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Rift Dungeon Guides: Fall of Lantern Hook

Posted Fri, Sep 02, 2011 by Medawky




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One of the shortest dungeons in the normal progression instances and also one of the easiest, Fall of Lantern Hook is the final tune-up before preparations begin in earnest for tiers 1 and 2.  Set in an alternate reality, this vision of a bleak future in which the dragon Maelforge has been freed and unleashes hell on Telara will give the Ascended ample reason to stay vigilant in their continued fight. 

rift dungeon guide


Group Configuration:


The standard version of Rift grouping works well here; with 2 DPS, support, healer and tank being of virtually any persuasion. Having a support that can provide off-healing is optimal and even a cleric tank with their self heal and group heal abilities being highly useful due to tons of AoE fire damage. Bards, Chloromancers and Justicars are all excellent choices here, and CC is virtually non-existent, so bring the heaviest hitters in the damage department that you can find.

Quests:

Just like the rest of the instance, quests are short and simple. There are three quests here, one that you get upon zone in that has you kill all three bosses after freeing the zones other two quest givers, and two that are given by the aforementioned newly freed prisoners.

Hope Still Burns

Starts: Fall of Lantern Hook
From: Given upon zoning in
Free the prisoners, speak with them and then kill the zones three bosses.

Wash it Away

Starts: Realm of the Fae
From: Helena Brass
Kill 6 fanatics

Against the Odds

Starts: Runic Descent
From: Karkh Nistor
Activate the three Ethian Orbs

Bosses:


Rorf


rift dungeon guide

Zoning into FoLH finds you swimming in a well, surrounded by some rather nasty guards who are busy tending to their prisoners. Dispatch the guards to open up the first two quest mobs, take your quests and then pause for a few moments to allow some other trash mobs to spawn. Work your way around the circular room clearing any trash and then rush the mini-boss at the top of the walkway, opening up the rest of the zone for you.

The first boss encounter is Rorf and his not-so-friendly companion, Scratchy. This is a fairly straightforward fight as the tank will aggro both mobs and keep their attention while DPS burns first the kitty and then his ugly dog-man companion. Rorf will occasionally spring backwards and begin to heal his pal, so the tank needs to close the distance and interrupt the mending. While the mending isn't that big of a deal – the distance is. Failure to stay in melee range will also cause Rorf to begin casting a nasty nuke, so keep him within arms reach for an easy win.

Pyromaster Cortilnald

Rift

The second encounter of the instance, Pyromaster Cortilnald, is a 2 phase fight with annoying bits of fire on the ground that must be avoided. Seasoned MMOG veterans will no doubt be used to the whole fire on the ground routine by now, and keeping out of it is really the only difficult part. The encounter  begins when the last bit of trash is cleared from his room, this will begin a series of waves of adds that can be easily picked up by the tank and burned down – don't worry if you miss one or two though, they don't hit that hard. Once the boss spawns, the tank will pick him up and hold him while the party finishes off any remaining adds, then they can begin damaging the boss. His only real trick is an intermittent teleport that happens four times during the fight – simply reengage him at his new location and be sure to avoid the large jets of flame erupting from the ground.

Emberlord Ereetu


Rift

The final boss of the zone, Emberlord Ereetu, is a single phase encounter that barely tests the DPS reaction time and only puts the healer to work in the final 10-15% of his health. The tank can charge the boss in the middle of the room and pivot him away from the group, so they can avoid his frontal fire cone damage.  The boss will periodically spin about and target someone by sending a flaming cluster of crystals their way – move out of their AoE range and continue to DPS the boss. You only need to move the boss when he targets melee and even then the amount of movement is minimal. Save your cooldowns for the last 15% of his life as he because extremely agitated and can hit like a 'roided out Sammy Sosa.

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