A Cautionary Tale of L-Shroud Part 4

Mericletica5Our most excellent multi-guild raid team took on a Legendary Shroud on Hard recently.

We should be old hats at this. But L-Shroud has a deceptive quality. Most of us have played Heroic-level Shroud many, many times before. So the familiar surroundings of L-Shroud, I suspect, causes some of us to let our guard down.

That’s a very bad thing to do in any part, but especially in Part 1, where the troglodytes that appear are all very dangerous. The sorcerers disintegrate. The fighters critically hit you with one strike, and so do the assassins. In this part, we break off two or three people to guard the portal beater’s backs. That’s a difficult job since the trash spawns at the portal as well as behind the team. And most of our player defenses on Legendary are much weaker.

For some reason this night, our DPS on portal beating was OK but you could tell it wasn’t our best. We complete Parts 1, 2 and 3 without much fuss.

It’s Part 4 that I worry about most now in Legendary Shroud.

The fight is exactly the same as in the Heroic version. Devils show up with a few friends to off you. After a time, Arraetrikos appears for the first time.

And this is where sub-par DPS will end your raid–and also why a solo Legendary run is nearly impossible.

Optimally, you kill Harry in one pass, else he returns with gnolls that heal him. In Legendary, the eight gnolls will heal Harry back from 1/4 HP to full health in less than 30 seconds. And the gnolls are hardy bastards; only one or two adventurers cannot destroy them fast enough. You need to devote the whole party to remove them fast, then switch over to Harry and peel back more HP on him.

But Harry is also being Harry, throwing fireballs and slapping adventurers hither and yon, killing a few. After a consecutive Ten Thousand Stars and Manyshot volley to his face, Harry often turns his attention to me and spins meteors to my face, which will sting a bit, even with high Reflex saves, without some PRR.

That’s typically the point where your party is doomed, especially if your DPS was only adequate but not superior. One or two adventurers with only one or two death penalties may be OK, but once 5 or more in your party have suffered 3 or more deaths, their performance and HP are greatly reduced, increasing the chance for others to die and all but ensuring that Harry will triumph.

So, to those a little new to L-Shroud, here’s a tip or two for what its worth.

  1. Check your party DPS before entering. A full party is less important than a party that can rid the floor of portals and have the power to hurt Harry (or the gnolls) situationally. Not that I fault our raid party here (we love to have everyone play) but players under level 25 in the party probably hurt our chances that night.
  2. Ensure people have their portal-beaters and Harry beaters as well as any fortification bypassing. The simple portal-beater isn’t enough, in my opinion. You need to reduce the portal’s (and L-Harry’s) fortification to do similar damage to him as in Heroic. My Pynthetica the Zen Archer is designed to excel in both categories thanks to a strong weapon (a Complete Thunder-Forged Longbow that punches Force damage) but also because she can reach 85% fortification bypass thanks to Precision (25%), the bow’s armor-piercing (35%), the Grandmaster of Flowers ED Piercing Clarity (10%) and, by level 30, the Shadowdancer ED Grim Precision (15%). I swap in +5 Holy Arrows, kick on Ten Thousand Stars and go to town. It shouldn’t be a terrible option for most to switch to crafted Armor-Piercing gloves to help. And player abilities that also reduce fortification as a group (the Monk’s Jade Strike, or the Deepwood Stalker’s Mark of the Hunter) also help.
  3. Depending on your group, determine your Part 4 strategy. Normally the strategy is simple: Kill Harry, rapidly and in one go. But be ready with a Plan B: Slowing or killing the gnolls before turning your attention to Harry. Here, Paracleta’s superior Legendary-level paralysis helped a few times when Harry didn’t go down on the first try. She paralyzed two gnolls, leaving only six to destroy and buying time for the party. The trick here is that you MUST paralyze or otherwise freeze the gnolls before they emit their healing beam, as they materialize in the arena. That beam does not stop once started unless the gnoll is dead or the beam hasn’t started to begin with. Flesh-to-Stone, Otto’s Dancing or other effects could work if you get the save and if you’re very fast. If you have paralyzers in your party (and not Heroic level paralysis: You’re going to need to have a DC of 60+ to stand a chance), this can make the difference.
  4. Remind the party to go for maximum everything on the first attempt. Use boosts, the right weapon, throw spells carelessly. Definitely hit him with anything that lowers fortification for yourself or the party. Hold nothing back. It’s got to be “one and done” or the gnolls await you.

Got any other tips to share from your raid experience? Just drop them in the comments.

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Wait for It…!

My gaming heart made a happy dance after an exhausting work day and had to make a quick post.

It just wasn’t about the good news from developer Vargouille about Update 29’s incoming changes, specifically:

  • Legendary Shroud. I learned about that accidentally when using /quests completions and saw the placeholder for the new raid.
  • Legendary Green Steel. We’ve heard notes about this also coming with the Epic Shroud.

My monastic tranquility became pleasantly disturbed with the words

Legendary Tempest’s Spine

It was my first raid, and is often my favorite in many ways.

And now I get to watch everyone kill themselves in more Epic ways than ever before.

Looks like a Legendary Hound of Xoriat is on the way, too. Oh, my word. That’s still a nasty one even with an Epic character, although my Ghallanda guild recently pulled off a 45-minute long run to get Xyzzy down, surviving anything coming at us. And I did it on one of my Zen Archers to boot.

Sadly, the devs are still looking to rewrite the nature of handwraps, since they planned to add Legendary Green Steel Handwraps but the development of the fundamental non-legendary design won’t let that happen.