Alagossír

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These stats are for Tier 1,
click here for Tier 2.
Alagossír
Level: 65-150
Instance: Sammath Gûl

Type: Nemesis
Genus: The Dead
Species: Shade

Morale: Varies
Power: Varies
Advanced Stats
Alignment: ( Evil )
Combat Effectiveness:
Finesse: Unknown
F.M. Immune: Unknown
Stun/Mez Imm.: Unknown
Root Immune: Unknown
Resistances:
Cry: Unknown
Song: Unknown
Tactical: Unknown
Physical: Unknown
Mitigation:
Common: Unknown AncientDwarf: Unknown
Fire: Unknown Beleriand: Unknown
Light: Unknown Westernesse: Unknown
Shadow: Unknown Frost: Unknown
Lightning: Unknown

Level of Lore-master reporting: ( )  

These stats are for Tier 2,
click here for Tier 1.
Alagossír
Level: 65-150
Instance: Sammath Gûl

Type: Nemesis
Genus: The Dead
Species: Shade

Morale: Varies
Power: Varies
Advanced Stats
Alignment: ( Evil )
Combat Effectiveness:
Finesse: Unknown
F.M. Immune: Unknown
Stun/Mez Imm.: Unknown
Root Immune: Unknown
Resistances:
Cry: Unknown
Song: Unknown
Tactical: Unknown
Physical: Unknown
Mitigation:
Common: Unknown AncientDwarf: Unknown
Fire: Unknown Beleriand: Unknown
Light: Unknown Westernesse: Unknown
Shadow: Unknown Frost: Unknown
Lightning: Unknown

Level of Lore-master reporting: ( )  

Location

Alagossír is the second boss of the Sammath Gûl instance in Dol Guldur.

Tactics

Throughout the fight he will call Guldur Light adds periodically. They are weak (around 2k hp) but can randomly root people. They also give off a bit of dread so it's easy to tell when they appear. He also does frontal AoE damage, so his back should be turned.

The fight with Alagossír has two stages:

1. At the beginning of the fight he walks to the middle.
  • He can do huge knockbacks that throw you over the edge and will cause you to die. It is best to fight him in the middle, so you will not reach the edge when thrown backwards. It is important to note that he completely wipes aggro with knockbacks, so DPS should pause to allow the tank to secure aggro again.
  • Everyone, including ranged classes, should fight closely to the boss. Otherwise, he can do hugely damaging attacks to the ones too far away. He will call out "You stray too far, [your name]". You have a few seconds to close to melee range after this. However, the adds can appear at any time and root anyone, so it's safest for everyone to fight in melee range.
2. After a while he will run backwards and call for lightning to aid him. He will then remain in the same place on his throne for the remainder of the fight.
  • Putting the tank next to the throne/boss and group on the other side right next to the throne/behind the boss avoids lightning and keeps everyone in melee range.
  • The lightning follows definite patterns, but the strikes are somewhat AoE and so difficult to avoid. There is a safe spot to attack him from range to the left of the throne (facing it). There is also a small safe spot in melee range of him where the tank and any melee can fight him, with backs to the wall. If you can't find the safe spots it's best to stand in a place where only one strike will hit you, as each strike does about 1600 damage to heavy armour classes, and it's easy to get hit by multiple strikes when moving around.
  • The light adds will still spawn during this phase, so getting rooted is very dangerous. They are an easy target to trigger a fellowship move on though, to give some addition moral/power heal.

Quotes

"You stray too far, [name]!"

Stats

Drops


Rare Drops


Other Drops