Thursday, July 28, 2011

Hint-A-Week: A Touch of Etiquette

There are two major points of etiquette that everyone should follow in-game:
1. Never blindly invite folks into a fellowship.
2. Never interfere in a fight.

Blind Invites
While the folks in LOTRO are an extremely helpful, amicable bunch, it is considered very rude to blindly invite folks into a fellowship, and you'll often end up on an ignore list.

Blindly inviting people is a bit presumptuous: it suggests that your needs are more important than those of the people who you are inviting, that they should drop everything to help you. And just because a level 65 is running around The Shire doesn't mean they are available.

For courtesy's sake, send a /tell first: ask for help, rather than demand it.

One exception is if you're in an area with another person, and it's obvious that you both are doing the same quest. If you have time, though, ask first; it doesn't hurt to request a fellowship. If they decline, don't push the issue.

Tagging
Tagging is interfering with a fight. Interference includes not just bringing your weapon to bear, but also throwing heals (either morale or power) to another player. Any interference will immediately reduce the XP of the person you help by half - and, of course, you'll get no XP for your kindness.

If someone needs help, wait until they are out of the fight - or just ask.

Saturday, July 23, 2011

Slowing Down

Apologies for the lack of posts. I've taken a bit of a vacation from the game, trying to recharge a bit before jumping back in with my Champ....

Monday, July 11, 2011

Leveling Alts

I decided that it was time to give a little love to my alts. As I previously posted, I have 9 different characters, one for each available class in the game. Most were created simply to be crafting mules, but it has become obvious that I need to level certain ones to take advantage of additional crafting features. Nonetheless, they have languished in their beginning stages.

So, I set a goal: get all of my alts to at least level 15 and complete their first class deeds. Yes, I managed to do it, though it cost some sleep as I worked on the last one in the wee hours of Monday morning.

As things stand now:
  • My Lore-Master Elahedor is level 65 (no change).
  • My Guardian Pentalidor is level 43 (no change).
  • My Captain Cuthalred is level 17 (no change).
  • My Rune-Keeper Tarvebor is level 16. He started the week at level 13.
  • My Minstrel Paldered is level 16. He started the week at level 11.
  • My Burglar Finavorn is level 16. He started the week at level 13.
  • My Champion Mizosi is level 15. He started the week at level 11.
  • My Hunter Tehelan is level 15. He started the week at level 11.
  • My Warden Pineslander is level 15 (no change).
I started with Tehelan, my Dwarf Hunter, on Saturday. He leveled in Ered Luin, mostly around Gondamon.

This is probably the most popular class in the game - it's supposed to be a strong DPS class. Unfortunately, I wasn't all that impressed. I had much the same problem I have on my Lore-Master: The bulk of the damage is supposed to be done at range, but the enemies tend to want to be in melee combat, so they inevitable run up to you, interrupt inductions, and make life difficult. Unlike the Lore-Master, I found the Hunter's melee skills to be lacking.

The Hunter class quest requires you to enter the Old Forest and slay a wolf named Yellowfang. The wolf is guarded by several others, but I had little trouble with the quest.

Next, I moved to Mizosi, my Dwarf Champion. I didn't follow any one path with him - he leveled a bit around Gondamon and a bit around The Shire.

It took me a bit of time to get used to the combat style, but I have to say I found myself really enjoying the class. It was kind of refreshing just to run up to a MoB and slap it in the face a few times. There were few frills, but solid DPS. I got a bit over-confident, and took on a quest that was meant to be done in group. I achieved the objectives of the quest, but a bad respawn left me without the Undying title on the toon. I'm impressed enough that I might start leveling him on out.

The Champion class quest requires you to travel around Bree-Land and slay 3 named enemy leaders. I had no issues at all with this quest, even if the last one did leap out of a corner before I was quite ready.

I found it awkward to level these guys to 15. The gear that can be crafted at this range is either level 14 or level 16, and I was usually a goodly way towards level 16 by the time I got around to the class quest. Thus, I decided that I take the remaining toons to level 16 so that they can be properly geared out for the class deed.

I started working on Paldered, my Hobbit Minstrel, on Saturday, and dinged him over to level 12 before deciding to call it a night. That's where I picked up Sunday. He leveled exclusively in The Shire.

Leveling the mini was slow work. I was repeatedly frustrated with the toon. Later, I'd find that I apparently had not visited a Trainer since around level 8, so my skill set was severely lacking. And, of course, suddenly equipping a lot of traits after having played 4 hours and falling into rhythm was really disruptive. Of course, that's totally my fault, not the game's, but it did sour my feelings towards the class.

The Minstrel class quest requires you to recover a "very important" item that some brigands have stolen from Leland Underhill. He takes you inside a brigand outpost. As you infiltrate the outpost, you encounter several brigands - but you don't slay any of them: you defeat them to the point that they cower. And the stolen item...well, we'll have lunch and discuss it one day. Overall, it was a fun little quest, but one I really didn't think was worthy of a Class quest.

Next, I began working on Finavorn, my Human Burglar. Being sure not to repeat the Mini mistake, I first visited a class trainer and made sure my skills were up to date, and then we took off to Combe and Staddle.

At first, leveling was slow as I worked out the skill rotation. I didn't really feel like I was doing much damage and fights were going on a bit too long, requiring me to fall back on Morale pots quite a bit. Once I obtained a second weapon and replaced my main hand with one that was more up-to-date, I began to see a huge improvement in DPS. It also took a bit to get used to the "Tricks" system, and how they trigger additional abilities. Though I didn't use it often, I also liked the crowd-control ability, though so far the class is more restricted on CC than the Lore-Master.

The Burglar class quest takes you to Bamfurlong, Farmer Maggot's homestead. A gang of brigands has infiltrated the farm with the intention of stealing mushrooms. Your mission is to defeat the guys (and slip out with a few mushrooms for your hobbit trainer, of course). There were never more than 2 brigands in a group, and the crowd-control ability removed that advantage. It was another fun, quick instance.

Finally, I began working on Tarvebor, my Elf Rune-Keeper. He leveled around Gondamon.

Now, I have to admit that my very first toon - created during the two-week trial period that existed long before LotRO went Free-To-Play - was a Rune-Keeper. My experience wasn't very good (in fact, I'm surprised I continued playing). The toon was created on the Windfola server. At the time, I assumed that characters were universal, and you were dumped on a server based on load. I didn't realize that each server is, in fact, it's own unique environment.

After completing my subscription, I had to download a different client. When all was said and done, my toon was gone. I re-rolled it, choosing a Lore-Master by mistake. Months later, when the lottos began, I started seeing references to the original toon. At first, I thought it was a glitch in the system, but then I finally realized what happened: when the new client was installed, it had apparently wiped away whatever file tells it on which server I had last played, and I was directed to the server with the smallest load at that moment. That server just happened to be Vilya. My original RK still existed, at level 20, on Windfola. By then, of course, I was well into life as a Lore-Master.

In the end, I simply deleted that toon. I really didn't like playing a Rune-Keeper. I was constantly dying or running away from fights (I never even finished the level 15 class quest on that toon). I felt the lack of a weapon was a detriment (again, because you simply can't keep MoBs from getting into melee range). One of the banes of my existence is the quest "To Avert a War", in which you and Langlas infiltrate the Dourhand encampment to rescue Avorthal. I have failed this quest too many times to count; I almost inevitably die at the third campfire. Looking back, I think my perceptions of the class are biased: after all, I did get the original RK to level 20, and, although I remember that the Wargs and boars around the Forsaken Inn killed me quite a bit, I did subscribe to the game and was upset that the toon was erased.

I re-rolled an RK on Vilya mostly because I had the spot and needed more storage for shared crafting materials. In fact, when I began this process, I was surprised the toon was even as high a level as he was, considering he's only been standing near the Vault-Keeper in Celondim. I bit the bullet and dived in.

Like with Finavorn, I first visited my class trainer and made sure he was up-to-date with his skills and then headed to the first quest. Things were going okay, but I was determined not to be impressed. Then, while killing spiders in the eastern reaches of the zone, I had a moment and something finally clicked. Many of the RK skills build over time, but it's not just a matter of applying the skill and letting it build; the skill has to be applied multiple times: each time through, the damage dealt (or healing given) is greater than the previous one. I suddenly found myself blowing through spiders without issue. Often, the creatures either didn't reach me at all or were almost dead by the time they were in melee range. With my new found wisdom, I ventured into the instance to rescue Avorthas again. Sure enough, I breezed through it without an issue. Maybe this class isn't so bad.

The Rune-Keeper class quest requires you to go to Weathertop, place runes on some stones, and wait for lightening to strike them. And, of course, you have to defend yourself from incursions by Orcs. I never finished this quest on my original RK, but this time through, it was a breeze.

The result of this experiment is that I'm almost certainly going to begin working on my Champion. I'm also seriously considering giving my Rune-Keeper a chance. The Hunter and Burg didn't impress me enough to prioritize leveling them, and the mini is just not doing anything for me.

Friday, July 8, 2011

Hint-A-Week: Porting Around The World

There are plenty of means to quickly move from one location to another in Middle Earth:
  • Stable-Master Quick Travel
  • Milestone Sills
  • Travel To Personal House/Kinship House
  • Return To Skills
  • Class Ports
  • Summoning Horns
  • Store Items
This post does not discuss the mount system. I might cover that system in a future post, but there are plenty of resources that provide information about it, an dI think anything I do will be too redundant.

For most of these porting systems, you'll need traveling rations. These rations can be purchased from any Provisioner or Grocer for 2 silver each.


Stable-Master Quick Travel
The most basic way of getting around the world is to rent a mount from a Stable-Masters. These NPCs are available at every major settlement (and sometimes at "temporary" camps). When you enter a settlement for the first time, the first thing you should always do is talk to the Stable-Master to learn that destination. Once you "learn" a destination, it will unlock the route from Stable-Masters in other settlements to the newly-learned settlement. Not every Stable-Master offers a route to every settlement.

You can rent a regular stable mount and a "quick travel" stable mount. The difference is that regular stable mounts actually follow the path from one settlement to another. The quick-travel mount "jumps" after it leaves the Stable-Master NPC and reappears at the destination to complete the run.

Most of the time, the Quick Travel routes are not available immediately. They are most often unlocked after you reach a certain level, obtain a certain amount of reputation with the local faction, or complete a specific deed.

Traveling in this manner costs in-game silver. Typically, the cost is reduced as you gain reputation with the local faction. A Writ of Passage can be purchased in the store, and it gives a permanent 20% discount from all Stable-Masters. There are also Writs of Special Passage, which unlocks all routes and makes travel free for one hour.

Milestone Skills
Milestones are pyramid-shaped stone lanterns that are scattered throughout Middle Earth. The player must bind himself/herself to the milestone, which will then serve as the destination of a special skill. The player can change the milestone binding at any time.

One of the first non-combat skills you'll be given is a "Map Home". It is a scroll rewarded after you complete the introduction. Right-click on the scroll to learn the first milestone skill (the skill is then listed in Milestone Destinations group on the Active Skills tab in the Skills panel).

Up to 5 additional milestone skills can be purchased from the store, allowing you to bind to up to 6 different milestones. I purchased all additional destinations on my main character, and I have not regretted it. My skills are currently bound to Esteldin (North Downs), Ost Galadh (Mirkwood), Hobbiton (The Shire), Lhanuch (Enedwaith), Telain Galadhrim (Caras Galadhon, Lothlorien), and the Twenty-First Hall (Moria). I just obtained a 'return to' skill that allows me to port to Lhanuch, so I'll probably rebind one of the destinations (perhaps to somewhere in Angmar). I reserve one skill for use with festivals/special events. During Spring Festival, it was bound to a milestone in Duillond, because that's where the primary festival activities occurred. I moved it to Hobbiton for Summer Festival.

All milestone skills share a cooldown; thus, if you jump to one place, you cannot jump again for a specific amount of time. By the default, the cooldown is 1 hour, but (of course) a skill can be purchased in the store to reduce this cooldown to 30 minutes.

Using milestones requires traveling rations.

Travel to Personal House/Kinship

Travel to Personal House
This skill is automatically granted when you purchase a house. It ports you to the gate into your yard.


Travel to Kinship House
This skill is automatically granted when you join a kinship. It ports you to the gate into the yard of your kin's house.


There are four housing settlements:
  • In The Shire south of Waymeet.
  • In Bree-Land, about half way between Bree and The Forsaken Inn.
  • Thorin's Gate: Just outside the North West gate of Frerin's Court.
  • Falathlorn: About half way between Duillond and the gate to Needlehole.
Using these travel to skills requires traveling rations.

Return To Skills
Besides the mounts, one of the primary reasons to work on reputation with the various factions throughout middle earth is for a Return-To Skill. These skills give you an instant port to the settlement where the faction is headquartered.

Using these skills requires traveling rations.

All skills - including race-specific ones that required traiting - can be purchased in the store. The store version does not require a trait slot as the usual race-specific one does, and can be used by the class to which it is available in game.

Currently, the Return To Skills include:

Return to Bree
Men unlock the ability to use this skill after completing the racial deed "Enmity of the Wargs II". The deed grants a trait, which in turn enables the skill.

For other races, this skill can also be purchased when you obtain kindred with the Men of Bree.

It ports you to the rez circle outside the West Gate of Bree.

Return to Michel Delving
Hobbits unlock the ability to use this skill after completing the racial deed "Enmity of the Spiders II". The deed grants a trait, which in turn enables the skill. No other race can obtain the skill in game.


This is the only Return to Skill I probably won't buy on my main toon; my house is in The Shire, so I already have a port close enough to Michel Delving.


Return to Lhanuch
This skill can be purchased when you obtain kindred with the Algraig in Enedwaith. It costs 20 Gold Tokens of the Wild, which are fairly easy to obtain.

It ports you to the milestone in front of the Hall of Making in the village.


Return to Mirkwood
This skill can be purchased when you obtain kindred with the Malladhrim. It costs 20 Gold Emblems, and emblems are difficult to obtain (and there are two reputation mounts available from the faction, so I have not yet obtained it).


Return to Ost Garuth
This skill is automatically granted when you obtain Kindred with the Eglain in the Lone-Lands. I rarely use it, but it can be useful while you work on Ale Association/Inn League reputation. I also found it used when I was working on a quest in the Epilogue to Volume II. This quest required me to revisit every zone throughout ME and defeat a single Goblin, Orc, or Uruk; having the jump skills made this much easier.

It ports you to the milestone near the Stable-Master just outside the city walls.


Return to Rivendell
Elves unlock the ability to use this skill after completing the racial deed "Enmity of the Orcs II". The deed grants a trait, which in turn enables the skill. No other race can obtain the skill in game.


My main is an elf, and I purchased the store version of this skill so that I could free up a trait slot for something more useful.


The skill ports you to a location near the guest house, near the paths up to the Gates of Imladris.

Return to Thorin's Gate
Dwarves unlock the ability to use this skill after completing the racial deed "Enmity of the Goblins II". The deed grants a trait, which in turn enables the skill.


For other races, this skill can be purchased when you obtain kindred with Thorin's Gate.

It ports you to the Stable-Master in Frerin's Court.


Class Ports
Hunters, Captains, Wardens, and Guardians all have some kind of porting ability.


Hunters
Members of this class can port people near them to specific locations, including most of the main settlements in each zone. They can also bind themselves to certain campfires and port people back to that camp. The group - including the hunter - must be in a fellowship, and they must be within a certain distance of each other.


The skill has a short cooldown, and everyone in the group - including the hunter - must have traveling rations. Everyone is ported at the same time.

Captains
Members of this class can summon people to them from other locations. They just need a personal summoning horn, which a woodworker can craft. The group - including the captain - must be in a fellowship. The horn itself typically has a short cooldown, and anyone being summoned needs travelling rations (the Captain does not). Each fellow must be summoned separately.


Guardians
Members of this class have a special skill that gives them the ability to port anywhere in Middle Earth. They can craft an acorn and give it to another player, who can then use it to summon the guardian to that player's location. There is no fellowship required, and the Guardian cannot port others with him/her. This skill does not require traveling rations.


Wardens
Members of this class can port themselves to specific locations. Most of the Mustering Skills are earned through reputation. This skill does not require traveling rations.


Summoning Horns
In the days before the Instance Join panel, players had to physically travel to the entrance of an instance. The easiest way to do this was for one toon to travel to the entrance, and then summon his fellows to his side. As a result, there are Summoning Horns spread throughout Middle Earth.

The horns are still useful for summoning fellows to landscape locations (such as Dol Dinen in the North Downs or Nar's Peak in Enedwaith) or to the entrance of an instance (such as Ost Dunhoth) that a player cannot enter unless they have physically visited the location.


Anyone being summoned needs traveling rations (the person summoning his fellows does not).


Store Items
Typically, items - especially skills - purchased from the store are toon-specific (they are not given to every toon associated with your account).

The following items can be purchased from the store:

Simple Rally Horn
This horn can be used by any class at any time to summon a fellow to their side. Each horn is consumed upon use. Anyone being summoned needs traveling rations (the person summoning his fellows does not). I've used these items a couple of times, usually as a last-ditch effort to bring a group together for a specific quest, deed, or instance.


Maps
Each map can port you to a specific location in Middle Earth; there are maps to just about everywhere. These items can also be rare world-drops. I've never purchased a map, but I have had a couple drop in-game. I usually put them in a chest in the kinhouse, since I rarely need to travel to the specific location (or already have a destination near that location).

Saturday, July 2, 2011

This Month in Titles (June 2011)

Since May 16, 2011:
A new title has been bestowed upon you. You may now be known as Elahedor Taterlord:

The Steadfast
Defeat 50 Angmarim in Barad Gûlaran.

Dreamer
Defeat the three bosses in Hall of Night.

Custodian of the Forgotten Treasury
Defeat 30 enemies in the Forgotten Treasury.

Treasure Hunter
Find treasures in the Forgotten Treasury.

Peace-Bringer
Find the missing dwarves in the Vile Maw.

Watchman
Defeat the Watcher in three locations.

Explorer of Lhaid Ogo
Find various items within the dungeon of Lhaid Ogo in Enedwaith.

I believe that you will only have one chance to complete this deed. Once you've completed the objectives of the quest, you can no longer enter this dungeon.

Crusader of Carn Dûm
Complete all the deeds (both tiers) in the city of Carn Dûm.

The Resilient
Defeat 20 Trolls in the Forges of Khazad-Dûm.

Ally to the Algraig
Obtain Ally reputation with the Algraig, the men of Enedwaith.

Flet-Runner
Complete the 5 Flet-runner challenges in Caras Galadhon.

Defender of Caras Galadhon
Use the Inscription of Benefits.

Usurper of Urugarth
Complete the deed (both tiers) in Urugarth.

Honorary Algraig
Become Kindred with the Algraig, men of Enedwaith.

Gwírist
Slay 240 spiders in Southern Mirkwood.

Ferngoth
Slay 240 shades and wights in Mirkwood.

Champion of Malladhrim
Slay 240 sorcerers in Southern Mirkwood.

Gordeleron
Slay 240 wargs in Southern Mirkwood

Banisher of Spirits
Slay 120 Cuthraul and Elhudan in Enedwaith.

Enemy of the White Hand
Slay 120 half-orce in Enedwaith

Nemesis of the Corpse-Beasts
Defeat 40 Kergrim in Skûmfil

Shell-Smasher
Slay 100 Gredbyg in Skûmfil

Guard of the Isen
Purchase a pre-launch Rise of Isengard package.

The Crate-Collector
Collect 5 crates in Halls of Crafting.

Bane of the Draig-lûth
Slay 255 Dunlendings in Enedwaith.

Picky Picker
Bet on (and win with) each contestant in the Dwarf Keg Race and Hobbit Eating Contest during the Summer Festival.

Grey Company
Earn Kindred with the Grey Company.

World Renowned
Earn Kindred with all the current factions in Eriador.