Saturday, June 25, 2011

Epic Conclusions

I've mostly been tinkering around with the Summer Festival: completing the daily quests to get tokens that I've been spending on the new consumables deeds. Tonight, I completed the "Too Much Drinking, Too Much Running" deed when Signar won the Keg Race.

I haven't had much luck with the Hobbit Eating Contest, and everything was on cooldown, so I went back to Enedwaith to do the repeatables for reputation with the Grey Company (I should be kindred later today).

While working on the Uniformity quest (gathering uniforms from the Shieldbreakers), someone on Unite started asking for a group for the Nar's Peak repeatables. I needed the gold tokens, so I joined up. These are actually fairly easy runs; they are just time consuming. After turning in those quests, I finished off the reputation quests.

At that point, I figured the cooldown on race quests had expired; thus, I ran to Thorin's Hall and Hobbiton to pick up more race tokens. While I was en route, I got a message from a player with whom I've run several instance: his kin was going to run the The Rift of Nûrz Ghâshu, but they needed a Lore-Master. At first, I was reluctant - it's a bit too long a run, and it was already 9:30PM. In the end, I decided to run it, because I really want to get kindred with every faction.

The run went exceptionally well, except for the second boss, Zurm. We wiped, mostly because I was expecting the last wave to enter in the wrong place and didn't get the stuns off in time. The second attempt went much better, and we downed him without much incident.

Even Thrang, a fight I normally dread, went really well. The mechanics of the fight finally sunk into my head, and we were able to defeat him fairly easily. That left only Thaurlach, the Balrog.

I haven't had much luck with Thaurlach. I got credit for defeating him once, but I was defeated early, and spent much of the fight watching the group take him down. I've faced him a couple of times since, but after 3-4 wipes, the group usually disbands. This fight is easily one of the most difficult in the game.

We wiped on the first attempt. I'm not sure what happened, but we regrouped and went for it again. The second time, things were going much better. We took out the Ever-Seer, all the adds, and even burned Thaurlach down to around 30K. Suddenly, though, people started dying.

Without prelude, there were suddenly just four of us left: a champion, a minstrel, a burg, and - surprisingly - yours truly. We all had massive dread, little health, and little power, but were so close to having him down. I was sure it was going to be another wipe, especially considering that we were in the AoE stage of the fight. Even Glathlírel, the NPC that we escort in this fight, was nearly dead.

From my perspective, I realized I had to power everyone up, spot heal to help out the mini, apply stun immunity on the champ, and start dealing damage.
The remaining four buckled down, and before I knew it, we had Thaurlach down!

It was truly an epic moment.

Thursday, June 23, 2011

Hint-A-Week: Entering a New Settlement/Quest Hub

Here are a few recommendations for what to do when you enter a settlement/quest hub for the first time:

1. Talk to the Stable-Master (or, in Evendim, the Boat-Master) in order to unlock the travel routes to the location.

2. Look for your class trainer (and later, your class legendary items vendors).

3. Look for the crafting area or areas.

4. Talk to the vendors for the local faction. You might find you're already eligible for the intro quests for the reputation tokens (or even have enough reputation to purchase items).

5. Test doors for interior locations.

6. Wander around and listen to the vignettes. The blurbs often gives you an idea of the type of quests you're going to be doing, or can just be plain interesting or entertaining.

7. Check out the available quests to determine if there are any that takes you back to a previous area. You might want to finish these quests first, because they might lead you on a quest chain in that previous area.

8. Review the Task Board, if available, to determine what items you should save as you move through the quests. Personally, I never accept a task until I'm ready to turn in the item.

Now you can start gathering available quests and work through the content!

Saturday, June 18, 2011

A Tale of Two Balrogs

Thursday night, I joined up with the Vilya Alliance to do the Would Wing in Ost Dunhoth. Afterwards, we decided to attempt the Fear Wing, and came face-to-face with Durin's Bane.



Saturday, we went on a rampage in The Rift of Nûrz Ghâshu, and came face-to-face with Thaurlach.


Unfortunately, in neither case did we take down the Balrog, but both were still good fights.

Thursday, June 16, 2011

Hint-A-Week: Fishing

With Summer Festival coming up, it's time to talk about the only hobby in the game: Fishing.

To obtain the fishing skill, talk to a Hobby Master. This NPC can be found in the Scholar's Stair Archives in Bree, inside the Bird and Baby Inn in Michel Delving, Inside Thorin's Hall, inside the Hall of Fire in Elrond's House in Rivendell, and in the Twenty-First Hall in Moria.

Once you have the skill, you can equip it. Open your character panel and click on the Hobbies button. Drag the fishing skill to a quickslot.

Next, you'll need a fishing rod. The Hobby-Master will give you a basic rod, and (in case you lose it) you can purchase another from fishing suppliers. Woodworkers can craft Yew Fishing Rods and Lebethron Fishing Rods (or their critted versions, Well-Crafted Yew/Lebethron Fishing Rod). The Well-Crafted Lebethron fishing rod is the best in the game, and increases your fishing skill (though I really didn't seem much improvement by having it equipped).

When you're ready to fish, equip the fishing rod in your main hand and find some water. You can fish in pretty much any pool of water - including, surprisingly, swamps and contaminated pools such as those in Angmar. However, some people claim that the cloudier the water, the less successful fishing will be. Generally, you'll want to be in a safe location so that you won't be attacked while weaponless. You cannot fish in buckets or similar constructed items. You can fish from low bridges; the higher the distance from water, the less likely will will be able to cast a line. Also, you can wade into the water, but only to the point before you start swimming. Once you're swimming, you cannot fish.

Once you find some water, right-click on the fishing skill to cast your line. If you hook a fish, click on the skill again to reel it in. If you have not caught anything within a specific amount of time, the line will automatically be reeled in. You can catch a number of different things:
  • Non-Fish Trash: You will frequently catch items such as weeds, balls of gunk, rusted weapons, driftwood, old boots and skulls. These items can be sold or destroyed.
  • Trash Fish: The icon for these fish has a purple background. These fish have no use except to sell.
  • Trophy Fish. The icon for these fish has a dark-blue background with a gold gradient border, and they can be traded to the Fishing Taxidermist in Bree for a housing item. There are a number of different Trophies, too many to actually have in your house.
  • Fish for Cooks: The icon for these fish has a green background, and they can be used by Cooks.
Once you start catching fish, your fishing proficiency begins leveling. The maximum proficiency is level 200, and you can only gain 10 levels per day (though the gain is not always consistent). Supposedly, the higher the level, the more likely certain types of fish drop. However, I did not find a consistent pattern to the fish drops.

As you level, you'll gain titles:
  • Apprentice Angler, obtained at level 10.
  • Journeyman Angler, obtained at level 50.
  • Expert Angler, obtained at level 100.
  • Master Angler, obtained at level 150.
  • Lord/Lady of Streams, obtained at level 200.
Your progress is tracked on the Hobbies panel. If the bar is blue, the hobby can be level; if it is yellow, you have reached the daily limit.

There are a few quests, mostly at low levels, to support the hobby, but they don't bestow any extra proficiency or titles. There is also a quest in Forochel that requires you to catch some fish.

More importantly, there is a set of deeds associated with the hobby, and these deeds bestow a title and a trophy:
  • Darter-Master: Catch all 9 types of Darters. You are also automatically given a trophy that shows off all the fish.
  • Sturgeon-Master: Catch all 9 types of Sturgeon. You are also automatically given a trophy that shows off all the fish.
  • Trout-Master: Catch all 9 types of Trout. You are also automatically given a trophy that shows off all the fish.
  • The Complete Angler: Catch a 50-pound Salmon. You won't get trophy, but the fish itself is a barter fish that can be used to obtain the trophy. There are various sizes of Salmon, and all can be bartered for housing trophies.
There is a deed in Enedwaith that grants the title Fisher-King/Queen, but this deed is not related to the fishing hobby.

More importantly, fishing is integrated with the Summer Festival. There are special fishing quests that reward festival tokens, as well as special fish - Amberjack, Luillim, and Drum - that can also be traded for tokens. The icon for the Festival Fish is the same as the background for trophy fish, and can only be caught in specific locations (the fishing holes inside Thorin's Gate, outside Bywater, outside the South Gate of Bree, and on the docks at Celondim).

There are also 4 rare festival fish that can be traded for 2 summer tokens or festival cosmetics/housing items. These fish are Celebhall [Celondim], Golden Redfish [Bree], Starry Flounder [Bywater], and Silver Haddock [Thorin's Hall]. In 2011, a special fishing deed was added for catching 10 of each of these rare fish (40 in all). As a reward, you'll get the "Rare Fish" title.

Woodworkers can take advantage of the festival by crafting the fishing rods and selling them on the Auction House. You won't get rich, but you can pad your wallet a bit.


Although I have maxed out the hobby, I found fishing to be a bit frustrating. There was no consistency to when I'd level or what fish dropped. Oftentimes, I'd get a feeling that I'd fished out a spot, and the barter, trophy and cooking fish would dry up so that all I was getting was trash - or just repeats of the same fish over and over and over. Leveling would also come to a standstill. Even moving a few hundred meters away didn't seem to change things; I'd have to move a significant distance from the original spot or stop altogether.

I did find that fishing slowed significantly if I was fishing in water that was crystal clear - Not just in marshes, but also in mud puddles - and near waterfalls.

The Shovelnose Sturgeon because the absolute bane of my existance. It was the last fish I needed for the Sturgeon deed, and it refused to drop. I fished for days - even after maxing out the hobby - before it decided to drop. I maxed out the hobby long before entering Moria.

For the most part, fishing was a nice diversion. In a way, I wish I hadn't leveled so quickly - I'd still have a bit of leisure at the end of a long day.

Wednesday, June 15, 2011

PuGs: The Ugly & The Good

A PuG, or pick-up group, is a group formed on-the-fly with members you don't necessarily know or run with regularly. PuGs are popular for 3- and 6-person instances. However, running a raid with a pick-up group can be a risky proposition; many raids require a coordination that far exceeds what you get from most PuGs, and the strengths or weaknesses of your fellows can only be learned through repeatedly running with them.

Pugs are perfectly okay for some raids, such as the Turtle or the Watcher, which simply require a knowledge of your class role and the mechanics of the MoBs. For other raids, including the Rift and Dar Narbugud, group coordination becomes much more important. Instances such as Barad Guldur and Ost Dunhoth require even greater coordination.

Anyway, Monday night (June 16), while I was finishing up the final slayer deed in Mirkwood, someone asked for a group to run Barad Guldur (BG). I wanted to run it, but was somewhat reluctant. I've run BG a few times with a regular group, but we've never gotten passed Durchest, the first boss. Trying it with a group of people I don't know gave me pause.

In the end, I decided to join, if only for more experience. Unfortunately, the group was every bit as uncoordinated as I feared. during The Gauntlet (a running fight to the first boss), individual members repeatedly died, and we finally wiped. The second time, we successful reached the Durchest.

The fight against Durchest was a disaster: the tanks couldn't maintain aggro and allowed Durchest to run all over the room. As a result, his attacks were all over the place based on who was attacking him at the moment. One of the tanks repeatedly died, which is a bad, bad thing, since Durchest earns a healing buff each time someone dies; he can stack the buffs and use them when he's low on health. Obviously, the more buffs he stacks, the longer the fight will last. Also, our healer wasn't doing a very good job with healing. She was doing big heals and eating through power so fast I couldn't keep her charged. I finally had to stop trying and leave her to her own devices (earning some choice words).

After two attempts, the instance reset itself, and we left.

Then, Tuesday night, I joined a group to run Halls of Crafting, an instance in Moria that is part of the Lothlorien cluster. After the first fight against a group of trash MoBs, I was questioning the wisdom of this decision. It seemed like it would be a repeat of the Barad Guldur run: Tanks who can't hold aggro, a healer who doesn't heal adequately, and group members who run around aggroing willy-nilly. Because of this seeming lack of coordination, I died several times.

Luckily, by the third trash fight, things got much better, with everyone falling into step. We started dealing with the trash MoBs easily and reached the first boss quite quickly. Unfortunately, one of the group members went link dead at this moment. We waited, but after 15 minutes, it was obvious that he was coming back, and the group leader recruited another person to take his place.

At that point, things truly fell into place. We took down the first boss quickly and easily, then moved on to the second boss, who seemed to die even before the doors closed. The final boss didn't die that quickly, but he went down easily.

The group leader also wanted to pick up some items from Sammath Gûl, one of the instances in the Dol Guldur cluster. We went into the dungeon, and successfully fought our way through the first boss, who went down without issue. At the second boss, our group leader went link dead. We waited around for awhile, but it became obvious that he wasn't coming back. At that point, we recruited a Guardian to take his place.

We took down the remaining bosses fairly easily - even completing hard mode for extra medallions.

After completing this instance, we decided to take on the Grand Stairs, mostly because the Guardian needed a few medallions in order to complete his Moria armour set.

Now, I have learned to despise GS: the instance is farmed for medallions, so it gets run all the time. With the wrong group, it can be a nightmare, and I seem to always be a part of the wrong group: GS has rarely gone easily.

Luckily, we had fallen into sync, and this run became perhaps the best I've ever participated in. We were burning everything down quickly and easily - even Igash fell within 3 minutes. It was quite amazing (we also went back and took out a troll because our Mini needed one for a deed).

I hope that this particular group can join up more often. I'd love to do some other instances with them.

Thursday, June 9, 2011

A Dummy's Guide to Legendary Items

Unfortunately, despite the hype, Legendary Items (LIs) do not really "grow" with you. In fact, you'll probably obtain and destroy multiple LIs during your time in Middle Earth.

This post is an overview of the system. There are plenty of guides available on the Forums and in the Lorebook; these guides provide a much more in-depth explanation of the system.

The Legendary Item system is made up of multiple parts (and a key thing to remember is that you're not just leveling the weapon itself; you're also leveling individual components). I'm going to give an overview of each component.

The Legendary Items
Each class can equip at least two Legendary Items (LIs): A weapon and a class item.

Unlike the weapons players obtained earlier (either from crafting or from loot drops), all Legendary Weapons are class-specific, and generally takes the form of the primary weapon(s) intended for the class.

For example, Lore-Masters can only equip a legendary staff, but most other class can equip legendary swords, axes, clubs, and hammers. However, there are specific legendary swords for Guardians, a separate sword for Wardens, another sword for Minstrels. A Warden cannot equip a Minstrel Sword.

The Legendary Class Item is a support item. Each class has single a specific item. Lore-Masters have a Legendary Book, Minstrels have a Songbook, Rune-Keepers have a Satchel, Guardians have a Belt, Hunters have a Bow-Chant, Champions have a Rune, Captains have an Emblem, and Burglars have Tools. Wardens are unique in that they do not have a Legendary Class Item; instead, they have access to a Legendary Javelin. Hunters are also unique in that they can equip three legendaries: A weapon (main hand), a bow (ranged slot), and the Class Item.

There are several ways to obtain an LI:
1. During the course of Volume II, Book 1, you'll be given your first LI. After completing Chapter 11 in this chain, you'll be able to use the Forge-Master and Relic-Master, NPCs that are the heart of the Legendary System.
2. Sentient MoBs (goblins, orcs, etc) will drop LIs. The loot can be an LI for any class (not your own), though you will not be able to use them. They will not go to waste, though.
3. Certain NPCs will accept special barter tokens in exchange for an LI.
4. Legendary Items can be crafted. Weaponsmiths and Woodworkers craft weapons; Jewellers, Tailors, Scholars, and Metalsmiths craft Class Items. Cooks currently cannot craft a Legendary Item.

Once you obtain a legendary item, you must identify it before you can do anything else with it (though you can trade and sell unidentified items). This service is provided by Forge-Masters, which are pretty much available in every major hub (though they are not everywhere). Generally speaking, the higher the zone's level, the more common Forge Masters are.

After the item has been identified, you can choose to equip it or slot it. If you intend to use it, it must be equipped, just like any other weapon or piece of jewelry/armour. Equipped items are automatically slotted on the Legendary Panel (use Shift + I to launch the panel). This panel is used to manage your legendary item.

Other items - ones you don't intend to use - can also be slotted on the Legendary Item panel (and this is something you will need to do). You can only slot items designed for your class (i.e., Lore-Masters can only equip Staffs and Books; they can't equip a Guardian's Belt). By default, you can slot up to 6 Legendary Items. Two extra slots can be purchased from the store, allowing you to slot up to 8 items.

You'll probably need multiple LIs, especially Class Items, that support the different Trait Lines for your class, or that support the different roles that will be expected of you in instances. You'll also want to slot as many extra items you need so that you can level them and obtain extra components for the LIs (more on this later).

Legendary Items gain experience and level just as your character does. Killing MoBs and completing quests/instances grants Item Experience (IXP) which is distributed between all slotted LIs (it is possible to disable leveling on a particular LI). In addition, certain quests, instances, and deeds reward Heritage Runes, which are a stored wealth of IXP. These items "store" IXP of 650 or more points, which can be applied directly to a specific LI. Deconstructing an LI also can return an IXP rune.

Every 10 levels, the item must be reforged. While waiting for a reforge, the item will not receive any IXP. Thus, it will be necessary to find a Forge-Master as soon as possible.

The max level for Legendary Items is 60. However, a Scroll of Delving can be used to add 10 more levels to the item (for a total of 70 levels).

After a Legendary Item has reached the end of its useful life (because you've out-leveled it, because you have leveled it as far as you really need to; because you obtained a better item), you can visit a Relic-Master (most of these NPCs are located near a Forge-Master) and deconstruct the item. Deconstructing the item breaks it into its various parts, which can be used to enhance other LIs. Generally, you'll get Legendary Shards or Fragments (used to craft LIs), various Relics (another component to be covered later), IXP runes, and Scrolls of Renewal. You can also extract a Legacy when an LI of level 30 or higher is deconstructed. Obviously, the only reason to slot "extra" LIs is so that you can obtain these items.

In order from lowest to highest level, there are Third Age Items, Second Age Items, and First Age Items. Third Agers are the most common items; they will typically be the ones that you level and deconstruct for parts. They typically have a minimum level range up to 59, and can be crafted easily; they don't require any special symbols or items (except Legendary Shards).

Second and First Agers are more rare, but do much more damage. They generally have a level range of 60-65. Second Agers are more difficult to craft. These LIs require a Symbol of Celebrimbor, which can be obtained in instances in the Mirkwood cluster or from Skirmish Vendors.

First Agers are much more difficult to craft; they require a Symbol of the Elder King, which only drops in Ost Dunhoth. Level 60 First Agers can also be obtained by trading Bright Tokens of Nimrodel (These Tokens drop in the Turtle and Watcher raids, which is why the instances are so popular. They also drop in a few other instances).

Base Stats
Most LIs are identified with a boost to a couple of the base stats (Agility, Fate, Might, Vitality, or Will). These modifiers cannot be changed in any way; however, additional modifiers can be added using some of the other components of the LI.

The modifiers will apply to stats that are critical to your class. A Lore-Master's staff, for example, should never be identified with a boost to Might.

The LI will also get a modifier to other useful stat boosts, such a morale or power regeneration.

Legacies
Legacies enhance your skills or boost more advance statistics. A legacy could, for example, reduce the cool down on a skill, increase the damage inflicted, increase the time that the skill is effective, or increase the number of people affected by that skill, or change a single-target skill into an area of effect skill.

Legacies are specific to the type of item: there is one set of legacies for the weapon and another set for the class item. In addition, Legacies are divided into Major and Minor Legacies. Up to 7 Legacies can be added to an item. By default, when the Forge-Master identifies an item, it will be given 3 random Major Legacies. When the item is reforged at levels 10, 20, and 30, another Legacy can be added. The game randomly selects 2 Legacies to choose from; these will usually be Minor Legacies, but there is a slight chance that it will be a Major one. Thus, the typical LI will have 3 Major Legacies and 4 Minor Legacies.

Legacies are measured in both tier and rank.

The tier is a measure of quality; each legacy can be upgraded through Tier 6. The rank is the measure of how powerful the legacy is. The higher the rank, the affected skill inflicts more damage, lasts longer, affects more targets, et cetera.

The higher the Tier, the more powerful each rank becomes.

There are two ways to increase the tier of a Legacy:

1. When an item is reforged at Levels 40, 50, 60, and (possibly) 70, you will be given the opportunity to Tier a Legacy. At this time, the game randomly selects two Legacies on the item from the legacies already on the item), and you must choose which one to upgrade.
2. A Scroll of Empowerment automatically upgrades one Legacy. These scrolls can be obtained from Skirmish Vendors, from the store, or from quest rewards.

The Tiers can be upgraded even when an item reaches its maximum level.

The rank is increased using Legacy Points. These points are earned by leveling the item, and they can be applied at any time. At reforge, all Legacy Points can be reset (returning each legacy to Rank 1). After reforge, the points can be redistributed. By default, the points are refunded. In addition, you can apply a Scroll of Renewal to reset the points at any time. The higher the tier, the less points are required to level the rank.

If an item is deconstructed after the level 30, you can select one legacy to retain. You'll receive a scroll, which can be used to replace a Legacy on another LI with the select Legacy. In this way, you can eventually obtain a "perfect" LI that best boosts your skills and supports your role in the game. There are some restrictions on how the replacement works (even some stats can be replaced).

Legacies are probably the most important part of the item. You should spend some time determining which Legacies are available for the items, which best fit your play style, and which will be required for special class roles. For example, Lore-Masters often require two Legendary Books: one to support the DPS role, and one to support the Crowd Control/Debuffing role.

Relics
Relics are used to further modify the character stats. There are four types of relics:
1. Settings: These relics typically modify a base stat plus the offence rating stats.
2. Gems: These relics typically modify a base stat plus the defence raiting stats.
3. Runes: These relics typically modify healing (power or morale) and Block/Parry/Evade ratings.
4. Crafted Symbols: These relics typically modify a single base stat, provide increased morale or power, or increase the critical and offense rating.

Note that these relics are unique to the LI system; they have nothing to do with the relics used by scholars in crafting or for bartering with certain factions for reputation.

Settings, Gems, and Runes can be obtained by:
1. Deconstructing Legendary Items. Typically, this is the fate of any items that don't belong to your class. Deconstructing a higher-level legendary item yields more relics than deconstructing a low-level item. Thus, you should always slot a few LIs that you will never actually use; you can level them up and decon them to obtain relics. Most people decon "trash" items at level 31, which returns a good number of relics, a Legacy scroll, and a significant IXP rune.
2. Buying Sealed Relics. Several vendors, most notably Skirmish Vendors, offer these items. They can be deconstructed by a Relic Master for the actual relic.
3. Looting chests in instances and completing instances. Sealed Items are particularly offered as rewards for completing dungeons throughout end-game. In a few rare cases, non-sealed Relics are given as rewards.
4. Buying them in the Store. There are also store-exclusive Relics.

While Sealed, any relic can be traded or sold (i.e., on the Auction House). A Relic-Master can deconstruct Sealed Relics.

Any Legendary Relics obtained by deconning an LI or a Sealed Relic (including the Crafted Symbols) are placed in a special inventory.

Like Legacies, there are 6 Tiers of Relics (there are three additional Tiers: Unique, Singular, and Extraordinary). Most follow a logical progression and have an increasing impact on the stat that they modify. Unlike Legacies, higher-tier relics are obtained by combining lower-tier relics. The Relic-Master offers this service. Most people randomly combine relics up to Tier 6, and then meld them to obtain whatever Tier 6 relic they need.

Relics can be refined to obtain Shards. Shards are a special currency in the Relic system (they have nothing to do with the Legendary Shards that are used to craft LIs). Shards can be used to meld Relics, to purchase stat Legacies, to purchase various scrolls, and to purchase Legendary Items. Also, when combining relics, you can have a critical success, which also provides shards (and higher-tier relics).

Melding changes one Relic into another. The melding process requires a certain number of relics and shards, but it an easy way to obtain a relic that better fits your class. In addition, melding is the only means to obtain unique, singular, and extraordinary Relics.

Prior to the Echoes of the Dead Update (March 2011), there were 9 Tiers of Relics (and no melding/refining process). You might periodically see some people with these higher-level Relics, but they can no longer be obtained in game.

Four Relics - one of each type - can be slotted on each Legendary Item. Once slotted, it cannot be replaced without destroying the original relic. When an LI is deconned, all slotted relics are destroyed (without giving Shards). However, a Scroll of Removal (available from the store) can be applied; this scroll unslots all relics (except the crafted Symbol) and returns them to the Legendary Relic Inventory.

Crafted Symbols can be crafted by anyone who is kindred with a guild. There are two levels of crafted symbols: minor and regular.

1. Minor symbols require a Compendium of Middle Earth, Vol I (obtained from running a quest from the Relic Master in Anazârmekhem in The Flaming Deeps in Moria).
2. Regular symbols require a Compendium of Middle Earth, Vol II (obtained from running a quest from the Relic Master in Ost Galadh in Mirkwood).

Both Compendiums can also be purchased from a Skirmish Vendor.

Generally, to obtain the symbol:

1. A player crafts a special token
2. This token is given to the Guild Leader in exchange for a sealed symbol
3. The sealed symbol is deconstructed by a relic master.

While sealed, the symbol can be traded or sold in the Auction House. Most people do an even swap: the Symbol they can craft is exchanged for whatver Symbol is needed.

Titles
A title can be applied to the Legendary Item; the title can make the weapon more effective against certain types of creatures, increase certain types of the damage output (light, lightning, or fire), change the type of damage (Beleriand or Westerness), or increase tactical/melee defense ratings.

Only one title can be applied to an LI.

Title scrolls can be obtained by completing specific quests or bartering with reputation vendors.

Conclusion
The Legendary System can be confusing and overwhelming when you first begin. However, with a little research, some foresight, and a bit of work, you can obtain the item you need.

For more information, I recommend the Legendary Items Guide in the Lorebook. In particular, this guide provides a list of Legacies for each class. Also, I recommend reading the Forum for your class; most have a "stickied" thread containing a guide to the Legendaries for that class.

Thursday, June 2, 2011

Hint-A-Week: Raid Locks

A Raid Lock is an important concept to become familiar with, especially when you start grouping - and even more especially when you start raiding. The game does not allow players to run dungeons/instances endlessly. Instead, raid-locks will be instituted once you complete an instance or a stage of an instance.

Raid locks accomplish two things:

1. Allow the group to disband and re-group later to complete the instance. As a result, the group can restart an instance, especially the long instances such as The Rift of Nûrz Ghâshu, as needed, without repeating all the stages.

It is not necessary to restart with the exact same group configuration. In general, however, no member of the raid should have a lock that the raid leader does not share. For example, a group completes stages 1-3 of The Rift before disbanding. All but one person later reconvenes, and a new person who has completed staqes 1-4 joins the group. Unless this new member is made raid leader, the group wil not be able to enter - and, once they do, they will be marked as having completed stage 4.

Any locks are permanently inherented.

2. Prevents player from re-running an instance endlessly. Once a player completes all stages of an instance, s/he will not be able to re-enter it until the raid lock expires.

All raid locks expire at 6:00am Eastern Standard Time. In most cases, locks expire twice weekly: on Mondays and Thursdays. Some locks expire once a week on Thursdays. The locks on Carn Dûm expire on Mondays and Fridays.

You can view your raid locks in two ways:
1. Type /raid locks in the chat window. The locks appear in the chat window.
2. Open the social panel, click on the Group Stage Information tab.