Header

Friday, June 29, 2007

Mobs For Crafting Where are they

Notes:
S - Signiture
E - Elite
EM - Elite Master

Name Level SpeciesZone Found Details on where foundCoordinatesRoamerCommentsFound By
Gloom-Gaze15BatBreelandsOld Forrest34.9S, 58.1W
N
Near Willow GladeSasse
WildthornE17HuornBreelandsOld Forrest 34.2S, 57.6W
N
Forlorn GladeFizen
Eitor-kalsakE18SpiderBreelandsOld Forrest?
Y
Roams The Weaver's DenFizen
Asht20WargLone LandsMinas Eriol (the area with Arnorian Rubble)35.3S, 39.0W
N
Elite Warg is sometimes PlaceholderFaroth
BlackClawS18BearBreelandsBorrow Downs?
Y
Far south, by the elite treesSasse
SawtoothS18WolfLone LandsWolf den NW of the Bridge28.6S, 41.6W
?
.Klesp
Ironhide20White BoarLonelandsNorth of Weathertop is a hill named Echad Sul28.9S 36.8W
Y
Kill all mobs in areaCuthalion
TrampletuskS20AurochNorth DownsSouth of Gatson Farm11.7S, 45.7W
Y
Drops River Maiden's Thread for Tailor QuestFizen
KraurS28WargLone LandsNear Haragmar and the East-West Road32.8S, 26.3W
Y
At the Dol Vaeg FlagKlinos
KhurshatS27WargNorth DownsNear The Snares11.8S,43.1W
Y
.Fizen
SkulkmireS28MarshstriderNorth DownsMeluinen just south of the Orc camp at Merenost.15.4S, 43.2W
N
.Sorayn
Moss-backE28MarshstriderLone LandsRoams Haragmar east of Ost Guruth.?
Y
.Fizen
SilverclawS30White WildcatNorth DownsSouth of dwarf city, south of the wildcat lair that does not change to dwarfs and bears.8.2S, 45.4W
Y
Stealthed MobFizen
DarkheartEM31TreeLone LandsNorth of the undead area in Agamaur?
Y
.Bartholan
WindscreamerS31LynxTrollshawsPatrols the High Moor?
Y
Stealthed MobFizen
NurzumS33WargNorth DownsEast entrance that leads to Dol Dinen, along the road12.1S, 37.0W
Y
.Timbur
BleakwindEM33DrakeNorth DownsAt the w in Nain Amlug west6.5S 41.0W
Y
.Zolg
GrishE33WargNorth DownsDol Dinen, south of the binding stones?
Y
.Fizen
KarnashtS37WolfTrollshawsDrauglad35.0S, 13.9W
Y
Wolf's Den at the SF in Kingsfell. Stealthed MobD3xter
SteelmawS39BearTrollshawsWestern edge of the forrst north of the ranger outpost Thorenhad30.3S, 16.3W
?
.Kelsp
Driftmane41LynxMisty MountainsEast of Gloin's camp and east of Cirith Imladris?
Y
.Hithlinel
UmlingE42SpiderTrollshawsEast Trap Door ruins 27.0S 19.1W
Y
north end of the WovenvalesHithlinel
Kindle-MawEM43Drake Misty MountainsOn the slopes above the western half of Caldwells Pool?
Y
.Hithlinel
HoarTuskEM47MammothMisty MountainsGiant area29.6S 1.9E
Y
West of "The Lornstone".Kanut
Swale-singerS45 NeekerbeekerAngmarNorth East of Himbar in East AngmarY
Y
Spawns a little above the first "a" in "Malenhad" on the Angmar map ?
GnashmawE48WormAngmarGorothlad?
Y
2 place holders - 1 travels through the ravine in Gorothlad, around the L. Another circles the canyon around the LAD in gorothlad?
SkybreakerEM48 DrakeEast Angmar under the Th in Maethad?
?
?D3xter
SnowbackE49SnowbeastMisyty MountiansIn the open field South of Helegrod raid instance20.4S 2.3W
Y
Roughly west of the instance for Book 5 Chapter 8Ruin3d
AchathlingE50SpiderAngmarNorth East of Himbar in East Angmary
Y
Enter the Spider Den, Look for a roaming Spider queen?
ColnorEM52DrakeAngmarNan Gurth8.0N 24.0W
N
In the valley on the right of the road to Minas Caul Katya
SagrurzE37WargEvendimTyrn Fornech4.9S, 65.8W
Y
South of Goblin camp of Tum Fuin. PH is a Ravenous Twilight-Howler that roams up the hill and back through the camp.
Fizen

post by fizer@http://community.codemasters.com

A Guide To Crafting

STARTING YOUR PROFESSION
1) Find an opposite, ie. someone who gathers the same type as you (woodworker, prospector, farmer) and work with them so you both get plenty of what you need. For example gather copper if you’re a jeweler, but also gather tin to allow copper to respawn at the resource nodes. Give the tin to your weaponsmith friend, who can feed you the random jewels picked up from prospecting which they can't use. For scholars, speak to everyone as you are the only one who can use runes, scrolls and symbols. Trade the 35 Minor Lore scrolls you need to make in order to go up a level (100 total to master the tier) with other players for their scholar ingredients, as the Minor Lore scrolls are used as quest completion requirements for most professions.

2) Don't simply sell all the stuff you gather. Keep some items for a few days and see if you bump into someone who needs them as they might be able to exchange your components for items you need or sell at the Auction House (see below). Components tend to trade and sell better than crafted items (ie, blade or hilt not a sword) at Apprentice tier because the crafted items are poor, however, many professions use the components you can create.

3) Keep an eye out for craft missions and their rewards. Often it's a cook mission and you're a weaponsmith, but the reward is some ore or ingots. Speak to a cook and trade (some of the huge number of bronze blades you need to produce for a pie crust, for example).

4) Talk to people. The one thing the forums have highlighted is that we're all in the same boat, but instead of expecting Codemaster to fix the "problem" of limited resources or difficulties in improving your crafting tier we can simply get around it by having a decent network of players who talk to each other in game.

ADVANCING
1) For the crafting professions (ie. Non-gathering) once you complete the tier you are on, you need to fulfill a quest to advance to the next tier and will not gain any experience for any crafting done until the quest is complete. The quests vary from merely talking to someone to much tougher missions which you might need to fellowship up for.

2) Help out other players who need you to craft components for their hard to make items. If you haven’t mastered the level, and they provide all the gear, it costs you nothing and you gain experience. If you’ve mastered the tier, then you can mastercraft the same item and potentially get two free items for crafting their one (or whatever the multiple is). Mastercrafting often produces multiple of an item, or a far superior item. Either way the player will likely be pleased and at worst you lose nothing.

3) Recipes are key. As many people have pointed out, the automatic recipes you get each tier tend to be very bog standard items and will garner little to no response from paying players. Rare and/or mastercrafted items will command the highest prices but are the hardest to work towards in terms of effort put in. Find the ones people want and work on those and just work on other items to min/max your crafting experience. Unique items are especially rare and, if mastercrafted, tend to come with additional bonuses beyond the normal (weapons = additional damage effects, other items = stat bonuses) that you can’t pick up as rare drops, etc.

THE AUCTION HOUSE
1) Use the auction house and mailboxes as often as possible. If your friend is several realms over you can still swap ingredients using the mailbox, albeit one ingredient (or batch) at a time. There is a nominal fee, which increases when sending stacks and covers 10% - 40% of the stack price depending on it's rarity. The auction house is a great place to pick up items and components, assuming you don't pander to the few people who put items on at seriously inflated prices. Market demands do drive down prices on components also the fee for posting is non-refundable and quite high for stacks.

2) Find the unique items your craft can make, ie. Food, craft tools, burglary items, potions, etc. and work on them. They might be harder to craft but will always provide a good return on investment on the Auction House. New items of note are bear treats and Minstrel strings.

3) Price things in the Auction House at a reasonable price. If it's worth 48 copper, asking for 20 silver each is just going to result in your item not selling and you being out of pocket. Stacks have a higher cost to post at the Auction House, so cost accordingly, but not so high your item doesn’t sell. That truly IS a money sink. Basic real life auctioning etiquette is that you start things out at no more than the real value of the item (item price plus posting cost) or set an initial price at no more than twice it's value and a reasonable buy price based on it’s demand. Letting an auction run three days with no buy price is likely to garner little interest as players can often find other avenues for the same resources within three days unless it truly is a rare item.

4) When in the Auction House max out the number of bids you can place and merely accept the ones you win. Concede the ones where you get outbid to an excessive degree as auction fever is another good way to lose money and new items for bidding are always popping up. That way you can get the resources you need over a long term (weeks), without paying the excessive prices currently being posted. Patience is key here and almost all resources have been posted at reasonable prices at some point. If you can wait then the resources will come, you just often need to bid on three reasonable priced items and hope you win at least one. Sometimes I’ve won all of the bids I’ve placed but it’s always better to have too many resources than too few, besides you have access to the Vault to store any excess.

5) Prices do fall for most resources as more and more players get used to the AH interface. It's a decent way to make money and there are fewer postings for 1 bronze ingot at 5 silver, etc. Learn the game, learn the crafting quests and learn what others need. Supply and demand is key here. You have to make a LOT of duff items to level up, which no-one except the vendors will want but from Journeyman onwards, or mastercraft apprentice items you can usually get a decent profit. (10-20% overall on cost put in). As in most things in real life, you need money to put into it first before you can get some out. Adventure first to gather some capital then invest in crafting, bearing in mind you will need sufficient funds to pay your way through master apprentice and master journeyman before you will see any real return.

6) The Auction House does not have a great interface that's true, but it has undergone improvements and I've not had much trouble with it once I've become accustomed to the interface. If you have problems just ask around.
post by hipster666@http://community.codemasters.com

The Cook's Shopping Guide

NPC Key: Expert Cook[E] Grocer[G] Novice Cook[N] Supplier[S]

4 copper Ingredients:

[E][G][N][S]Water

24 copper Ingredients:

------[N]---Honey
[E][G][N][S]Fresh Butter
[E][G][N][S]Lard
[E][G][N][S]Chicken Egg
[E][G][N][S]Coarse Flour
[E][G][N][S]Pork Shank
[E]---[N]---Ale Yeast
[E]---[N]---Lager Yeast
---[G]---[S]Common Mushroom
---[G]---[S]Fresh Carrot
---[G]---[S]Yellow Onion
[E]---------Rhubarb
[E]---------Fine Clover Honey
[E]---------Golden Shire Taters


60 copper Ingredients:

[E]---[N]---Clay Pot

------[N]---Raw Pork Sausage
------[N]---Coney
------[N]---Shire Seasonings
------[N]---Vegetable Oil


1.20 silver Ingredients:

------[N]---Uncooked Bacon
------[N]---Lamb Bones
------[N]---Cut of Beef
------[N]---Uncooked Pork Chops
------[N]---Lamb Kidney
------[N]---Bag of Salt

2.40 silver Ingredients:

[E]---------Cinnamon
[E]---------Shire Apple
[E]---------Fine Seasonings
[E]---------Sharp Cheese
[E]---------Uncooked Chicken

3.56 silver Ingredients:

[E]---------Blessed Elf-flour
[E]---------Savoury Seasonings
[E]---------Fresh Cream

MENU COSTS
*Note prices exclude crops while I work out the cost per item.(uncalculated ingredients are in brackets)

APPRENTICE

Brewing:
Apprentice's Ale = .32c (4 spring barley, 4 north downs hops)
Bold Stout = 32c (4 spring barley, 4 north downs hops)
Prepared North Downs Hops = 4c (4 north downs hops)
Spring Barley Mash = 4c (4 spring barley)

Cooked Food:
Hard Biscuits = .72c
Mushroom Pie = 1.20
Roast Pork = 72c

Strings:
Lute Strings of Minor Subtlety = 1.24 (1 blackened boar intestine)

Ingredients:
Pie Crust = 72c

Trail Food:
Cooked Carrots = 52c
Eggs & Onions = 72c
Fried Mushrooms = 72c

JOURNEYMAN

Brewing:
Blue Bock = 24c (4 spring barley, 4 golding hops, 2 blueberries)
Blueberry Ale = 24c (4 spring barley, 4 golding hops, 2 blueberries)
Prepared Golden Hops = 4c (4 golding Hops)

Cooked Food:
Blueberry Muffins = 72c (1 blueberry)
Coney Pie = 3.12 (2 taters)
*Hornblower's Pie = 72c (1 blueberry)
Stuffed Cabbage = 72c (1 cabbage)

Ingredients:
Marinated Coney = 1.80
Spiced Potatoes = 60c (2 taters)

Pet Food:
Pot of Crude Honey & Oats = 1.32 (3 oats)

Trail Food:
Complete Hobbit Breakfast = 2.28
Coney Stew = 2.92 (2 taters)
Pork sausage = 1.80

EXPERT

Brewing:
Honeybrew = 1.00 (4 spring barley, 4 pride of chetwood hops)
Prepared Pride of Chetwood Hops = 4c (4 pride of chetwood hops)
Shire Spice Ale = 92c (4 spring barley, 4 pride of chetwood hops)

Cooked Food:
Beef Stew = 3.24 (1 tater, 1 green onion)
Hard Tack Rations = 1.68 (1 tater)
Steak & Kidney Pie = 3.12 (1 green onion)

Ingredients:
Hearty Stock = 2.04
Marinated Beef = 2.40 (1 green onion)

Trail Food:
Delicious Crispy Bacon = 2.64
Pork Chops = 3.00
Vegetable Medley = 1.08 (1 green onion, 1 cauliflower)

ARTISAN

Brewing:
Prepared Green Hill Hops = 4c (5 green hill hops)
Strawberry Stout = 32c (4 spring barley, 5 green hill hops, 2 strawberries)
Winter Barley Mash = 4c (5 winter barley)
Winterberry Ale = 32c (4 spring barley, 5 green hill hops, 2 raspberries)

Cooked Food:
Shire Rations = 16.56
Spiced Apple Pie = 8.16
Stew of Kings = 6.64 (1 green onion, 1 tater)

Ingredients:
Apple Pie Filling = 7.44
Marinated Chicken Cutlets = 4.20

Trail Food:
Hobbiton Omelette = 3.84 (1 green onion)
Roasted Chicken = 6.00
Salted Beef Delights = 6.00

MASTER

Brewing:
Blackberry Ale = 4c (6 umbel hops)
Prepared Umbel Hops = 32c (5 winter barley, 6 umbel hops, 2 blackberries)
Ultimate Honeybrew = 1.04 (5 winter barley, 6 umbel hops)

Cooked Food:
Lembas = 10.92
Perfect Pie = 96c (1 strawberry, 1 blueberry, 1 blackberry, 1 raspberry)
Ultimate Carrot Cake = 7.40

Ingredients:
Berry Pie filling = 24c (1 strawberry, 1 blueberry, 1 blackberry, 1 raspberry)
Tasty Frosting = 3.12

Trail Food:
Delicious Steak = 8.40
Feast of Rohan = 13.32 (1 green onion, 1 tater)
Masterful Mash = 4.76

All costs are in silvers, unless stated otherwise.

Brewing: 6 XP
Cooked Food: 8 XP
Ingredients: 6 XP
Trail Food: 8 XP


*Quest Reward recipe, from delivering all the Pies in The Shire

Trail food - 20 min Stat buffs

APPRENTICE - no level requirement to consume//Criticals give +6 each

Cooked Carrots: 1 Vitality
Eggs & Onions: 1 Might
Fried Mushrooms: 1 Agility


JOURNEYMAN - Level 10//Criticals give +14 each

Complete Hobbit Breakfast: 6 Vitality
Coney Stew: 6 Might
Pork Sausage: 6 Agility


EXPERT - Level 20//Criticals give +23 each

Delicious Crispy Bacon: 12 Agility
Pork Chops: 12 Might
Vegetable Medley: 12 Vitality


ARTISAN - Level 30//Criticals give +32 each

Hobbiton Omelette: 18 Might
Roasted Chicken: 18 Vitality
Salted Beef Delights: 18 Agility


MASTER - Level 40//Criticals give +41 each

Delicious Steak: 24 Agility
Feast of Rohan: 24 Might
Masterful Mash: 24 Vitality

Kudos to Aranius for the Criticals info
__________________
http://img260.imageshack.us/img260/...anainsigha3.jpg
ISFP: "Artist". Interested in the fine arts. Expression primarily through action or art form. They are shy and retiring, and are not talkative.ORLY?
Spoiler:
MADE YA LOOK! LOL
(Highlight text in the box above with your mouse to read the spoiler.)
Socialiser 100.00% Explorer 73.33% Achiever 46.67% Killer 13.33%

APPRENTICE

Hard Biscuits;
RESTORES 18 power every 30 seconds, for 300 seconds//crit: 25
HEALS 16 damage every 30 seconds, for 300 seconds//crit: 27
Adds 3.2 to MORALE Regeneration in non-combat
Adds 4.3 to POWER Regeneration in non-combat

Mushroom Pie;
HEALS 16 damage every 30 seconds, for 300 seconds//crit: 27
Adds 4.9 to MORALE Regeneration in non-combat
Adds 5.5 to POWER Regeneration in non-combat

Roast Pork;
RESTORES 18 power every 30 seconds, for 300 seconds//crit: 25
Adds 4.9 to MORALE Regeneration in non-combat
Adds 5.5 to POWER Regeneration in non-combat

JOURNEYMAN

Blueberry Muffins;
HEALS 41 damage every 30 seconds, for 300 seconds//crit: 58
Adds 20.7 to MORALE Regeneration in non-combat
Adds 22.3 to POWER Regeneration in non-combat

Coney Pie;
RESTORES 35 power every 30 seconds, for 300 seconds//crit: 48
HEALS 41 damage every 30 seconds, for 300 seconds//crit: 58
Adds 8.1 to MORALE Regeneration in non-combat
Adds 9.9 to POWER Regeneration in non-combat

*Hornblower's Pie;
RESTORES 35 Power every 30 seconds, for 300 seconds (states this twice)//crit: 48
Adds 11.4 to MORAL Regeneration in non-combat
Adds 12.4 to POWER Regeneration in non-combat

Stuffed Cabbage;
HEALS 20 damage every 30 seconds, for 300 seconds (states this twice)//crit: 48
Adds 13.5 to MORALE Regeneration in non-combat
Adds 15.8 to POWER Regeneration in non-combat

EXPERT

Beef Stew;
RESTORES 35 power every 30 seconds, for 300 seconds//crit: 73
Adds 20.7 to MORALE Regeneration in non-combat
Adds 22.3 to POWER Regeneration in non-combat

Hard Tack Ration;
HEALS 76 damage every 30 seconds, for 300 seconds//crit: 93
Adds 20.7 to MORALE Regeneration in non-combat
Adds 22.3 to POWER Regeneration in non-combat

Steak and Kidney Pie;
RESTORES 35 power every 30 seconds, for 300 seconds//crit: 73
HEALS 76 damage every 30 seconds, for 300 seconds//crit: 93
Adds 15.1 to MORALE Regeneration in non-combat
Adds 18.3 to POWER Regeneration in non-combat

ARTISAN

Shire Rations;
RESTORES 85 power every 30 seconds, for 300 seconds//crit: 98
HEALS 111 damage every 30 seconds, for 300 seconds//crit: 128
Adds 22.1 to MORALE Regeneration in non-combat
Adds 26.3 to POWER Regeneration in non-combat

Spiced Apple Pie;
HEALS 111 damage every 30 seconds, for 300 seconds//crit: 128
Adds 30.1 to MORALE Regeneration in non-combat
Adds 32.0 to POWER Regeneration in non-combat

Stew of Kings;
RESTORES 85 power every 30 seconds, for 300 seconds//crit: 98
Adds 30.1 to MORALE Regeneration in non-combat
Adds 32.0 to POWER Regeneration in non-combat

MASTER

Lembas;
RESTORES 110 power every 30 seconds, for 300 seconds//crit: 123
HEALS 146 damage every 30 seconds, for 300 seconds//crit: 163
Adds 29.1 to MORALE Regeneration in non-combat
Adds 39.7 to POWER Regeneration in non-combat

Perfect Pie;
HEALS 146 damage every 30 seconds, for 300 seconds//crit: 163
Adds 39.4 to MORALE Regeneration in non-combat
Adds 42.0 to POWER Regeneration in non-combat

Ultimate Carrot Cake;
RESTORES 110 power every 30 seconds, for 300 seconds//crit: 123
Adds 39.4 to MORALE Regeneration in non-combat
Adds 42.0 to POWER Regeneration in non-combat

Notes: Although most tiers have 1 Heal-over-Time, 1 Restores-over-Time, and one with both, Tier 2 doesn't. Stuffed Cabbages breaks the pattern, possibly a typo, it repeats the Heals line. Also like the other Heals & Restores food, the heal amount is lower.

*Quest reward for delivering Pies in the Shire

Kudos to Aranius for adding the Criticals information, and also the quest reward recipe info for Hornblower's Pie.
__________________
http://img260.imageshack.us/img260/...anainsigha3.jpg
ISFP: "Artist". Interested in the fine arts. Expression primarily through action or art form. They are shy and retiring, and are not talkative.ORLY?
Spoiler:
MADE YA LOOK! LOL
(Highlight text in the box above with your mouse to read the spoiler.)
Socialiser 100.00% Explorer 73.33% Achiever 46.67% Killer 13.33%

POST BY NANAIN@http://community.codemasters.com


Thursday, June 28, 2007

MP Starter Guide

I you are new to MP or just thinking about starting to play some MP, here are some suggestions and tips. I have heard some grumbling around lately about new players in the area and the issues that come with new players. This is somewhat of a startup guide to try and help you all out. By the way, this is meant as a help to new players so please try and keep comments constructive.

First of all, those of us who have been playing MP welcome you. New creeps are always welcome in the fight.

SO you just rolled a creep.
A what? Creeps are the common term for any Monster Player. Conversely we also have freeps. Freeps are the Free Peoples (NPCs and players), just shortened. We fight against them. AND now you are in MP (monster play), in the Ettenmoors. You start in a fort with lots of wargs, trolls, spiders and the like. What to do first? At this point you have some choices to make. What kind of MP'er do you want to be? If you want to be one who dies a lot and never gets invites to raids then you have it easy. Just get on OOC and ask for a raid invite every 10 seconds until you get one. Then once you are invited ask where the freeps are and how to get there. If this is you then you can stop reading now, get back to the game and go feed some freep renown.

HOWEVER if you want to be a smart and successful MP'er then listen up.
First, forget about freeps for the time being. You are in Gramsfoot. The first thing you should do is go and get all quests available to you there. The most important quests are the exploration quests right now. You need to know where to go when freeps are spotted. Please complete these quests as it will reveal the entire map to you and also get you familiar with the locations of the keeps. Now go do the exploration quests. Note, while doing the exploration quests, collect all other quests that you see. Almost all of them are repeatable and you will not fill up your quest queue all the way as there are less than 40 total.

Below I will list the areas and keeps and their abbreviations to help you out:

Gramsfoot (Grams) - where you are right now, NW corner of the map. The starting location for all MP'ers when you log in. Also the rez circle if the freeps control everything.

Tol Ascarnen (TA) - Center of the map. Largest of the controllable keeps. It sits on its own island.

Isendeep (Isen) - Northern part of the map. Isen is one big mine. This is a controllable location

Grothum (Grothum) - Northeast corner of map. This is a goblin camp that is creep friendly. This cannot be taken, although it can be cleared.

Ost Ringdyr (Ost) - This is on the E side of the map, south of Grothum. This is a freep controlled keep. This cannot be taken.

Glan Vraig (GV) - This is in the Southeast corner of the map and is the freeps starting location in the Ettens, equivalent of our Gramsfoot.

Tirith Rhaw (TR) - between TA and GV, SW of Ost. A controllable Keep.

Grimwood Lumber Camp (LC) - South of TA on map. This is a controllable area.

Hoarhallow (HH) - SW corner of map. This is a hobbit villiage that cannot be taken.

Dar-Gazag (DG) - kind of like the freeps Ost, this is a non controllable creep keep location.

Lugazag (Lug) - same setup as TR, a controllable location, between TA and Grams.

South Bridge (SB) - the bridge off of the island where TA is on the south side. This is a popular place for battles.

Elf Camp (EC) - the group of rocks and NPCs just south of the SB. Another popular place for battles. A lot of time the freeps will bunker in the EC and creeps will bunker on the SB and will fight back and forth between the two.

Edit to add a few more locations:
Spiders: Friendly to creeps, there is a ruined keep between LC and HH. This is a freep questing area (i think) so you can sometimes find loners here.

Fields/Seeds/Seedfields: There is a field in the southern part of HH where brittleleaf seeds grow. There are lots of hobbits around, but if you clear them you can pick all the seeds you want. Often freeps will camp this spot.

Trees: There is an area S of LC where there are trees like the ones in the old forest.

Falls: Do the Poison the Hordale quest once and you will know of these falls just NE of TA. They are fun to jump off too.....

OK - you have finished the explore quests, now what?
Well now is a good time to test out your skills. If there is freep action you would have heard about it over OOC by now. Since all of the creeps in the Ettens can see OOC it is the defacto communication channel. LFF, Advice and the other channels are very rarely, if at all, used. If there is no freep activity I would suggest starting with Slugs. Slug ponds can be found outside of grams and down towards DG. Or you can go down to HH and take on some hobbits. Or whatever. Explore and find out which NPCs are friendly and which aren't. Drakes love to be petted though. Get to know the areas and talk to people.

UPDATE: A note on questing. I think I metioned that almost all quests are repeatable. Most are also soloable. Besides retaking keeps, there are 3 quests that you need to definitely group for (actually more than 3, but 3 really common ones). Thanks Bloodeater and Moinuk.

Goldenhead (Goldie): Is N/NE of TR. He has ~65k morale so a decent sized group is needed.

Golloval (Gollo): Is west of the Isen S (center) entrance. Also has ~65k morale.

A call for a G/G quest group is one that goes back and forth from Goldie to Golloval.

Mayor Mudbottom (i think the name is right): is at the center of HH in front of the tall house. He has ~10k morale, but be careful to not aggro other hobbits here.

NOW there are freeps around what do I do?
Well don't keep bugging people on OOC for invites. If someone has a raid going and needs more people they will ask for people to volunteer. Otherwise, feel free to go down and check out the action yourself. Listen over OOC to what is going on and where the action is. Some actions are frowned on when fighting freeps, listen to see if you are doing any of those. If a raid falls back you should too because freeps love to go after lone creeps after a raid pullback. If you do get in a raid, listen to the raid leaders. Do what they say. You can tell really quick if it is a smart raid group or not. If you all are coordinated move and attack together then it is a good group. If you join the raid to take on freeps and see the little dots on your map for your raid members and they are spread out all over the map, it is a good bet that the raid is not very organized. But most of all, listen and watch. There are some good strategies out there for dealing with freeps. You will learn them, it just takes time.

ONE other thing. I highly suggest this.
Do this before going after freeps or joining a big raid. Get a fellowship/raid together with other new people. I have a list of things for you to do. These are fun things and everyone needs to try them. And then get those things out of their system and never do them again.

1- Go camp outside of GV. Sit and wait for freeps to come out. Then try and get them to come out far enough so you can take them down. By the way, the NPC guards there are nicknamed 1-shot guards. If you want to know why, go talk to one of them up close. Get to know steve. He is the rock just over the crest of the hill outside GV.

Why this is frowned on: Yes it seems like fun. We have all done it. But the fact is, this is a horrible place to attack freeps. We can only come at them from one side, and they have lots of NPC help here and it quickly becomes a stalemate. Get it out of your system now.

2- Try and make it to the top of the GV stairs. Go up to GV and have a look and you will see the stairs. Get your group to go at once and see if you can make it to the top. Go ahead, you know you want to. We have all tried it.

Why this is frowned on: Its not frowned on. Its fun to do. Once. Try it and see.

3- If you are a warg, pounce a burglar. Then try and take him out.

Why this is frowned on: Burgs have a response skill to being stunned. It makes them pretty much impervious to attack for about 30 seconds. If you are 1v1 this makes things really tough. Do it once and get it out of your system.

4- Pull NPCs through a camp/area onto your group. Want to see your group run for cover? Get on the other side of HH or EC and run through, getting all of the NPCs to follow you and run straight into your group. Great fun!

Why this is frowned on: This happens a lot when fighting freeps. Its bad news because now, instead of just freeps, we have a bunch of NPCs to deal with too. If you find you have a bunch of NPCs on you please run away from your group, lose the NPCs then circle back around to your group.

5- Pull the Captain General. When the freeps control a keep (TR, TA, Isen, LC, Lug) and you are trying to take it back, go on in and whack the head guy. Its fun!

Why this is frowned on: The guys around the captain generals are hard to take out themselves as is, leave the cap-gen until last. As long as you don't go bothering him, he should stay right where he is.

6- Hang out alongside a raid that is killing goldie, golloval (quests) or a cap-gen, then run ahead of them at the last second and tap the main guy.

Why this is frowned on: Most raid will stop fighting the NPC if you do this, leaving you there alone to face the wrath. Either try and join the raid or start your own, but people don't want to spend a lot of time killing something when they won't get anything out of it, but you will get all the rewards because you tapped it.

7- Go crazy in the mines looking for freeps or scout the slug pits for burglars. Oftentimes freeps hang out in these two places to farm NPCs. Feel free to go hunting there if things are slow.

Why this is frowned on: Its not. Feel free to do this anytime. There are certain freeps you will find like to hang out there more than others. Just go crazy.

8- Poison the River and jump off the waterfall. We have all done it

9- Ask a lot of questions that aren't answered here on OOC.

Why this is frowned on: Its not. Not at all. Please ask away. But please remember that we are all doing stuff too, I know I see questions sometimes while fighting freeps and just don't have time to answer. We are friendly. If no one answers give it some time, then maybe try asking again. Nothing wrong with questions.


OK now you have done all of the fun stuff that gets old fast. Come on down and join us for a front row freep takedown.
post by soccergoof@http://forums.lotro.com

The 95% Complete FATE Helegrod Guide.

Helegrod Uncovered!

Part 1: The Drums of War

The instance begins with a pull of 4 archers, an ogre, and about 7-8 more mobs. The 4 archers are permanet deaths, but the ogre and other mobs will keep coming in waves until you kill the ones beating on the drums of war.

However, more mobs will not spawn if you keep them alive, so here is the strategy for part 1.

Main tank(MT) will need to pick up the ogre right away and pull it into a spot far away from the group. The tank will sit and bash on the ogre with a healer on him the entire time. This will take place outside the gates. EVERYONE else will let the other tanks pick up all the mobs and damage per second(DPS) on the Main Assist(MA). NO ONE WILL DPS THE OGRE!

Once all the mobs are down except for the ogre--everyone moves in letting the Offtank(OT) pull the guys smacking the drums of war. Once they are all dead--everyone will run back to where the MT and Main Healer(MH) are keeping the OGRE at bay. DPS down the ogre and part 1 is complete.

Stage 1: First Grisgalt + Friends encounter(no loot)

There are 4 named bosses here, the MT will tank 2 of the mobs the OT will tank 2 of the mobs. The third tank will have to pick up all the adds that spawn with the help of any champions. Everyone DPS's the MA targets on the adds, and then the named bosses go down 1 by 1 after the spawns are killed. Stay by the stairs and don't aggro the side camps.

Note- Kill Grisgalt First! He leaves at 100k health! Ahsen should be last--he leaves around 10k i believe.

Stage 2: Giant Boss: Skurovigan

There is one boss here. USE HOPE TOKENS. The MT will run in, aggro the boss for about 30 seconds, and then everyone will continue to do white(auto attack) damage to the boss. Conserve your power for the first stage of this fight! Cast a power ability, wait for it to regen, and cast it again. Eventually you will see a sign saying Skuro concentrates his attacks on XXX. Feel free to DPS hard. At 50% health, the boss will enrage and spawn adds. The MT always loses aggro here for 2 minutes. Everyone needs to stay calm and ignore when the boss is hitting you. 8 Snowbeasts spawn from the tents behind the boss. All tanks need to pick them up immediatly. ONE needs to stay alive. I suggest having a champion build a lot of hate and toss it to a LoreMaster who can keep it stunned the remainder of the fight away from the group. Once all the snowbeasts are down except for the one, start DPS on the boss again. Do NOT kill the last snowbeast or else more will spawn. Also, make sure the Mt picks up the boss after his 2 minute rage! DPS him down, then kill the snow beast.

Stage 3--Go to the right of the opening gate(near the drums of war). Clear Bears--Kill Bear. Tank and spank..could probably 3 man it if you wanted to!

Stage 4-- The Drake Lair --
Lesson 1--Stay off the drake eggs
Make sure you stay off the drake eggs
DO NOT GO ON THE DRAKE EGGS!
So you enter--you clear--be careful--nothing out of the ordinary.
Eventually you will come to a room with levers--dont pull them. Also--did i mention stay off the drake eggs? Clear the room where the levers are. Clear the rooms below the lever room to the north and to the south so you can get to each of the gates.
Create two side groups that contain a Guardian, A Minstrel, and a Hunter. One group goes to the south gate. Everyone else stays at the Big Gate room. Have your MT pull the South Lever-- At this time--the South gate will open--the small group of three will run in and clear the drake. At the main gate an elite master with about 4-6 drakes spawn--dps them down at the same time. The South Gate people will now see a lever--send another group--as many as you want as long as their is a minstrel guardian and dpser. The south gate will pull their lever and that will open the north gate. North Gate people run in--DPS down the drake- South gate will fight another drake and so will the main gate--Pull their lever. Main Gate Opens-- pull the south lever to release the north group, pull the north lever at the main gate to release the south group. Regroup
Move on--pulling mobs--be careful. DONT STEP ON THE EGGS.
Eventually you will enter a room full of elite master drakes. Let your MT pull them back to the ramp one at a time, sometimes a pull of two. Clear the entire room.
When you move forward here, BE REALLY FREAKING CAREFUL. Do NOT get close to the other ramp. At the bottom of the ramp their are two scouts--they run and gather more mobs. a lot more mobs...and dont step on the eggs!!
Before you attempt stunning them(which is resisted a lot!) have all your hunters lay traps but make sure they don't aggro the scouts. Have half your stunners targeted on the left scout, and the other half of your stunners targeted on the right scout. Have them all attempt to stun at the same time so they don't run. DPS them down as fast as you can without letting them get away. IF and WHEN they get away--they will aggro many mobs. Just micro manage as best you can. Stun as many as you can..use the hunter traps. They do AOE damage .. there are priests but they don't heal drastically. I recommend having your MA target the elites that AOE and get them down first. But if the scout is alive--kill him first!! If you wipe at least you won't hafta worry about the scout again.
That is probably the hardest part of this stage.

BOSS FIGHT - No need for tokens
Ok good job, pull, clear, get to the boss zone. DONT STEP ON THE EGGS.
There are 2 elite worms and 2 elite dragons--they do a lotta damage, and you can't do damage to them. EVERYONE needs to DPS as hard as they can on Grisgart. LoreMasters are clutch for this fight, they can keep the dragons stunned the entire time until Grisgart is down. Burglars can stun as well, but usually can't stun lock the entire time. Tanks do your best to keep them off the healers if they are not stunned. DPS down Grisgart, then take out each of the worms/dragons 1 by 1. Loot the Chest. Stage cleared.

Note-In case i forgot to mention it, make sure you stay off the drake eggs.

Stage 5- The Spiders

BRING POISON POTS.I recommend 5 per person.
Champions make this fight easy. Clear everything, get drops, be careful, the tighter the group can stay the faster the spiders will go down. MT should pull big spiders away from the group. Clear..Clear..Clear
Ok now you get to a room with water/ice in the middle. Your at the boss.
USE TOKENS
You fight about 4 or 5 waves of spiders that get progressively more difficult. Stay in a nice tiny circle and you won't have a problem. Champions AOE, hunters watch your DPS, and everyone will be alive for the main fight. Once the waves are done, the spider boss comes out.(Tiny down time before you fight the spider- regen as fast as you can)
DO NOT STAND UNDER HER AND DO NOT STUN HER.
Let your main tank get aggro, DPS away. If you have a poison, SCREAM AND YELL "(YOUR NAME HERE) HAS THE DEADLY POISON." It looks like an EYE-- also--IT ONLY KILLS PEOPLE WHEN THE SPIDER BOSS IS OUT--not during the waves of spiders part. Use your pots to get rid of it, and hope your burglars and elves do the rest. Remember the bomb in MC--its the same concept. You will wipe the raid if you don't get that poison off. Small waves of spiders come in--stop DPS on the boss--take out the spiders asap. Back on spider boss.

Note* Last time we still got hit by the deadly poison and lost half the raid, we were able to DPS down the boss before we all died.

Suggestions: 1:Keep your hunters on the boss the entire time, let champions and guardians handle the spawns, under 20k health focus all dps on the spider.
2: Have everyone select in Options: Social Options: View only dispellable effects: This will really help in seeing the eye.


Stage 6- BRING FEAR POTS!! Use Tokens. Summon the guy from the tomb. Main tank grab him. Everyone DPS him down asap. When adds come, extra guardians can pick them up but stay on the tombstone guy. When he dies the adds will go away. Thorog comes down. Main tank pick him up and face him away from the group. WATCH YOUR DOTS. Get rid of the eye if you have it with a pot. Much like the spider boss, you will wipe the raid if you dont get rid of the dot. Drakes come from stairs, LOS and bring them to the group. Spiders also come, Tank them and kill them...but not with your MT. your Mt has to be ready to pick yo Thorog anytime he flies away and comes back.(TO BE CONTINUED...)


FATE Kinship Suggestions:

Use a third party voice chat program. The in game does not work for everyone, it is hard to understand, and most importantly, it bugs out!
FATE uses ventrilo, and I would recommend it to other kinships. We don't let anyone raid with us who won't use it, we don't let anyone MT or MH if they don't have a MICROPHONE either.

For conjunctions use blue blue blue green green green. You never know who will be able to contribute to the conjunction right now since there is a horrid raid bug that gives people "invalid target". At least get some power back!

BRING POT(s)! We have every member bring 20 Poison and 20 Fear Draughts. We are currently implementing Salves. (Salves can be used on other people, but it DOES put your pots on cool downs) Won't hurt if ya get it off on the guy who is on cool down themselves! We also require each member brings 2 +4 hope tokens so it isn't the same people constantly bringing them. We also require 5 Pure Pots of power and morale. Lastly we ask that everyone sends their extra beryls to our jewellers in order to make us +5 hope tokens for our MT group.

Fear Restistance + Shadow Mitigation. Start stacking!
For Fear resistance max out confidence, empathy, and idealsm! 13% Alone with those traits! Our goal is to get 40% total(i know it is a lot! but if you start storing early, you can do it, i am personally already at 31%!)
Why 40%? Captains have a 50% fear resistance buff and minstrels have a 10% resistance buff. Time it right, and you will have immunity to fear!

Shadow mitigation is still being discovered.


Goodluck- Hope this helps.
post by
Rdubya@http://lotroraid.jconserv.net

Monday, June 25, 2007

Hunters guide

To start Hunters are a class that takes skill to play. You can’t just make a hunter one day and say you are a hunter. So Im writing this guide to help new hunters understand how we need to play our hunters and how to get that undefeated every one wants! =}

To start hunters are squishy. We can’t just run in and grab all the aggro you can like champs and guardians. We have to pull targets without drawing arggo from other mobs that are close.
Note: These are my own personal opinions, I am not saying that my way is the best and only way. Only that this is the way me and my friends play our hunters and it works.

So let’s start with basic pulling when soloing.

First you need to find the mob you want to kill, then you need to look around see what other mobs are around how close they are, are they aggressive, what lvl are they and if you think that you will pull them to when you fire at the other one. It will take practice before you can know if you will pull more then one when you open fire. I can’t remember how many times I died between lvl 7 and 10 just trying to figure out the arggo distance of other mobs around me. Now hopefully you won’t die the ten times I did to figure this out.
Now how do I not die tons of times before I figure this out you ask?
Start by scouting the area, the extra time this takes in the beginning is worth it. Plan how you are going to kill your opponent, what specials you are going to use in what order. You also need to plan what you are going to do if you pull more then one.
This is where traps come into play. At lvl seven you can buy the skill trap. This can determent whether you live or die in a lot of battles, when your enemy walks through the trap it will get caught allowing you to focus all your firer power on the mob that didn’t get caught. What ever you do never shoot the one in the trap if you have two or mobs on you.
An example of how traps help so much is I once took on two lvl 15 elites at lvl 17 and killed both of them because one got caught in my trap allowing me to kill the other with out taking to much damage.
At higher lvls when you have the hang of all this you won’t have to do things like scout around or plan what specials you will use in what order, by lvl 15-20 you should have a routine down that you use every time.


Fellowships.

Fellowships are something that hunters are deadly in the only problem is that to many hunters play a fellow like their soloing.

1.If a mob gets caught in your trap when he gets out all the aggro will be on you.
2.Don’t stand to far away from the group; if you get aggro they can’t help you.
3.When you do get aggro don’t run around yelling, “Get this off me!” No one can grab the aggro if it’s running around. Stand where you are; say help or something to let the guard know that you have aggro.
4. Never use rain of arrows until the guard or champ has all the aggro; if you use it before, it will draw aggro.
5.Don’t shoot mezzed mobs. It draws the arggo on you then when the min has to heal you he draws the aggro.
6.Watch the min. If he draws too much aggro, shoot down the one with low health and auto hit the ones that the guard has been able to draw.
7. My friends have found that xbows draw too much aggro and bows, since they hit less but faster, draw less aggro. I'm not saying that you shouldn't use xbows. Its just my personal opinion.

Duos

Heres a list of wicked duos for hunters

Hunter, Hunter
This duo is awesome because your targets die 9/10 times before they reach you.

Hunter, Minstrel
Works great you can take one mobs without worry of dying. Iv takin on small fellow quest with just my min friend and did them no swet and they were one or two lvls high then me.

Hunter, Lore Master
One of my favorite ones the LM mezz the mob while you shoot down the other his pet holds the arggo of the third one.

I hope this guide will help you in your quest to become a master hunter.
post by Caelemar@http://forums.lotro.com

Sunday, June 24, 2007

Friday, June 22, 2007

guide to war in the Ettenmoors

1- Monster classes, roles and abilities

Blackarrow (Uruk) : ranged dps
http://lotro-wiki.com/index.php/Uruk_Blackarrow

Reaver (orc) : high melee dps
http://lotro-wiki.com/index.php/Orc_Reaver

Stalker (warg) : scout/melee dps
http://lotro-wiki.com/index.php/Warg_Stalker

Weaver (spider) : CC
http://lotro-wiki.com/index.php/Spider_Weaver

Warleader (Uruk) : healer
http://lotro-wiki.com/index.php/Uruk_Warleader


2- Ranking

Below are the ranks with the title and the required amount of infamy points to reach them.

Rank 0 (no title) : 0
Rank 1 (Tracker) : 500
Rank 2 (Scout) : 1500
Rank 3 (Skirmisher) : 3500
Rank 4 (Fighter) : 7500
Rank 5 (Soldier) : 19500

No need to go further at the moment with actual implementation.


3- Strategies for taking the holdings


Lugazag


Tol Ascarnen


Grimwood


Isendeep Mine


Tirith Rhaw


4- General battle strategies

PvMP priority for targets

1: Minstrel, Loremaster
2: Champion, Hunter, Captain
3: Burglar, Guardian

Open to discussion, love to hear anyones input. But my reasoning for these would be...

1:
Minstrel- The healer, 'nuff said
Loremaster- Crowd control masters. Doesn't matter how many creeps you have if they're all rooted and stunned.

2:
Champion- Do a lot of damage, but can go down.
Hunter- Soft target, scare them enough to DF and there's one less Freep to worry about.
Captain-Not hard to take down to low health, but Last Stand saves their life more than I care to count.

3:
Burglar-High evade, soo hard to hit and get anything to stick. Soft target as well but harder to take down than the hunter.
Guardian-Tough nut to crack, but rank 1 reaver getting his sundering blow on them makes it much easier to take down. Still more effort to take down than the 2: targets.


Troops movement and positioning
Wanted to add two small things, use things like trees, rocks or below line of sight..ie: below the incline of a hill for cover.


Class tactics

  • Blackarrow
  • Reaver
  • Stalker
  • Weaver

    Spideys ..two little tricks..

    One: Loremaster draining your power. Do a burrow. It stops it.

    Two: Loremaster root, you can still burrow. BURROW! Because more often than not, you will be target practice for the hunters..ALL of them.

    Other thing, if you burrow the root will come off before your minute timer on the burrow is up.
  • Warhealer

Raid commands and options


Commands

/raidshout :

The raid leader can send a message all raiders can see on screen to get attention and give important directions.

/readycheck :

This command allow to verify if everyone is available and not AFK before attempting a boss or starting a charge against freeps.


Options


Target marking :

Allow a raid leader to right-click on any ennemy target (including freeps) to put a cute lucky charm symbol above their head for easy targeting. The target with the symbol is usually the main assist target (target to be killed first).

Usage : right-click on target --> raid --> marking --> choose one here




To be developped...
- Dealing with guards
- Assisting
- Mob kiting


5- PvM glossary

Burrow: Spiders can burrow in under the ground, burrow can be a reference to both the long term and the short term burrow.

CC : crowd control (stun, daze, mesmerized, rooted)

Creeps : the monster players

Delayed poison/latent poison: A spider ability that subracts 483 power from the target, then after 15 seconds causes a 10s stun. Generally people call this out because a 2-5s stun will cause the 10s stun to be ignored due to an immunity flag. Do not stun a target with latent poison The animation is a green skull in front of the target.

DF: Desperate Flight

DG : Darg-Gazag

DP : destiny points (monster experience points)

EC - Elf camp to the south of TA

Freeps : free people, the non-monster player characters

G/G - Goldhead/Golloval quest run

Grams : Gramsfoot (monster starting homebase)

GV - The freeps' starting point located in the South-East part of the map

HH - Hoarhallow (town of Hobbits in the South part of the map, on an island in the river)

HIPS : Hide in Plain Sight, a skill that lets burglars go into stealth mode even while in combat.

Isen : Isendeep Mine

LC : Lumber camp which is Grimwood.

LiW: Lie In Wait. A long term spider burrow. 10s induction, 3s dance. up to 15m underground. 30s cooldown. Can not be used in combat.
Snarking web(ensnaring web?): The spider root, spiders do not have a true snare . Just call it root and save everyone time

Lug : Lugazag

Ost--Ost Ringdyr, the permanently Freep-controlled camp in the east

S.bridge - The southern bridge of TA

Stairs : Freeps starting homebase in south Coldfells (Glan Vraig).

Steps: another term for GV, "back away from the steps, don't camp the freeps at the steps".

TA : Tol Ascarnen

TR : Tirith Rhaw

EC - Elf camp to the south of TA
S.bridge - The southern bridge of TA
G/G - Goldhead/Golloval quest run
HH - Hoarhallow (town of Hobbits in the South part of the map, on an island in the river)
GV - The freeps' starting point located in the South-East part of the map

Beware loremasters,their crowd control abilities such as root can make a raid into a disaster.

  • Steps: another term for GV, "back away from the steps, don't camp the freeps at the steps".
  • Delayed poison/latent poison: A spider ability that subracts 483 power from the target, then after 15 seconds causes a 10s stun. Generally people call this out because a 2-5s stun will cause the 10s stun to be ignored due to an immunity flag. Do not stun a target with latent poison The animation is a green skull in front of the target.
  • Burrow: Spiders can burrow in under the ground, burrow can be a reference to both the long term and the short term burrow.
  • LiW: Lie In Wait. A long term spider burrow. 10s induction, 3s dance. up to 15m underground. 30s cooldown. Can not be used in combat.
  • Snarking web(ensnaring web?): The spider root, spiders do not have a true snare . Just call it root and save everyone time
Ost--Ost Ringdyr, the permanently Freep-controlled camp in the east.

PvMP priority targets

1: Minstrel, Loremaster
2: Champion, Hunter, Captain
3: Burglar, Guardian

Open to discussion, love to hear anyones input. But my reasoning for these would be...

1:
Minstrel- The healer, 'nuff said
Loremaster- Crowd control masters. Doesn't matter how many creeps you have if they're all rooted and stunned.

2:
Champion- Do a lot of damage, but can go down.
Hunter- Soft target, scare them enough to DF (add "DF: Desperate Flight" to glossary) and there's one less Freep to worry about.
Captain-Not hard to take down to low health, but Last Stand saves their life more than I care to count.

3:
Burglar-High evade, soo hard to hit and get anything to stick. Soft target as well but harder to take down than the hunter.
Guardian-Tough nut to crack, but rank 1 reaver getting his sundering blow on them makes it much easier to take down. Still more effort to take down than the 2: targets.

Wanted to add two small things, use things like trees, rocks or below line of sight..ie: below the incline of a hill for cover.

SPIDERS:

Spideys ..two little tricks..One: Loremaster draining your power. Do a burrow. It stops it.

Two: Loremaster root, you can still burrow. BURROW! Because more often than not, you will be target practice for the hunters..ALL of them.

Other thing, if you burrow the root will come off before your minute timer on the burrow is up.
post by http://forums.lotro.com

Thursday, June 21, 2007

A guide to good Minstreling

This is the first release, Its been through a lot of touching up, and I wanted to release what I've done so far to the public and see if anybody has any comments or ideas. So far, this guide has been my views on the skills and traits, as well as some guidance on grouping and soon things every Minstrel should know about other classes when grouping. I'm lucky enough to have a brother for a tank, and a girlfriend for a Lore-master, a good buddy for a burglar and another friend for a champion. Having pretty much grouped with at least one of them my entire leveling career Id like to think I've picked up a few subtleties when dealing with the classes.

I realize its a long read, but I really hope people out there can pull something from my experiences and perhaps have a better time as a Minstrel. I plan to add more to this guide. Firstly I would like to finish off the grouping guide. Next I want to tackle a FAQ section and finally, well I dunno but I'm sure you will be both awesome and educational.

If you would like to reproduce this guide on your site for some strange reason, or would like to do anything with it that doesn't involve reading it on this very post, please get a hold of me at Sparkky(@)gmail.com, I'll probably be more than happy to let you copy and paste my beauty, Id just like to know where its going up. Don't want my baby working in some sleazy second rate site after all.

So here it is, expect more updates soon. It would be faster but first my crew of spelling and grammar checkers needs to painstakingly translate my bachelor of science gibberish into coherent English. enjoy

As a note, I am always looking for other people input, so get a hold of me and share your ideas. Ill even give you credit for them!


History
1.0 - Initial Draft.
1.1 - Engrish fixed.
1.2 - Adapted for forum.
1.3 - Added info/Revised Still as Death, Triumphant Spirit, Song of Soothing, Song of Distraction, Graceful Demeanor, Subtle Movements, and Life-Singer.
-Added more about positioning to the grouping guide. This was in response to some of the comments and I tried to clarify my position on the issue.
-Added the strategy of waiting, then healing then feigning death as suggested by pdhn8580
1.4 - Added whole Trait Section and added last edited time
1.5 - added info/revised Heralded Saviour, Focused Performance, and Smooth voice

1.6 - Grammar police took me down to the station and all there/their/they're and your/you're errors should be cleared up. I hope people appreciate this, it was painful for me.

1.7 - Added buffing section to the grouping guide as well as conjunction and Tips sectionn


1 - Introduction

1.1 What is a Minstrel (short and sweet)
That's a good question. If you're familiar with the normal healing class, be it a Druid, Shaman, Blood Mage, Priest, Cleric. You're going to recognise some things, but there are also some new things Turbine threw in to make the healing experience feel fresh.
Minstrels are the healers with a nice selection of buffs. But unlike many games, in order to use your buffs and some heals you're gonna need to pummel your foes with music. I'll go more into this later, but for now know that minstrels don't just sit in the back and mash the heal button.
At lvl 20 you get your first res, but it has to be used out of combat. Later, post 40, you will get Rally! A legendary trait which enables you to resurrect in combat.
Throughout this guide I will use a few common terms new players might not be familiar with.

Dps - Stands for damage per second, but is often used in place of the word damage. This term also refers to a player who's job is to deal damage. (I do 5dps, my dps is insane, I'll do dps)
Aggro - (aggravation) Is the hate a monster has towards you. In order to determine who the monster attacks each player has a level of aggro. Whomever has the most gets the monsters attention. This is important to understand as a healer since you want to make sure that you're the target as rarely as possible.
Tank - Generally a guardian. This is the person who is designated to take the damage for the group.
Crit - Refers to a Critical hit or cast. Your character has a crit rate and every spell or swing has a certain % chance to be much larger.
Adds - Additional monsters.
Freep - This is what you are! unless your playing your monster character. It stands for Free people.
Mez - A skill that freezes a mob, usually broken if the target gets damaged

Now that that's out of the way, I'm sure you want to know why I'm writing this guide. Firstly, I cant find a job and I'm bored stiff. First year university student apparently doesn't mean much on a résume. Secondly, I haven't seen a very thorough guide. There are specific questions, but sometimes a skill can be confusing or there are answers to questions you never even thought to ask. Thirdly, I love my minstrel. I'm generally a dps class in most games, but the minstrel just captivated my very heart and soul. I want to share my interest in this class and perhaps somebody will read by guide and have an idea or want to try one of my ideas. I just want to share the love! Now wont that make my mother proud
Lets hope someone out there gets something out of my guide or maybe you just want to read it cause you're bored and like reading my ramblings. Whatever floats your boat as they say.

2 - General Specifics

2.1 Tiers? Anthems?
One of the more interesting new things you're gonna have to learn to deal with as a minstrel is the idea of Tiers, and Anthems. Most of your attack songs and buffs are assigned to a tier, an example of a tier 1 ballad is the Ballad of Vigour.
Once you play a tier 1 ballad, assuming it wasn't resisted (T.T) you will now be able to play tier 2 ballads for a certain window of time. Think about it as about 2 songs before you lose access to that tier. Once you play a Tier 2 Ballad such as Ballad of Swiftness, you then unlock Tier 3. Tier 3 is different, as the ballads you can play here are buffs. For example a crowd favourite is Ballad of War, a 10% melee damage buff. This buff only last 15 seconds but it is quite powerful. After a third tier ballad you unlock the ability to play an Anthem. Anthems are generally rather powerful. One example being Anthem of Valor. It is basically an AoE damage attack. The catch with Anthems is once you play one, all your tiers are reset and you're stuck with only tier 1 ballads again.
What this means for a Minstrel is that not only do you have to heal your party, but in order to keep them happy and buffed you need to also think offensively. The following are a few little tricks to help you get started.
In your UI options there is the option that if your current target isn't an acceptable target for your skill, to target their target. This way I find I make less mistakes when I have to use an attack skill to build up my tiers. I can mostly just target the tank for healing, and either just keep targeting the tank when I attack, or the dps class so I know im not going to be attacking anything that doesn't have enough aggro built up on it.
As a note there is a trait, Smooth Voice, which turns your Ballad of Vigor and Balance into buffs for the whole party. I haven't experimented much with it, as the buffs are minor at the lower levels and for soloing and small groups. I need those ballads for dps. >

2.2 Heals!
For the most part as a minstrel you have 3 basic heals. First you have the quick little heal called Raise the Spirit, secondly you have a much larger one called Bolster Courage. Finally you have the group heal called Inspire Fellows, which also gives a minor 1% reduction in damage.
As well, we have a few other heals at our disposal and following this little introduction. I am going to go over my experience with each of these heals and hopefully include other peoples experiences as well.
Also many of your heals, unlike your attacks have a short animation after the cast. This disables movement, which is something that you will probably notice early on and will be the bane of your career.

Raise the Spirit lvl 1
"Im cheap and fun!" (Wii joke #1)
In terms of power cost, raise the spirit is your cheapest option, but not by much. This is not your most power efficient heal and should only be used if the player is particularly squishy with very little morale(think lore-master), or if you need to get a quick heal off before somebody dies. This heal also has a short 1 second timer between its uses. This means you can't just chain these heals one after another. If you are relying on this heal, you can usually fit an offensive song in quickly between heals for that little added dps. BAM. At higher levels once you have Bolster Courage you will use this heal much less, but until then, this is your 'bread and butter'.

Inspire Fellows lvl 10
"aka Taunt!"
This skill is notorious for attracting large amounts of aggro. It doesn't heal for that much and it consumes a large amount of your power. Many players avoid this like its a 50dkp minus, and truthfully, I think many people should. Although it's a tough tool to use, because it has limited uses, that doesn't make it useless. Throughout the game you can sometimes run into mobs with an aoe fire dot (one great example being the Matron Drake in the South of Angmar). This is when this skill truly shines. Assuming you are confident in your tanks ability to keep aggro you can generally knock off a group heal to top everyone in the group up. Play around with it a bit and try to get a feel for how long in a fight you have wait before it's safe to use this skill. A lot of healing is getting the feel for your aggro level, which is something you just have to learn through experience. Keep in mind that your aggro level will be different with different tanks.

Noble Cause lvl 16
"The *******(illegitimate) child of dps and healing."
Often underused and forgotten about Noble cause can give a nice group heal in some situations as well as provide a little dps. Soloing I use this skill as often as it is up as it provides me with 5 quick Heroic strikes, and with a 2.5min cooldown its nothing to be stringy about. In a nutshell, Noble cause resets your Heroic strike timer, then lets you unleash 3 strikes on the mobs, without any cooldown, as an added bonus each hit heals everyone in your group. The heals are related to the damage, so if you have the trait that gives more heroic strike damage or have a slow weapon with high damage you will notice larger heals. To get 5 smacks out of this skill, first use heroic strike, then use Noble Cause, lay down your 3 fwacks of fury, then finally end with a 5th heroic strike. This is a nice little chunk of damage, and can also give a little healing to the entire group or yourself if soloing. USE THIS SKILL, so many people completely ignore it, which is silly given how powerful it really is.

Bolster Courage lvl 18
"I'm large and in charge." (2nd Wii joke)
Once you hit 18, you've received your new 'bread and butter' heal. The casting time is slightly longer, but the amount of morale it recovers is much larger. The power cost is also very close to that of Raise the Spirits. A good habit to get into is to know how long your heal takes to cast. It sounds silly but some times your tank is going to be low on morale, but you wont have time to pull off a longer heal. At those times its generally a good idea to pop a smaller heal than risk your tank dieing mid heal. A good tactic is to know how much health your tank has and never let him drop past a certain threshold. Keeping a tank full health is often in-efficient, for example if he is only missing 600 morale and you heal him for 710 that's 110 morale lost. Generally it's safe to keep your tank around 50-70% of their max morale. Personally I find this to be good because, if he gets a big hit, he's not so low that he's gonna die, but if you get a crit heal all of that extra morale isn't wasted. Often times some tanks will get anxious if he or she is constantly low on morale and might start using cooldowns in fear of dieing. If this is the case try to reassure your little canned chicken that he will be just fine.

Anthem of the Free Peoples lvl 20
"Cruise control for healers."
This is an anthem that increases in-combat morale regen. This wondrous skill makes healing for its 30 (45 trait-ed) second duration rather easy. Aside from laziness, it also has some practical uses. In boss fights where there are lots of adds, this skill is your saviour. When you use this skill, the aggro gain is minimal because you aren't actually healing the players, you are simply increasing their regen. In fights with aggro problems putting this up for the first 30 seconds allows you to really skimp on the heals, thus permitting you to not only sit back and have a snack, but also prevents you from drawing aggro from one of the mobs early on. In fights such as Ivar in the Angmaur, this is really useful for helping the tank setup the initial aggro. Earlier on and example would be if you've reached lvl 20 and are in the Great Barrows. There is one boss fight with the 2 elites who spawn frequent adds, this skill can take over the healing for the first while so you don't have to worry about all the wights and disembodied hands bending you over. Often times Ive found in that particular fight, that you can drop the boss who spawns the mobs before the anthem is over, making the fight much more manageable. Even, dare I say it, easy.

Triumphant Spirit lvl 30
"Larger and in charger!" (3rd?)
Sitting in the right corner with a 15 Minute cooldown is Triumphant Spirit. Those from FFXI might remember something called Benediction, its basically the same idea, with less aggro generated. Using this skill isnt a guarantee of getting aggro, but it does give a massive amount. Generally in controlled fights I will only use it if sombody is really close to dieing and needs a large heal quick. This skill has no casting time and is your largest heal healing the entire group for a massive amount. This skill can be a life saver. Another use for this skill is when you're training (think choo choo here), not leveling, but running through a large aggro area trying to get through without dieing. Usually a higher armor class will run through but if their low on HP you can pop this skill to heal them fully, be aware though, you will now be the target of all the trains passengers, so its best saved if you know that you can run away from them all. I also use this is im being lazy and forget to heal myself while soloing. Ive done this countless times, and given its a 15min timer, use it when you can.
As an added note, Milarien pointed out that I forgot to mention that because of the lack of casting time, this spell can be used while you're running. Useful, trust me.


2.3 Buffs!
As a minstrel you are given a nice selection of buffs for your party. Some of which are Ballads, some Anthems and others can be used out of combat. A good minstrel heals his group and keeps everyone alive. A great minstrel keeps his group buffed and ready for the fight ahead.

Ballad of War lvl 6
Melee made easy.
This is the first buff you get and the one people are going to want most of the time. This is a Teir 3 Ballad and last 15 seconds. the 10% melee damage increase is quite hefty but requires teir 3 Ballads to be unlocked, so there is at least 2 songs you need to play before this song. This buff is often a safe bet, and champions will love you long time for this one. This also helps the tank as more damage means more aggo, not that much, but every bit does help.

Ballad of Unshakable Will lvl 8
Seasons don't fear the reaper... nor should you
Great, now I got a song stuck in my head, as do most of you, but regardless, here's the lowdown on this Tier 3 Ballad. Fear resistance. Many mobs in this game, especially wights gives will debuffs, they often rear their ugly little heads in the form of a dot, or even worse a massive debuff to will and fate. Ive seen will debuffs upwards of 70 will, which is quite a lot of my power gone. At lower levels the 1-2% fear resistance may not seem by much but as you level it grows. Don't be too quick to blow this off. Its not that hard to throw in as you can easily play 2 tier 3 ballads before you're forced to either renew with a tier 2 or use and anthem to start from scratch. Fear is annoying, don't underestimate it, it may not be a 100% buff but when your power pool drops, don't say I didn't try to help you. This one lasts for 20 seconds.

Tale of Heroism lvl 22
wtb clever comment
I dont know what to say about this skill. Its painfully simple. It gives Will and Fate, and its an aura around you, so everyone in the part near you gets it. Keep it on all the time, there is no reason not to always have it on.

Anthem of Compassion lvl 24
Makes healing less aggravating.
Not to you, but it sure does to the mob. If you're worried about attracting aggro on a mob, this a good skill to pop up. 30 seconds of 40% less heal aggo is nothing to scoff at, and if you're in a fight where you know you're going to have issues with aggro, playing this anthem can give you a little more wiggle room. I like to use this if I know I'm gonna have to be spamming heals, if its a boss that does loads of damage, or if weve got an off-tank situation and I need to be a little more careful with my healing aggro.

Song of Soothing lvl 28
Aggro reduction for the rest of us. (Ha, a Dummy book quote, how appropriate)
Being a healer sometimes mean getting aggro. Believe it or not, even minstrel Messiahs such as myself pull aggro from time to time. This ability is better used unprovoked.. or rather preemptive(thanks Bush) as it has a casting time that can be setback by getting smacked around. I try to use this skill as much as I can, Its a good habit if you're not in a rush, better safe than sorry. But mostly I do this because it unlocks a trait that lowers your overall aggro gain. Which will most likely come in handy with endgame PvE especially Raiding, where its less you want no aggro, but just need to make sure you got less than the other healers ;D

Ballad of Flame lvl 32
Only you can stop forest fires.
If not forest fires, than at least this tier 3 ballad help prevent those maniacal fire dots that lag my computer. Early on not much does fire damage, but as you get into the higher levels, you'll start to have run ins with drakes and other fire hurling menaces. Also in monster play the reaver at later ranks can make all his attacks fire, this probably will help in that respect. The times when you should use this buff are rather self evident. If it spits fire, breaths fire, or is generally on fire, its a safe bet this buff can help deal with some of the damage.

Lay of the Hammerhand lvl 42
Choo choo!
This skill makes you a training machine. Low Power doesn't kill you, low morale does. Power also comes back to you out of combat at a relatively generous rate. Use this when you know you're gonna take damage, the power drain isnt that bad, and this skill will probably save your life many many times.

2.4 Utility Skills
Minstrels have a bunch of odds and ends in their toy box. Hopefully here I can demystify any skills that you were unsure of possible uses or if you wanted to see what I had to say about them.

Cry of the Valar lvl 12
Rawr!
This skill often has a veil of confusion surrounding it. This skill will send aggro mobs running. For example a wolf will just attack you, it doesn't threaten to attack first. A wolf can be a target. A bear will threaten to attack first and thus will not be a valid target for this skill. It should also be noted players, freep or monster, cannot be the target of this skill. A second common mis-conception is that the mob you send running will pull adds. They don't. It doesn't Pull. One more time. It doesn't pull adds. The only time this happens is if you send a mob running that was being attacked by a pet or a particularly stupid champion. Use this skill as much as you want, its another CC and comes in handy both in groups and when soloing. Its also good if you're being hammered on, as its instant and gets the mob off you. Make sure your guardian knows you will do this though or it could cause some confusion.

Song of the Dead lvl 18
Rest for the Restless dead
This song is a mez that ends before the recast timer. When you fighting wads of undead, this is how you can help the burglar and lore-master with CC. I tend to use it with soloing or duoing undead with a none mez'ing class. Usually the Lore-Master or the Burglar have things under control, but if they need help, you can. Its worth noting that Lore-Masters cant mez the undead, so you may need to take over for the undead mobs.

Song of Restoration lvl 18
Have no Fear! your Minstrel is here!
This song is on a rather stupid recast timer, so each death you're only gonna get it off on one person. Generally, if your group wipes, its good to get the dread off your tank. If thats not an issue, im partial to putting it on another squishy, such as a lore-master. Or trade em with another minstrel as it can't be cast on yourself.

Cure Fear lvl 26
Seasons don't fea... did that one already >.<
This skill is on a 1 min timer so I use it mostly if I get a huge fear debuff on myself or somebody else like the tank. Can be useful when soloing with fear dots. Its only a 1 min timer, so dont be afraid to use it. Too many people save it for the "perfect" time, but letting it sit idle is a waste.

Cry of Chorus lvl 26
Your 10min fast-forward button
This skill is going to be your friend. Don't be surprised of one night you scream for Cry of Chorus. But fear not, just like in the cheerios commercials, its okay to love it that much. This skill enables you to play any tier ballad or Anthem. If you don't have time to pop up the Anthem of the Free Peoples, or Compassion, use this then throw it up fast. A common mistake is to just go right to the Anthem of the Free Peoples. Instead play a Tier 3 Ballad, which will unlock the anthem, but also give you the much loved 10% damage or fire/fear resist.

Song of Aid lvl 30
Unleash the beast!
This song is actually pretty interesting. It lasts 10 seconds, and during the length you cant do anything else. What it does is it triggers all reaction abilities. If there is another minstrel in the group for example, all his tiers are unlocked. For Guardians, they are free to spam their aoe taunts or their stuns. As a bonus, it removes the recast timer for Lore-Masters and reduces the morale cost for them to use their heal, so if there is one in the group, they can cover for you with heals while you do this. One example is that I play with my gf a lot, and she is a lore-master. Her heal takes morale and power, as well it also has a rather long cooldown, 20 seconds I believe. If the tank is getting low in health and needs a quick burst of hp, I can pop this song and the lore-master will be able to heal the tank at an insane rate. The insane hate the lore-master generates can often be offset by the tanks ability to use all of his reactive abilities. Ive seen some pretty cool things pulled off this with skill, its really fun to toy around with.

Song of Distraction lvl 34
Look, over there, look, right there!
I dont use this song much as Ive had bad experiences with it. If it is resisted the mob will aggro you. If successful this will let your group sneak past mobs or split pull a group of mobs. It has a rather long cooldown so you can't always use it, but try using it when you can. It has been noted that this can be helpful when harvesting to reduce the mobs aggro, there's an example of something simple that never even crossed my mind =D(had to change the smilie, did you know you cant disable them.. and you're only aloud 4 in a post O.o)

Still as Death lvl 38
"Playing Possum is what we do. We die, so we live." -if you don't know who this is, you need to spend more time with kids
Being a character that can resurrect other players, it makes sense that if we can live, every ones happy. If you're wiping, run then die. Not literally, just play dead, wait till everything is done, then resurrect everyone and rejoice. Be wary, its not a 100% deal. It helps if you're a hobbit to have the backup, but don't be surprised if they both fail. That being said, its saved me many times, and its much, much more reliable than Song of Distraction. Also, as a note this skill if successful clears all aggro, which is infinitely useful in very aggro cautious fights.

3 - Traits And Virtues

3.1 Trait List and Explaination

Battle-Hymn Use Anthem of the Valar ? times
"Defeating enemies with Cry of the Valar gives group combat boost.
Line Bonus: +65 to max Power"

How often do you defeat enemies with a skill that does damage rivaling a champions auto-attack...

Focused Performance Evade 300 attacks
"Your skills are more difficult to disrupt.
Subtracts 10.0% from Induction Duration. Line Bonus: Fear Resistance 2.0%."

Induction = casting time. Who can say no to a 10% reduction in casting time. There has been some confusion surrounding this skill. I did some tests using bolster courage, starting my timer when I click and stopping when the bar is full. 10 tests with, 10 tests without the trait. the average time for bolster courage without the skills was 3.03 seconds, with the skill was 2.74 seconds. This leads me to believe that it is indeed casting time that is effected, buy the 10% labelled which would work out to be .3 seconds, which is what appears to happen.
After doing this though, I am starting to wonder if that third of a second is worth it.

Glorious Anthem lvl 30 quest
"The duration of your Anthems is increased.
Adds 15.0 to Effect Duration. Line Bonus: moralee Regeneration in combat 0.3"

Useful. 15 more seconds of reduced aggro(not working atm) , and 15 more seconds is easy mode healing. I like it personally, doesn't add to your dps, but the extra 15 s of Anthem of the Free Peoples is useful. I used it for a while, but slotted in more dps talents to speed leveling along.

Graceful Demeanor Use Enlivening Grace ?(gota log in and look) times
"The effects of your Enlivening Grace and Rally are enhanced.
Subtracts 2.0 from Bringing back fellows from defeat induction time. Line Bonus: Fear Resistance 2.0%. Adds 20.0% to Revive moralee Total. Adds 30.0% to Revive Power Total"

I could see this being much more useful with Rally and ressing in combat, but when you're out of combat, 20 more health and 30 power saves all of a few seconds. As a note, Rally isn't available until your first Legendary trait slot opens up at 41. Milarien the Defensive Minstrel would also like to point out that this skill does become useful at later levels when you will be using Rally.

Harmonious Melody Use 1500 ballads
"You have a longer window of opportunity in which to perform your next tier of Ballads.
Adds 5.0 to Effect Duration. Line Bonus: Adds 0.3 to moralee Regeneration in Combat"

I personally don't see much utility in this skill. The only reason you would want this is if you had multiple skills to use in the 3rd teir. Which you dont really, it might come in handy if you needed to heal a few times between teir progression, but your trait slots are valuable and there is better traits to place.

Heralded Saviour Use Song of Aid 400 times
"You use your Song of Aid to greater effect. This song is especially effective at lightening the hearts of your fellows.
Line Bonus: Fear Resistance 2.0%"

Doubles the duration of song of aid from 10s to 20s
Shortens the recovery time from 10m to 9m
Thanks to TheSidhe for this information. With this slotted I could see more fun being had with the skill. Id still like to toy around with this skill more and see if there is any really interesting things that could be done. If somebody has a cool story about using this skill, feel free to post it.

Herald's Hammer Use Herald's Strike 700 times
"Your Herald's Strike is more effective than before.
Adds 100.0% to Herald's Strike. Line Bonus: Adds 50.0 to Max moralee"

This skill has some good solo uses, the added damage is nice, as well when using Noble cause, more damage = more heals. As well, the dps is always welcome when it comes to soloing or small groups.

Life-singer Use 1000 Healing Songs.
"The Power costs of your moralee-renewing skills are reduced.
Subtracts 10.0% from Power Cost. Line Bonus: Increases moralee Regen in Combat by 0.3"

If you're healing a lot, this could be useful, I heal a bit, but power has never been an issue for me. Perhaps this is another trait that shines with endgame content. Ill give it another shot once Ive done more endgame.
Again it has been noted that in my infinite wisdom, others have a different opinion than me. Apparently, not everyone has a Lore-Master for a girlfriend and they might end up doing hard content without one. You poor poor people. But regardless, the survey came in and the cries of the people tell me that I didn't give this little beauty Justice. If you are noticing you have to cut back on buffs or give up on other parts of your job to have enough power to heal. Grab little little beauty, it should help with your power problems!

Light in the Dark Use Ballad of Resonance 1000 times
"Your Tier 1 and Tier 2 Ballads inflict more damage to your enemies.
Adds 10% to Tier 1 damage. Line Bonus: Max moralee 50.0"

10% damage is 10% damage. If you're needed for dps, you cant go wrong. If your song does 100 dmg you now do 110. Not life changing, but useful.

Piercing Cry Use Ballad of War 500 times
"The duration of your Tier 3 Ballads is increased.
Adds 10.0 to Effect Duration. Line Bonus: moralee Regeneration in Combat 0.3"

This is a common trait for people to use, and an extra 10 seconds to Ballad of War is nice, but the other Teir 3 Ballads haven't gotten too much mileage from me yet. I personally dont bother with this.

Powerful Voice Use 300 cries
"The Power costs of all your Cries is reduced.
Subtracts 5.0% from Cries Cost. Line Bonus: Power Max 65.0"

Never touched this one myself, and I honestly have never been strapped for power while I was trying to do dps. I see very little value in this trait.

Silver Tongue Use Cry of the Chorus 125 times
"Your Songs recover more quickly than before.
Subtracts 3.0 from Song Skill Recharge. Line Bonus: Fear Resistance 2.0%"

I never really see myself needing to use a song 3 seconds sooner. I will probably take this trait for a spin some day and see how it goes. Who knows maybe it will end up being good...

Smooth Voice Use Piercing Cry 600 times
"This skill transforms your Ballad of Vigour and Ballad of Swiftness to become slower songs, that no longer deal damage but act upon your fellowship for a longer duration.
Line Bonus: Adds 50.0 to Max moralee"

I don't use this because in small groups, or duoing, my dismal dps still has some use, so I wouldnt get too much mileage out of this skill. I will be sure to look at it again once I'm knee deep in endgame content.
Milarien noted that using Smooth Voice you are able to run up the tiers before combat and get of a Anthem of the Free People or Compassion right as the fight starts. This has been echo'd by quite a few people, as well as the value of it in a large group. If you're specc'ing more into full group healing and buffing, this is a good one to take.

Subtle Movements Use Soothing Song ? times
"-25.0 from threat
Line Bonus: +65 to max power"

Generally, aggro isn't a problem for me. This is another trait that looks like it will be something that gets more mileage with raiding assuming we are doing a lot of healing. As a note, people have been saying this skill becomes more helpful later in game, not just with raiding. Aggro is bad, and if you would rather be safe than sorry, I would recommend this. Personally, I think it hasn't been an issue with me since I've never done anything challenging with a pug, so your mileage may vary. Thanks to those who pointed this out though.

Unrelenting Land 100 Piercing Cry critical
"When you land a critical Hit with your Piercing Cry, your enemy is stunned. This trait also causes your Piercing Cry to recover faster.
The sound of your voice can stun your enemies. Line Bonus: Max moralee 50.0. Subtract 5.0 from Skill Reset."

This skill is amazing. I slotted it as a joke, but it is no joke. It greatly increases the crit rate of your Piercing Cry, as well your crit will stun. Not only that but it casts much faster. This makes a rather large difference in damage as well, get it fast and use it.


3.2 Virtue Stat Explanations
First off, throughout your level career you will gain access to 5 Virtue slots. Each Virtue has between 4 to 7 ranks and they are obtained by completing deeds. For an excellent guide to getting your virtues, I'd recommend Fizen's Guide http://forums.lotro.com/showthread.php?t=33459 which I used as a reference when I created the list of Virtues for my guide.

Each Virtue has 3 stats, the first stat is a major boost, the second in a lesser and the third is a rather minor. They are labeled in order to the best of my knowledge.
Initially I started writing the guide, talking about one trait at a time, but I found that I was just repeating the same things over again, so instead I will list the bonuses and give you my take on all them, and then make some suggestions on traits.

Melee Resistance
You will get beaten on, its a fact of life. Especially when soloing or duoing with another squishy. This can be quite useful to minimize the damage you receive. It's not something I would put a lot of emphasis on, but it defiantly is something I consider a plus on a trait.

Ranged Resistance
I don't take much ranged damage, even on a bad day. When soloing, I want to be in melee range for the added dps. When grouping I am usually in melee range, or if not in melee range, close enough that the mob doesn't use ranged attacks on me. There are times when adds will hammer on me from a distance, but its not common, so I really would place very little value in this stat.

Disease Resistance
Disease debuffs tend to be of the -agi/-might nature. Its not that I like having 1 might and 1 agi, but in groups, it really doesn't make much of a difference to me. If you're soloing with mobs that regularly use Disease debuffs and you need that 50 might or however much you have, then you could try to factor some of this in, but other than that. I don't worry about it.

Wound Resistance
Wound is generally a dot. I haven't encountered much in terms of AOE dots using wound, or any stat debuffs. But there is a common runspeed debuff used my animals. For a healer a dot really isn't much. Over the course of 1 min or however long it lasts, we might have to pop a small heal. The run speed debuffs aren't frequent enough or annoying enough to justify must Wound resistance.

Poison Resistance
Poison is another thing don't notice much aside from dots. The dots are never really to terminal, and I believe there is a power drain poison, but it is both rare and dismal. I wont say that later in the game there might be an encounter where poison resistance helps. Right now I'm saying you encounter it rarely, so its not worth really worrying about.

Shadow Resistance
Shadow damage rears its ugly head semi-often while fighting evil. Ghost may have it, wights, and the dots that usually pair up with dread debuffs are often shadow damage. This is nice, as you will notice some aoe shadow attacks from time to time, but again its not that common, especially if you're killing in friendly non-evil places. Unless you're fighting lots of undead, Id favour melee resistance over the much rarer shadow.

Fear Resistance
Fear is one I would recommend. Ive mentioned it before that Fear debuffs are will/fate and Ive seen as high as -70will/fate. That's annoying. If have full power, that just took a chunk of your pool. Again, not all mobs do this, but bears are also known for fear dots, making this resistance semi-relevant. Because of the actually annoying debuffs associated with fear as well as the fact that many different kind of mobs use fear based dots, I would recommend trying to get some Fear resist into your virtues.

Magic Resistance
I honestly have a hard time thinking about a time when I've taken magic damage, if I did, I didnt notice it. At this point in time, this stat is pretty much useless to me. If anybody knows of an example of when a mob uses magic or if there is something painfully obvious that I missed, I'm sure you will point it out.

Out of Combat morale Regen
This speeds up out of combat morale regen. usually in healthy amounts, and this defiantly helps speed downtime. As a minstrel you can usually just top yourself up quickly with a small heal so I really don't care about this skill much at all.

Out of Combat Power Regen
This is something I like to look for in a Virtue. In some fights you're gonna be drained of power. Who wants to wait there for 5 min just to get all your power back before engaging the next mob. "But Tyar, it doesn't help in combat." That's true, but this is just like morale Regen, and it will frustrate your fellowship to no end if you need a 2min break after every pull to regen your power.
As a note, this particular liking of out of combat power regen appears to be a personality quirk of mine, so take it with a grain of salt. There is food that can increase your regen and a minstrel, given the high wisdom will have a pretty quick regen time anyways. I think the quick regen came in more handy for me in the duo'ing situations when we were chain pulling.

In-Combat moralee Regen
I am usually pretty good moralee wise while in fights. Sometimes I take damage, but I usually have no problem topping myself up every so often. Early in my career I tried to get more morale regen so I could try to ignore my own morale bar and leave it to regen. Not a good idea. Id recommend just relying on self heals to watch your morale, nor in-combat morale regen.

moralee Bonus
Who doesn't want more moralee. People can argue till they're blue in the face that they are a more efficient healer than you cause they have this much more power. But In group situations I seldom find myself running out of Power, more often an add we weren't expecting shows up, or something happens I take damage. If I die, the group is gonna be in for a rough ride. Playing dead is one solution in these cases, but there is something to be said about being able to take a few hits while the tank takes the mob back. This is my opinion and I know some will argue the perfect scenario, but Id rather have some moralee and no power left at the end of a fight than some power and no moralee.

Power Bonus
Power = good. You can never have enough power. I think regen is more important, but a large, full pool of power gives you a healthy reserve for the fight ahead. Some people tend to go overboard with power and just try to get as much as they can. I think thats silly, you do need a balance, but you can't really go wrong when you add more power.

Armor Bonus
Armor prevent damage. Most of the Armor bonuses that come with traits are so minor I wouldn't even factor them in. How often does 3 Armor save your life?

Will Bonus
The benefits of Will are many-fold. Not only do you get some power, but you get a bonus to fear resistances as well as your out of combat power regen. Anybody whose read this far probably knows I am a huge fan of out of combat regen, so I would sooner reach of the Will than the +power, as you still get some power, but you also get a whole slew of other useful stats.

Fate Bonus
Fate is allegedly broken at the moment, but in its tooltip fate is supposed to increase in-combat morale and power regen as well as increase the crit rate of heals and the damage of dots. Minstrels don't have any dots, but the crit heals do help, as would the in-combat regen. Sadly the in-combat regen potion of Fate seems to be broken. As of this current patch, Fate is slightly less valuable, but expect that once it is fixed, it will be a useful stat to have.

Agility Bonus
This one I'm sure to take some flak for, but here it goes. I like agility. If you're getting hit, I would much rather evade/block/parry than take even the slightest amount of damage. Not just because if you do, you take no damage, but if you do, your casting isn't interrupted. This helps o-so-much when you need to get a heal of and a mob hits you. Personally I have around 30% block/dodge/parry and having mobs only interrupt me 1/3 of the time when I get hit is a god-send. Not to mention that It completely mitigates the damage. I have yet to do much thorough testing on the amount of evade/parry per agi, but I will get on that and put it up asap.

Might Bonus
I don't do much melee at all, and as a hobbit I'm lacking a whole lot in this department. Aside from the whacks between songs and your Heroic strike this stat does very little for us. I don't even bother factoring it in when deciding on virtues.

Vitality Bonus
Vitality primarily gives more moralee. I like moralee for the reasons discussed in the morale section. That being said Vitality also gives a bonus to out of combat morale regen, and resistance to poison, wound and disease. Not only that but it increases your Shadow and Fire mitigation, which is always nice, mostly at higher levels.

3.3 Virtue List
Here is the list, first is the major stat, second the lesser, third is the very minor bonus.

Charity
- Wound Resistance
- Ranged Resistance
- Out of Combat morale Regen

Confidence
- Fear Resistance
- Will Bonus
- Out of Combat Power Regen

Compassionate
- Ranged Resistance
- Out of Combat Power Regen
- Magic Resistance

Determination
- Agility Bonus
- In-Combat moralee Regen
- moralee Bonus

Discipline
- Might Bonus
- Disease Resistance
- Melee Resistance

Empathy
- Armor Bonus
- Fate Bonus
- Fear Resistance

Fidelity
- Shadow Resistance
- Vitality Bonus
- Power Bonus

Fortitude
- Out of Combat moralee Regen
- Might Bonus
- Disease Resistance

Honour
- Poison Resistance
- Shadow Resistance
- Vitality Bonus

Idealism
- Fate Bonus
- Fear Resistance
- Will Bonus

Innocence
- Melee Resistance
- Poison Resistance
- Shadow Resistance

Just
- In-Combat moralee Regen
- moralee Bonus
- Out of Combat moralee Regen

Loyalty
- Vitality Bonus
- Power Bonus
- AC Bonus

Merciful
- Out of Combat Power Regen
- Magic Vulnerability
- Agility Bonus

Patience
- Out of Combat Power Regen
- Wound resistance
- Ranged Resistance

Tolerant
- Magic Resistance
- agility Bonus
- In-Combat moralee Regen

Valour
- moralee Bonus
- Out of Combat moralee Regen
- Might Bonus

Wisdom
- Will Bonus
- Out of Combat Power Regen
- Wound Resistance

Zeal
- Disease Resistance
- Melee Resistance
- Poison Resistance


3.4 Virtue Recommendations
using the previous list, I'm going to go over one selection of Virtues and why I chose them. Of course virtues are where people can personalize their minstrel to suit them, so Ive given you information on all the stats, and Ive given you a list of everything. Grab a piece of paper, and figure out what ones suit you best.

Here's how I go went about it. I went through the list and I looked at the 3 stats and make a few lists:
If I like the first one, and the second one, I put it into one list.
If I like the first one, but not the second one, but maybe I do like the third, Ill put it into a second list.
You can make a third list if you like, with just ones that you like the second and third but not the first, but I tend to not get it unless I at least like the first.

Next once Ive got a few traits down, I look at the stats I like to use little abbreviations on the stats so I know why I liked each one when I'm trying to fill in the blanks.
For example Confidence if Fear resistance, will bonus, and out of combat power regen so I write down fear, will, oocP.

For me, my lists looked like this
First list:
Confidence - fear, will, oocP
Fidelity - sha, vit, power
Idealism - fate, fear, will
Wisdom - will, oocP, wound

Second List:
Empathy - AC, fate, melee
Innocence - melee, poison, shadow
Just - icM, moralee, oocM
Loyalty - vit, power, AC
Merciful - oocP, magic, agi
Valour - moralee, oocM, might

In this case, Ive got 4 I really like, and 6 I kinda like. You may have noticed I cheated on Wisdom, as I don't like wound that much, but the will is just too much to pass up for me. Anywho, I need to grab a 5th. My first 4 have plenty of shadow, out of combat power regen, power, fate and will. I could definitely go for some more Melee mitigation or moralee, maybe even some Agi. With this in mind I look through my second list and see that loyalty might be a good option, or maybe I should go more mitigation and get innocence. I settled on Loyalty, but any of those on the second list would have worked.

My final list was Confidence, Fidelity, Idealism, Wisdom and Loyalty.

Try it and see what you come up with. Its nice to have ones to shoot for so you know what to look for when you're doing deeds. This is my ideal setup, I currently go with something less than ideal due to the deeds I've been able to complete but had I known sooner what to look for, I think id have been a little better off.
post by Tyar@http://forums.lotro.com