is far enough from the control point to not notice any activity there). The counterattacks work the same way as Hyainth’s Entranceway: when you take the control point, Edilina and a bounder emerge to help you and the enemy sends two counterattacks. The second counterattack includes a lieutenant. The counterattacks emerge from the gate that leads to the courtyard. Some skirmishers prefer to clear both Edilina’s Entranceway and the Eastern Hillside before taking either control point to prevent interference from anyone in the main courtyard. I prefer to just complete the Eastern Hillside before heading on to Edilina’s Entranceway. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 11 Pineleaf’s Pictorial Primer to Skirmishing Section 3: Courtyard The Courtyard includes two control points, though the final control point simply ends the skirmish. The outer courtyard control point is defended by two groups, each of which includes a lieutenant. The courtyard is the greatest challenge in this skirmish, as a bad pull could bring out the entire courtyard population. How bad can this be? How about two Zealots of Pain? Naturally, the entire courtyard population came with them. I was too busy fighting the trash to take any pictures until I was down to the lieutenants, though. What’s worse than fighting two Zealots? Fighting them after being beaten upon by eight other mobs. <whimper> No, I still don’t know how I managed to survive that pull. Outer Courtyard (3 Mark Blocks) When you enter the courtyard, you will see the nearer of the two lieutenants ahead. You can safely pull the near lieutenant without pulling the far lieutenant. In the past, moving to the lieutenant’s location meant pulling the entire courtyard. The aggro radius appears to have been later reduced, though experiences such as the double-Zealot fight leave me cautious. If you would rather not attack the lieutenant directly (as may be the case if you have a Zealot of Pain), you will need to find a safe pull. The safest pull is any opponent that is patrolling around the tree ahead. This might bring half the courtyard, but that’s better than the entire courtyard. Of course, if you like large pulls, then you can have a field day here. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 12 Pineleaf’s Pictorial Primer to Skirmishing Once you clear the outer courtyard, you can look through the gate to the inner courtyard to see the enemy general tormenting Paladin Took. It is time to end this. When you take the control point, Filzof, the skirmish boss, opens the final gate. Inner Courtyard (5 Mark Blocks) First Filzof, the half-orc orchestrating this siege, threatens you and sends out a few friends. The friends are effectively a counterattack without a lieutenant. After you defeat the wave, Filzof threatens you again and becomes active. Filzof only aggros if you are near him at the time he becomes active. If you are far from him as I am, you can choose how to start the combat. As a warden, I naturally start it with an ambush. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 13 Pineleaf’s Pictorial Primer to Skirmishing In solo runs, Filzof is a trivial opponent (as he is only a signature, even though solo skirmish bosses are generally elites). In larger runs, he is tougher and will summon the aid of friendly lieutenants (friendly to him). Once you manage to kill Filzof and any allies he may have, you may take the final control point. This completes the skirmish and a chest appears behind you with your rewards. In addition, any hobbits still alive at the end of the skirmish emerge and thank you for your help. Opponents There are three types of trash mobs you will face in Tuckborough: brigands, goblins, and wolves. Trouble in Tuckborough was the first high-density skirmish. Some later skirmishes (Icy Crevasse and Attack at Dawn) adopted this high density to add to their challenge). Each group you face consists of a number of mob points given on the table below. The number of mob points depends on the fellowship size setting for the skirmish run. The high mob density for this skirmish, especially in the Outer Courtyard, forms the main challenge you will face. Number of Players Solo Duo / Small Fellow Fellowship Raid (12) Mob Points 6 16 48 112 Possible Setup 3 Hale 4 Hardy 6 Strong 7 Staunch Mob Types Weak, Hale Hale, Hardy, Strong Hardy, Strong, Staunch Strong, Staunch, Mighty Just what is a mob point? A mob point is the equivalent of one weak (swarm) opponent. You will not face a hundred swarm enemies in a raid but will instead face a smaller number of tougher opponents. The number of points for each opponent is given on the table below. Skirmish designation Weak Hale Hardy Strong Staunch Mighty Update 16 Edition Quality Swarm Normal Signature Elite Elite Master Nemesis Mob points 1 2 4 8 16 32 Chapter 20.1: Trouble in Tuckborough Page | 14 Pineleaf’s Pictorial Primer to Skirmishing The exact composition of the group is selected at random, though some combinations are impossible (for example, you will never get six weak opponents in a solo run). Lieutenants are not part of this cost. A group is either accompanied by a lieutenant or not. This is not reflected in the mob point total. Each control point in the skirmish (except the inner courtyard) is defended by one or more groups. The outer courtyard is defended by two groups and the earlier control points are defended by a single group. Each counterattack consists of one group. The trash mobs in this skirmish have rather weak special abilities. Most of these abilities can be ignored, or at least endured, especially in solo runs. In fellowship settings, several mobs gain wound abilities, some of which are nasty enough to consider bringing either wound fortification food or potions. Each trash mob listed has a morale based on the level and tier of the skirmish. Each mob is assigned a morale class and the table below lists the morale for each class. The first table lists the morale values for each quality level for a level-100 character (italicized values are estimates). Morale Class A B C Weak 8770 8684 8597 Hale 17,541 17,367 17,194 Hardy 30,697 30,393 30,089 Strong 52,623 52,102 51,581 Staunch 105,246 104,203 103,161 Mighty 175,418 173,672 171,936 The table below lists values for a hale mob at three different levels (20, 50, and 100) in Tier 1 runs. This also includes higher tier values at level 100, as well as the values for level-100 duo runs (as mobs in duo runs have a lower morale than their equivalent in other skirmishes). Morale Class A B C 20 388 384 381 Update 16 Edition 50 2975 2946 2916 100 17,541 17,367 17,194 100 Tier 2 24,362 24,121 23,880 Chapter 20.1: Trouble in Tuckborough 100 Tier 3 38,980 38,594 38,208 Duo 100 11,577 11.462 11,348 Page | 15 Pineleaf’s Pictorial Primer to Skirmishing Abilities In this skirmish, you will not face many special abilities, especially in the small group sizes. Name Bright Glow Caltrops (damage) Caltrops (debuff) Type Chilled Crippled Crippling Poison Deep Wound Degrading Wound Fear Wound Poison Wound Wound 20 sec 52 sec 3 min 30 sec 20 sec Fear 15 sec 3 min 20 sec Flammable Fright Glow Fire Knocked Down Latent Poison Light Injury Minor Crippling Poison Minor Disease Minor Diseased Frailty Minor Dislocation Minor Fright Minor Laceration Minor Sprain Minor Poison Net Seared Serious Wound Slow Sticky Tar Suppressed Fear Weakened Armour Wound Time 20 sec Aura Aura Poison Wound Poison Disease Disease Wound Fear Wound Wound Poison 20 sec Wound Wound 10 sec 20 sec Fear 30 sec 20 sec Wound 1 min 2 min 3 min 2 min 30 sec 12 sec Description Target appears more threatening Common damage every two seconds -10% run speed; +10% all skill inductions; +10% attack duration Shadow damage every 4 seconds -25% run speed Penalty to Agility Common every 2 seconds Pen to Might; on expiration: 30% run speed, penalty to evade and block, +10% attack duration Penalty to Fear and Will Cannot enter stealth Penalty to Max Power; 10-second stun on expiration Common damage every two seconds Penalty to Agility Power drain every 3 seconds Penalty to Vitality +5% attack duration Penalty to Fear and Will -10% melee and ranged damage, penalty to parry -20% run speed; Penalty to evade Common damage every 3 seconds Root Fire damage every 2 seconds Common damage every 2 seconds -25% run speed (from caltrops) +40% attack duration Morale penalty; Rooted and Silenced for 10 seconds on expiration if in combat Penalty to armor Abilities in italics can appear on weak and hale trash mobs and are thus available to trash mobs during solo runs. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 16 Pineleaf’s Pictorial Primer to Skirmishing Wolves Yes, despite all the denials, wolves have invaded the Shire. Their presence in the skirmish shows that they were most likely brought by the goblins. Wolves are not universally linked to other mobs. I have often attacked a mob without getting the attention of a wolf standing next to my target. Update 16 Edition Name: Type: Morale: Abilities: Shire-wolf Melee B Minor Dislocation Minor Sprain Degrading Wound (Strong+) Name: Type: Morale: Abilities: Rabid Shire-wolf Melee B Minor Laceration Minor Diseased Frailty Minor Disease Crippled (Hardy+) Chapter 20.1: Trouble in Tuckborough Page | 17 Pineleaf’s Pictorial Primer to Skirmishing Brigands Brigands are men working for Sharkey (albeit ostensibly for Lotho Sackville-Baggins). There are three types of brigands: Chief’s Man, Chief’s Archer, and Chief’s Captain. Brigands don’t have any special abilities in solo mode but they do gain some in full fellowship mode. Name: Type: Morale: Abilities: Chief’s Man Melee B None Name: Type: Morale: Abilities: Chief’s Archer Ranged C Deep Wound (Fellowship+) Name: Type: Morale: Abilities: Chief’s Captain Melee A Caltrops (Fellowship+) Stun (Fellowship+) The captains are the rarest trash mob in the skirmish. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 18 Pineleaf’s Pictorial Primer to Skirmishing Goblins You know that something nasty is afoot when goblins are involved. They want revenge for what Bullroarer Took did to Golfimbul. There are three types of goblins: Gramsfoot Warrior, Gramsfoot Spear, and Gramsfoot Rager. Update 16 Edition Name: Type: Morale: Abilities: Gramsfoot Warrior Melee B Knock Down (Hardy+) Name: Type: Morale: Abilities: Gramsfoot Spear Ranged and Melee C Net (Hardy+) Name: Type: Morale: Abilities: Gramsfoot Rager Melee C Minor Poison Minor Crippling Poison Serious Wound (Hardy+) Chapter 20.1: Trouble in Tuckborough Page | 19 Pineleaf’s Pictorial Primer to Skirmishing Lieutenants Trouble in Tuckborough has a small lieutenant pool. There are eight lieutenants that appear in the solo setting. Five more are added in duo and small fellowship settings. Four more are added in fellowship and raid settings. This means that there are a total of 17 lieutenants that can appear in this skirmish on the larger group settings. Details on the various lieutenants are given in Appendix A. There are 11 lieutenant spawn points in this skirmish (plus an additional number of points during the boss fight based on the skirmish size). There is a 100% chance of a lieutenant appearing at each of those spawn points. In raids, there is at least a 75% chance that a spawn point will include two lieutenants rather than one. The table below lists all of the lieutenants, indicating which ones can appear in this skirmish. Bearer of Blight Blood- Rook Daywalker Berserker Death-monger Defender of the Vile Dourhand Keg-master Dourhand Storm-keeper Echo of Death Forest-born Reaver Pale Trapper Shepherd of Filth Troll Wound-taker Venomous Blood-arrow Zealot of Pain Update 16 Edition Brood Queen Brothers of Destruction Enraged Stone-crusher Flesh Gorger Frigid Squall Hawk-eyed Harrier Hulking Pounder Leech Warden Priest of Vengeance Priestess of Flame Raging Marauder Tempest of Flame Wretched Falconer Chapter 20.1: Trouble in Tuckborough Chaos-Field Courage Breaker Crazed Hate-Monger Daunting Spirit-Sapper Dreadwing Marauder Emissary of War Enraged Snapper Fell-bane Archer Leadfoot Brute Primordial Wrath Rage of Morgoth Silent Slayer Spawn of Angband Thunderstone Smasher Page | 20 Pineleaf’s Pictorial Primer to Skirmishing Filzof (The General) Morale: 35,082 (sig) If you need any evidence that Filzof is evil, his words during the final fight are enough: ‘Nothing I hate more than hobbits!’ Well, if you hate hobbits so much, then what are you doing in the Shire? There are plenty of places where there aren’t any hobbits. In solo mode, Filzof is by far the easiest of the skirmish bosses (he is only a signature, while most of the remaining skirmish bosses are elite). The fight is therefore a bit anticlimatic after the courtyard fight. He does have the special abilities listed below, but it is is not enough to make him a serious challenge. Stun Caltrops (debuff) Caltrops (damage) Slow Light Injury In a group, Filzof becomes a worthy opponent. First, he jumps to the same quality level as other skirmish bosses. Second, he gains the ability to summon lieuteants. The number he summons depends on the skirmish size setting: Group Size Solo Duo / Small Fellowship Fellowship Raid Summoned Lieutenants No lieutenants summoned 2 (one appears each summons) 3 (one appears each summons) 3 (one or two per summons) He performs each summons based on reaching certain morale levels. Therefore, it is generally best to switch to the lieutenants after a summoning to prevent you from being overwhelmed. Finally, Filzof gains an aura in fellowship and raid settings that heals any nearby allies 5% of their morale every 5 seconds. Therefore, you want to keep Filzof as far as possible from the lieutenants while running in those settings. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 21 Pineleaf’s Pictorial Primer to Skirmishing Encounters There are a total of five encounters in Trouble in Tuckborough. As with most other offensive skirmishes, the encounter bosses in this skirmish are all elite in solo runs. If you complete all five encounters of a given character, you will complete a deed that awards the title Tuckborough Troublemaker. There is no skirmish mark award for completing this deed. You only gain credit for this deed if you complete the encounter before capturing the final control point and if the encounter boss is at least green to you (no more than eight levels lower than your level). All of the encounters in this skirmish are triggered by capturing control points. The triggers are not tied to specific control points but to how many control points you have captured during the run. For example, Ghâshfog is triggered by the second control point you capture, regardless of the location of the control point. The morale levels given in the descriptions are for a level-100 Tier 1 solo run. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 22 Pineleaf’s Pictorial Primer to Skirmishing Ghâshfog Name: Type: Trigger: Text: Location: Morale: Abilities: Ghâshfog Goblin Capture of second control point A cackle rolls across the great Smials, ‘I’ll dig my way in and be eating hobbits for dinner.’ At the summit of the hill (33.8S, 71.1W). 76,589 Sticky Tar Flammable Seared The Ghâshfog encounter is triggered when you capture the second control point. Most likely, this will be the Western Hillside. The most direct route to Ghâshfog is through the gate behind the second control point. Oh, it’s still closed. Alas, this gate does not open until you capture all three control points in the section. This is why I generally reach Ghâshfog via the Eastern Hillside instead. Ghâshfog is on the summit of the hill on the Eastern Hillside side of the fence dividing the skirmish landscape. He is obscured a bit as he is in a hole digging (as hinted in the announcement text). Ghâshfog is one of the easier encounters in this skirmish. He has some sticky tar that can slow you down but it isn’t much of a problem. Yes, he does occasionally use fire but he’s not as bad as Murbarash. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 23 Pineleaf’s Pictorial Primer to Skirmishing Fíthrokh Name: Type: Trigger: Text: Location: Morale: Abilities: Fíthrokh Warg Capture of third control point A growl echoes from the west farms. Gerebert’s Farm to the west (33.6S, 72.4W). 78,934 Crippled; Deep Wound Chilled Suppressed Fear Fright Knockdown The Fíthrokh encounter is triggered when you capture the third control point. Most likely, this will be the Southern Hillside. This is a long way from Gerebert’s farm. If you head to the western side of the hill, you should see the farm in the distance (yes, way down there). An alternate route, albeit longer, is to find the road where you started the skirmish and go down to its end. It is times like this that I wish we were allowed to use mounts in skirmishes. Whichever route you take, you will eventually reach the field where Fíthrokh is dining on chickens. Fíthrokh is a tough opponent. First, he has the highest morale of any of the encounter bosses in this skirmish. He also has a full array of wounds and fears to make the combat tougher. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 24 Pineleaf’s Pictorial Primer to Skirmishing Murbarash Name: Type: Trigger: Text: Location: Morale: Abilities: Murbarash Goblin sapper Capture of third control point A laugh erupts, ‘The Great Smials will burn’. On the Eastern Hillside (34.0S, 70.9W). 76,589 Area fire at start There are three encounters that may be triggered by taking the third control point. Murbarash is the closest of these three to the Southern Hillside control point, the most likely one you will be taking third. If you face left soon after passing through the gate, you should be able to see Murbarash preparing to commit arson, though he is obscured by the boulder and shrubbery. Murbarash starts the fight in a spectacular fashion. Fortunately, this is the worst of his attacks. Just step out of the fire at the start of the fight and you should be fine. Once you manage to get out of the fire, the rest of the combat is fairly straightforward. I recommend that you fight Murbarash before continuing to the Eastern Hilllside control point. This is the one encounter that you should not attempt to bypass. If you do, you may accidentally pull him into the combat while fighting at the Eastern Hillside. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 25 Pineleaf’s Pictorial Primer to Skirmishing Old Root Name: Type: Trigger: Text: Location: Morale: Abilities: Old Root Bog Lurker Capture of third control point A faint chirp of sickle-flies comes from the Great Willow. The Great Willow (33.6S, 70.4W). 61,897 (8684 for the Willow-flies) Latent Poison (though I have not seen this one in a long time) Crippling Poison Glow Fire (Willow-flies), Bright Glow (Willow-flies) Old Root the most complicated of the five encounters in this skirmish. When you approach the Great Willow, you will see four Willow-flies surrounding it. Old Root itself is resting next to the tree. The flies are easy to kill. They can inflict you with a light wound but are no major threat. They can also bathe you in a glow fire that makes it impossible to enter stealth for several seconds. After you kill the four flies, Old Root gets up and stretches in anger. Old Root has the lowest morale of any of the encounter bosses. Despite this, the bog lurker is a tough opponent. Old Root has two poisons. The crippling poison is the lesser of the two. The real threat is the 20-second countdown poison that inflicts a 10-second stun on expiration. If you do get stunned, it will the longest ten seconds you’ll ever face. Poison removal is highly recommended (and this is coming from someone who is stingy with using curative potions). Note: I have not seen the Latent Poison for over a year, so it is possible that it has been removed. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 26 Pineleaf’s Pictorial Primer to Skirmishing Big Fright Name: Type: Trigger: Text: Location: Morale: Abilities: Big Fright Bear Capture of fourth control point A roar echoes from near the Great Willow. The Great Willow (33.8S, 70.5W). 63,147 Weakened Armor Serious Wound Minor Laceration Minor Fright Stun Big Fright is the second encounter set at the Great Willow. Note that this encounter is activated one control point later than most of the others. If your only encounter prior to taking your fourth control point is Old Root, then you will activate Big Fright when you take your fourth control point. Unlike the rest of the encounter bosses in this skirmish, Big Fright patrols the area. His location therefore might not be obvious when you first reach the willow. If you not careful, he may surprise you. Big Fright is a bear and has the full arsenal of bear abilities: a hard swipe, wounds, stuns, and fears. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 27 Pineleaf’s Pictorial Primer to Skirmishing Variations One of the advantages of skirmishes is their scalability. Skirmishes can be scales in three ways: level, player group size, and tier. Level All skirmishes can be played anywhere from their minimum level to the current level cap. The minimum level for Trouble in Tuckborough is 20. The default setting for a skirmish run is the level of the character starting the skirmish (i.e., the fellowship leader). It’s rarely useful to run a skirmish at a level that is more than five levels above the lowest-level character in the fellowship running the skirmish. No skirmish can be run above the current level cap. Why would you want to change the level for the skirmish? If you are just starting to learn a skirmish, you may want to set the level lower to allow you to understand how the skirmish works. This isn’t always possible, since some players will first try a skirmish when they reach its minimum level. Another reason to set the level lower is to compensate for an underpowered soldier. If you start skirmishing at a high level, your soldier is likely to be under par. Many players in this situation set the skirmish level one or two levels lower to allow them to complete enough skirmishes to bring their soldiers to a reasonable level. You should avoid dropping the level too low, though, as you receive a penalty based on the difference between your level and the skirmish’s level. Some classes may find Tuckborough a challenge due to the mob density. Lowering the level may be needed just to make completing the skirmish possible without several wipes. You may also want to adjust the level if not all the members of a group are of the same level or if the group is short of the recommended size. If you are using skirmishes to level, you may want to increase the level to increase the experience you earn during the run. Finally, you may want to increase the challenge by raising the level by one or two. This can be especially useful if you are getting near a level where the rewards are upgraded. There are reward upgrades at levels 30, 50 (when relics start to drop), 60, 66, 76, and 95 (when Tier 5 relics start to drop). Therefore, when I have a level-49 character, I may run skirmishes at level 50 to start collecting relics. When you adjust the level of the skirmish, you also adjust the skirmish mark rewards within the skirmish. These adjustments are based on your level at the time of the reward. In the past, I recommended that you avoid changing the level of a skirmish as it required you to use the Specific tab, which caused you to lose the bonus for using the other Instance Finder tabs. Since those bonuses are no longer being awarded, increasing the level of a skirmish is now a viable option. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 28 Pineleaf’s Pictorial Primer to Skirmishing Tier The tier setting increases the difficulty of the skirmish by increasing the morale, damage, and various other attributes of the enemy. In some skirmishes, it will also change some of the rules for the skirmish, though there are apparently no such changes in Tuckborough. Tier 1 2 3 L 100 Hale Wolf Morale 17,367 24,121 38,594 Skirmish Mark % 100% 133% 167% Player Group Size The player group size has the greatest change on the play of the skirmish. Number of Players Mob Points Mark % Lieutenants Boss Encounters Solo (1) 6 100% Signature Signature Elite Duo (2) 16 105% Elite Elite Master + 2 LT Elite Master Small Fellowship (3) 16 133% Elite Elite Master + 2 LT Elite Master Fellowship (6) 48 150% Elite Master Nemesis + 3 LT Nemesis Raid (12) 112 190% Nemesis * Arch Nemesis + 3 LT* Arch Nemesis * He summons lieutenants three times in a raid. Each summons will call either one or two lieutenants. The player group setting controls the quality of the lieutenants, the encounter bosses, the boss, as well as the number of lieutenants the boss summons during the final battle. In addition, the group size controls when the second counterattack comes when there is more than one at a control point (this would be at Hyacinth’s Entranceway and Edilina’s Entranceway). In solo and duo modes, the second counterattack starts when the first one has been defeated. In the other settings, if the first counterattack is not defeated within three minutes, the second counterattack will start right away. Duo mode is a variation of small fellowship mode, so the number of mobs is the same in these two settings. In addition to the difference in the counterattack timing given above, opponents under duo mode receive a penalty to their morale, damage, and other attributes. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 29 Pineleaf’s Pictorial Primer to Skirmishing Strategies This is how I play each when I solo this skirmish. Due to the mishaps that can take place in the courtyard, I prefer to avoid melee soldiers (this is why you will see such a large number of archers and herbalists in the list). Beorning (Herbalist) For the Beorning, I generally run in the damage line. Since I feel a little squishy when in that line, I bring along an herbalist. This also helps when I am facing the Shepherd of Filth, my arch-nemesis while running a Beorning, as I don’t have to worry about my soldier activating the shepherd’s ability. Burglar (Archer) For the burglar, I run the entire skirmish with the Mischief trait line. I like the reduced cool down for Riddle as well as access to various tricks and trick-removal skills. While this is useful for any skirmish, it is especially so for Trouble in Tuckborough where the mob density can get high. Captain (Archer) When I skirmish with the captain, I generally run with double archers. This is especially true in Tuckborough where I avoid melee helpers. If you do not yet have access to the archer companion, then you could always use a herald and set them to passive before entering the courtyard. Champion (Herbalist) I generally run the champ with the multi-target line. There are plenty of targets for your weapons. Guardian (Sage) I generally run my guardian with The Keen Blade. This does have its drawbacks while using a sage, since the tanking line is more useful in keeping the sage alive. Hunter (Herbalist) I generally run in the trapper line and that works quite well with the groups in this skirmish. During the double counter attacks, I will use a lure during the first counterattack and a triple trap for the second. Lore-master (Archer) The Lore-master can readily change tactics in the middle of a skirmish by summoning a different companion. That said, I prefer to run with a bog guardian for the same reason I avoid melee soldiers. This is especially true in the courtyard where a melee pet might run about the courtyard and grab everyone’s attention. While you can likely run your pet in aggressive stance before you reach the courtyard, make sure you switch to guard stance (or even passive if you insist on using a melee pet) when you reach the courtyard. Minstrel (Archer) The damage line is certainly the best in solo runs, though I would more likely prefer the healing tree if I am in a group (unless we already have sufficient healing). Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 30 Pineleaf’s Pictorial Primer to Skirmishing Rune-keeper (Archer) When I run Tuck solo with a Rune-keeper, I use the fast damage line (lightning). With my capped runekeeper, I include just enough of the healing line to gain the healing stone skill. This allows me to use the healing stone as a tank while I take care of the opposition. Warden (Archer) The warden is my primary class. Due to the crowd density, Tuck allows a good opportunity to use leech skills. One of my main goals when playing a warden is protecting the hobbits. Therefore, I will often fight in the front and keep the hobbits from entering combat. I have played a warden with all of the soldiers. My favorite is the archer. Deeds All skirmishes include a deed to complete all the encounters in the skirmish. This deed awards a title when all of the encounters have been completed at least once. The title for this skirmish is “Tuckborough Troublemaker.” There is no skirmish mark award for completing this deed. You only gain credit for these deeds if you complete the encounter before you complete the skirmish by taking the final control point and if the encounter boss is at least green to you (no more than eight levels lower than your level). If you complete the skirmish encounter deeds for all of the skirmishes, you complete the encounter meta deed and gain the title “Skirmisher of Middle-earth.” Each lieutenant also has an associated slayer deed. There are two tiers for each of these deeds: kill the lieutenant five times then kill the lieutenant 50 times. There is no title for the deed but you do gain 50 skirmish marks for completing the first tier and 500 skirmish marks for completing the second tier. Trouble in Tuckborough is a good source for completing the deeds for the lieutenants that appear there, due to the small lieutenant pool and the large number of lieutenants present. A lieutenant only counts for the slayer deed if the level of the lieutenant is at least green. You can also complete several non-skirmish deeds while running a skirmish. In Tuckborough, you can complete the deeds for killing wolves, brigands, and goblins in the Shire. The flies in the Old Root encounter are Willow Flies rather than Harvest Flies, so they don’t count for the Shire Harvest Fly deed. Goblin and wolf racial slayer deeds can be completed here. Technically, the warg racial slayer deed can be completed through the Fíthrokh encounter, but that would be tedious at best. Quests Each skirmish includes a quest that is granted when you start the skirmish. Each time you complete Trouble in Tuckborough, you receive the following additional rewards: Scaling experience based on level Scaling item experience points based on level 700 reputation with The Mathom Society Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 31 Pineleaf’s Pictorial Primer to Skirmishing Ode to Tuckborough Trouble takes our Tuckborough folk, As brigands bring a blight of woe. We gore the goblins and gut the wolves To save the Shire with spear of oak. Trouble tears our Tuckborough home As hobbits hide in holes so deep. We fight our foes to free the Shire Of raging roughs that wreck our land. Trouble tests our Tuckborough will To weather woes that wasters bring To shed the Shire of Sharkey’s men And bring us back to bliss and peace. Update 16 Edition Chapter 20.1: Trouble in Tuckborough Page | 32
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