Glinghant

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Glinghant's entrance area.
Glinghant's entrance area.

Contents

"Glinghant, the gardens of Annúminas -- once a place of great beauty, now overgrown and fallen into ruin. The stagnant of waters of the gardens have become corrupted by the fell spirits of Angmar, and evil Men do their bidding. . . ."

Location

Glinghant is located east of the ranger camp in Annúminas. In order to enter, the Rangers need to control Clorhir.

Quests

Instance Overview

Glinghant is a relatively small, linear instance that can be completed within an hour. A full fellowship of six players is required to gain access to the one and only boss. All players should come prepared with 20 or more Brewed or Distilled Conhuith and 20 or more Brewed or Distilled Lhinestad Potions (as of the release of the Mines of Moria Expansion the "Pure" potions have had thier stats reduced from 55 to 50 dispellable effects) since the Darkwater mobs cast lots of fear effects and diseases.

Four terraces, each with a large body of water in the middle that flows down via waterfalls from the fourth and final terrace, make up most of the instance. There are stairs that lead up from one terrace to the next on either side of these pools. Access to each terrace beyond the first one is blocked by sets of gates, which are controlled by six levers on the first terrace. 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.

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.

Second Terrace

As the gates open, two High Sorceresses (one at either gate) will engage and begin summoning Tormented Horrors. They need to be interrupted and defeated before summoning too many adds and overwhelming the fellowship. Mezzing one while fighting the other is recommended. 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. After all of them are defeated, head back down to the first terrace and pull the following three levers simultaneously to access the third terrace: north-west, south-west, east.

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. Everybody has to go inside the room before you start pulling (if you are outside the room, you will pull 5-6 Darkwaters), then pull the waves one at a time, 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.

Fourth Terrace

This is the last terrace, on which Nengon can be found. A lot of DPS is required in this battle, so it is recommended that any Guardians and Minstrels add as much damage as they can (using Overpower and War-speech). Engage and fight him where he stands, and try to get a Guile (Yellow) Conjunction on him early on. He has a knock-back ability that he uses occasionally, so some fellowships may prefer to pull him to a wall and stand with their backs to it to avoid being thrown around. 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!

Note: Try not to defeat Nengon on the steps leading out of the pool of water he is found in. This may cause his corpse to become very difficult to find and loot.

Mobs

Angmarim, Darkwaters, High Sorceresses and Stagnant Oaks can be found within. They all give reputation with the Wardens of Annuminas.

Name Difficulty Morale Power Effect
Caustic Darkwater Signature 4,428 639 Caustic Air -2,023 Armour Value, Cannot Block/Parry
Draining Darkwater Elite 9,964 1,279 Silenced for 10 seconds
Obscuring Darkwater Elite 9,864 1,279 Obscuring Mist +25% Ranged Evade Chance
Slowing Darkwater Elite 9,964 1,279 Slowing Mists +100% Attack Duration, -50% Run Speed
Suppressing Darkwater Signature 4,384 639 Suppressed Spirit -25% Incoming Healing
Weakening Darkwater Elite 9,964 1,279 Weakening Miasma +10% Melee Crit Vulnerability

Note: Some Darkwaters can also cast Disease effects, which can reduce Vitality by 113 or drain 50/93 Power every 3 seconds for 21 seconds.

Bosses

Level Name Difficulty Species Dread Morale
52 Nengon Nemesis Darkwater 1 46,753

Loot

Nengon has a chance to drop the following items:

Image:Amdirolf.jpg Image:Mirhigil.jpg

Map

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