Wednesday, May 25, 2011

Hint-a-Week: Completing Class "Fellowship" Deeds

Many classes (especially support classes) have deeds that require using a skill on others. The design of the game, however, pretty much prevents you from completing these deeds, because you will not be grouping too often until you start working on quests and instances in Angmar, Moria, and Mirkwood.

However, there are several easy ways to complete these fellowship deeds.

Captains and Lore-Master have a built-in fellowship: the pet. Use the skills on the pet as much as possible.

All classes earn a Skirmish Soldier, at level 20, and group skills can be used on the soldier.

The soldier can be called whenever you enter homestead provisions (the "center" of your housing neighborhood). Therefore, you can travel here, call your solder, and use the skills.

Also, you can also fire up a skirmish, call your soldier, and use the skills. This method doesn't require any travel, saving travel rations or coin. You don't actually have to complete the skirmish.

Finally, if you have a friend or two, group up somewhere and help each other out.

Monday, May 16, 2011

Hint-a-Week: Color Coding

The color of the MoB name will give you immediate information about whether you should attempt to take it on.
  • Purple: Eight or more level above you. In general, don't touch these guys. Most will defeat you with one blow, though some classes can comfortably handle a MoB that's four or five levels above them.
  • Red: Six to Seven levels above you. You'll definitely have trouble with these guys, but you can defeat them with enough time and effort.
  • Orange: Four to Five levels above you. You'll have some trouble with these guys, but you can defeat them.
  • Yellow: Two to Three level above you. These guys will be a bit troublesome, but defeating them should not take a great deal of effort.
  • White: On-level or 1 level above you. You should be able to deal with these MoBs. BTW, when another player's name is white, that player is role-playing.
  • Dark Blue: One to two levels below you. You could have some issues, but defeating these guys should be fairly easy.
  • Light Blue: Three to Four levels below you. You should be able to defeat these guys handily.
  • Green: Five to Six levels below you. You should not have to put out much effort at all to defeat these guys.
  • Gray: Seven or more levels below you. You should not aggro these guys, and they should be quite easily defeated.
Those classes with a pet (Lore-Master, Rune-Keeper, and Captain) should be aware that their pet is typically 2 levels below them (Lore-Master can trait to increase the pet's level by one). Therefore, even though a MoB appears gray to you, it might be green/light blue to your pet, who will then aggro that MoB.

Moreover, never assume that defeating even grey MoBs is guaranteed. The more MoBs you aggro at once, the more difficult the fight will be.


In general, the higher the MoB level, the more XP you'll gain from defeating it. You won't get much XP (or any) for killing gray MoBs. Also, most Class deeds won't advance from using skills against gray, although racial deeds do.

One other thing that comes into play is the MoB rating, which is a means to add even more shading to the levels. The ratings are:

  • Swarm.
  • Normal.
  • Signature.
  • Elite.
  • Elite Master.
  • Nemesis.
  • Arch-Nemesis.
As the rating get harder, the MoB gets tougher, with more morale, harder hits, better armour, etc. In general, you should be able to deal with on-level swarm, normal, and signature MoBs; any MoB with a rating higher than signature typically requires a fellowship. Even level-capped players could run into difficulty with gray Arch-Nemesis MoBs.

There are also Rare Elites and Rare Elite Masters. As the name says, these MoBs spawn rarely. Most of them are named, and people refer to them as "shard-droppers" or "flake-droppers", because they typically drop a shard (ruby, saphire, or beryl) or a mithril flake. Shards and flakes are used in crafting.

Sunday, May 15, 2011

This Month in Titles

You may now be known as Elahedor Taterlord:

The Sympathetic
Defeat 150 Pale-Folk in Tham Mírdain.

Master Ascender
Climb to the top of the two towers above Ost Galadh.

This deed is hidden until you complete it.

Defender of Enedwaith
Complete 20 quests in Enedwaith.

Fisher-King
Find the hidden fishing hole in Enedwaith.

Clubber
Bash 200 players in the Festival Arena in Thorin's Hall.

Friend of the Free People
This deed appears to be a mistake; it was incremented by completing the Beer-Bash 3 times during the Anniversary.

Battered, Bruised, and Contused
Win the Beer-Bash 25 times.

The Defiant
Defeat 60 living dead creatures in Barad Gúlaran.

Defender Against The Terror
Defeat 6 champions in Barad Gúlaran.

Ally of the Free People
This deed appears to be a mistake; it was incremented by completing the Beer-Bash 9 times during the Anniversary.

The Mighty
Defeat 100 Orcs in Urugarth.

Fighter
Defeat 80 Orc-Fighters in Fil Gashan.

Morale-Smasher
Defeat 3 leaders in Fil Gashan.

Troll-Kicker
Defeat 100 Snow-Trolls in Sarnúr.

Defender of Annúminas
Defeat 5 leaders in Annúminas.

Champion of Enedwaith
Complete 30 quests in Enedwaith.

Victor of Enedwaith
Complete 40 quests in Enedwaith.

Foe of the White Hand
Defeat 120 Dunledings in Enedwaith.

Master of Stairs
Climb up and down Nar's Peak 5 times.

Foe of the Dark Tower
Complete 3 deeds in Sammath Gûl.

Cake-Eater
Eat 100 Lembas or Waybread (5 per day).

This deed is hidden until you complete it.

Cleanser of the Nameless
Defeat 55 Nameless in Dâr Narbugud.

The Eradicator
Defeat 60 Orcs in Dâr Narbugud.

Troll-Tipper
Defeat 10 trolls in Dâr Narbugud.

Seeker of Toadstools
Collect 5 mushrooms in Dâr Narbugud.

Suppressor of Pestilence
Defeat 6 bosses in Dâr Narbugud.

Whip-Lash
Defeat 40 arms of the Watcher.

The Agile
Defeat 125 beasts in Urugarth.

Keeper of Books
Collect the Gúlaran Tome, Gúlaran Scroll, Gúlaran Text, Gúlaran Volume, and Gúlaran Compendium. (Barad Gúlaran).

Slug-Wrangler
Defeat 100 slugs in Carn Dûm.

The Courageous
Defeat 60 Trolls in Carn Dûm.

Enemy of the Giants
Defeat 80 giants in Evendim.

Little Wonder
Collect 6 hobbit-items in the Gloomglens (Enedwaith).

The Thorough
Locate 23 locations in Delotham and Minas Elendúr (Eregion).

Avenger of Sarnúr
Defeat 6 bosses in Sarnúr.

Brood-Hunter
Defeat 150 Barrow-Spiders in the Barrow of Taradan.

Shadow-Foe
Defeat 120 Wolves and Shadow-Wolves in Enedwaith.

Homesteader of Enedwaith
Find 5 homesteads (Cartrevs) in Enedwaith.

Slayer of the Watcher
Defeat the Watcher in three locations.

I have also worked my way up to Friend of the Algraig (almost 2/3 to ally) and Ally of the Grey Company. I am also now a Friend to the Eldgang.

Wednesday, May 11, 2011

Evendim 2.0

In Update 2: Echoes of the Dead, Evendim was revamp and reorganized. I ran a few quests in this area on my Lore-Master, Elahedor, ages ago. I spent way too much time in the North Downs, attempting to complete every quest there; thus, I missed a lot of other zones.

However, the good thing about LoTRO is that you can go back to lower-level zones and complete the quests there. Unfortunately, you don't get any experience, although you will get all the other rewards. I ran the quests there mostly to get kindred with the Wardens and purchase the reputation horse.

While I was running these quests, Turbine formally moved Oatbarton and Dwalling into the Evendim Zone (previously, they were part of The Shire). Both were minor quest hubs. The major quests hubs in Evendim were Tinnidur, Ost Forod, and Annuminas, with other minor hubs at Tal Ruinen, The Eavespires, and Men Erain. Annuminas, however, was designed as an end-game area for the original Shadows of Angmar expansion; thus, players had to return to the zone long after completing the area.

After Update 2, Oatbarton, Dwalling, Tinnidur, Ost Forod, Tal Ruinen, and The Eavespires remained mostly unchanged. A new quest hub was created at the High King's Crossing Bridge, a group of NPCs were placed on Rantost, and more NPCs were added to Men Erain.

I ran my Guardian, Pentalidor, through this area. He was approximately level 29.5 when I started.

One of the major changes is that you receive bronze and silver anorian coins as quest rewards. These coins can be bartered for a pretty decent armour set (tailored to your class). However, I found that by the time I leveled enough to purchase a piece in the set, the crafted items were much better, even with the bonus for the set. The only piece you can't get with the coins is the helm, which are earned from others quest within Annuminas.

Oatbarton
You start the zone in Oatbarton at around level 30. Previously, there wasn't much going on here: there were a only a couple of quest chains. In Update 2, North Cotton Farm was added to the game; NCF exists in two version: a public version and an instanced version. You won't be able to do the instanced version until level 65. The public version offers a series of on-level quests, most of which involves helping to prepare for a festival.

Dwalling
After completing the quests in Oatbarton, you'll move on to Dwalling, were things are a bit more serious. The town has been taken over by brigands, and goblins have encamped nearby. The poor the denizens of Dwalling have either run away or moved into a house on the outskirts of the town. Most of the quests involve dealing with the brigands and the goblins. Ultimately, you'll deal with the chief brigand and move on from Dwalling.

High King's Crossing

The next stop is the High King's Crossing bridge. Most of the quests here deal with the creatures and brigands roaming the Barandalf (the banks of the Brandywine). Most of these quests were previously granted in Tinnidur, and required a lot of back-and-forth travel. Be careful to not travel too far west, though; the quests and MoBs along The Way of Kings are intended for higher levels.

Tinnidur
After dealing with the brigands and beasts in the Barandalf, you'll move on to Tinnidur, the main hub in the zone. Most of the quests in this area involve dealing with even more brigands and beasts in the Parth Aduial region, but you'll also quest out to Rantost, an island of brigands, as well as Tal Ruinen, the island of the salamanders. There's also a side-quest to a single Warden encamped along the eastern road, near the gates to the North Downs.

A boat route has been added between Tinnidur and the island of Rantost, making travel much easier. Also, a group of three Wardens now are available. The Rantost chain ends with an instance in which you help deal with the brigand's counterattack after the Wardens have invaded the island and pushed out the brigands. This instance was previously a fellowship quest, but it now a solo quest. It's very similar to the Siege of Gondamon skirmish.

One of the main annoyances in the game is quest chains, which involve a lot of back-and-forth travel between the quest-giver and the place where the quest takes place. Quite often, you have to fight your way to the location, fight your way through the location, and fight your way back out. Multiple times.

To alleviate this issue, one NPC, Orchalwe, gives you a journal. Reading the journal initiates the first quest in the chain, and each time you complete a link, you re-read the journal to pick up the next link. When you finish the chain, you return to Orchalwe and pick up your reward. Orchalwe makes a return appearance in Annuminas.

You'll have to return to Tinnidur several times to advance your reputation, pick up additional quests, and visit your class trainer. Once you've completed the primary quests in the zone, you'll move on to Ost Forod.

Ost Forod
Ost Forod is populated by a group of unfriendly folk - they are almost brigand-like, though they don't attack. You'll be greeted by insults every time you enter the city. Again, most of the quests offered here are dealing with creatures and brigands; however, you'll now also have to deal with goblins.

One of the first things you'll notice in Ost Forod is a series of Wanted Posters. If you so choose, read the poster, speak with the indicated NPC and go defeat the creature.

Almost nothing has changed in Ost Forod.

Tal Ruinen
The island of the salamanders is pretty much the same, though a boat keeper has been added.


The Eavespires
Once you complete Ost Forod, you'll return to Tinnidur and pick up a quest taking you to The Eavespires, where you'll get your first glimpse of an Ent. Most of the quests in this area revolve around Guaradians, the evil wolf-men who have come out of Forochel. You'll also deal with giants, bears, and wood trolls.

The Ent, Longbough, will eventually give you a quest to deal with a corrupted tree, Heart-Rot, and an evil huorn, Twisted Heart. This instance previously required a fellowship, but it is now soloable. The mechanics of the boss fight were not very clear, but you'll be lead into a cavern, fighting Twisted Heart and the roots of Heart-Rot. Once you defeat the roots, you have to run back up to the surface and fight the tree (let Longbough tank the huorn) until it goes dormant; run back down to help with more roots. Rinse and repeat until the Heart-Rot and Twisted Heart are defeated.

Once you complete the quests in The Eavespires, you'll be asked to return to Tinnidur and report in.

At this point, you'll be asked to go see the Blue Maid, an female elf who lives in a cave. She'll test your loyalty with a few quests before she feels you show her the respect she deserves. At that point, she will open the Tomb of Elendil. This instance requires a fellowship. The quests in this chain still require a lot of travel. You have to go to The Eavespires, Ost Forod, and Rantost. The quest directions aren't very clear (I had to rely on the quest tracker on the map). I think some of this could be streamlined a bit, with the statue pieces that you collect placed either on Tal Ruinen or spread along the western shores of the lake - or even in the Guaradian camps.

Previously, the Tomb of Eledndil quest acted essentially as the end game for the landscape portion of the zone, but now you'll be moving toward Annuminas.

Men Erain
The first stop on your way into Annuminas is Men Erain, an island near the High King's Crossing bridge. Most of the quests here involve the brigands encamped among the tombs of the Numenorian Kings and on the slopes above the tombs. A lot of work has been done in this area, and many of the tombs can now be entered as part of quests.

Annuminas
Finally, you'll move into Annuminas, whose level has been dropped to around 40 (Pentalidor is now level 42, and most of the MoBs are dark blue, indicated that they are one level below him).

A really neat quest-granting mechanic has been added here. Instead of dealing with NPCs, you'll get a quest to help Orchalwe with two main quests. You'll also be given a "smoke signal", which allows you to call Orchalwe to your side; he'll aid in your fights, heal you, and - as you move around the city - give you quests. Once you complete the task, you can basic turn right around to complete it and obtain the rewards.

Conclusion
Overall, the zone is much more linear as you move from one hub to the other, and the quests are fun and interesting.

The quests in the Lighthouse, given in High King's Crossing, are quite challenging, mostly because of the density of MoBs and because there are a couple of signatures pathing around the ruins. However, I didn't find many of the other quests as challenging. It took me a few minutes to figure out the mechanics of the Twisted Heart instance, but when I did, it wasn't particularly challenging. Longbough is quite tough, and there's little danger of him being defeated.

On the other hand, I found Annuminas to be extremely frustrating. Basically, only the level of the MoBs were lowered, but the density hasn't changed. As a result, you are frequently fighting 3 - 5 guys at a time. Many still cast fear on you, which hits your survivability. Also, you have no control over Orchalwe at all. I was fighting a group in the courtyard area, and one of the archers moved away so that he could use his bow. Unfortunately, he positioned himself right next to another group. Orchalwe decided to attack him, and, of course, aggroed that group. Similarly, in the upper reaches of the city, I was attacked by an archer and a swordsman near an area where troll pathed, but I had no way to call Orchalwe to me and avoid aggroing the troll.

After much frustration, I finally decided to leave the city for awhile. Later, I took Elahedor in for a look. It appears that the gates to the bridge are now permanently open (before, each of the control points had to be in friendly hands before the gate opened). However, there are four guards at the gate, and a Seeress paths through the group. On the other end, there are multiple trolls pathing around, along with multiple groups of 3-5 Angaram. There's no doubt in my mind that the city is not truly soloable.

To be truly solable, the city still needs some tweaks. Some of the groups should be thinned out a bit, and the pathers should be moved or made static. There's still a 18K elite MoB in Tirband (one of the leaders), and he pretty much requires a fellowship to take down. Also, the MoBs respawn quite quickly - in the courtyard, where Valtair hangs out and where you have to put a banner on a monument for Orchalwe, you literally have to fight your way in, through, and out of the area. Also, be careful to clear the first level of all three groups of Angaram and Trolls. It seems like aggroing Valtair will aggro everything in the area (either than, or Orchalwe aggroed these groups).

By the way, Siridan (another leader) is still missing in action, and his camp doesn't seem to flip back to his control. This is a known issue; a GM can spawn Siridan in his alternate camp if need be. He's in the lower level, Gwaelband.

On the positive side, leveling in the area is quite fast. I took Pentalidor from level 29.5 to 42 in just a few days. I'm not sure the devs considered Tasks in the leveling plan, so I probably leveled quite a bit faster than intended.

Overall, with the exception of Annuminas, I rather enjoyed my time in the zone.

Monday, May 9, 2011

Hint-a-Week: Choosing a Crafting Profession

I'm hoping to make this a regular feature...

Broadly, choosing a crafting vocation depends upon whether or not you plan on leveling up multiple toons. Most of the time, you'll find that the tier you're working on is too high in relation to your toon, and you won't be able to gather the necessary materials.

First, some terminology: A vocation is a group of three professions. There are seven vocations: Armourer, Armsman, Explorer, Historian, Tinker, Woodsman, and Yeoman.

These vocations are built from guilded professions and supporting professions. The guilded professions are Cook, Jeweler, Metalsmith, Scholar, Tailor, Weaponsmith, and Woodworker. The supporting professions include Farmer, Forester, and Prospector. For example, the Forester can gather and treat wood, which can then be passed on to a Woodworker, or turn hides into leather, which can be passed on to a Tailor.

For a good overview of the vocations and professions, refer to the Lotro-Wiki Vocations page.

Most people (me included) tend to choose the vocation that best supports their class. In fact, this is not a very good strategy. You'll often be waiting to get the necessary material and waiting to be able to tier up and "crit" on the recipes (critted items are much better than the non-critted version). Also, you'll still be reliant upon other vocations, either for weapons or amour.

If you plan to level only one toon: Choose either the Historian (Scholar), Tinker (Jeweler), or Yeoman (Cook) vocation. These professions - especially Scholar and Cook - can be extremely lucrative at all levels, including end game.

Unfortunately, by end game, Metalsmiths and Tailors are supplanted by Raid/Instance loot. And, although all guilded professions can craft some kind of Legendary Item (LI), at end-game, these items are pretty much the only worthwhile things that Weaponsmiths and Metalsmiths can craft, a situation that pretty much limits those two professions. While Third Age LIs are pretty easy to gather materials for, they (or the Khadzul tablets, which can be bartered for Third-Agers) drop so often that crafting them is not really viable. Second and First Age LIs require special symbols, which drop from specific instance or (in the case of Second Agers) can be purchased using Skirmish Marks and Superior Third Marks (in the next release, the cost of the Symbol of Celebrimbor is being reduced, making it easier to get a Second Age LI).

All crafting profession can also create crafted relics, which can be slotted on the legendary item in order to boost a specific basic stat.

If you plan on leveling more than one toon: Choose the Explorer vocation (Forester/Prospector/Tailor) for your first toon, and any vocation with the Farmer profession (Historian, Woodsman, or Yeoman) for the next toon. Without ever leaving Hobbiton, a Farmer can be at Supreme Master in just a few nights.

In general, a single toon can gather enough materials to level all professions, with a couple of exceptions. Even a Scholar can be leveled to Supreme Master just off loot drops. However, almost every other vocation will offer either the Prospector or Forester profession; thus, choosing any other profession will handicap any alts that rely on the items processed by these professions.

For F2P'ers, things aren't quite as simple, since these players only have 2 character slots. The minimum number of characters required to cover all crafting vocations is 4: Armourer, Historian, Tinker, and Woodsman (though you will not be able to have all the guilds covered). You'll need all 7 vocations to cover all the guilds.

Sunday, May 1, 2011

What a difference...

I finally decided to take a hard look at the gear and weapons that my Lore-Master, Elahedor, has equipped, and to find out what I need to do to improve it. I posted the question in the forums, and detailed what I was wearing...

It was shocking.

Oh, most of my armour is fine; I'm wearing most of the Stone-Reader's set from Moria. All I need is the helm and shoulder guards.

It was the jewelry that was the real shocker. Most of what I was wearing was 15-25 levels below my current level. Something had to be done. Luckily, someone posted an answer, and I was able to get a kinmate to craft some of it.

In short, my Morale and Power jumped over 1,000 points each. My Will, Fate, and Vitality also all got a tremendous boost. In fact, Will (which effects total power and power regeneration out of combat) and Fate (which effects in-combat morale and power regen) are almost maxed out. I just need to work on getting more vitality, which affects your overall survivability by boosting morale and resistances.

I was able to get everything but bracelets and a pocket item.

I'd been frustrated with the toon, because he seemed to die frequently. I went through a period when it seemed like every instance I attempted ended in spectacular failure, and I just seemed unable to do my job (crowd control and power resupply). I finally decided that grouping was just plain bad for me, and I continue solo unless the instance wasn't overly complicated.

However, after boosting the stats, I got brave enough to take Elahedor into Sammath Gûl (SG), one of the instances in Dol Guldur (the Necromancer's Tower) in Mirkwood. SG was one of the instances that previously required radiance.

I was pleasantly surprised with my performance and survivability. As a group, we wiped twice time, once at the first boss and once just before the third boss. The problem in the first case isn't clear...the room catches on fire in sections, and we either misjudged the way the fire was progressing, or it didn't progress as it should have. Nonetheless, we lucked out and took the boss with us, so we didn't have to repeat the fight.

This instance also offers traps in the form of bone piles. If you walk over a pile, it spawns a shade and several skeletons. Unfortunately, one of the MoBs in the instances has a mean knockback, and two of us (myself included) got booted right into a pile, triggering two major shades and a swarm of skeletons. We learned our lesson, and, working with a burglar, I was able to keep two of the guys stunned, while everyone else took out the other guys.

We made our through the last two bosses, and I ended up getting a sweet earring (one that was suggested in the forum) and the pocket item I needed. But, more importantly, I had a good time, and wasn't frustrated by the run.