Mechanics:Fellowship Maneuvers
From LOTRO Lorebook
Contents |
[edit] Overview
A Fellowship Maneuver (previously also known as a Conjunction) is a powerful coordinated group attack. Depending on the combination of the maneuver skills selected by individual group memebers, a Fellowship Maneuver can cause massive meelee or DoT damage, restore fellowship's health or power, or all of the above.
When anyone triggers a Fellowship Maneuver, a Fellowship Skill Wheel appears on each fellowship member's screen asking them to choose how to contribute to the Fellowship Maneuver:
If you have targeted the wrong target when a conjunction starts, you'll see the assist button (bullseye) instead of the Skill Wheel. Pressing the assist button will re-target you on the correct mob and will bring up the Skill Wheel. The Skill Wheel will also come up if you cycle to the vulnerable target using the tab key.
Fellowship Maneuvers may occur randomly in any group encounter with a signature or higher enemy, and are announced by the message "X has broken the defences of Y". Burglars, Guardians and Captains also have special skills that can initiate Fellowship Maneuvers, and Hunters have traps that can trigger Fellowship Maneuvers when tripped. Note that only players at level 12 or above will be able to participate in a Fellowship Maneuver.
You can find more information about your available fellowship skills and the Fellowship Maneuvers you have been a part of in the Fellowship Skills Journal portion of the Character UI.
[edit] Individual Fellowship Skills
Selecting the maneuver is like any other combat action of your character. This means that you must face the target in order to be able to select your skill. In general, blue and green skills can be used from a distance, while red and yellow require you to be in melee range. However, there are exceptions for some classes: for example, the hunter can use red and yellow from a distance. If your red or yellow icons do not look like the ones in the Skill Wheel above, but have an arrow through them instead, you can use those skills ranged.
Selecting a fellowship skill on the Wheel does not interrupt any ongoing skill induction (casting) timers. Instead your color will not get into the Fellowship Maneuver queue until your current skill or auto-attack is completed, and any associated animations have played out.
Once you select your skill (color), your contribution will appear in the first empty slot in the maneuver queue. Your character will freeze in a maneuver stance, and a color indicator icon will appear above your head. Your character will stop its auto-attacks, and will not be able to use any skills until the maneuver is completed. If you try to move your character, your color will be canceled. You will still be able to participate in the combo if there is any time left, but any color you now select will be added to the next empty slot in the queue (at its end), not to your original position.
Certain combinations of individual players' skills (colors) such as pairs, flushes, or straights will increase the skills' strength (tier of power). The damage dealt by red and yellow skills remains associated with the player who selected those colors, and can be tracked in their individual combat logs. Successful combos simply strengthen the individual players' skills' strength. On the other hand, green and blue maneuvers gain an AoE effect practically in all combos, and therefore benefit every member of the fellowship. The more people participate in a named maneuver combination, the higher the potential tier of each player's individual fellowship skill. For a list of known fellowship manuever combos, see Combinations section below.
[edit] Skills that Start Conjunctions
| Ability | Class | Level | Description |
|---|---|---|---|
| Exploit Opening | Burglar | 12 | Stuns the target, creating opportunity for FM. |
| Trip | Burglar | 28 | You can knock an enemy down, opening up an opportunity to use Fellowship. Trip can only be used while in Stealth. |
| Exposed Throat | Burglar | 39 | After using your Double-edged Strike, you spy an opening and seize it doing high damage and having a chance of knocking your opposition into a conjuction state. Exposed Throat is a legendary trait obtained from The Expert's Guide to Dirty Fighting. |
| Bags of Marbles | Burglar | 30 | Knocks your target down, creating a chance of knocking your opposition into a conjunction state. Requires the passive skill of Clever Devices and any Bags of Marbles craftable items: small, medium, or large. |
| Turn The Tables | Guardian | 36 | You are able to knock down a target in response to being knocked down. |
| To The King | Guardian | 45 | You are able to make a powerful attack against an enemy who has suffered from Overwhelm or Thrust, potentially knocking it down. |
| Fray the Edge | Guardian | 40 | Your threatening taunts and feints are causing your target to slowly unravel. This skill increases the chance a randomly triggered Fellow Maneuver will start on any attack. |
| Kick | Captain | 44 | With 4 traits in the Leader of Men trait set, kick has a 10% chance to initiate a Fellowship Maneuver. |
| Tripwires | Hunter | 35 | Tripwire trap will knock opponents down and have a chance of triggering Fellowship Maneuvers. They exist in three versions: basic, improved, and inescapable. |
Keep in mind that most Fellowship Maneuver-Starter abilities stun or knock down your target. Therefore, targets that have a temporary stun immunity for any reason (e.g. comming out of any classes' mez effect or a stun from a mace or hammer attack) will be immune to any attempt to start a fellowship maneuver while the temporary state immunity buff lasts (usually 10 seconds).
After every conjunction attempt, whether it leads to a named combo or not, the target will also receive a one minute temporary immunity buff from coordinated attacks, indicated by a red shield buff icon. A new conjunction can not be started on the target until this immunity wears off.
[edit] Combinations
The following are the different conjunction combinations that can be used to increase the strength (level) of individual maneuvers. To be executed correctly, the conjunction must use the specified colors in the specific order they are listed.
Note: Pairs and Straight Fellowship Maneuvers can be executed in either direction. For example, RGY and YGR both accomplish Wrath of the Righteous.
| Combo Name | Type | First Attack | Second Attack | Third Attack | Fourth Attack | Fifth Attack | Sixth Attack |
|---|---|---|---|---|---|---|---|
| Two Person | |||||||
| Clash of Arms | Flush | Red | Red | ||||
| Misdirection | Flush | Yellow | Yellow | ||||
| Planned Attack | Flush | Blue | Blue | ||||
| Rallying Cry | Flush | Green | Green | ||||
| Three Person | |||||||
| Resounding Strikes | Flush | Red | Red | Red | |||
| Deception | Flush | Yellow | Yellow | Yellow | |||
| Three Pronged Assault | Flush | Blue | Blue | Blue | |||
| Mustering of the Troops | Flush | Green | Green | Green | |||
| Wrath of the Righteous | Straight | Red | Green | Yellow | |||
| Strength of the Pure | Straight | Blue | Red | Green | |||
| Sinister Plan | Straight | Yellow | Blue | Red | |||
| Will of the Strong | Straight | Green | Yellow | Blue | |||
| Four Person | |||||||
| Hail of Blows | Flush | Red | Red | Red | Red | ||
| Chaos in the Ranks | Flush | Yellow | Yellow | Yellow | Yellow | ||
| Power in Numbers | Flush | Blue | Blue | Blue | Blue | ||
| Call to Arms | Flush | Green | Green | Green | Green | ||
| Ent's Stand | Straight | Red | Green | Yellow | Blue | ||
| Noble's Honour | Straight | Blue | Red | Green | Yellow | ||
| Silent Paths | Straight | Yellow | Blue | Red | Green | ||
| Eagle's Eyrie | Striaght | Green | Yellow | Blue | Red | ||
| Pounding Echos | Pairs | Red | Red | Yellow | Yellow | ||
| Planned Charge | Pairs | Red | Red | Blue | Blue | ||
| Ent's Heart | Pairs | Red | Red | Green | Green | ||
| Deadly Whispers | Pairs | Yellow | Yellow | Blue | Blue | ||
| Silent Glory | Pairs | Yellow | Yellow | Green | Green | ||
| Noble Lineage | Pairs | Blue | Blue | Green | Green | ||
| Five Person | |||||||
| Entish Justice | Straight | Red | Green | Yellow | Blue | Red | |
| Wrath of the Oathbreakers | Straight | Blue | Red | Green | Yellow | Blue | |
| Leaves of Lothlorien | Straight | Yellow | Blue | Red | Green | Yellow | |
| Valour Unashamed | Straight | Green | Yellow | Blue | Red | Green | |
| Ent's Rage | Full House | Red | Red | Red | Yellow | Yellow | |
| Whispering Leaves | Full House | Yellow | Yellow | Yellow | Red | Red | |
| Noble Blood | Full House | Blue | Blue | Blue | Green | Green | |
| Pure of Heart | Full House | Green | Green | Green | Blue | Blue | |
| Six Person | |||||||
| Thunder of the Oakenshield | Straight | Red | Green | Yellow | Blue | Red | Green |
| Wings of the Windlord | Straight | Blue | Red | Green | Yellow | Blue | Red |
| Dawn on the Deep | Straight | Yellow | Blue | Red | Green | Yellow | Blue |
| Whispers Under the Mountain | Straight | Green | Yellow | Blue | Red | Green | Yellow |
| Break the Door | Unique | Red | Red | Red | Red | Red | Yellow |
| Hew the Stone | Unique | Red | Red | Red | Red | Red | Blue |
| Roll of Drum | Unique | Red | Red | Red | Red | Red | Green |
| Tramp of Doom | Unique | Red | Red | Red | Yellow | Yellow | Yellow |
| March of the Ents | Unique | Green | Red | Red | Red | Red | Blue |
| Chill of Bone | Unique | Green | Yellow | Yellow | Yellow | Yellow | Blue |
| Breath of Freedom | Unique | Blue | Red | Yellow | Yellow | Red | Blue |
| Hope of Men | Unique | Green | Yellow | Red | Red | Yellow | Green |
[edit] Types of Conjunctions
The simplest conjunctions are Flushes. All fellowship members must select the same colour. Flushes are available in 2, 3 and 4 person maneuvers, and simply increase the tier of each member's skill.
Slightly more complex are Pairs, or Full House combos, available in 4 and 5 person maneuvers respectively. To complete these combos successfully, it is usually a good idea to agree up front which members of the fellowship will select the leading colors, and which members will wait for the first pair (or tripplet) and only then select the second color.
Note that Pairs combos do not depend on the order of the pairs: forexample, Deadly Whispers can be done both as Yellow, Yellow, Blue, Blue and as Blue, Blue, Yellow, Yellow.
Maneuvers that require the most coordination are Straights. These combos start at a certain color and then proceed around the wheel. Straights are available in 3,4,5 and 6 person combinations. In order to succesfully coordinate a straight combo, both the color and the position in the maneuver needs to be agreed up front for each member of the group. Most straights will provide power and morale heals to the entire group as well as damaging the opponent. In five and six person straights, the colors appearing twice will also provide the unique tier 5 and tier 6 effects described in the Individual Fellowship Skills section above.
Note that Straights combos can be done either starting from the beginning going clockwise, or starting from the end going counter-clockwise. Therefore, Wrath of the Righteous can be done either as Red, Green, Yellow or Yellow, Green, Red.
Note also that hunter's Skill Wheel is different from all the others, therefore when selecting the order of participants, use the Skill Wheel above rather then the Hunter Wheel.
Unique combinations provide some of the most powerful combinations of tier 5 and tier 6 fellowship skills in the game, but are also the least reliable of all combos. While an incomplete pairs or straight type combo still gives the fellowship the benefit of a shorter named Maneuver as long as the first few colors are entered in the correct order, an incomplete unique combination usually result in no named combination.
Unique combinations must be repeated exactly as shown, reversing the order or using the same patterns with different colors usually does not result in a named combo.







