General Talug

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General Talug
Level: 61
Instance: Fil Gashan

Type: Nemesis
Genus: Orc-kind
Species: Uruk

Morale: 172,200
Power: 13,565
Advanced Stats
Alignment: ( Evil )
Combat Effectiveness:
Finesse: Feeble
F.M. Immune: True
Stun/Mez Imm.: True
Root Immune: True
Resistances:
Cry: Superior
Song: Superior
Tactical: Superior
Physical: Superior
Mitigation:
Common: Remarkable AncientDwarf: Remarkable
Fire: Remarkable Beleriand: Remarkable
Light: Remarkable Westernesse: Remarkable
Shadow: Remarkable Frost: Remarkable
Lightning: Remarkable

Level of Lore-master reporting: ( 58 )  

Location

General Talug is the final boss found within the 6-man instance Fil Gashan.

Quest Involvement

Tactics Overview

In the three-phase battle there are three mobs: The General himself, The Fang-caster, and the Fire-fist. It helps a lot to have a lore master with Proof Against All Ills traited to clear wounds, or people that are attentive to using pots to clear their own wounds. There are waterfalls on both sides of the room, and if a wounded player runs underneath one, their wound will be cleared, but they will also take damage for standing beneath the waterfall. This should only be a last resort, as it breaks the flow of the battle for someone to drop what they're doing and run away from the fight to clear a wound. If there isn't a lore master, then it works much better to just make sure everyone has wound pots.

Enemies

The General is impervious to damage without meeting some conditions, until the third phase. Any attacks he receives without the conditions having been met will actually be absorbed. Be careful of this.


The Fang-caster is a ranged elite orc who has two induction-based abilities that he will call out. "There's no avoiding my flaming bolts," will target a random fellowship member, inflict heavy damage(1000+) and apply a wound that will be difficult to keep healed if it's not cleared quickly. "If you can't move, you'll burn," will target a random fellowship member and root them. "Mind your feet," has no induction, and means that the Fang-caster will stop whatever it is that he's doing and lay a trap. If a fellowship member steps in the trap or tries to jump over it, they will take 500-800 damage and be stunned(knocked down). When the Fang-caster dies, he will respawn from a door in the back left corner of the room, relative to the location of the room's entrance. Try and keep the Fang-caster away from corners, as it is necessary to drag General Talug into the traps he lays without setting them off yourself (see phase 1). The recommended on-level strategy for the Fang-caster is to keep a heavy melee class on him that has frequent interrupts, for the entire fight. Wardens and tank-traited champions are ideal for this.


The Fire-fist is a melee elite orc who also has several induction-based abilities that he will call out. Most can be ignored, but, "...and flesh always burns," is one to interrupt if possible. If he completes the induction, he'll breathe fire, and anyone standing in his way will take massive damage(2000+) and get a wound that can kill the player if not quickly cleared. This ability can be easily countered, however, by just stepping behind the Fire-fist when he does the attack. When the Fire-fist dies, anything near him will become soaked in oil, making them highly vulnerable to fire damage, including the General. He will respawn from a door in the back right corner of the room, relative to the location of the room's entrance. Usually he will run straight at the healer when he respawns, so it's important for the DPSers to get his aggro as quickly as possible.

Phase 1

The General and the Fang-caster will both come active at the outset. In the first phase, the General is impervious to damage except within 25-30 seconds of when he's stepped into a trap. When the Fang-caster lays a trap, the tank will need to kite the General into the trap without stepping in it themselves. This will cause the General to fall down on one knee and be fully vulnerable to damage. After a short time he will get his armour back on, and the tank will have to kite him through a trap again. Once his morale has been reduced to roughly 47K, he will enter phase two.

Phase 2

The second phase is the trickiest part, and there are two ways to do it. With both strategies, however, it's important to focus most DPS on the Fire-fist, who will join in the fight at this point, and to make sure he dies next to the General. This will soak the General in oil. From here there are two options. The first is for someone in the group to hit the General with fire damage of any kind, one time. This will apply a wound on the General that will damage him for about 3000 damage over its duration. Keep in mind too that any damage he takes besides the wound will be absorbed. The other strategy is to specifically avoid hitting him with fire damage, and kite him into a trap. This is difficult, as it can be tricky to keep all the mobs in one place without causing a lot of trouble, but when he falls into the trap, he'll be fully vulnerable to attack, like in the first phase. With the fire-damage wound strategy, it will take roughly six or seven Fire-fists to burn the General down to about 23K morale, when phase three begins, while the no-fire-damage trap strategy you can complete phase 2 with only one Fire-fist if your DPS is fast enough.

Phase 3

In the third phase, the General will throw down his shield and start moving very quickly and hitting very hard. However, he is fully vulnerable to damage in phase three, so the fellowship should focus on burning him down as quickly as possible until he's dead. After the General dies, the fellowship can kill the Fire-fist and the Fang-caster, one last time, and enjoy the spoils of their labor.

Quotes

"Mind your legs!"
"This armour hampers my reflexes!"
"Try not to catch fire!"

Drops


Incomparable Drops

Rare Drops

Trophy