LOTRO: Nine Tips on Starting Out a New Lore Master
(https://biobreak.wordpress.com/2013/03/20/lotro-nine-tips-on-starting-out-a-new-lore-master/ dtd 20Mar13)
The Lore-master is one of LOTRO’s “advanced” classes, which means that it is a little more complicated to play that the face-rolling Hunters. For starters, there’s no straight comparison to other MMO classes going on here; the LM is a weird hybrid. At first glance, it looks like a typical mage: He throws fireballs (well, burning embers) from a distance, summons lightning, etc. But he also has a stable of pets. And a couple of staff skills. And a lot of crowd control. So it’s a mage and it isn’t, it’s a pet class but not in the usual fashion, and it’s a crowd control class in an era where that sort of thing isn’t the norm anymore.
The way I think about Lore-masters is this: It’s a flexible class that has a lot of wriggle room to tailor to your own playstyle instead molding yourself to fit it. It’s also a class that puts fights on his own terms instead of letting the enemy dictate the battle.
Here are nine quick tips that should get you off to a good start if you ever decide to roll one:
1. Pets are situational, not all-around.
Ask a veteran LM what the best pet is and you’ll get a different answer every time. That’s because there’s no such thing as an all-around great pet — just a bunch of pets that are useful in different situations or for different playstyles.
Your first three pets will be the raven (level 2), bear (level 14), and lynx (level 30). The raven has weak attacks but offers tactical mitigation that’s great for group content, boosts your fire attacks, and flanks fairly often. The bear is slow-hitting but can semi-tank, stun, and debuff the enemy. The lynx is a lightweight attacker that can do big burst damage but doesn’t scale well.
So be okay whipping out different pets from time to time instead of only sticking with one — at least until you get a handle on how they all work.
2. Lore-masters depend on melee for DPS.
Even though LMs have light armor, the class is designed to wade into fights and knock heads together. If you don’t, you’re ignoring a LOT of DPS that this class can put out. So be okay with getting hit while you hit back! Plus, it’s satisfying to thunk heads with a staff — and just wait until you get a sword to go with it at level 40!
3. Blinding flash puts the battle on your terms
If you’re fighting more than one mob, take the extra out with blinding flash (level 10). It’s a nice way to start a battle, since you can daze a mob for 30 seconds while his partner aggros. While you have multi-mob skills, I’d rather fight one-on-one if I can help it. Bane Flare (level 18) is best used when you have a pack swarm on you — it’s a stun followed by a daze, and can give you a bit of breathing room before combat resumes.
4. Beef up your morale
I’m a big believer in a beefy morale bar for my Lore-master. There are a couple of traits that give you a big morale bump (Master of the Staff should be the FIRST class trait you pursue), as well as plenty of virtues. You’re going to get hit, so be prepared for it.
5. Save Wizard’s Fire for flanks
Normally, Wizard’s Fire is an insta-cast DOT that’s nice for pulling and a little bit of extra DPS. However, it has a bonus effect — a meaty self-heal — that happens following a pet flank. Since your WF has a cooldown until level 54, always keep it in reserve for a potential flank. That heal has saved my hide more than once, and it’s a horrible feeling when you get a flank and that sucker is on cooldown.
6. When using the bear, put his taunt on one of your hotkeys
I never used to use the bear, since on its own it doesn’t do a good job keeping mobs off of you — but that was before I figured out that his 10-second forced taunt is the jewel in his battle-chest. The taunt can’t be auto-triggered, but must be clicked manually. It’s a beautiful thing: When you activate it, it takes the mob off of you for 10 precious seconds. Usually, that’s enough time to win a fight right there.
7. Stuns — love ’em, use ’em.
If I can keep a mob out of commission or from hitting me for at least half of a fight, I’m doing my job. Test of Will (level 6) and Light of the Rising Dawn (level 18) are beautiful stuns that do damage and give you a few seconds to fire off another skill or two. I try to save one per fight while the other is on cooldown.
8. Switch tactics for a swarm of mobs
If you’re fighting three or more mobs at a time, you can get pulverized very quickly. So you need to bust out a lot of multi-mob DPS, fast. Your three key skills for this are Gust of Wind (level 8), Cracked Earth (level 14), and Staff Sweep (level 28). Don’t forget to use Blinding Flash too, as well as any other stuns, dazes, or roots at your disposal.
9. Save debuffing for tough mobs
Most standard and weak mob fights are easy enough that you don’t need to be stretching them out by activating your debuffs each and every time. But if you get to signature fights or above, definitely make debuffing your first priority.
My battle rotation
Here’s how I normally handle fights:
I throw Burning Embers (DOT + DPS) while my pet (usually the bear) runs in
If a stun is up, I activate a stun to stop the mob and allow me to get off another Burning Embers
If my stuns are down, I activate the bear’s taunt
I run in and use my staff attacks whenever they’re up
If flanking happens, I use Wizard’s Fire first, or Staff Strike if WF is on cooldown
It’s simple — but it works pretty dang well. Usually the mob’s health is half gone or more before they land a single blow on me. I don’t want to be casting anything with a casting bar if they’re within range, because setbacks are a waste of time (although there is a way around that). Now, it’s not always this simple — some mobs and situations require adjusting strategy and throwing in a few more skills, but it’s what’s served me well up till now.