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The one thing that stands out here is that we have a very large spectrum of play styles when it comes to PvMP.
- How its played,
- Personal/group goals,
- How its achieved
- etc, etc
It is quite a well established fact, us Freeps play against THE most organized and tactical creep force in the entire game. We have had the experience playing with what some would call "the best" resistance in game. Through out the months (and soon to be years) we have adopted play styles, tactics, ideas of our own as to how we deal with the forces, drive them back, and in the end, defeat them. With out these different play styles and tactics, we would all be lost.
If there was just some way to document it all so that once new recruits come in, their would be a location to point them to, so that they may absorb what experience we have so that then they can make their own educated decision as too how things work, and how they will make it work for them, and what part they will play in this little game of war.
Sometime ago Hargrave put up two posts. One post was a primer on some tips he had for TA fights and the second one as a very basic but lengthy and well written Basic Guide to the Moors, the idea of the Elendilmir PvMP guide was born. I took what I had done from the old Freep Vent Wiki, and properly formatted Hargrave's post into a more instructional skeleton of sorts...its been a monster of its own ever since.
The basic idea of it is to have a set structure with whats called 'Sections'. Sections are individual player Tips, Tricks, Instructional Information, or whatever pertaining to the structure.
Do not edit a section that is not yours. Sections are meant for personal experience, tips and tricks, not discussions. If you want to discuss, their are other places in the wiki, or the official forums for stuff like that, negative or positive.
Do not correct, or correct someone else's section in your section.
You may however correct articles that are not Sections. Article Inserts are meant to be 'neutral' as best to the originating poster can be in general information. Personal experience, tips and tricks are best kept to the Sections.
--Ginko 05:09, 3 September 2008 (EDT)
Elendilmir Freep Contributors
This list will be growing as more player added.
~Be Well
--Ginko 05:08, 5 September 2008 (EDT)
The Basics for Raiding in the 'moors
"This is how we do it"
Joining a raid
There are some different ways to join a raid. The most common way is to ask in OOC. If no raid is available that you can see be sure to check if there's an Open Raid. To check if there’s an Open Raid do the following in game
* Click on Social panel * Then click on the fellowing tab * If you see a raid that says it’s in the Ettenmoors highlight it * Then scroll down and hit the join tab at the bottom
Assisting your Raid
Raid Assist Window
You’ll need to use the Raid Assist Window to focus fire on the raid leaders or the Raid Assist Targets' (RAT) target.
1. Go down to the bottom left hand side and click on Social panel 2. Then Click on the raid tab check 3. Mark Raid Assist Window at the bottom there.
The Raid Assist Window will now be up for you to use.
Three Easy Steps to Target Assisting
--Ginko 16:07, 16 September 2008 (EDT)
1. Type "O" > Raid Tab > Bottom of the box, click "Raid Assist Window" 2. Click ESC button > Options > Combat Options > Enable Skill Target Forwarding 3. Click ESC button > Options > Combat Options > Show the Vitals of your Selections Target.
Of Stars
Stars will give you more renown points when you kill a creep making you rank a little faster (but faster none the less). Dont get carried away with stars though. You will lose them and you will get them back over and over. Don’t let it become a deciding factor of you helping a fellow freep being ganked or limit your game play or influence it. This next part is also good to know about the other side of stars. The more stars you have the more Ren/Inf your worth Using a 1v1 scenario as an example.
If you kill a creep/freep no stars with a 1000 rating you'll get 100 ren/inf
If you kill a creep/freep with 2 stars( rating =1400) you'll receive 140 ren/inf.
So with that said base rating 1000= 100 points of inf/ren. You add 10pts of inf/ren per 100 rating above 1000.
This also works in the opposite direction as your rating lowers you drop in total value, a player with say 750 rating is only worth 75 inf/ren.
--Ginko 17:14, 4 June 2009 (EDT)
Of Rank
Infamy/ Renown Info From: Hydraxy
Title Info from: Nestaron
--Nestaron Felagund 14:36, 17 September 2008 (EDT)
Of Death
You are going to die.

At one point or another, it’s what pvp is. You die, I die, we all die. The question is how does it affect you? You can either get mad and leave the 'moors or you can hit retreat now and come back and put your foot up. The choice is yours. The point is don’t give up so fast or be discouraged off the bat. A lot of times the creeps will be counting on mass wipes or your death alone and not coming back.
Of Rangers and Trolls
A Change in Session play
If said Ranger or Troll Dies 3 Times...no more Session Play
--Ginko 17:15, 4 June 2009 (EDT)
Info from: Nestaron
General Session Play Info
Rangers & Trolls are a fact of the Ettenmoors, sooner or later you will run across one or more of these session play characters. We aren't going to tell you not to roll one of these characters, but do keep in mind that some raid leaders really do not want session play character near their raids.
The number of session plays available to each side is determined by the number of keeps each side owns. Each side always gets one session play. However, the side with the fewest keeps gets a second session play. If your side had three or more keeps you will only get one session play, but if you have less then 3 keeps you will get two session plays.
- Note: Session plays last for 1 hour, then you must wait 12 hours before playing the same session play character again -- if your side has two characters, you can immediately sign up for the other session play character.
Earning Destiny Points
Trolls & Rangers earn small amounts of destiny points from killing NPCs and killing Creeps/Freeps. You earn more destiny by killing Creeps/Freeps than NPCs.
example: Rangers earn 10 to 15 Destiny points for killing an Elite NPC.
- Note: If you want to earn destiny points, there are far better ways to do it. Rangers & Trolls are better used to support Creep/Freep forces than farming Destiny Points.
Rangers
Rangers are good at single target attacks. When played well a Ranger can be an effective "assassin", taking out Raid Leaders, Healers etc.
You then speak to one of the two* rangers who are located in front of the rock by the Tyrant Quest NPCs. You will need to speak to the NPC Rangers again to turn in the quest and start the session play, if one is available.
- Two Rangers will be available if Freeps control less then three keeps.
Requirements
- Rank: Rank 1
- 10 Tokens of Valour
Skills
--Nestaron Felagund 15:36, 17 September 2008 (EDT)
Trolls
Trolls when played effectively can cause panic and confusion amongst Freeps. They are also very effective at Area of Effect attacks. The primary purpose of the troll is to wreck havoc on the Freep force and allow the Creep force to pick off the "squishy" targets.
To play a Troll speak to one of the two* Trolls behind the War-Tyrant at Gramsfoot. It will cost you 5,000 Destiny Points for the session play.
- Same as with Rangers you can only have two session plays if Creeps control less then three keeps.
Requirements
- Rank: Rank 1
- Density: 5,000 Points
Skills
--Nestaron Felagund 16:06, 17 September 2008 (EDT)
Countering the Troll
There are several thoughts on how to deal with trolls. Each raid leader has their preferences on what to do. You should follow their orders when dealing with trolls. Trolls do not give Renown, so killing one is not always the best strategy. Trolls are more of a distractions then anything else.
- Dust In The Eyes - This skill will stack, get a couple of these on a Troll and you reduce his chances of hitting you dramatically!
- Power of Knowledge - Lore-Masters should try drain trolls whenever instructed to do so or when they first show up at full power.
- Fear - Hunters can use Bard's Arrow & Minstrels can use Cry of the Valar to fear a troll. Be aware that if the troll is being hit, it will break the fear.
--Nestaron felagund 21:07, 16 September 2008 (EDT)
Your #1 Life Line
Minstrels.
They are your best friend and life support in raids. You will want to protect them at all costs. If you have a Guardian have him Shield Wall the Minstrel if possible. Also if you have a Lore Master have them put Stun Dot on the Guardian. If that Guardian is not present heep the Stun Dots on the Minstrel. Keep in mind depending on how many Minstrels are in the raid they are responsible for 24 people or 6 at the least at one time.
A minstrel can only do so much healing at a time. That being said keep in mind if you die that is no reason to harass a Minstrel. What a lot of people don’t understand is that if you make a Minstrel mad and they leave you’ve lost a very IMPORTANT person to your raid. Like it has been said above Minstrel or not you’re going to die one way or another at some point in the game, but having them around will prolong this more often than not.
Section I
MorningStarSE (aka Marianna, Captain of Windfola).
Do not the forget the role of Captains in your group. The Minstrels will "top" the health, but if the Creeps wish someone dead, they will put him down. Its the Captain job to prevent this. Bubble-skill like Shield of the Dunedain and In harm's way will transform a dead target into failed attempt.
No Wo/Man Left Behind
If you see someone lagging or someone left behind try to help them out. You will be told to leave them behind or to run. The choice is yours but let me tell you from personal experience that you’ll never regret it even if you die because in the long run those people will know they can rely on you and they will help you if you ever get left behind. Its better to have people you can rely on and help you then it is to create a every man for himself atmosphere and attitude.
General Freep Tips
Section I
-- Faegrim
Two things which I can't stress enough; Listen and use your target assist.
- Please do not leave the raid to go to the delving if you absolutely have to after we take 3 keeps. Help us with the other keeps until you run along. I know you may want to get stones for gear or what have you but don't forget who helped you get into that damn place.
- LOTRO is just a game, times may be challenging out there but what fun is there to be had without a challenge. Even if it means wiping and coming back out to play with creepies/freepies
It does take time to get used to the play style out in PvP, if in doubt look up some of the guides in the Monster Play section of the forums. There are some awesome guides in there made by some of our own.
Also bloodlust is a bad way to die because you will get ***** and killed by the creep or freep you are targetting if you run into their keep or raid. Stick together as a team, if you want to kill someone because they've been griefing you and you won't stop hindering them do it out of raid.
Section II
-- Reddaevel
The ONE THING everyone who plays in the moors should know is something that has been mentioned in a few other threads. Most recently by Pheryllt.
The moors does not exist in a vacuum. It represents a microcosmic community which means your behavior there has consequences. Please, keep in mind that obnoxious behavior there is reflected on you elsewhere in game.
This goes for both sides, freep and creep. Despite the fact that we are fighting a pretend war, respect your opponents and your teammates. I realize that tempers can flare in the heat of battle (mine included) and you can become frustrated with other players. Before you do something that will get you stigmatized as a poor sportsman, think about it.
This includes everything from session play griefing to angry forum posts. Lets try to be friendly when we aren't killing each other, okay?
Section III
-- nu13wun
* know your surroundings. * keep target slowed or put DOTs. * kill as fast as possible, more are gonna come. * don't run, u'll just die w/ your back turned to your enemy! * learn to do something unexpected. * timing, can you kill the target here or should i wait til they get a bit farther * you know your gonna die: jump in circles or make it difficult(parry/evade/los/cc/fear/DF!!1!) * /rp on helps u become a target * don't auto-run into 1-shots ^_^" * HAVE FUN!**
Section IV
-- Wardell
This is not directed at anyone in particular, but everyone um...not so in particular.
Wardell's Number 1 tip for the Moors, have fun in the Moors.
Have fun (repeated for emphasis).
When it's not fun, go do something else.
If that means roll an alt, or go grind out some trait on your PvE Freep, or fish, or craft, or play the AH, or design a new outfit, or vent your frustration on level 6 wolves (Champs with your AOE skill, I know you do it), build Mathom favour to buy [Prized Pie] or whatever ... just do it. Or even turn the silly game off (sorry Turbine, had to say it).
Rangers/Trolls, farming tactics, hornblower pulls, leaders ignored, wipes (wow this sounds like Billy Joel's We Didn't Start the Fire) are all part of life in the Moors. Embrace them, or go crazy.
So, be more like Wardell (not the squishy easy to kill burglar bit) but the having fun bit. Because I do, winning or losing, it's fun. All the time. Then when it stops, I leave.
Player Icons
Primary Icons Most Used
Secondary Icons
--Ginko 22:53, 17 September 2008 (EDT)
Communication
--Ginko 22:54, 17 September 2008 (EDT)
Ventrilo
Freep vent
vent10.gameservers.com 4845
Contact Vent Admins for Access
- Leon
- Illthalion
- Yurpee
- Dongraman
- Halthuren
- Jaggerjaw
- Exoristos/Fantaros
- Pegasus
- Earlynn
- Hargrave
InGame Voice
In Game Voice is used, while not by the majority, there are still a good amount (roughly a 1/3 of the population in the 'moors) that still use InGame voice for whatever reason.
One tip when using InGame Voice is to go to your main Audio Settings and do a Voice check with your raid before heading out into the wild. You best friend for this will be your Gain" slidebar. If someone says your coming in distorted, or way to loud, 9/10 your Gain is to High, just lower it a bit, and you'll be all good.
Kindly reminding others about this issue will go along ways in a raid as well.
--Ginko 22:54, 17 September 2008 (EDT)
Level 50+ starting out
--Ginko 17:13, 4 June 2009 (EDT)
Traits
Yes, traits are a pain in the youknowwhat to grind, but overall it does help you a lot in the 'moors. Depending on your class you’ll want to trait differently. The main traits you’ll want to have are Valour, Justice, Fidelity. The rest of your traits you’ll have to research for your class and see what would best for it. Id suggest checking the lotro classes forums for hunters,Burgs etc check your class there and see what traits people are using and what will work for you.
Valour & Justice
These 2 help you get your morale up. Also helps with non combat morale regen and some in combat to.
Fidelity
Shadow mitigation you’ll want to have this high as well as wargs use a lot of shadow damage depending on how they're traited. You want to get this as high as you can. This helps with BA fire arrows and fire mitigation
Section I
MorningStarSE (aka Marianna, Captain of Windfola)
Rule of thumb about the Traits to use for PvP :
Charity : Wound Resist
Determination : Agi/Morale
Discipline : Might/Disease Resist
Fidelity : Shadow Resist/Vit
Honour : Poison/Shadow Resists
Justice : Morale
Loyalty : Vit and the Vit linked Resist.
Patience : Wound Resist/OCPR
Valour : Morale
Yes having a certain amount of Morale is always important but the resist are very important as well. I'll write a section about "why resists are very important" and how to enhance your dps.
Morale
You’ll want to get your morale as high as you can possibly get it. Look for items that give you extra morale as much as possible. The lower your morale the higher target priority you are so keep that in mind. You want to be at the least 4500 to 7000 being tops the higher the better.
Jewelery/Teal
It is well known, yet not popularly accepted, not everyone can afford to go out and buy a full teal set for themselves. But you want to get yourself tealed out as much as possible. Try and get the Rift/Ettenmoors pvp/future armor sets to help you out there. Most teals give you extra morale or other nice stats. The rift set has the best stats, the Ettenmoors pvp is decent, there’s other sets now to you can get as well. Overall in the long run you want to be tealed out as much as possible. This raises your overall stats and morale.
Location, Location, Location
Maps
Where to Be
--Ginko 16:07, 16 September 2008 (EDT)
Where Not To Be
--Ginko 16:07, 16 September 2008 (EDT)
Reclaiming what is Ours!
Five Keeps to to rule them all.
Five keeps to fight in them.
Five keeps to bring them all,
and in the Ettenmoors...bind them.
- Lugazag
- Tirith Rhaw
- Isendeep
- Grimwood Lumber Camp
- Tol Ascarnen
I will break this section down into THREE basic Categories, with a fourth and fifth as Wild cards, the fourth category (Hot Spots) are big advantage points when owned by Freeps (more on that later) and the Fifth cannot be explored with out owning at least two of the first three categories.
Regarding the first three; Rez Circle Keeps, Keeps in which Creeps and Freeps tend to Farm, and a section for Tol Ascarnen all in itself because its basically one big castle, that when played well, can be a lot of fun, and well, doesn't fit in with the other two nifty categories :)
--Ginko 16:07, 16 September 2008 (EDT)
Do not edit a section that is not yours. Sections are meant for opinions, not discussions. If you want to discuss, their are other places in the wiki, or the official forums for stuff like that, negative or positive.
Do not correct, or correct someone elses section in your section.
"Rez Circle" Keeps
Tirith Rhaw
Common Names: TR
- Burning Oil: YES
- Entrance: ONE
- West Side of the Keep
- Outside Structural Points
- North side, semi-open, LoS capabilities, Broken structure, sometimes called the North Courtyard
Freeps tend to defend and attack this Keep as if it was theirs, you will see Freep Raid Leaders defend it harder than most keeps, and will see Freep Raid Leaders attack it more frequently (besides LC). A big reason is the Rez Circle that is just north and slightly West of the keep which make for good TA fights, STAB Fights and Goldie Ramp Fights due to the proximity of where you spawn if defeated.
--Ginko 22:55, 17 September 2008 (EDT)
Below (soon) you will find strategies as to how different people hit this keep head on.
Section I
--Kriptic
Attacking: Three to four different strategic points for attacking this keep: Goldies fight, TR-TR West fight, TR south Anca rock fight. Goldies fight: Great attacking position because you have bears and Goldie at your back, and further retreat spot of OR. Disadvantage is the ability of creeps to flank you from Poor TR mapping point, or from Eagle's Pass. TR-TR West HS fight: Good attacking position but you do not have any NPCs for back up except for the HS and EC. Position is better if LC belongs to you for retreat position. TR South & Anca rock: Great position if you're out numbered greatly. The rez point of GV is very close and you have NPCs that keeps the creeps incombat. Disadvantage is the open ground which allows creeps to spread out. Anca rock or TR 'clif' is great point if you have enough hunters.
Inside TR: Best way to take the keep is to pull the tyrant and kill him in the middle level of the keep. The exit plans for this keep is on the top floor east side.
Defending: Protect the first hallway as much as possible, and the creeps will mostly attack from V rock or flank from north/south side. If that fails, protect the second hallway to the stairs. After that defend the top of the stairs with AOE and tar. Last defense is in the CG room gate. If you have oil, defend the first hallway and if the creeps charge in, have your light armor people stand on oil and stay in the hallway. Try to keep the creeps in small area where they can't spread out and the freep AOE is most effective.
Section II
Lugazag
- Common Names: Lug
- Burning Oil: YES
- Entrance: ONE
- East Side of the Keep
- Outside Structural Points
- North Broken Wall
- North Corner Structure
- South Corner Stucture
Creeps like to think of this as their home base. It is close to their Main Spawn Point (Grammsfoot) and they will defend this place as if it was their home. Lug is nearly identical in architecture inside as Tirith Rhaw.
--Ginko 22:56, 17 September 2008 (EDT)
Below (soon) you will find strategies as to how different people hit this keep head on.
Section I
Section II
Farming Area Keeps
Isendeep
- Common Names: Isen
- Burning Oil: NO
- Freep Farm point: ORE
- Entrance: Three
- By heading straight north from TR Rez Circle (East of the TA Mote) or heading East from the northern part of TA mote near the top of the waterfall
- (Referred to as 'Grams Side Entrance) can be reached either East of the Troll Cave (West of the TA mote) or heading West from the East side on TA mote
- Outside Structural Points
- North side, semi-open, LoS capabilities, Broken structure, sometimes called the North Courtyard
--Ginko 22:56, 17 September 2008 (EDT)
Below (soon) you will find strategies as to how different people hit this keep head on.
Section I
Section II
Grimwood Lumber Camp
- Common Names: 'Lumber Camp, or simply LC'
- Burning Oil: NO
- Creep Farm point: Quest Items for Maps
- Entrance: Two
- North
- West
- Outside Structural Points
- West side, open area 'lumber yard, LoS capabilities, mob populated
--Ginko 22:56, 17 September 2008 (EDT)
Below (soon) you will find strategies as to how different people hit this keep head on.
Section I
Section II
The Big One
Tol Ascarnen
Common Names: TA
- Burning Oil: YES
- Entrance: THREE
- West
- South
- East
- Outside Structural Points
- Small LoS areas scattered throughout the island]]></gpoint>
--Ginko 22:57, 17 September 2008 (EDT)
Section I
-- Hargrave
First off welcome to the moors. I would like to talk with you all about the "Hornblower" at TA(Tol Ascaren) the castle in the middle of the map on its own island with the 2 bridges. Over the last 2 weeks and the last 2 nights especially I have seen the horn blower pulled endlessly in TA for absolutely no reason other then to do it? Im not sure what exactly is trying to be done there. First off constantly rushing in and tapping him and pulling it just causes deaths and when you pull the horn blower like that the creeps are counting on it to rush with all those NPC’S to web u slow u down and kill you. I saw this happen over 8 times 2 nights in a straight row over and over and the creeps just racked infamy in. Last night I saw the same thing 3 times in a row and I saw a 4th time before I went to bed. So based on my experience and how to deal with it these options are the best way. Any leaders feel free to chime in and lets try end this insanity.
Pull the door guards and troll first deal with those before anything
PUT ALL PETS ON PASSIVE before entering. The creeps will try to tap your pet and run back to the stairs and have it agrro the hornblower
Then have a Burg or Lore master mezz the Horn blower
Have a hunter or hunters Heart seek the horn blower
If no hunters have multiple champs dps it or Burg cj it
You have to kill it before it hits the pole
The easier way to go in sometimes is either the west or east side and try to not pull the horn blower that way its a lot easier in some cases
If your new and not in a raid please don’t tap the Horn blower and try to pull it out thinking your helping the raid as ive observed. This doesn’t help any raid and it causes death and sabotages raids.
If you are part of the raid and you’re trying to make it back in to TA and pull the horn blower accidentally or purposely please don’t bring all the agro onto your fellow freeps. The best course of action is to run it off down the hill if possible or if your already inside and know where your raid is upstairs it would be better to either run it upstairs on the opposite side of the raid and jump out the window or out back out the main entrance or east or west side. The main thing is to avoid as much as possible dragging it onto you fellow freeps
On another note I have observed this at other keeps and OC. Pulling large amounts of npcs to help your fellow freeps is understandable in theory. In general though unless a raid leader asks you do so and you have a fellow to help you especially a minstrel its not a good idea and the reason I say that is 9 out of 10 times if there are creeps nearby especially wargs there waiting for you to do it so they can pounce you and use the NPC’S to there advantage. It’s better to pull a little at a time to you over and over.
So I hope you new people read this and you consider it I wont tell anyone how to play there account but the definition of insanity is doing the same thing over and over expecting a different result we need a crazy pills intervention here lol. Below is a guide from another post I wrote about if you’re new to the moors as well it should you out as well. Good luck all and please remember they may take our stars but they can never take our renoun!!!
Section II
Outposts
There are five outposts altogether. Their locations are marked by the standard references of the Ettenmoors map: when neutral they appear as red flags; when controlled by the Free Peoples, blue trees; and when controlled by Angmar, a red and yellow eye.
* 1 Arador's End Outpost 14.5S, 16.2W
* 2 Coldfells Outpost 20.9S, 17.0W
* 3 Isendeep Outpost 13.4S, 18.1W
* 4 Plains of Gramsfoot Outpost 19.3S, 21.8W
* 5 River Outpost 18.4S, 20.1W
--Ginko 17:45, 4 June 2009 (EDT)
Artifacts and Rewards
Taken From 'Developer Diary: The Ettenmoors Re-vamp, Part 2' http://tr.im/nsPI
For a long time Free Peoples players have been asking for a reason to go to the Ettenmoors. We close this developer diary talking about a reason we added with the Mines of Moria launch. Artifacts are a new concept for The Lord of the Rings Online; and this provides us with an opportunity to introduce new gameplay around them. Our overall goal in the Ettenmoors is to drive combat.
Artifacts have an importance to Eriador which is all their own. They represent the forces of Good and the forces of Evil. The Free Peoples, led by Captain-General Lainedhal, are out to crush the forces of Angmar within the Ettenmoors and stem the war from spilling further south. The Gift of the Carrock is meant to inspire the forces in the Ettenmoors as much as the Splinter of Mordírith’s crown is meant to inspire the forces of Angmar there.
At this time, none of these benefits apply any effect to the Ettenmoors for players or monster players. We will assess what we can adjust there to make certain that the bonuses are fair and balanced before we add them to the mix. At this time, artifact control is akin to Hope and Dread for monster players.
Free Peoples controlling both the Splinter of Mordírith’s Crown and The Gift of the Carrock provide all players within any region of Eriador – except instances and the Ettenmoors – with the following:
* “A Quiet Calm” - 3% bonus to earned experience.
Not to be outdone, Tol Ascarnen decided that it wanted in on the mix and asked for some level of inclusion. Free Peoples controlling Tol Ascarnen and both of the Artifacts in the Ettenmoors provide all players within any region of Eriador – except instances and the Ettenmoors – with the following (this skill replaces the previously mentioned bonus):
* “Peace and Quiet” - 5% bonus to earned experience
Once we let Tol Ascarnen get into the party, other areas got a little jealous so we let them in on the fun too. Controlling Tol Ascarnen, Tírith Rhaw, Lugazag, Isendeep, the Grimwood Lumber Camp, and the Gift of the Carrock provides the following to all regions of Eriador – except instances and the Ettenmoors:
* A 5% reduction in combat related item wear * +50 Maximum Morale
Finally, when Free People control all locations in the Ettenmoors and both of the Artifacts within the Ettenmoors, all players within any region of Eriador – except instances and the Ettenmoors – receive the following (all of these are exclusive to the bonuses listed above):
* A 10% reduction in combat-related item wear * +100 Maximum Morale * + 5% bonus to out-of-combat movement speed
--Ginko 17:45, 4 June 2009 (EDT)
Delving of Fror
What is the Delving of Fror
Tips From: Faegrim of Aurora Australis
The Delving of Fror is a public dungeon that was released at Book 12 in the Ettenmoors. This dungeon has 5 raid bosses and 15 group bosses. These bosses also drop new barter items used to trade for items at the Base of the Ettenmoors (GV) such as:
- Class Armour - Class Weapons - Jewelery - Morale / Power Pots - Short term Immunity items to Negative combat skills
How do I get to there?
The Delving is located at Ost Ringyr just north of the Base of the Ettenmoors (GV). The easiest way to get to the delving is through the Eagles pass located running north of (GV).
Can I go whenever I want?
No, not unless the Free Peoples of Middle earth control at least 3 of the keeps in the Ettenmoors.
Delving of Fror Map

Barter Items
These stones are traded for items such as Armour, Weapons, Jewelery, Pots and Immunity items.
Luminous Spirit Stones
Bosses in the Delving drop 1 - 2 of these stones. Raid bosses drop 3 of these. These stones can bartered for items or also can be sold in the Auction House for 1 - 2g depending on current market value.
Glimmering Spirit Stones
These stones are dropped all throughout the delving and are used in conjunction with other stones to barter for items.
Dull Spirit Stones
One of the most underestimated items in the delving. You may come across these items frequently but don't pass on them, gather as may as you can. These stones are used in conjunction with other stones to barter for items.
Morale / Power pots can also be purchased with these stones from the Item Vendor. These pots include:
Essence of Athelas Pots
Celebrant Salve Pots
Elite Masters
Iachador
This is most likely the first boss you will encounter in the delving (freep side). It does have a shadow damage buff that is devastating if you don't either have a captain to clear the buff or use a fear pot. The power/morale draining buffs are about the same as a creep flag. It is very easy to lose power in the delving so make sure you use your pots effectively or have a LM.
Nemornion
This EM Wight boss is located right out of the Freep entrance over the bridge. He is accompanied by two unbound wight warriors. The boss has a mix of poison based buffs which lower disease resistance and two fear buffs which lower Fate and Will (Aura of Dread) and a silence. The main things to focus on in this fight is to either lead him over the bridge and fight him there or fight him with your backs to the wall. This boss also has the tendency to run away and fire a few arrows, it is important when fighting him to restrict yourself from going underneath or near the lower platform as there are several adds beneath. This boss is immune to stuns.
Rimgurthil
Rimgurthil is a Morroval boss on the Freep side of the Delving. Pulling this boss is the tricky part as there are numerous additional mobs in the area. The mobs consist of Signature Morrovail that summon bats. These bats do an AOE stun. The main boss here does also summon other mobs.
Gâth
This an EM troll boss that patrols passed Rottenroot, an Arch-Nemesis Huorn boss. If you want to avoid the additional mobs (10k morale trolls) wait below the entrance of his patrolling path at the base of the ramp. He has some stunning attacks but like all trolls he does pack a punch. Around 5-10k he will summon roots which will heal him a decent 10-15k morale of they aren't killed. A simple clobber should stop the summoning.
Nemesis Creatures
Gortheblin
This is the ghost boss that patrols near the first boss. Be careful when pulling this boss as there are many adds nearby. The fight is pretty straight forward, as there are no major debuffs that will damage you. But this boss does pack a punch and gives you tons of minor fear debuffs which build up.
Uidhelos
This boss is the counter-part of Gorthebain, a Nemesis located on the freep side. Uidhelo is located to the left coming into the delving from Creep side and down the stairs. It's patrol path does come from the entrance of the Merrevail boss nearby and up the stairs towards the Creep entrance. This fight is very similar to the Gortheblin fight, there are no major debuffs but quite a few minor fear buffs which do add up gradually. (309 Shadow damage every 4 seconds for 32 seconds). This can potentially add up to roughly 1,500.
Static Mob Areas
Major Static Areas
--Ginko 16:07, 16 September 2008 (EDT)
Dar-gazag
[Angmar Territory]
Arch-Nemesis
- Tyrant Durgrat
Named Mobs
- Dolith
- Fim the Worm
- Snowreap
- Gavran
Ost Ringdyr
[Free Peoples Territory]
Quests Available
- Angmar's Chieftains
- Angmar's Scouts
- Angmar's Soldiers
- Angmar's Taskmasters
- Angmar's Tyrants
- Fangs for Arrows
- Gifts From Hoarhallow
- Hoarhallow's Dwindling Food
Minor Static Areas
Grothum
[Angmar Territory]
Hoarhollow
[Free Peoples Territory]
Know thy class
So you’re ready to hit the 'moors? So why are you a guardian wearing light armor or a champ in fervor stance with a shield? If you see someone doing something similar please be kind and send them a tell help them out and say hey you shouldn’t be doing this and offer a better idea even if they get mad you cant say you didn’t try to help them out.
All Tips and Tricks here are the Personal Opinion of the Submitter.
All Submitters will have their own personal 'Section' for each class.
There is never only One way of doing something, but some ways are more practiced and accepted than others. This is a way to get everyones opinion and gives th reader to make up their own decision on style and playability.
Do not edit a section that is not yours. Sections are meant for opinions, not discussions. If you want to discuss, their are other places in the wiki, or the official forums for stuff like that, negative or positive.
Do not correct, or correct someone else s section in your section.
Burglars
Section I
Tips From: Uruviel of Preying Mantis
Trickster Three targets snared by 25% and have a miss chance of +20%. Use this as much as possible. Blind Fury Completely graybars BAs except for auto-attacks and No you Don't. Use this as much as possible. Perplexing Riddle Stuns a target for five seconds and then mezzes for thirty seconds afterwards. Use this as much as possible on Defilers and Warleaders. Addle healers so their healing is cut in half, try to disrupt the enemy by throwing tricks all the time. Your dps is minimal compared to a champion or Hunter. Your tricks are the strength of your class.
Section II
Captains
Section I
Tips From: Uruviel of Preying Mantis
A good captain in the Ettenmoors is able to protect his or her fellowship like no other class in the game. Fear No Darkness Increases your words of courage healing ability and healing ticks. Good for a fellowship that needs offhealing (which is every single fellowship ). Now for Wrath In addition to healing morale, your rallying cry now heals power, good for long fights when both sides are dying and need healing. Captain's Hope Improves your hope banner to give more morale, 1+ hope, and more ICMR. The total morale added is about 700 with the hope buff. Whatever two other traits you'd like are fine, but those three are necessary. Shield of the Dunedain Hey, is your minstrel getting focused? They do most of the time. When you see the enemy move in on your minstrel throw Shield of the Dunedain on them. They're invulnerable now for ~15 seconds, hurrah!
As i said at the beginning of this section, the captain's ability to protect his or her fellowship is unparralled in the game. Words of courage for off healing, in harms way when your fellowship is going down, shield of the dunedain for your minstrel, rallying cry when something on the other side dies and please please please, buff your raid. It's so unbelievably helpful.
Section II
Tips From: Thalifea of Preying Mantis
Legendary Traits
*Blood of Numenor,
*Defiance,
*Expert Attacks(see more below),
*Captains Hope,
*Renewed Voice(Now For Wrath in PVE)
Legendary Traits
*IDOME,
*Shield (Oath in PvE)
Fear no Darkness isn't a vital trait. I've healed fine without it, but if the raid leader wanted me to slot it I would. In the end though, I'd rather have rallying cry since it's a much more potent heal. WoC is a spot heal, and often I've seen it come in handy, but the trait doesn't add a whole lot to the heal. Smaller cooldown on battle shout = more chances to open up on defeat skills. Guess that makes me a bad captain.
Expert Attacks
I found that after Book 14's AOE addition to Pressing Attack that it's worth using it in a group of creeps. By making it a 2 target AOE, the chances at a crit are effectively doubled from using DB. I rarely have a fight where PA doesn't open up an on defeat skills. By using expert attacks my melee crit is close to 22%.. Yeah I like to crit big on DB, but when it comes to support pressing attack offers more to the fellowship in the moors.
That said I am in there adding what I can to DPS, and trying to open my on defeat skills, in no way am I trying to be uber DPS. The captain can be a more effective healer if they are in the fight.
I tend to agree that Oathbreakers is pretty useless in the moors, but it is situational I suppose. I prefer to keep the minstrel going though, so I slot shield.
One final thought, a lot of captains have high morale, you can take a good beating and live through it. That said, as you know, IHW is on a 5 minute cooldown, last stand is 15 minutes. Don't be afraid to hit IHW without last stand. You'll often be surprised to see how long you last when you keep your minstrel on their feet.
Champions
Section I
Tips From: Uruviel of Preying Mantis
Champions: I'll start with champions seeing as it is the class i know best. Your role is to AOE. I'm tired of champions saying that they are single target champions. If you are solo fine, but this brief guide is not for the solo player. Raging Blade is a necessity to the raiding champion. In addition, winds of the storm is also necessary. Winds of the storm amplifies Bladestorm and Raging blade's targets by 5. It also increases your AOE damage by 2%. Other recommended traits are Eye of the Storm, stalwart Blade, and Flurry of blows. Eye of the storm increases your AE damage by 2% and also makes bladestorm cost only three fervour. Stalwart blade increases your AE damage by 2% and gives you a fervour pip for each successful blade-wall attack. Flurry of blows increases your attack speed by 20% when you use flurry.
Your role in a battle is to charge (yes charge champions) and start your AOEs rolling on the blackarrows and healers. Open with a Bladewall, try to build your fervour as quickly as possible and start using Raging Blade and Bladestorm. Also, make sure to use red haze as much as possible to get that two extra fervour. Another one of your roles is to make sure that your squishes are not getting hammered. Protect them with your AOEs! It's why you have em. If you're getting focused, Fervour can be toggled off!!! (i know right!!!). Toggle it off and put on a shield, it will help your minstrels keep you alive.
Section II
Tips From: Athragate of Knights of Nienna
Virtues Traits: Either two are great. (I'm sure they’re more)
* Justice or Fidelity * Valour Discipline – perk -1.5% to Melee damg. * Determination Innocence – perk -4% to Melee damg. * Tolerance Justice * Loyalty Valor
Classes Traits:
* Winds of the Storm – perks +2% dmg to AoE skills / Increase to 10 targets * Stalwart Blades – perks +2% dmg to AoE skills / generates +1 Fervour * Eye of the Storm – perks +2% dmg to AoE skills * Braced Against Defeat – perks +2% dmg to AoE skills * At the Ready – Heavy Shield use
Legendary:
*Explosion of Blades - "Raging Blades" Targets up to 13 foes *(Whatever you chose)
Retreat Techniques:
* Click off Fervour * Equip Shield * Sudden Defense * Sprint * Sound the Attack * Crafted Horn * Hamstring * Dire Need
“Class Skill” i.e. Dwarf Endurance, Man Heal
- Also if able turn and walk backwards, you can block and parry that way.
Some Battle Techniques
The Charge: Most effective is if you stay out of sight till the charge is called - “Meaning don’t hide but if you know there is going to be a push move to the back swing your swords around the Min, see if there is any lurkers before the charge is called. This prevents them from acquiring you as a target before you push.”
Push there Healers
Champs help those burgs and LM's. When fighting Champs tend to be out front and in the mix of things. First ID creep healers that are grouped up, move into them and use your horn "even if you are the main target assist you can still move or run right into their WL and Defilers and use your horn without changing targets". If you can stun their healers for even a couple seconds, this will help the raid/group bring the target down faster.
Guardians
Section I
Tips From: Uruviel of Preying Mantis
Sadly, Guardians do not have many skills that are very useful in the 'moors (PVMP wise). When there are mobs to be controlled or tyrants to be tanked, guardians are unparralled in PVMP because of pledge. Their ability to survive (with a stun dot that is) while being focused by an entire raid is better than any other class in the game. Therefore, slot as you would in PVE, all you are really going to do is become a morale shield for the minstrel. Giving them 4500 extra morale is very useful for the time that is needed to focus heals on them.
Section II
A common misconception that Guardians don't have much purpose in the Moors. On the contrary, they can be your biggest help , including Target Calling. It helps being a target caller when you have one of the hardest times dying in the game while still being offensive. You can be focus fired more upon discovery by creeps that you are calling targets(which will happen eventually no matter what class you are)
Sometimes it's easier to see a target for a ranged target assist when that target is so close it can feel an Axe in their skull :)
--Ginko 16:15, 16 September 2008 (EDT)
taken from
* 8.2 Leading
o 8.2.1 The Basics
+ 8.2.1.2 Raid Assist Targets
# 8.2.1.2.2 Section II
Hunters
Section I
Lately I have noticed a lot of new hunters in the 'moors who don't seem to use the full potential of their toon. Real quickly I thought I would put together some hunter tips and strategies on killing in the 'moors. This will include skill use, small groups, and soloing. I am by no means am an expert, but i have had a lot of experience and am able to solo very well. Please feel free to comment or add on anything I've missed. This will be the first installment with more to come if it is not laughed off the server. Excuse the grammar and spelling.
First, lets get started with the basics. These are the basic skills and some little tips on keys to using them. I am sure I will miss some things. Feel free to add on.
Quick shot: One of your deadliest weapons due to its ability so slow 40 percent in strength stance. You can still attack the target while slowed and repeat as necessary to not let them get away. A quick induction time and a first shot attack makes this skill very useful. You can kite someone as well. Continuing to hit them run, and hit them again though I don not really use this technique. When chasing multiple creeps I like to hit all of them with a quick shot if the raid is chasing behind me.
Swift: A long induction time but very deadly with high dps. It is the start to my first major killing combo. I constantly use a swift to rain combo in combat and rack up the kb's with it. You gain 2 points of focus from it as well. When soloing do not use unless you have space in between your target and yourself or have a fear on them.
Rain of arrows: My favorite weapon and follow up combo skill. I have it traited so there is less focus to use. I also trait it to inflict as much damage as possible. With no induction time, you can get it off quickly when soloing. Swift to rain is a great combo as well as blindside to rain. . Both give you enough focus to follow up with it. Also, penetrating, rain, penetrating is deadly and works well too. Do not use rain if you have a fear, mez or stun on a nearby target as it will break it. Or around NPCs unless you want the aggro because you are drawing NPCs off of your fellows. . Do not use near one shots as well. You will get everyone killed including yourself. You can also draw out wargs by just raining arrows around random targets in bigger battles.
Penetrating shot: Not much to it. A good weapon. Whenever you have enough focus try to use it. Good dps.
Rain of Thorns: A legendary trait and key to the 'moors. With the ability to rain damage and root multiple targets it is essential. Use thorns to obviously root targets and unload dps. Also can be used to stop enemy advance. A quick power focus and root can be a good escape when overwhelmed too. A second or two can sometimes be all you need to make a quick escape. You can draw out wargs by rooting nearby NPCs and other creeps. Do not use soling unless you are desperate. It is a waste of focus power needing two whole bars. Use the focus in other ways. Most good creeps will have pots anyway. If a group of hunters. Use your roots in tandem. Wait for a creep to pot then root again...Now they are stuck.
Bard's arrow: A legendary trait essential to 'moors play. A 15 second fear allows you to slow creeps To make them useless while in a fight. I use this to slow creeps while chasing them. I also think it is best used in a big raid fight as well though highly underused.. If hunters bard the healers, it can allow quick kills with focused dps. Four hunters should be able to bard all defilers and WL's then focus their dps on the selected target. This also works well in small groups. Fear the other targets while focusing on one for the kill. Any strike breaks the fear so do not use one creeps that are being focused fired upon. Also be VERY mindful of other hunters bards on creeps. So many times while chasing or fighting creeps I random hunters taking the fear of my barded targets, while chasing and in big fights. While soloing this is your Heart Seeker set up. Just take damage to get it off or kite to get better position. It is also your best defense against an overwhelming opponent. Use bards and run. Turn to keep slowing if you have to. Combo it with quick shot and you might live.
Barbed arrow. My least used skill but still essential. A barbed on a warg will pop him out of stealth after he disappears. It will also slow an additional 10 percent. This is not your first shot though to slow. It is to use as a warg bleeder only. A second slow if you have time. Use you other skills for dps.
Merciful shot: Your most powerful non induction shot you have. Very useful. Always be ready to unleash it if your focus is up and targets health is low. I use it specifically usually in a power focus mercy shot combo followed by a rain arrows finish... It is my surprise finishing move when sololing. Get your target close to 1000 morale and unleash combo. Also a great finish after a Heart Seeker as well. Going from heart , mercy, rain or penetrating combo.
Cry of predator: OMG, the most under used skill by hunters that I see along with blindside and low cut follows right behind. . It is the #1 MOST IMPORTANT DEFENSE against wargs. If you are pounced, use cry immediately. Puts a five second fear on them. I use cry all the time. I fear wargs right away. This can be used particularly well when fighting a small group of creeps. Fear the warg and concentrate on the other target. You can time fears to keep him feared using bards to combo it. I have soloed low ranked creeps by fearing the warg while taking out the reaver next to him. Also 2 wargs by keeping one feared while killing the other. I cannot stress how often I use cry and how much it helps. When soloing a warg, use cry to use induction skills. You can get Heart Seeker off in that time or use it for a swift rain combo. I like to save my Heart Seeker for a bards fear and use cry for swift in solo fight but sometimes you take what you can get. Wargs = CRY
Low cut: OMG again lol. Another very important hunter skill that is underused. When chasing a creep or a kill or trying to get away low cut is key. Can hit 2 targets and will slow 50 percent. I constantly low cut while cutting creeps down. I would rather a low cut then a bow skill then just a bow skill alone. Used effectively it is a thorn in the creeps ability to get away from you. When you are soloing always use low cut as well as your other melee skills. The slower the creep is the harder it is for him to kill you quicker. I have had a 46 hunter make me chase him all over map on my warg just by low cutting and running. Got him in the end but he really used this technique well. Low cut is crucial is small battles in particular. A timely low cut will keep creeps off tour fellows who are going down slowing their attacker. Use same way when fleeing.
Blindside: The last of the most underused skills. You can get off blindside any time you have it up and are close to a creep. It gives you focus and leads into a great blindside rain combo. Biggest weapon you have when soloing. When you are out of focus it is the best way to attack with major dps (two attacks in one), bump your focus and be able to follow with a combo. ALWAYS use when you can in melee situations. The blindside to rain combo should be a staple in your repertoire.
Heart Seeker: Your most powerful weapon. With a timer you have to chose when to use this skill to your best advantage. Five hunters in camo can take out any creep unaware in seconds. If your trying for a quick kill before target get away or to NPC's use asap. Do not use on NPC's. If Heart Seeker is on a target running away and will do no good let it go. Do not waste on a creep if they do not have a chance to die. When soloing use a bard so you take no damage during induction time. If your fighting a warg you can use cry to get it off as well. I will also start a fight with Heart Seeker coming first out of chamo. Then attack in full.
Agile Rejoiner: A very simple melee strike that can be used after you evade a blow. Use whenever up while meleeing. Especially solo. It a strong attack and I use it whenever I can.
Sylvan Shadows: Your sneaky skill. It can be used to sneak up on creeps, scout, but my favorite use is to get away. If you are overwhelmed and retreating and either don't have df up or want to save it. Running for for your life then throwing sylvan when out of combat makes a wonderful escape. It it like the warg disappear for hunters. I can't tell you how many times I have used it to get out of trouble. I have been losing a battle, run, popped sylvan. Ate food and then come back to Heart Seeker and kill original target, lol. Then df before his friends can get you.
DF: Lol, our most hated skill. I good df always makes me laugh though. Had one today with 53 morale left. I do think hunters use this skill way to quickly and are too mindful about not fighting the same when it is not up. I don't use DF unless I am dying for sure or the whole raid is running me down and I have no where to go. I don't like to leave my fellows unless I would be leaving them by my death anyway. I could care less about stars or dying and will just run straight back into the fight but it is nice to be able to get away sometimes hehe.
RAID ASSIST TARGETS: Though this is not a skill it is essential. I think it has a place amongst the skills. Use your raid assist target in a raid or small group always. It helps coordinate and focus fire. Trust the raid assists. They are usually veteran players and know what they are doing. Use target forwarding and don't be afraid to just click on the main assist name and unload your dps. In small groups use it to focus fire and to see who everyone's is targeting. Being able to switch to a new target at moments notice even among multiple NPC's. FOCUS FIRE GETS KILLS, WINS BATTLES>>>>>>USE IT!!!!!!!!
Ok, well that was a wall of text. Sorry it was a little lengthy hehee. So now that we have your basic skill use down here ae a couple techniques to soloing higher ranked creeps.
SOLOING
Wargs: Wargs are the easiest of the class to solo, my specialty. I have soloed up to rank 8 wargs and don't recall any rank 9 ones unless KG is. With higher ranked ones I do need a Lemba or tart though to hang in there. Because you have two fears against the warg you can get off more induction skills. These fears can set up your Heart Seeker or a swift rain combo. These techniques and combos work on all creeps and are the base to my solo style. I switch these up and use in different combination's but this is pretty much the base.
OK from the top. First I start with a pen shot rain arrows pen shot while spinning and moving. I am constantly spinning around my target like he is me. Staying still trying to unload your bow will get you killed very fast. Use your melee skills all the while you are spinning. When focus goes down use the blindside rain combo. I will then throw a cry, hope it sticks, and use a swift rain combo. All the while I continue to spin, using low cut and other melee skills when i can, rejoiner in particular is great. . I spin on a hard track using strafe to make circle very tight. If the fight is going well it should be close. You should be losing a little bit usually. That is OK. Try to get a bards off when their morale is close to half. Once you get it off use Heart Seeker. The creep will try to spin it off you. Just follow his path and anticipate his last movement. I reverse spin a lot to throw them off. If you get this off immediately use and power focus mercy rain combo. Continue with blindside rain combos and melee to finish, cry again if it is up. It can always go either way with a miss or evade here or there. Also, if i used evade to start fight or used Eldars Grace these can make a huge difference. I save the Eldars Grace usually towards end of fight but if I'm getting my butt kicked I will throw it early. And early evade before combat will make you immune to their pounce too. Just remember keep moving, switch these combos up, make it your own. Let the fight dictate how you use them...Don't be afraid to die and learn form it. I think these are your basic techniques that I switch up a little bit with different creeps but it is pretty much the same.
Reavers: Very hard to solo high ranked Reavers. I can only solo up to rank 6, though I have taken out one 7. Reavers rip hunters to shreds plain and simple. Use all the same warg techniques, they just don't work as well lol. They are built to shred you to pieces and most will. Try to kite Reavers and use your bards. I find the best place to fight a reaver is in the water. It slows them a bit and make it a little bit easier on you. I do not suggest soloing many high ranked Reavers. Though I always try it is really just a death sentence. Catch a reaver at rank four or five though and game on.
WL's and Defilers: Plain and simple. The higher ranked say around 3 or 4 is almost impossible for a hunter to take out. Too many heals lol. The key if to fighting them is using endurance stance. You need to unload DPS as much as possible especially if you actually get them low. Their power is key. If you can take their power down you might have a chance. I try to melee and make them waste it but is always a tough fight I usually lose.
Weavers: Not sure now after book 14 had come out. But before you were able to solo any ranked spider. The key is to use your purge poison skill as soon as they get it on you. Use same warg solo tactics and the fight should be yours. Just remember to always purge your poison right away and use pots too. If they use their little spiders it can be tough. Try to root. Run and turn with a little kiting.
Section II
Tips From: Uruviel of Preying Mantis
Your job in a fellowship or raid is to pew pew pew the hell out of things. Swift and True Swift bow is your most powerful skill outside of merciful shot and Heartseeker. This trait amplifies that skill by 8% and all bow damage by 2%. Hail of Arrows Gives +25% crit chance to Rain of Arrows, Gives +25% crit damage to Rain of Arrows, and 2% ranged damage. Basically, makes your rain of arrows your most powerful skill when using it against multiple targets. Bards Arrow and Rain of Thorns Both powerful skills for controlling creep forces. Yes rain of thorns misses a lot, but when it hits, it immobilizes the creeps.
One other thing. It is true, you can do a lot of DPS, but when that DPS is unfocused and hitting multiple targets. IT IS USELESS. Follow the raid assist target and all will be dandy. You will kill things much quicker than you can possibly conceive.
Section III
--Ginko 16:26, 16 September 2008 (EDT)
Your main priority in a Raid out of combat is to track.
TRACK TRACK TRACK TRACK TRACK TRACK TRACK TRACK TRACK TRACK TRACK TRACK
With the approval of your Raid Leader, scouting is another useful ability of ours. Even though a Burg is the best scout due to its ability to be mobile, it lacks in only being able to tell you what is beyond its own two eyes can see.
A hunter on the other hand, can swiftly get to a point, stealth down, and scan the area for distances up to 200m around him/her, if said hunter gets caught in a situation when they are scouting; a Desperate Flight to safety, a positive report to your raid leader about the surrounding areas whereabouts is sometimes worth more than pew pew.
Other Non Combat DF Tips:
1. Pull half a raid of creeps on you focus firing, get you down to 500 morale and DF while your raid safely gets the retreat they needed 2. Same thing for maybe just one or two people while they got to safety? 3. Drop Pull 4. Bait Creeps into a corner, DF while your raid surprises from the rear unexpected
Section IV
-- steveo-27
crafted traps are you best friend out there, particularly strong traps. ALL crafted traps except tripwires (not sure about lure traps but who cares about them) can be used in combat.
When soloing, low cut and run to a safe distance. drop a strong trap and you have 8seconds to unload as much damage as possible. Its actually amusing watching a reaver charge at you and get trapped and burn through pots etc because they have no idea what just happened. It also causes reavers to second guess running through a raid.
Being stuck for 8seconds with 24 people beating on you WILL reduce the reaver charges/wargs jumping the minstrels.
So hunters get some crafted traps
-Hal
Lore-masters
Section I
Tips From: Uruviel of Preying Mantis
This class is probably the most difficult to play in the Ettenmoors. Leechcraft and Tend the Sick Slot proof against all ills. It makes your leechcraft in-combat and a 5 Target AOE. It also amplifies your tend the sick to a 5 target AOE. Use this skill to cure all wounds and diseases that get put on your fellowship. Healer While not completely necessary, this skill lessens the induction on all your healing skills and amplifies the amount of morale and power that your skills give to your fellowship (share the power and beacon of hope). Light of Hope Good for offhealing in a group. Reduces the cooldown on Beacon of Hope by 10 seconds and makes the skill instant-cast (When combined with Healer). Deep Lore Makes all your "Lore" skills hit 8 targets. This includes storm lore, air-lore, fire-lore, and herb-lore. Dunedain Learning Amplifies Sign of Power Righteousness/Vigilance. Makes Vigilance last 5 minutes and grants +5 stealth detection. Makes righteousness last one minute and reduces the cooldown to three seconds. It is a very important skill for the Ettenmoors.
Your job in the Ettenmoors is to cure wounds/diseases, drain power of trolls, drop tar when called for, fire-lore melees, storm lore when the minstrel gets swarmed, wind-lore the BAs, provide stun immunity primarily for your minstrels and yourself, use herb-lore and blinding flash to immobilize the other side's healers, and off-heal and give power when necessary. Yes, it is a lot to do, but the power of a good loremaster can help swing the battle.
Section II
--Ginko 16:39, 16 September 2008 (EDT)
This class (next to burgs maybe) is probably one of the most fun classes one can play in PvMP. The beauty of the class is that it can be played MANY different ways. As can all classes. Each may have their role, but this game is not a science, its a game. You only have a single responsibility as you see fit. And that's to make sure your minstrel cannot be interrupted while healing.
This means.....STUNDOT
The induction is instant, and it lasts for a full minute, its too simple, quick and IMPORTANT for ou not to. A little dotting goes a long way. Trust Me :)
Oh and if you see a troll, drain it, drain it, drain it, drain it.
In a winning battle: watch your DPS dealers, killing for a long period of time will run them weary on power, you are the ultimate battery, a rechargeable one at that.
In a loosing battle: watch your healers, healing and rezing for a long period of time will run them weary on power, you are the ultimate battery, a rechargeable one at that.
Minstrels
Section I
Tips From: Figgy of Preying Mantis
8.0 Minstrels in the 'moors Minstrels are fun to play. They can be even more fun to play when aggro management matters little, but it can also be frustrating. This section talks briefly about the 'moors, what to expect and what decisions you will have to make.
Let me get personal here for a moment.
The first minstrel I ever made was back in closed beta where we could auto-level to 50...and then I bounced straight into the 'moors with little more than a couple of spars in the freep home-base to let me organise my quickslot bars. Even though I was really quite bad at first, you get used to what's required of you and it'll benefit you probably more than you know.
Ever been in those situations where you're in a group and all of a sudden everything seem to go wrong, you've got to heal so many people that you just start rocking in the corner confused at who to heal first? The 'moors will iron this kind of behavior out of you. There are usually very fast paced fights going on, and you will be targeted, harassed and generally on everyone's hitlist. But whether you're just trying to keep yourself alive or one of your raid members up and running, this experience can really help you sort out in your head when the best time is to use your "Oh crap!" skills. Without good practice people often waste them, forget they're there or try to use them too late. Some good 'moors experience will help you know when things are futile, when to bubble yourself, when to come out of the bubble, when to hit large heals, or play dead etc. I'm sure in time you can learn all this in PvE land, but this is like the crash course to emergency healing. There's usually so much going on that you have to be so on the ball or people die before you can blink. Not only does this help you to be situationally aware, it also makes you very focused with your trigger finger ready to fire a heal as soon as someone's morale starts dropping.
I took a very long break from the 'moors on my minstrel and focused on creepside and PvE. When I went back I saw that I had lost my touch. People were dying before I even noticed and I got very frustrated with myself, because I wasn't always like that. The 'moors can be an assault course for minstrels. It may make you pant and puff, but ultimately it will turn you into something stronger than you were before.
So you're tempted to play in the 'moors. Well, there are a few things you will need to know.
You WILL be focus fired
Those creepies love minstrels. After having played as creep you will see why they always say minstrels are the tastiest. There's nothing more satisfying than killing something which is supposed to have a red carpet rolled out where ever they go, and rose petals strewn at their feet. Plus you know that it's going to be a hit to the freep's morale. After a while you'll learn to keep yourself as protected as you can but there are some things which will aid your success:
- - Lore masters! These guys are so lazy in the 'moors. They have the ability to stun protect and YOU should be their first priority. You might have to send gentle (read: harsh) reminders to your lore master to get them to protect you. If you're stunned you can't heal, block, evade, parry or even move, which makes you the biggest sitting duck out there. If you aren't protected then you are vulnerable: wargs will gang up and stun you, taking great delight in taking you down a few pegs. Their power-drains and power sharing can be lovely, as are their roots and mez/stuns. Anything that buys you time is good.
- - Champions! They have these things called Horns. When they blow them, they can stun a few creeps then start laying on some heavy AoE damage. If you get a champ to act as you bodyguard then if anything comes near you they can blast a horn and get everyone's attention. This'll leave you to scuttle off still alive, and the creeps so panicked at being in the middle of a bunch of freeps unstealthed and very visible that they're likely to turn tail and flee for their lives. These few seconds can be very valuable.
- - Hunters! (seeing the trend here?) These guys have a lot to bring to the PvP table. Traps and snares, tracking, two fears, and some sexy single target DPS. If there's a trap or snare, stand on it. Ask for tracks regularly. You want to know where the creeps are. Ask the hunters to fear anything if it starts to attack you. You can do this too.
- - Burglars! The Gods of the 'moors. Mostly these guys do their own thing, but every black arrow they enrage makes a minstrel smile. Conjunctions have the same effect, as does dust. Often you'll find that you're out of reach of the melee classes but the BA's are able to plink away at you, in which case their slows and DPS can be deadly for you. It's like in PvE when you get a couple of ignored archers on you. It hurts, it's not nice, and often it's not necessary.
- - Captains! These guys can buff you, bubble you, take all your damage and survive, and also throw a bit of healing love your way. I like the focus buff for the 'moors just because I end up in combat a lot and would rather not have to break to regen.
- - Guardians! They can shield wall you if you get into trouble. That's about all they're good for. :p
Eat Food.
Sometimes it can be hard to drop combat when you need to regen, so food can help you here. Also the 15 minute vitality food can be your friend. You're probably going to want every point of morale you can get.
Pots
Never come into the 'moors without your vendor bought pots. The creeps will throw a whole bunch of nasty debuffs on you, so pretty much any pot can be used in the 'moors. I either save my cooldowns for the silences from wargs or the diseases from defilers. Those are going to hit the hardest. I wouldn't worry too much about crafted morale and power pots. That's an expensive habit for something that really won't make much difference. If you need to use them, the chances are someone has already seen your weakness and will take full advantage of it.
You Will be loved and cherished
It's one of those things about being a minstrel. People rejoice when you join a group and plead or beg if you don't or want to leave it. You're good to have around and they know it.
You will be scorned and blamed
If things go wrong and a group can't keep it together, they'll moan about not getting heals, even if it's their fault for standing out in the middle of nowhere with no cover and no place to retreat to. That's your fault, didn't you know? You've got to develop a tough skin in PvP. Sometimes people do have to die. Either you can't heal them enough to keep them alive or you prioritise someone else so they don't actually get heals if you're in the middle of something. They also seem to be able to turn a blind eye when you're getting attacked by 4 wargs, a troll and a defiler and complain that you aren't doing your job. If people treat you like this, don't heal them. They have no right to give you grief about it. Leave the group and find another, solo and focus on DPS instead of healing or leave the 'moors and come back later. Don't let people get into the habit of treating you badly.
8.1 Healing vs Killing
You're a minstrel: You can heal and do some great DPS, but not at the same time. Many minstrels who go into the 'moors seem to be permanently in War-speech, which will most likely annoy people if you're just killing away while your fellows are dying. So I suppose this section is about deciding what you want to do and letting others know, as well as when to war-speech.
If people invite you to a group they're going to expect a healer. In fact they'll get giddy at the idea. Even if you're in war-speech they'll expect you to drop out if people start getting into trouble. If you don't that's fine, but it's polite to warn people if you're just there to DPS instead of heal. Whatever you want to do is fine, as long as you set out from the start with your intentions clear.
War-speech can be a bit tough to deal with. Most people run around without it so that if the worst happens suddenly they're prepared for it and are ready to heal. I'd rather prepare myself for battle and have to drop out rather than let someone get away because I'm trying to put war-speech on too late. Make sure your War-speech skill is accessible on your hotbar so it's easy to get out of as fast as you can. If things are getting crazy, don't bother to put it on. Healing is going to be needed and no one can do it better!
If you're travelling from A to B on your pony, you might want to war-speech first, so if a wargy pounces you you're ready to throw him some DPS smackdown. There's really no need to be allergic to War-speech, but knowing where your priorities lie will help you decide when enough is enough.
So what about healing? Want some tips?
You don't have to be grouped with someone to heal them. What you have to do is tab through creep targets and see who they have selected. If they're low on morale you don't even need to target who they're attacking, just heal through them, and then lay some smackdown on your victim. This is fun because it feels like you're directly thwarting their attempts. Not only that but if you see a bunch of creeps rushing in, it'll help you see who they're aiming for and start healing them before they're engaged.
Protect yourself! You will be focused fired, so learning where you can stand to minimise your damage becomes a task. Try to stay out of line of sight of the ranged guys, and close enough to everyone that it'll put the wargs off and you can still heal your group...this means not standing at the back where you become easy prey for the wargs.
Keep an eye on your fellow's vitals. As soon as they start to drop you should be ready to heal. Keep an eye on as many people as you can on the Radar. If they go too far away you cannot heal them and they cannot protect you. It's dangerous to go wandering off unless you're a burglar or a hunter with Desperate Flight.
FACT: The last to leave is the first to die. Don't go to heal those who are over-extending. If they're going to be impetuous, that's their problem. Go to heal them and it becomes your problem, because you're automatically the next target and you've just overextended yourself enough to allow them to kill you. It's sad to watch someone die, but they have to learn to be carefule, and you have to learn that you're more useful alive to heal everyone else rather than running back from the rez circle because you've done a silly.
8.2 Traits and Virtues
There are a few class traits that many Minstrels don't go to the 'moors without:
Unrelenting - This is amazing for PvPers. Faster cooldown, 5 second stun? Yummy!
Battle-hymn - the ICMR for yourself is too tasty to pass up, especially because you get to use that skill so often out in the 'moors.
Focused Performance - Less interruption means more successful healing. Something you will value because you're almost constantly being attacked out there.
Herald's Hammer - added damage to Herald's Strike.
Medium Armour - It's a favourite of the 'moors but don't feel like you have to get a whole new set of medium armour to be successful out there. Many minstrels roll with what they have.
for legendary traits, skip out Song of the hopeful heart and go for Rally! plus Fellowship's Heart. If you're soloing you can go for anthem of the wizards but in a group you're better off with the heal.
For Virtues you'd probably be wise to go with whatever morale and shadow damage you can get, so:
Valour
Fidelity
Justice
Loyalty
Of course, if you're just messing about in the 'moors there's no real need to work on traits that you don't want for your PvE build. More morale is good though.
Well that's about all I can think of for now. It's short and sweet because this guide is making me want to tear out my hair.
If you have gotten this far, then congratulations! You're on your way to being a great minstrel. Willingness to learn from mistakes will take you very far in this game.
Section II
Tips From: Uruviel of Preying Mantis
Fellowships Heart A enormous heal over time that will allow your fellowship to survive for 30 seconds (Very hard for the creeps to DPS through) I came to this class last simply because the minstrel's ability to survive and function depends entirely on his or her raid. If the minstrel is not protected, the ability of the ENTIRE raid to survive is greatly diminished. This is where the abilities of the other class to help the minstrel come in handy dandy. Hunters cry of the predator and bards arrow (and even rain of thorns), Captains two bubbles and off healing, Loremasters Righteousness, Storm-Lore, Herb-Lore, Fire-Lore, Wind-Lore, Champion's Raging blade, Burglars' Dust in the eyes, etc. Protect your minstrels, they are the key to success most of the time.
Section III
Tips from: Renew of The Knights of Nienna
Basic stats and virtues.
While there are two paths to take in the moors, solo and raid, these will be the same in either case.
Fate/ICPR - In the moors you need a very high icpr, in a raid you will be non-stop healing for long periods of time and solo your dps will zap your power. Fate also improves your crit and concentrating on fate over Will will free you to get your morale up.
Morale/Vitality - at lvl 60 an average min in the moors should have over 5k morale with buffs. solo, this helps to kill the enemy first or to get more dps in before you have to heal. in raid, you are the #1 target of the enemy raid, you need a large buffer for your fellows to get their heals to you. Concentrate on Vitality over Will when you can.
Virtues - Following the high morale and fate. I use valour, justice, loyalty, fidelity, and idealism.
Solo Play
This is the time to maximize dps. full warrior-skald. i slot the traits to increase my morale, increase dmg, and decrease power cost. For Legendary traits i recommend call to war and anthem of the wizards. I highly suggest anthem of the wizards. its a great way to slow enemies when they are fighting you or running away. The most important trait to slot for solo and raid is unrelenting for the stun on piercing cry.
Piercing cry, Fear, and AotW are your 3 forms of cc, they are your friends. Fear on an enemy creep slows their movement (a great opener) and makes it so they cannot use ANY ability, lasts 15 secs. For soloing, piercing cry is not a good opener, unless other freeps are helping you. When fighting multiple enemies, make sure one is feared and ensure your target is out of aoe range of the feared one.
Raiding
Raiding in the moors is the most rewarding experience for me. Here you have to heal an entire raid, WHILE being target #1. This is where it gets tricky. Especially when a whole creep raid is focus firing on one target, requiring tons of heals. Basically in the midst of battle you will be chain healing almost non-stop. I say almost because one of the most important, and difficult, part of this is you have to be mobile.
Being target #1, the goal is to do everything you can to "hide."
Most of the time this involves "stacking," being on top of your fellow freeps. This helps so that the creep raid has to tab cycle to find you instead of being able to click you, that means they could have to cycle through anywhere from 12-50 people! (and its easy to accidentally skip over you). In a battle where your freep raid isn't stacked, your goal is to stay with the champs at all time, this gives a great amount of protection against melee creeps. This means that even if the champs charge right into the opposing raid, you should be there too! Knowing when you should move and when you should heal is very hard to get down and something that will just come with practice.
Other ways to help you "hide." Being out of the line of sight from the creep raid is of course another tactic, though it can be risky. If you have no fellow near you a warg could easily get you. Use bushes! this makes it harder for creeps to see your healing "ring" and if some of the creeps have their graphics all the way up it makes you invisible! Also I use a harp for my instrument, it is quiet and it helps conserve power when i need to use ballads. There are also many other little things you can do to help increase your survivability.
Healing
Bolster courage isn't just your friend, its your lover. You will probably use this skill over 90% of the time.
Priorities - obviously the number one priority is the person being focus fired. As you get better you will be able to tell when a person is getting ff'd before they've lost 75% of their morale. When multiple people are taking damage the priority list is somewhat like this:
YOU
Minstrel
Loremaster
Champion
Hunter/Rk
Captain/Warden
Burg
Guardian
Sidenote: when killing a tyrant, the first priority is the tank. If a creep raid charges in they will most likely target off of the tyrant.
Charge!
As the saying goes on E, "if you're not in front of Button, you're not chargin!" As a minstrel you want to be at the front of the charge if possible, this allows you to get into place before someone starts to really need heals. Also, in a raid in the moors you should be toggling on and off warspeech a lot. It really helps the charge when you piercing cry the first target, stunning him, and also doing a few ranged aoe attacks on the way in. Fear should also be used in the initial charge, either to keep a healer from healing or to keep a BA from dpsing your raid as it moves in.
Traits
I usually keep most of my solo traits equiped, it allows me to do full dps when the time calls for it (ie the initial charge). Most trait selection for raiding in the moors is really just preference. The most important ones i think to have are Unrelenting, Focused Performance, and Rally. Life singer is also very important if you are struggling with power.
PvMP Armor Sets By Class
Burglar
Captain
Champion
Guardian
Minstrel
Hunter
Lore-Master
To Listen or To Lead
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Listening
The best way to make rank/renown in the 'moors is by listening to the leader. Targeting off the raid assist target window and following orders. If it turns out you disagree with the leaders views or style it might be best to find a small fellowship of friends and run around. Either way if you’re in a fellowship or raid you want to keep together in the raid. Don’t wander off by yourself stay with your raid/fellowship as much as possible.
Sometimes you’ll find yourself caught up in the action and chasing someone to Mordor and back by yourself. I’ve done this numerous times myself it’s always best to keep yourself with the group at all times. The reason I say this is there might be a warg pack counting on finding a straggler alone somewhere which does happen don’t let it be you. If a retreat is called fall back if a charge is called CHARGE!!
Leading
The Basics
Raid Assistants
Raid Assist Targets
Being Vocal is Key here. If your going to be a raid assist target, you MUST CALL OUT THE TARGETS
"Targeting...." followed by the creeps name or a very educated attempt at the pronunciation of it will give you remarkable results.
If you see your target is being bubbled, spam healed, got away, no longer in line of sight a stern "Changing Targets" to make clear that you are searching for another target also helps to keep everyone focused on YOUR target.
Being vocal is constant here.
--Ginko 23:00, 17 September 2008 (EDT)
Section I
Athragate of Knights of Nienna
Focus Fire is your best friend when fighting an equal to larger force. Turn on your Raid Assist Window. Open your Social Panel, click the Raid tab, and at the bottom check the box Raid Assist Window.
Melee classes are cut and dry. Target what they are targeting in your raid assist window.
* Melee - 1. Champs
2. Guards
3. Captains
* Range - 1. Hunters
Ranged can be easy or hard it depends on two things. Having a good target assist and the other ranged personnel following instructions. The reasons a ranged target assist will fail is they pick targets out of range from the group and moving to find the "new" target.
The easiest way to negate all that hassle is to have all the hunters use Enable Skill Target Forwarding.
Open options > combat options > click "Enable Target Forwarding"
Mark your ranged assist, and have all your other ranged members in your raid target that "Marked" hunter. With enable skill target forwarding on, all the hunters will shot that hunters target even if that hunter changes targets.
Section II
--Ginko 16:07, 16 September 2008 (EDT)
* Range/Melee - 1. Lore Masters
Lore Masters also have the ability to immobilize targets, having a Lore-Master target assist gives the ability to select a target and control its movement until its demise.
A 1Lore-Master|5Champ group with in a raid is the equivalent of a 1burg|5hunt group.
* Range/Melee - 1. Guardians
A common misconception that Guardians have no purpose in the Moors. On the contrary, they can be your biggest help , including Target Calling. It helps being a target caller when you have one of the hardest times dieing in the game while still being offensive. You can be focus fired more upon discovery by creeps that you are calling targets(which will happen eventually no matter what class you are)
Sometimes it's easier to see a target for a ranged target assist when that target is so close it can feel an Axe in their skull :)
* Range/Melee - 1. Raid Leader
[more to come here]
Section III
--Berilac
Something I've always pondered is how come hunters and champs get this role most of the time?
My thought is, why not make the LM's and possibly a burg who is designated to CC to be the Raid assists.
Here's my reasoning. The hunters and champs are the damage dealers, they are the ones who should most out of everyone be using the raid assist targets. The LM's and Burgs should be more free to selecting appropriate targets that they can CC and then if all plans out correctly, their CC'd creep should get the focus fire.
So, LM is Raid assist. Has a target selected and tells the Raid either in voice or through a macro that <<target XX will be CC'd>> then the hunters do their focus fire thing and make the creep go poof. The hunters and champs don't attack the selected creep until the CC is applied.
A burg could be the second Raid Assist and would be for targeting WL'ers and Defilers. The burg skill set allows them to riddle humanoid type creeps and even if it gets resisted or potted out, the burg has the survival to run at the target and get a quick stun in if need be. Then the burg announces the CC is on, and the hunters focus fire.
Now, my reasoning on why I question having hunters and champs be the Target Assists. The hunter who is the target assist will have their target selected and will be shooting at it before everyone else is ready to do the focus fire. So what happens is 'the flow of the Moors'. If a creep is getting pew pew'd, most of the time they will back up a bit.
So what happens a lot of times I've noticed is that the Hunters target assist target will get away because they have retreated back enough to get out of range before the main focus fire happens and then end up living with a little health left.
Its hard for the rest of the Raid to attack the Target Assists target when that target has backed up to the back of the creep line.
So, why not have your CC classes be the target assists, and then have your damage dealers do their damage once the target is CC'd? LM's and burgs can CC a creep on the creep front line and then melee's can run up to do their thing without having to run through the creep line, and Range's can attack the target without having to move too much because the target creep won't have backed up enough or any.
You could also have one target assist be a front line creep targeter, and one be a back line targeter. So the LM Target Assist would target a Reaver or Black Arrow who is at the front of the creep line and announce the CC has stuck and then the Melee freeps can do their thing. The burg target assist or other LM can target the WL'ers and Defilers in the back and once the CC has stuck, the Hunters can do their thing.
This also, on paper, could help in defense too. From what I've gathered on the 'Button' thread is that a lot of people want the champs and hunters to do a bit more helping out of the minstrels and squishies. So while the LM's and Burgs get their targets and get a CC to stick, the champs and hunters can focus on other things, like saving the minstrels instead of being the ones picking out targets. So then very quickly when the LM or burg says <<target XX is mezzed, focus fire NOW>> the hunters and champs can click the target assist and bring down that creep fast.
Target Marking
Communication
Raid Shout
Ready Check
Tips, Tricks and Tactics
If you are wanting to be a future leader in the 'moors freep side, these are the ones to observe on how to lead. They each have their own style and way of leading.
* Anierin * Athragate * Button * Corveryn * Epiphaneia * Eochain * Faegrim * Graymor * Kriptic * LeonardoBelmond * Nestaron * Pegasus/Baeddan * Pheryllt/Ginko * Ravellion * Root * Yurpee
Do not edit a section that is not yours. Sections are meant for opinions, not discussions. If you want to discuss, their are other places in the wiki, or the official forums for stuff like that, negative or positive.
Do not correct, or correct someone else s section in your section.
Section I
--Ginko 22:25, 19 September 2008 (EDT)
Being Vocally decisive
The first part of being Vocally decisive is being Vocal
Your voice needs to be clear. Your voice needs to be precise. If people cant understand you - hear you - they will not follow you. And it has nothing to do with what would be construed as insubordination on their part when you ask something to be done, and its not carried out.
75% of the time its because they cannot hear you. This can range from audio medium you are using (Ventrello|InGame Voice) and the levels of said medium, on their end or possibly on your end, they may not even be playing with their speakers turned on.
First thing to do when taking over a raid, or starting a raid after the initial gathering of the forces" say something similar to the following.
***For those that can hear me, and understand me click the "NO" button on the Following "Ready Check" dialouge.***
then type /ra /readycheck then hit enter
This will weed out those that are either not paying attention, or simply cannot hear you. Immediately take care of this until you know for sure you are on the same level as ever one in terms of communications. It will a ton of headaches when the battle picks up and need to call a Charge/Retreat command and half do and the other half don't.
The second half is being Decisive.
Orders need to be given, and need to be given quick. In a good fight, decisions are made swiftly without being careless (don't confuse careless wih risky). This requires studying, listening, and understanding both sides. Understanding your perspective, understanding your raids perspective, and understanding the oppositions perspective.
Section II
-- Button
Freeps are much better at fighting in confined spaces. If you fight a larger creep force in the open field (often times the case nowadays), you'll quickly find yourself at a disadvantage. The creeps will spread out and slowly start picking away at your minstrels with the BAs. That's why you often see freeps trying to bring fights into confined spaces (keeps), narrow choke points (hallways, bridges) or places with NPC support at their back (hotspots, EC).
Section III
-- Reddaevel
A lot of the advantage / disadvantage lies in what an open area does to effective AOE dps. Creepside has VERY little in the way of AOE damage skills and are heavily dependant on extreme levels of focus. On the other hand, freeps have access to and frequently utulize AOE damage skills and debuffs that are much more effective if the opposing force is tightly grouped. Loremasters in particular become less effective the more open the area is. Burglars can lose a lot of efficiency too when being forced to run back and forth between targets to apply debuffs... you burgs know what I'm talking about. Addle here, mez there, startling twist that guy, counter defence that one and enrage a ba before you pass out. can be exhausting work
Most creeps debuffs are single target and most classes don't have more than two.
Similarly, many freep buffs have limited range. That can make a huge difference if the seperate groups are moving in seperate directions. An open field fight requires a different situational awareness of the leader and better delegation of command decisions as well as properly balanced groups for freeps. Creepside has very few area limited buffs. I'm not saying that the situation is naturally disadvantageous to freeps, but it requires a more drastic shift in tactics.
Section IV
Laaag
Graphics settings
Do not edit a section that is not yours. Sections are meant for opinions, not discussions. If you want to discuss, their are other places in the wiki, or the official forums for stuff like that, negative or positive.
Do not correct, or correct someone else s section in your section.
Section I
Unfortunately when lagging its best to set everything on low settings To do so in game
* Go to the bottom left hand side click on main menu * Then click on options * Then click on advanced graphics * Set everything to low * Scroll down to bottom * Set texture cache size down * Set player crowd quality down also
I can’t guarantee this will solve the lag as I have horrible lag regardless of doing all this. It does help somewhat though. (This will be revised in the future)
Section II
Increase your Texture Cache in Advance Graphic options.
This will increase the space specified to store the textures that are in your area, ppl with lrg HDs and even ppl with just a few extra gigs to spare will defiantly see a difference.
Section III
Go to UI settings, scroll down, and uncheck all the particle effects. I find that this helps immensely.
There are 5 to uncheck, I can't remember them all (THIS WILL BE UPDATED) but a few are "Enable Dread Effects" and "Combat Particle Effects".
Section IV
Turn your capes off to do so in game do the following
* Click on character journal at the bottom or hit c on keyboard * Then scroll over to your cloak and click the eye icon next to it * That should turn your cloak off
Audio
Do not edit a section that is not yours. Sections are meant for opinions, not discussions. If you want to discuss, their are other places in the wiki, or the official forums for stuff like that, negative or positive.
Do not correct, or correct someone else s section in your section.
Section I
You can also turn off "Combat Sounds" from your Audio panel in the Options Menu
It takes a lot on your processor to spot out each "clank" "rawr" etc etc from 50 different sources, ad that ontop to trying to render models and process lighting, you got somewhat of an over load.
Section II




















