Greebo
25th July 2007, 09:00 PM
This link is also in helpful resources, but I think ppl didn't notice it.
Read Me! (http://www.lotro.com/article/317)
Greebo
25th July 2007, 09:01 PM
Additional info: Power combinations, or "Conjunction Junction (http://forums.lotro.com/showthread.php?t=33307)"
Draknor
1st December 2007, 09:41 AM
Found this over on the minstrel forums. Since the number of choices are rather overwhelming, this seems a decent guide that covers most situations.
5 reds 1 blue - Hew the stone - This does nice damage, as well gives everyone in the group power. As an added bonus you get an oathebreaker summon. This summon at higher levels actually does decent dps, as well he says things to amuse your group. I use this one on most randoms unless the mob is hard. Guardians usually take a while to regen power as do some others so I usually select this for the sake of chain pulling. Plus I just like the summon.
5 reds 1 yellow - Break the Door - This is your most damaging option. This does a pretty amazing aoe and puts a hefty dot on the boss. One glorious example of this was also the first time I completed this maneuver. It was on weathertop at the warg boss. The warg seemed to have an army of non-elites everywhere and this gave us problems the time before. The next time we tried a fellowship maneuver, in particular, break the door. Not only did it take a huge chunk out of the bosses HP, but every warg add was dead in a huge circle around the guardian. I don't know how we managed to kill the boss, we were all hysterical and unable to communicate properly on vent. After about 5 min of hearing the word "awesome" and "amazing" about a hundred times on vent, we all decided we love this game. True story. This is powerful and I like to us it when there is lots of adds in a fight.
5 yellow1 blue - Name is unknown to me - I don't know the name of this combo as I don't use it as frequently as the others. This one puts a hefty dot on the boss as well as gives everyone in the group power. I use this generally on bosses when the group is running a little low on power.
Most often on bosses my groups decided to switch to a 5 yellow rather than 5 red as it does more damage.
5 yellow1 green - Name unknown - This is another one that's used pretty much exclusively on bosses. This is the same as the 5y-1b but instead of power, it gives a moderate hot.
3 green3 blue - Name unknown - This is the last ditch heal. This conjunction actually saved my group on the time we successfully downed Ivar in Angmaur for the first time. This is a Heal, with a hot, as well as a nice power bonus. This is most used when your all low on power, the lore-master cant suck any more power cause the boss has none. Everyones health is low and potions timers are up. Your burglar uses that fluky little bag of marbles and it pops up. You scramble as the 3 melee you designated ahead of time to be green click green then the remained hammer blue. Next thing you know, your back in the game.
I have very fond memories of this skill. One note is to have everyone pre-assigned. My groups tend to give the burglar guardian and champions/hunters the green. And then the classes who may need to finish a heal the blue. But make sure everyone knows what they are, this can be a life saver.
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