Monday, July 16, 2012

Quest Pack Review: Mirkwood


Once an expansion pack, it's now listed as a quest pack. It shares the levelling range of 60-65 with Enedwaith. As a note, this is actually the southern part of Mirkwood. Northern Mirkwood isn't in game yet and isn't expected to be in a while.



As you land on the shores of Mirkwood, you'll immediately notice the barricades. It's become a big invasion zone for the elves against the dark fortress of the necromancer. Note that if you've been following the epic story, you'll be in a layered instance (like you had with Moria). Once that's completed (make sure to do all the quests), you'll find yourself still in the landing zone.

Quests progress from hub to hub, taking you to a haunted inn, spooky marshes and eventually deep within the fortifications of the Enemy. Quests here remain the usual gathering, scouting and killing quests. The story usually deals with undermining the enemy, saving troopers and stopping the enemies latest evil plot. Some deal with the past of the places you're at and can get quite interesting.

Mobs here include the obvious orcs and goblins, soldier of the Enemy, and wildlife, including spiders, bats and more magical wisps and ghosts.









Mirkwood is large and varied in atmosphere and has
some awesome locations. The forest is spooky and
dark, even when the sun's out. The fortress and
other strongholds of the enemy radiate evil and have
some really nice interiors. Makes me want some of
those decoration for my house.

The quest packs include 3 3-mans, a 6-man and a raid. All drop Dol Guldur Barter Tokens. They're not run that much though.



Dungeons of Dol Guldur (3-man)


A medium-length 3-man instance in which you venture inside the Dol Guldur dungeons to free prisoners. This instance features prisoners to be freed, who will then fight alongside you. It also has barrels of sleeping gas to put dangerous trolls to sleep. Once you've cleared the wings and try to escape, you have to battle a boss while trying to keep as many prisoners alive as you can.


Sword-hall of Dol Guldur (3-man)


One room, 3 bosses. Normal mode means alternating waves of enemies with a boss until you've killed three bosses. In challenge mode, it's a big fight with all 3 bosses at the same time.

Warg-pens of Dol Guldur (3-man)


A straightforward area. Bosses are tank-and-spank. The wargs can eat slabs of meat to fully heal and get a buff though it's not that much. You'll actually want them to go eat the meat to complete the challenge.


Sammath Gul (6-man)


This instance takes place in the former chambers of the Necromancer. Watch out with the bonepiles as you don't want to get too close and spawn adds.
The bosses can get quite complex so make sure to listen to your leader (as I know you all do).

Barad Guldur (12-man)


The biggest tower in Dol Guldur. This raid features 3 (of which 1 dual-) bosses that all have interesting tactics. One lowers the threat of the guy he attacks, the other is a dual-boss with annoying debuffs and the last is one I won't even mention to avoid spoilers. A neat raid for sure.


Price/Value: 3.5/5 (You'll want either this or Enedwaith. Though the five levels might be doable with lothlorien and then just skipping to Dunland. 5 instances, though not run that much.)
Storyline: 3.5/5 (The militaristic elves are plain awesome. Dol Guldur feels like the better parts of Angmar.)
Quest Progression: 3.5/5 (Quests go from hub to hub as with all post-moria packs. Some hubs feel kinda dull though.)
Atmosphere: 4/5 (Dark and with spiders, just like in the books. Dol Guldur is awesome.)

Overall: 14.5/20
One of 2 choices. The 5 instances are nice to have (if you ever run them), atmosphere is cool and there's some interesting quests.

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