was just curious if turbine realized we only have 1 light type damaging skill on a 30 second cool-down.
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New Lightning and Light Type Damage Legacy
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Legacy choices for imbued LIs
I was wondering if my fellow Loremasters had any thoughts about recommended legacies post U 16?
I was thinking the following:
Staff (Imbued)
only three definites:
Tactical damage
Burning embers damage
Fire skills crit multiplier
otherwise I'm toying with four out of the following:
one or both of the Light of the Rising Dawn legacies (damage or crit multiplier)
sticky gourd damage
lightning storm damage
cracked earth damage
or just go stat legacies Will / Fate / Vit for all round benefits instead of specific skills.
DPS book (imbued)
Burning embers crit
Wizards fire crit
Beacon of hope healing (might as well benefit from the tactical healing rating)
lightning/light damage
Fire DOT
Ancient craft debuff
Pet attack duration
Debuff book ( not imbued)
signs of power ( for see all ends duration)
Debuff resist rating (even if bugged, surely it will be fixed one day!)
beacon of hope heal
ancient craft debuff
Fire lore debuff
bane flare targets
Any comments or alternatives?
I was thinking the following:
Staff (Imbued)
only three definites:
Tactical damage
Burning embers damage
Fire skills crit multiplier
otherwise I'm toying with four out of the following:
one or both of the Light of the Rising Dawn legacies (damage or crit multiplier)
sticky gourd damage
lightning storm damage
cracked earth damage
or just go stat legacies Will / Fate / Vit for all round benefits instead of specific skills.
DPS book (imbued)
Burning embers crit
Wizards fire crit
Beacon of hope healing (might as well benefit from the tactical healing rating)
lightning/light damage
Fire DOT
Ancient craft debuff
Pet attack duration
Debuff book ( not imbued)
signs of power ( for see all ends duration)
Debuff resist rating (even if bugged, surely it will be fixed one day!)
beacon of hope heal
ancient craft debuff
Fire lore debuff
bane flare targets
Any comments or alternatives?
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Ring of Fire legacy effect
I was wondering if anyone could tell me what part of ring of fire this actually effects, the base initial damage or the area effect from running over the fire? Also, is it in anyway similar to the sticky gourd initial damage legacy, which seems to effect the initial damage on both sticky gourd and ring of fire? I would test myself but imbuing has made it a lot harder to measure the results of a single legacy without just switching the legacy, which might not be worthwhile.
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Lore Master gust of wind bug
I made this post on the new players forum, since I didnt had permission to post here, but now I am able to, so here it is:
I dunno if this has already been reported on the lore master forums but the gust of wind graphic animation is bugged to me, my lore master starts gathering his componentes and when he blows it, it used to show a wind ball traveling to my target proceeded by an wind blast when it hitted the enemies, but now I dont see anything only the sound of the spell and the damage number on the target.
My lore master is not my main char, but I will geto back to playing with him eventually and in the past all his spells animations were fine, now gust of wind is bugged and I already reported in the ´´submit a bug´´but I dont see any kind of fix coming soon >_>, any others who plays lore masters are having this issue too??
My LM is not my main char, and i stopped playing him way before the talents trees were implemented, but I will play him soon and I noticed this, sometimes the only thing I see in the enemy are circling winds on him and sometimes not, the wind blast animation from before was really cool!
I dunno if this has already been reported on the lore master forums but the gust of wind graphic animation is bugged to me, my lore master starts gathering his componentes and when he blows it, it used to show a wind ball traveling to my target proceeded by an wind blast when it hitted the enemies, but now I dont see anything only the sound of the spell and the damage number on the target.
My lore master is not my main char, but I will geto back to playing with him eventually and in the past all his spells animations were fine, now gust of wind is bugged and I already reported in the ´´submit a bug´´but I dont see any kind of fix coming soon >_>, any others who plays lore masters are having this issue too??
My LM is not my main char, and i stopped playing him way before the talents trees were implemented, but I will play him soon and I noticed this, sometimes the only thing I see in the enemy are circling winds on him and sometimes not, the wind blast animation from before was really cool!
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Boring Embers (or reasons to use Staffstrike/GoW blown away)
I have a huge problem. My fun in lotro is hghly related to my loremistress, but since HD the fun in playing her was fading away. I tired several other characters, but it doesnt feel the same. (Beorning yellow, yellow minstrel, yellow hunter.... well the yellow hunter is kind of fun, but not as much fun as preHD LM) I didn't even visit central gondor yet though I spent points on it months go.... Couldn't motivate to play LM for weeks/months.
The mainreason is the boring and highly simplified "rotation". I only play yellow line mostly soloing and some 3 mans with friends/kinship, since blue is even more boring and I don't like red line(just feel crippled using red).
I am bored of the current state. Lotrd, Boring Embers, loot. Staffstrike stun, Boring Embers, loot. Stormlore, Boring Embers, loot. Bearhug, Boring Embers, loot. Test of Will, Boring Embers, loot...... Tiering up Searing Embers isn't needed most of the time. Soloing 3 and Sambrog etc didn't help either.
I highly enjoyed the preHD-playstyle. When I needed to use, Staffstrike alot, had to watch the flank!-events , use Gust of Wind for debuff.
Using Staffstrike on cooldown isn't useful anymore. Damage became pretty low, flank events aren't worthwhile anymore. Additionally the Staffstrike talent in red line makes me use Staffstrike even less.
I can't use Staffstrike, because
1. I don't want to use a stun right now for several reasons
2. I don't want to waste the stun right now/enemy is temporarily immune due to previous stuneffect)
The stunning Staffstrike should become a seperate skill imho. I want to decide when to stun.
In short: Boring Embers/Searing Embers damage too high (Adding Insult to Injury the same), Gust of Wind too weak(dmg and lost debuff), Staffstrike too weak(even with new legacy)
Is there any chance on fixing the broken LM rotation, which highly relies on Boring Embers? Or has anyone got an idea for an alternative class?
The mainreason is the boring and highly simplified "rotation". I only play yellow line mostly soloing and some 3 mans with friends/kinship, since blue is even more boring and I don't like red line(just feel crippled using red).
I am bored of the current state. Lotrd, Boring Embers, loot. Staffstrike stun, Boring Embers, loot. Stormlore, Boring Embers, loot. Bearhug, Boring Embers, loot. Test of Will, Boring Embers, loot...... Tiering up Searing Embers isn't needed most of the time. Soloing 3 and Sambrog etc didn't help either.
I highly enjoyed the preHD-playstyle. When I needed to use, Staffstrike alot, had to watch the flank!-events , use Gust of Wind for debuff.
Using Staffstrike on cooldown isn't useful anymore. Damage became pretty low, flank events aren't worthwhile anymore. Additionally the Staffstrike talent in red line makes me use Staffstrike even less.
I can't use Staffstrike, because
1. I don't want to use a stun right now for several reasons
2. I don't want to waste the stun right now/enemy is temporarily immune due to previous stuneffect)
The stunning Staffstrike should become a seperate skill imho. I want to decide when to stun.
In short: Boring Embers/Searing Embers damage too high (Adding Insult to Injury the same), Gust of Wind too weak(dmg and lost debuff), Staffstrike too weak(even with new legacy)
Is there any chance on fixing the broken LM rotation, which highly relies on Boring Embers? Or has anyone got an idea for an alternative class?
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Lightning Skills Critical Rating worth using?
Hello,
just a small Question. Im about to finish my Imbued-Staff and Im not sure, whether to use this Legacy or not...simply because i dont really know, how much effect it has on the lightning Skills.
If i recall correctly it grants ~4.5k critical Rating (might be wrong with the number tho, its quite late)
Now my Question: Whats the effect of the legacy?
Does it just add ~4.5k crit-rating, so i shouldnt use it, if im at crit-cap anyway?
Or does it increase the crit-chance of lightning skills even more?
Or does ist just increase the critical chance?
Or both?
Im confused...hoping for some advice here
greetings Peri
just a small Question. Im about to finish my Imbued-Staff and Im not sure, whether to use this Legacy or not...simply because i dont really know, how much effect it has on the lightning Skills.
If i recall correctly it grants ~4.5k critical Rating (might be wrong with the number tho, its quite late)
Now my Question: Whats the effect of the legacy?
Does it just add ~4.5k crit-rating, so i shouldnt use it, if im at crit-cap anyway?
Or does it increase the crit-chance of lightning skills even more?
Or does ist just increase the critical chance?
Or both?
Im confused...hoping for some advice here
greetings Peri
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What's wrong with Ancient Craft in U16?
When specced red, I hover over the Ancient Craft tooltip and discover it debuffs a whopping -19 from enemy armour. When specced yellow, it debuffs over -2000 (not logged in now to cite exact digits, but it's definitely in the thousands as it ought to be).
Tried casting it on mobs when specced red, and sure enough their armour is reduced by -19.
I distinctly remember my Ancient Craft being in the thousands before this update, even in red. Seems the Ancient Craft legacy change (I have it on my LI book) borked it up somehow. I was /bug reporting the hell out of this nonsense during beta, and still it went live.
Am I the only one who sees this? Am I mad?
Tried casting it on mobs when specced red, and sure enough their armour is reduced by -19.
I distinctly remember my Ancient Craft being in the thousands before this update, even in red. Seems the Ancient Craft legacy change (I have it on my LI book) borked it up somehow. I was /bug reporting the hell out of this nonsense during beta, and still it went live.
Am I the only one who sees this? Am I mad?
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u16 lore master


edit coming soon
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Bridles
In a discussion over in the War-Steeds & Mounted Combat forum it was pointed out that perhaps much of the trouble people have with mounted combat exists because they are not using a good bridle for their horse. I know that when leveling my Minstrel and Hunter things became easier once I had started using a better one. So I'm wondering as I get ready to move into Rohan with my Lore-Master what legacies should I be looking for?
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Skills I could be using better?
I've been enjoying reading through a lot of the comments in this forum, and have definitely learned a few new things. There are some skills that I almost never use, and I'm wondering if adding them to my repertoire would be a good idea. I'm at level 83, but some of these questions may be pretty remedial - I should have found and read these forums long ago. :p I mainly play as a solo DPS style using mainly the red (MoNF) trait line. I only play PvE.
1) Gust of Wind - I was delighted to read that many other folks consider it useless, as I came to the same conclusion several months ago. Anybody have a different opinion?
2) Water Lore - somehow I missed that I had gained this skill. Looks like this a very useful heal that I can use on MYSELF! Very excited about this.
3) Wind Lore - increases damage I do to my enemies. Could be a useful debuff.
4) Knowledge of the Lore Master - I use it once in a while, out of combat, to soften up a big boss before starting the fight. Are there other good uses?
5) Bane Flare - I hadn't realized that this has a 10 m range, so it looks like this is useful for stunning foes enemies that a close by. (I had been using only blinding flash to stun enemies.) Any tips on making the most of this?
6) Call to Valar - gives 10 second immunity from induction set back from damage. Looks useful. Is this something people use almost all the time? Or just with certain monster types?
7) Dispel Corruption - I haven't figured out whether this is generally useful all/most monster types or just some. I enjoy using it against undead monsters just for the role playing.
8) Ring of Fire - looks like I should definitely be using this more.
9) Improved Power of Knowledge - drains power from enemy. Seems like this would be handy in group/fellowship play, but for solo play I never feel low on power.
10) Improved Staff Sweep - buffs critical chance for next fire skill. How useful is this?
11) Sign of Power: See All Ends - reduces an enemy's ability to score a critical hit. How useful is this?
12) Cracked Earth - I hadn't realized that this included a delayed root. I need to try this out some.
13) Eldar's Grace - this is actually an Elf-race skill. It increases the parry chance 75% and provides a +5% partial parry mitigation. Is this beneficial for Lore Masters? (I usually do not have it slotted.)
I'd love to hear which of these skills other people find essential, somewhat useful and useless. I know there are are multiple ways to play a lore master, and I look forward to reading about different approaches. If you think your skill selection is different from the "typical" lore master, I'd love to read why you made your choices.
Thanks so much for your input!
1) Gust of Wind - I was delighted to read that many other folks consider it useless, as I came to the same conclusion several months ago. Anybody have a different opinion?
2) Water Lore - somehow I missed that I had gained this skill. Looks like this a very useful heal that I can use on MYSELF! Very excited about this.
3) Wind Lore - increases damage I do to my enemies. Could be a useful debuff.
4) Knowledge of the Lore Master - I use it once in a while, out of combat, to soften up a big boss before starting the fight. Are there other good uses?
5) Bane Flare - I hadn't realized that this has a 10 m range, so it looks like this is useful for stunning foes enemies that a close by. (I had been using only blinding flash to stun enemies.) Any tips on making the most of this?
6) Call to Valar - gives 10 second immunity from induction set back from damage. Looks useful. Is this something people use almost all the time? Or just with certain monster types?
7) Dispel Corruption - I haven't figured out whether this is generally useful all/most monster types or just some. I enjoy using it against undead monsters just for the role playing.
8) Ring of Fire - looks like I should definitely be using this more.
9) Improved Power of Knowledge - drains power from enemy. Seems like this would be handy in group/fellowship play, but for solo play I never feel low on power.
10) Improved Staff Sweep - buffs critical chance for next fire skill. How useful is this?
11) Sign of Power: See All Ends - reduces an enemy's ability to score a critical hit. How useful is this?
12) Cracked Earth - I hadn't realized that this included a delayed root. I need to try this out some.
13) Eldar's Grace - this is actually an Elf-race skill. It increases the parry chance 75% and provides a +5% partial parry mitigation. Is this beneficial for Lore Masters? (I usually do not have it slotted.)
I'd love to hear which of these skills other people find essential, somewhat useful and useless. I know there are are multiple ways to play a lore master, and I look forward to reading about different approaches. If you think your skill selection is different from the "typical" lore master, I'd love to read why you made your choices.
Thanks so much for your input!
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I still like my LM
First, I don't claim to be the best LM out there, rather I consider myself average. With that out of the way I want to tell you about my first experience running Sunken Labyrinth (T1).
The group make-up was two hunters and my LM; not your typical set-up. Two of us (myself included) had never been to the Sunken Labyrinth and the other guy had limited experience and he didn't think we would be able to do it at level 100 with the group we had. I decided to run it traited yellow for the stronger debuffs and Herb Lore, which we used for a number of pulls. I used the bear to tank for us. Now, some fights were challenging and we had some "deaths" along the way. We failed the troll on the first attempt. But in the end, we completed the instance. The bear did a remarkable job tanking the bosses. In fact, we did the half-troll boss with no deaths at all.
Bottom line, it was fun to run a (more) challenging instance with a non-standard group make-up and made me appreciate the LM versatility yet again. There may be those who read this and say, "big deal, it's easy," but for me, a casual player and average LM, if was challenging and ton of fun.
The group make-up was two hunters and my LM; not your typical set-up. Two of us (myself included) had never been to the Sunken Labyrinth and the other guy had limited experience and he didn't think we would be able to do it at level 100 with the group we had. I decided to run it traited yellow for the stronger debuffs and Herb Lore, which we used for a number of pulls. I used the bear to tank for us. Now, some fights were challenging and we had some "deaths" along the way. We failed the troll on the first attempt. But in the end, we completed the instance. The bear did a remarkable job tanking the bosses. In fact, we did the half-troll boss with no deaths at all.
Bottom line, it was fun to run a (more) challenging instance with a non-standard group make-up and made me appreciate the LM versatility yet again. There may be those who read this and say, "big deal, it's easy," but for me, a casual player and average LM, if was challenging and ton of fun.
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SoP Duration Post-Imbuement
It looks to me like the tooltip description for the SoP Duration legacy on an Imbued book doesn't reflect any changes between 30 and 35. Is this just a case of a truncated tooltip or is there no reason to raise the tier limit beyond 30?
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Eagle Rez (or not)
I have not been rezzed by my eagle since way before the last update. Is anybody else having this difficulty? The button is there, it says the eagle has performed the resurrection but nothing happens. When I mention this in chat, it is totally ignored. Has the ability been removed and I just don't know it?
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Signs of Power Duration bugged?
I maxxed out my signs of power legacy so it should be 50s instead of the default 20s but even then I'm still only getting 20s. Any idea how to fix it or is it a known bug.
(Sorry if it's been discussed recently - only just returned to Lotro a short while ago).
(Sorry if it's been discussed recently - only just returned to Lotro a short while ago).
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Gearing and Traiting for PvMP
Okay, so I'm just about to get my LM to cap, and I've been hearing about how the Essence armour is what's being worn currently for PvMP. My question is; If I wear audacity gear in the Moors, how much worse off will I be? If I'm grinding, PvMP grinding is so much more bearable, so if I can function without the gear, I'll do that.
The other question just regards traiting, which main line should I be focusing on? Blue line seems best, with the super low induction times. But red also seems good, with the uncurable BE DoT. The secondary tree is probably yellow for Fire Lore and Storm-Lore I think, but I'm not entirely sure.
Thanks for the help.
The other question just regards traiting, which main line should I be focusing on? Blue line seems best, with the super low induction times. But red also seems good, with the uncurable BE DoT. The secondary tree is probably yellow for Fire Lore and Storm-Lore I think, but I'm not entirely sure.
Thanks for the help.
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Yellow Line for Solo PvE?
Hello fellow LMs,
I have been running my LM through DA dailies, and have been experimenting with both red and yellow base builds.
It feel like in yellow with Insult to Injury I am two shotting most mobs. And multiple group pulls are straightforward with herb lore and BF.
I am assuming that the optimal approach in red is to round up as any mobs as possible and then start the burning...but I tend to get pretty bloody going that route. Maybe I'm missing something...
Does anyone else run PvE content in Yellow? Or am I crazy?
Happy hunting...
I have been running my LM through DA dailies, and have been experimenting with both red and yellow base builds.
It feel like in yellow with Insult to Injury I am two shotting most mobs. And multiple group pulls are straightforward with herb lore and BF.
I am assuming that the optimal approach in red is to round up as any mobs as possible and then start the burning...but I tend to get pretty bloody going that route. Maybe I'm missing something...
Does anyone else run PvE content in Yellow? Or am I crazy?
Happy hunting...
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More and more frustrated with Loremaster since u16.
Ever since the last update I have become more and more frustrated with my 3 year old loremaster.
As my main char I have geared her to the tee for single play and for the new T2 instances.
Thing is who wants to bring in a loremaster in these runs?
Yes I have done a couple of runs, have a couple of crests, while kinmates on Champs, Healers, Tanks etc run the instances daily and a lot.
And I am talking specifically about RC and SC.
Why am I not getting invited to the runs as dps, well mostly because the loremaster is soooo slow.
And there is my frustration.
The skill induction times and cd's for a lot of strong skills are way to long.
Not to mention the interuptions that can occur of using one of these skills, ugh.
Would be fine if there were legacies out there to lower these absurd times of 2.5 minutes but I have found none.
My tactical mastery is at 64k, not bad I would think and when wearing morale gear for t2 its down to 50-55k.
I do have other alts that aren't geared yet, frankly because to get the gear is a killer grind, not even mentioning the costs of the essences now.
But this means I can't really bring them into the runs either as they are not geared.
I have checked out other classes, champs just slaughtering all around in no time. Mini's high and fast dps. Hunters that are well geared taking down stuff in no time at all.
Runekeepers that burn down all around in no time also.
Seems they all are basicly great to play.
So what happend with the loremasters, did they put the class back on the shelf?
I finally felt I could say I wasn't squishy anymore, but now I feel like a slow turtle.
I mean we have so much against us, we are not mobile, need to stand still for most skills, then when using a skill on a group of mobs in fellowship, you are really lucky to hit anything with the induction times.
If I hit p.e. lighting skill..... the time it takes to raise the staff (with the annoying broken engin sound) and strike down the lightning, the mobs could have all been dead already by a champ spinning around with sword.
Come on, give the loremaster a break will you, raise the outgoing damage and nerf the induction times at least so we also can enjoy these new runs and not frustrate all around us thinking pff how long is this fight going to last?
As my main char I have geared her to the tee for single play and for the new T2 instances.
Thing is who wants to bring in a loremaster in these runs?
Yes I have done a couple of runs, have a couple of crests, while kinmates on Champs, Healers, Tanks etc run the instances daily and a lot.
And I am talking specifically about RC and SC.
Why am I not getting invited to the runs as dps, well mostly because the loremaster is soooo slow.
And there is my frustration.
The skill induction times and cd's for a lot of strong skills are way to long.
Not to mention the interuptions that can occur of using one of these skills, ugh.
Would be fine if there were legacies out there to lower these absurd times of 2.5 minutes but I have found none.
My tactical mastery is at 64k, not bad I would think and when wearing morale gear for t2 its down to 50-55k.
I do have other alts that aren't geared yet, frankly because to get the gear is a killer grind, not even mentioning the costs of the essences now.
But this means I can't really bring them into the runs either as they are not geared.
I have checked out other classes, champs just slaughtering all around in no time. Mini's high and fast dps. Hunters that are well geared taking down stuff in no time at all.
Runekeepers that burn down all around in no time also.
Seems they all are basicly great to play.
So what happend with the loremasters, did they put the class back on the shelf?
I finally felt I could say I wasn't squishy anymore, but now I feel like a slow turtle.
I mean we have so much against us, we are not mobile, need to stand still for most skills, then when using a skill on a group of mobs in fellowship, you are really lucky to hit anything with the induction times.
If I hit p.e. lighting skill..... the time it takes to raise the staff (with the annoying broken engin sound) and strike down the lightning, the mobs could have all been dead already by a champ spinning around with sword.
Come on, give the loremaster a break will you, raise the outgoing damage and nerf the induction times at least so we also can enjoy these new runs and not frustrate all around us thinking pff how long is this fight going to last?
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LM legacy question
How come the LM legacy for increased signs of power duration doesn't affect stun immunity?
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Turbine pls
U take us 3 or 4 hours of game and u repair 2 things
please repair eagle rez some people really need it
please repair eagle rez some people really need it
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LI Book Comparison - Pre-imbue vs Post-imbue (screenshots)
Here's a maxed out equip-level 95 2nd Age Book. . .
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Here is that book compared to a equip-level 100 1st Age Book, maxed out, pre-imbuement.
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Here is that same 1st Age book, post-imbuement but still a work in progress, just as it "catches up" to the 2nd Age book (at legacy level 21)
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Finally, here's the 1st Age book fully maxed out. . .
![]()
Hopefully that gives everyone an idea of what they can expect when moving from their unimbued LM Books. I was curious myself and couldn't really get a sense of what I'd have towards the end (compared to my existing book). So I figured I'd document things via screenshot as I went. . .
Hope it's useful to someone.
--H
Here is that book compared to a equip-level 100 1st Age Book, maxed out, pre-imbuement.
Here is that same 1st Age book, post-imbuement but still a work in progress, just as it "catches up" to the 2nd Age book (at legacy level 21)
Finally, here's the 1st Age book fully maxed out. . .
Hopefully that gives everyone an idea of what they can expect when moving from their unimbued LM Books. I was curious myself and couldn't really get a sense of what I'd have towards the end (compared to my existing book). So I figured I'd document things via screenshot as I went. . .
Hope it's useful to someone.
--H
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