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Monday, June 11, 2007

Classes


Class Races Armor Weapons Role
Burglar Man, Hobbit Light, Medium* Daggers, 1H Swords, 1H Maces, Dual Wield* Debuffer
Captain Man Light, Medium, Heavy* Light Shields* All 1H and 2H weapons (Halberds are for Captains only.) * Buffer/ Pets/Off-Tank
Champion Man, Elf, Dwarf Light, Medium, Heavy Armor* Light and Heavy Shields* Most 1H weapons with dual wield, two handed weapons except Halberd/Staffs* and bows* AOE/DPS/Off-Tank
Guardian All Light, Medium, Heavy Armor* Light and Heavy shield* Almost all weapons except Staffs/Halberd. Cannot Dual Wield. Skills are built for shield use. Tank
Hunter All Light, Medium* Bow and Melee weapons. Dual Wield* Nuker
Lore-Master Man, Elf Light Staff, off-hand Sword* CC / Pets
Minstrel All Light, Medium* / Light Shield* Dagger, 1H sword, mace, 1H club, 1H ax(Dwarf Only) Healer

*Class feature unlocked through leveling/unlocking traits.

Burglar

The Burglar is a group support character, with a variety of moves that weaken or expose an opponent, are very effective against single enemies (where the burglar can use his debuffs to his advantage), but weak against multiple foes. The burglar gains a form of stealth (Sneak) and, presumably the ability to open locked items. Burglars are also able to initiate fellowship combinations for their party (special group-only combinations of abilities and attacks). Burglars have a skill called "Riddle". Riddle is a skill that works on humanoid targets; it's a stun that turns into mesmerise, you ask an Orc "What have I got in my pockets?" and he ponders this point, if you do not attack but simply walk away he will continue to ponder it for a while.

Captain

The Captain is a well balanced class, with the ability to both solo and group effectively. A captain's strength lies in beneficial effects for his party. A major focus in group combat is the captain's herald, a combat "pet" who also carries a banner that buffs the fellowship, colloquially known as "mansam". The captain has a lot of things in combat that it can react to; it designates the main target, uses beneficial cries when enemies fall and can heal and protect its fellows. The captain is effectively the group leader.

Champion

The Champion is a master of offense. Champions specialize in dual-wielding or two-handed combat and emphasize on dealing consistent damage. They can also grab a shield and play off-tank, since they possess almost as much morale as a Guardian. Some champion skills are best for one versus one fighting, others "Engage the Tide" ("area of effect" skills). His fervour can increase the damage he does, but leaves him open for any attacks. In the end, a Champion's best defense is a strong offense.

Guardian

The Guardian[8] is the sturdy defensive warrior, able to taunt monsters into attacking them over their more vulnerable team mates. A Guardian's more advanced skills are based off of response events, specifically Block and Parry. For instance, when a Guardian blocks an enemy blow, a shield swipe can be played during a small window of opportunity. Such skills, and the skills that chain off of them, are what makes the Guardian so effective. Parry skills tend to do higher damage, while Block skills are better for defense.

Hunter

Hunter is a ranged combatant, with powerful damaging abilities at range but very limited in close combat. The hunter also has wilderness skills such as traps and tracking. Special traps can be purchased or made by crafters. Due to their ability to use traps Hunters are excellent at soloing against a single target, even of higher level. They can also benefit from various abilities that will 'snare' an enemy. However because their main damage dealing abilities are highly interruptable, Hunters have difficulty dealing with large groups of opponents even of slightly lower levels. The Hunter's inventory is not cluttered with arrows, due to the usual inventory hassle. Hunters may choose to carry particular consumables for special shots (flame arrows, for example). The Hunter has an aiming system called Focus. As long as the Hunter stays in one place, each shot of his bow increases his Focus, which can then be used to fire special shots. Another way of gaining focus is through the use of certain skills either just before or during combat. The Hunter and the Champion share the titles of main damage dealers.

Lore-Master

Lore-master is considered to be the party's main buffer/de-buffer and also the best crowd controller in game. With his knowledge of nature and lore he can befriend animals amongst which include Ravens (useful for distracting, and can make a ranged foe switch to melee), Bears, and an Eagle after a special trait is acquired. The Lore-master can use his mastery of ancient lore to produce simple magical and quasi-magical effects. He knows the ancient names and sings the ancient songs. The Lore-Master has a major heal known as "Beacon of Hope" which transfers morale from his Morale pool to another player's. He can also use "Share the Power" to transfer some of his power to another player.

Minstrel

Minstre, although initially thought only to be a support character, can solo very well due to their damaging shouts and support skills (the main being healing.) Minstrels have beneficial songs to buff group members and harmful songs which debuff foes. They can sing ballads which unlock higher level songs if done in sequence during battle. The Minstrel can play the widest variety of musical instruments, and can also "revive" a fallen fellow.

Crafting

Unlike most other MMORPG, in LotRO, characters cannot choose a single profession, instead they choose a vocation which is comprised of 3 professions that in most cases work together in some way, but are incomplete in such a way as to foster interdependence on others of a different vocation.

Vocations

Professions are bundled into groups of three called vocations. Most vocations include a gathering profession and two crafting professions that complement each other. Vocations create interdependence in the economy, forcing players to trade for resources. A given character can only specialize in one vocation at a time.

  • Armorer: Contains the Prospector, Metalsmith, and Tailor professions.
  • Armsman: Contains the Prospector, Weaponsmith, and Woodworker professions.
  • Explorer: Contains the Forester, Tailor, and Prospector professions.
  • Historian: Contains the Farmer, Scholar, and Weaponsmith professions.
  • Tinker: Contains the Prospector, Jeweller, and Cook professions.
  • Woodsman: Contains the Forester, Woodworker, and Farmer professions.
  • Yeoman: Contains the Farmer, Cook, and Tailor professions.

Professions

Professions can either be a gathering profession or a crafting profession. Gathering professions are used to harvest raw materials, which in turn are used to create items using a crafting profession. Players cannot choose a particular profession, instead they choose a vocation.

  • Cook
Cooks create food items that can be consumed to recover morale and power in between fights, to reduce down time, and can give temporary stat bonuses. This is very useful in difficult quests, and especially while soloing. Materials for this skill are harvested by Farmers.
  • Farmer
Farmers use farming tools to grow food items in patches of farmable land found throughout Middle Earth. The food can then be used by the cooks to make food. This skill differs from the other harvesting professions in that it requires seeds to grow items, which must be purchased before growing food.
  • Forester
Foresters obtain wood from wood nodes throughout Middle Earth, which are used to create items by the woodworking profession. They are also able to treat leather found as loot from monsters for use by a tailor. The higher your level in this skill, the more advanced the wood and leather you can harvest and make.
  • Jeweller
Jewellers create various pieces of jewelry. After sufficient levels of this skill are obtained, the crafter can make jewelry that confers benefits to the wearer, such as additional stats. Jewellers get their materials from Prospectors.
  • Metalsmith
Metalsmiths create heavy armor and shields made of metal. As the skill of the metalsmith increases, so does the quality of these items, though even basic items can be useful to the crafter or lower-level characters. Metalsmiths get their materials from Prospectors.
  • Prospector
Prospectors mine metals from various 'nodes' found throughout Middle Earth. The raw ore can then be turned into metal ingots, which are used by jewellers, weaponsmiths, and metalsmiths. The higher your level in this skill, the more advanced metals you can mine and smelt.
  • Scholar
A unique profession, in that it combines both harvesting and crafting. The scholar harvests lore from lore nodes found throughout Middle Earth. He then uses lore and other ingredients to make potions, and scrolls that improve other professions. The scholar is also the profession that allows dropped recipes to be converted for use by other professions.
  • Tailor
Tailors make light and medium armor as well as clothing. Cloth armor requires cloth to be bought or found, while medium armor requires leather from foresters.
  • Weaponsmith
Weaponsmiths craft weapons such as swords, axes, and maces, but not all weapons, since woodworkers craft bows and other wooden armaments.
  • Woodworker
Woodworking is the profession concerned with making wooden weapons, primarily bows. The woodworking skill requires treated wood harvested by foresters.

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