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re: Into the West's Guide to the Burglar

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Just the basics

Primary Role in a Fellowship: DPS & Debuffs > Deal damage to the enemy as well as uses tricks to debuff. Also helps control the number of mobs you have to fight at one time by use of Riddles. 

Armor Class: Medium

Races: Hobbit, Human

Primary Virtue: Agility

Secondary Virtue: Fate

Stat Caps (Skills and racial traits may allow you to exceed cap):

• Virtues (Agility, Will, Might, etc): No Caps

• Melee, Ranged, Tactical Offense: No Caps

• Melee, Ranged, Tactical Critical chance: 25%

• Devastating Critical chance: 10%

• Block, Evade, Parry chance: 13%

• Partial Block, Evade, Parry chance: 35%

• All Resistances (Disease, Poison, Wound, Fear): 50%

• Physical and Tactical Mitigation: 50%

• Partial Mitigations: 60%

• Incoming Healing: 25%

T2 Stat recommendations

• Agility should be your highest virtue.

• Morale should be greater than 30,000

• Finesse should be greater than 16,000

• Critical Rating should be greater than 16,000

• Physical Mastery should be greater than 55,000

• Critical Defense should be over 40%, but going over 50% is useless due to diminishing returns.

• Tactical and Physical Mitigation should be over-capped at 50%

Weapons Proficiencies:

• Duel Wielding

• Daggers 

• One-Handed Club

• One-Handed Mace 

• One-Handed Sword

 

Main Attributes aka What Each Virtue Does for the Burglar

Armour :Provides strong damage reduction against physical (common) sources and some damage reduction against tactical sources. 

• 1 point of Armour = 1 point increase in Physical Mitigation

• 1 point of Armour = 0.2 point increase in Tactical Mitigation

Might: increases your ability to block incoming attacks with a shield and parry incoming blows.

• 1 point of Might = 3 point increase in Block Rating.

• 1 point of Might = 2 point increase in Parry Rating for other classes.

Agility: increases your ability to evade and parry incoming blows, and increases your chance to critically hit a foe. 

• 1 point of Agility = 3 point increase in Evade Rating

• 1 point of Agility = 2 point increase in Parry Rating

• 1 point of Agility = 1 point increase in Critical Rating

• 1 point of Agility = 8 point increase in Physical Mastery 

Vitality: increases your maximum Morale, your Non-Combat Morale Regeneration and your Resistance Rating, which reduces the chance you'll be affected by Wound, Disease, Fear and Poison effects.

• 1 point of Vitality = 3 point increase in maximum Morale 

• 1 point of Vitality = 2 point increase in Resistance Rating.

• 1 point of Vitality = 7.2 points increase in Non-Combat Morale Regeneration.

Will: increases your ability to defend against non-physical damage sources. It also increases your Resistance to Disease, Fear, Poison, and Wound effects. Will mildly increases your Outgoing Healing.

• 1 point of Will = 1 point increase in Tactical Mitigation.

• 1 point of Will = 2 point increase in Resistance.

• 1 point of Will = 5 point increase in Tactical Mastery 

Fate: increases your In-Combat Power Regeneration and In-Combat Morale Regeneration. Fate also increases the chance and magnitude of Criticals. Like Will, Fate increases your ability to defend against non-physical damage sources.

• 1 point of Fate = 2.5 points of Critical Rating

• 1 point of Fate = 1.5 points of In-Combat Morale Regeneration

• 1 point of Fate = 2.17 points of In-Combat Power Regeneration

• 1 point of Fate = 24 points of Non-Combat Power Regeneration

• 1 point of Fate = 1 point increase in Tactical Mitigation.

 



Last edited by Ravynne Laergul on Thu Nov 17, 2016 1:02 pm; edited 4 times in total


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re: Into the West's Guide to the Burglar

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Maximum Trait Point Summary

  • 50 from every odd level from 7 to 105.
  • 8 from completing the class deed meta-deeds.
  • 3 from completing the legendary books available at level 39.
  • 1 from completing the pair of class quests available at level 45.
  • 1 from completing the Moria class quest chain available at level 58.
  • 1 from reading the legendary book available from the Iron Garrison Guards vendor upon reaching Kindred.
  • 1 from completing Volume II, Book 6 of the Epic.
  • 2 from earning 200 Promotion Points in Epic Battles. (Note that these points can also be purchased in the LOTRO Store.)
  • 5 from completing each of the area quest chains in West Rohan.
  • 4 from completing each of the area quest chains in Central Gondor.
  • 1 from completing Volume IV, Book 2 of the Epic.
  • 1 from completing Quest:Ashes and Stars, Chapter 4 in Eastern Gondor.
  • 1 from completing Volume IV, Book 4, Chapter 10: The Defence of Minas Tirith
  • 1 from completing Volume IV, Book 4, Chapter 11: Hammer of the Underworld
  • 1 from completing the deed Quests of Old Anórien
  • 1 from completing the deed Deeds of Old Anórien
  • 82 - Total Trait Points available as of Update 18.


Last edited by Ravynne Laergul on Fri Nov 11, 2016 11:18 am; edited 3 times in total


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re: Into the West's Guide to the Burglar

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Red Line

 

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Red Line Basics (what you get from traiting red line)

SKILL - Knives Out

  • cannot avoid incoming attacks
  • sets incoming melee damage to 20%
  • on melee skill damage: reflect 30%
  • 10s duration, 2m cooldown

SKILL - Faint Attack

  • Enables surprise strike from stealth
  • 10s duration, 15s cooldown

PASSIVE - +2 Stealth level

PASSIVE - +40% stealth movement speed

 

 

Spec Bonuses (Unlocked after spending 5 trait points in indicated tier)

Tier 1 - Improved Knives Out - reduces the cooldown on Knives Out by 45s

Tier 2 - Critical Magnitude - +10% critical and devastating critical damage

Tier 3 - Reveal Weakness - Reveal Weakness gains the ability to reduce the targets critical defense

Tier 4 - Relish Battle - 25% to apply a heal-over-time whenever you critically hit a target

Tier 5 - Location is Everything - Critical Chain skills bypass 10% of your target's mitigations

Tier 6 - Practiced Bluff - Faint attack becomes Improved Faint attack

  • +10% damage until removed
  • +5% damage from stealth
  • additional skills can be used as if in stealth
  • Provoke
  • Cunning attack

Tier 7 - Improved Sneak - +100% critical chance of cunning attack and surprise attack used from stealth

 

 

Traits of Special Mention

Tier 2 - Stun Dust - Unlocks skill

  • 5s stun
  • 1m cooldown

Tier 3 - Aim - Unlocks skill

  • Next skill used is garenteed to critical
  • 1m 20s cooldown

Tier 4 - Vital Target - Critical response skills have a chance to lower your target's critical defense

  • 15/30/45% chance to apply -5% critical defense
  • 8s duration

Tier 5 - Flashing Blades - Unlocks skill

  • Skill uable at the end of the critical chain
  • Deals high damage

Tier 6 - Improved Hide in Plain Sight - because breaking the laws of physics wasn't good enough, you needed to IMPROVE it!!!!

  • on final rank, Hide in Plain Sight removed all poison, disease, fear and wound effects
  • Reduces the cooldown of said skill by 180 at max rank

Tier 6 - Trip - Useable either in stealth or after faint attack, this skill causes a fellowship manoeuvre

Tier 7 - Coup de grâce - "blow of mercy", a mercy killing of civilians or soldiers, friends or enemies, with or without the sufferer's consent

  • powerful triple attack that marks target
  • if defeated while marked you enter stealth for 5 secs, 1m cooldown

 

 Recommended Red Line Legacies

 

  • Weapon
    • Burglar bleed damage
    • Coup de grâce damage
    • Crit chain skills dmg
    • Crit response skill dmg
  • Tools
    • Skills critical multiplier
    • Reveal weakness incoming damage
    • Positional damage
    • Crit chain skills crit rating

 

 

 

 

 

 



Last edited by Ravynne Laergul on Thu Nov 17, 2016 12:48 pm; edited 5 times in total


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re: Into the West's Guide to the Burglar

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Blue Line

 

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Blue Line Basics (What you get for traiting Blue Line)

SKILL - Lucky Strike

 

  • lucky strike does medium damage and applies a damaging gamble
  • this skill is used at the end of the crit chain
  • 15s cooldown

 

SKILL - Hedge Your Bet

  • A quick skill that does medium damage and upgrades the tier of an exsisting gamble on target
  • 10s cooldown

PASSIVE - Your Crit chain now unlocks on evades

PASSIVE - +40% stealth run speed

 

Spec Bonuses (Bonus received after spending 5 points in indicated tier)

Tier 1 - Bob and Weave - "grants a heal-over-time when you evade"

Tier 2 - Blind Bet - Chance to apply debuffing gamble to the target. usable at the end of the crit chain.

Tier 3 - Reveal Weakness - "Reveal Weakness gains the ability to reduce the target's finesse"

Tier 4 - Overwhelming Odds - Complete a fellowship manoeuvre will empower the burglar based on what was completed

Tier 5 - Dealings Done - Lucky Strike becomes Gamblar's Strike (same cooldown and effects remain)

 

  • Gamblers Strike can be used outside the crit chain
  • Gamblers Strike upgrades any gamble on the target to 6
  • +10% gamble chance on other skills

 

Tier 6 - Cash Out - earns skill "Cash Out"

 

  • Consumes damaging gambler to deal instant damage depending on tier
  • Consumes debuffing gamble to buff burglar's evade rating depending on tier
  • Consumes disabling gamble not yet implimented
  • 30s cooldown

 

Tier 7 - Loaded Dice - "you always play to win."

 

  • +20% Even the Odds application chance
  • -10s Blind Bet cooldown
  • -10s Cash Out cooldown

 

 

Traits of Special Mention

Tier 2 - Gamblers's Advantage - unlocks the skill

 

  • 5s cooldown used in the middle of the crit chain
  • applies a dot, ticks every 3s for 15s
  • on using the skill on a target with the dot already on: dot damage increases (up to 6 times) and refreshing dot

 

Tier 4 - Double Down - provoke and diversion have a chance to apply a gamble.

 

  • Provoke gains the chance to apply a disabling gamble
  • effects are applied if used in-combat and out of combat.
  • Diversion gains the chance to a apply a debuffing gamble
  • increased application chance from stealth.

 

Tier 5 - Exposed Throat - chance to start fellowship manoeuvre

 

  • 20% chance for 6s stun
  • 10s cooldown
  • usable at the end of the crit chain

 

Tier 5 - Even the Odds - double-edges strike may grant you a random buff if used on a target with an active gamble

 

  • +20/40/60/80/100% application chance
  • buffs last 8s
  • applies 1 of 3 buffs to the burglar that stack
    • -attack duration
    • +critical rating
    • +physical mastery

 

Tier 7 - All In - briefly boost your damage, evade chance and finesse rating to finish a fight for 15s

  • +50% melee damage
  • +20% evade chance
  • +finesse
  • If you fail to kill the target in 15s you get debuffed:
    • -50% melee damage
    • -20% evade chance
    • -finesse rating

 Recommended Blue Line Legacies

  • Weapon
    • Burglar Bleed Damage
    • Cunning Attack Bleed Stack
    • Critical Response Skill Damage
    • Harmful Gamble Damage
    • Lucky and Gambler Strike
  • Tools
    • Skills Critical Multiplier
    • Hedge Your Bet Damage
    • Gamble Chance
    • All In Buff Duration

 



Last edited by Ravynne Laergul on Thu Nov 17, 2016 12:51 pm; edited 5 times in total


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re: Into the West's Guide to the Burglar

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Yellow Line

 

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Yellow Line Bonuses (What you get for traiting Yellow Line)

SKILL - Mischievous Glee

  • Removes a trick to heal you over time

SKILL - Trick: Disable

 

  • Reduce's your targets damage by 10%
  • Reduce's your targets attack speed by 15%
  • 15s duration, 5s cooldown

 

PASSIVE - Subtle Stab reduce the cooldown of trick removal skills by 2s

  

Spec Bonuses (What you get after spending 5 points in indicated tier)

Tier 1 - A Small Snag - "Sometimes we just get caught up on the little things in life. You make sure this tends to happen more often than not."

 

  • Unlocks skill - Small snag
  • usable at the end of the crit chain
  • roots target for 15s, 50% to break out on damage
  • +2% incoming damage
  • +5% attack duration
  • 15s duration, 15s cooldown
  • 10m range 

 

Tier 2 - Disabling Attack - Improves the potency of diables debuffs

  • +5% attack duration
  • -5% damage
  • finesse debuff added

Tier 3 - Reveal Weakness - Reveal weakness gains the ability to reduce the targets resistance rating

Tier 4 - Joke with legs - I totally understand how batteries feel because I’m rarely ever included in things either.

  • +5m trick range
  • -30s riddle cooldown

Tier 5 - A Trick for all Tastes - your trick removal buffs apply to your fellowship

Tier 6 - Little Annoyances - A Small Snag becomes Quite a Snag

  • 30s root, 25% break out on damage
  • +3% incoming damage
  • +10% attack duration
  • If critical:
    • +15% trick removal effect - duration 30s
    • 30s duration, 15s cooldown
    • 10m range

Tier 7 - Confound the Fools - You almost become as good as me at tricking people

  • -15s trickster cooldown
  • Mischievous Glee becomes Mischievous Delight
  • Mischievous Delight has a 100% power heal chance
  • Moral and Power heal are for fellowship members within 20s too
  • No focus loss from movement

 

Traits of Special Mention

Tier 1 - Dust in Eyes - throw dust in enemies eyes... what were you expecting?

  • Increases targets miss chance by 20% for 15s
  • slows target by 25% somehow for 30s
  • 3 targets

Tier 2 - Startling Twist - removes a trick to stun an enemy

  • First rank unlocks skill
  • skill stuns for 8s on trick removal
  • Removed 3 corruptions from target
  • Second rank makes Startling twist Aoe - 3 targets

 Tier 3 - Perplexing Proposition - decreases the cooldown on trick removal skills by 5/10/15/20/25s

 Tier 3 - Trick: Counter defense - Reduces the targets avoidance rating and critical defense

  • first rank unlocks skill
  • second rank makes skill reduce the targets critical chance by 2%

Tier 4 - Enrage - Increases targets incoming damage

  • First rank unlocks skill at +3% inc damage
  • second rank makes debuff +5% inc damage
  • 20m range

Tier 5 - Clever Retort - Removes a trick to do a corresponding ability

  • cooldown 45s
  • effect depends on what trick was removed
    • Trick: Counter defense - Burst damage / Red Ent
    • Trick: Disable - Moral Heal / Green Eagle
    • Trick: Enrage - Damage-over-time (every 5s for 15s) / Yellow Spider
    • Trick: Dust in the Eyes - Power Heal / Blue Horse

Tier 6 - Opportunist - subtle strike does additional damage on tricked targets

  • +10/20/30/40% additional damage on next 4 ranks

Tier 7 - Trickster - buffs till end of combat

  • all tricks become AoE
  • can have 2 different tricks on same target
  • 45s cooldown

 



Last edited by Ravynne Laergul on Fri Nov 11, 2016 11:45 am; edited 4 times in total


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re: Into the West's Guide to the Burglar

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Legacies and Essences

 

Main-hand Major

Burglar Skill Bleed Damage Multiplier --> Increases the Damage-over-Time of Cunning Attack.

Small Snag Damage --> Increases damage of A Small Snag / Quite a Snag.

Feint Attack Damage --> Increases damage of Feint Attack.

Position Surprise Strike Damage from Stealth --> Increase the Position Damage from Stealth (while in stealth and behind the target) of Surprise Strike.

Surprise Strike Critical Rating --> Increase the Critical Rating of Surprise Strike.

Cunning Attack Bleed Damage --> Increases the damage of Cunning Attack's bleed.

Critical Response Skill Damage --> Increases the Damage of Critical Response skills: Double-edged Strike, Flashing Blades & Exposed Throat.

Subtle Stab Damage Multiplier --> Increases the Damage of Subtle Stab / Improved Subtle Stab.

 

Main-hand Minor

Riddle Range --> Increases the range of Riddle.

Lucky Strike Critical Rating --> Increases the chance of Lucky Strike crit.

Gamble Damage --> Increases the damage done by harmful Gamble effects.

Lucky Strike Damage --> Increases the damage of Lucky Strike.

Trick and Trick Removal Damage --> Increases the damage done by tricks and trick removal.

Critical Chain Skills Critical Multiplier --> Increases the damage done by Critical Chain skills (double-edged strike and flashing blades) when crit.

Coup de Grâce Damage --> Increases the damage done by Coup de Grâce

Subtle Stab Critical Multiplier --> Increases the multiplier of Critical Subtle Stab hits.

 

Burglar Tools Major

Skills Critical Multiplier --> Increases the multiplier of damage done on critical hits for all skills

Off-hand Critical Chance --> Increases the chance that your off-hand attack will crit

Positional Damage --> Increases the damage when attacking an opponent from behind

Gamble Chance --> Increases the chance that you will place a damaging debuff against your target

Hedge Your Bet Damage --> Increases the damage done by the hedge your bet skill

Mischievous Glee Healing --> Increases the healing of your Mischievous Glee skill

Tricks Duration --> Increases the duration of all of your tricks

Critical Chain Skills Critical Chance --> Increases the chance of your critical chain skills critting (double-edged strike and flashing blades)

 

Burglar Tools Minor

Coup de Grâce Stealth Period --> Increases the time you have to defeat your opponent to apply the temporary stealth period.

Pulse Modifier for Mischievous Glee --> Increases the number of pulses for Mischievous Glee to heal 

Sneak Movement Speed --> Increases your speed while in stealth

Stealth Level --> Increases the level of your stealth. Makes it easier to slip past opponents unnoticed

Clever Retort Damage and Healing --> Increases the damage and healing done by the buff/debuff placed by clever retort

Increased Reveal Weakness Range --> Increases the range (and damage after imbuement) of reveal weakness

All In Duration --> Increases the duration of the All In debuff

Addle Induction Multiplier --> Increases the induction period of opponents after addle is used

 

Forum Image

 

Forum Image

 

 

After Imbuing: Weapon

Imbued Legacy  Rank 1 Rank 33 Rank 59 Original Legacy
A Small Snag Damage +5% +37% +63% Major - A Small Snag Damage
Burglar Bleed Damage +3% +22.2%  +37.8%  Major - Burglar Bleed Damage
Feint Attack Damage +5%  +37%  +63%  Major - Feint Attack Damage
Cunning Attack Bleed Damage +4%  +29.6%  +50.4%  Major - Cunning Attack Bleed Damage
Critical Response Skill Damage +2% +14.8% +25.5% Major - Critical Response Skill Damage
Subtle Stab Damage Multiplier +2%  +14.8% +25.2% Major - Subtle Stab Damage Multiplier
Surprise Strike Critical Rating +500 +3700  +6300  Major - Surprise Strike Critical Rating

Riddle Range & 

Provoke Critical Chance Debuff

+4 

+0%

+20

+2.6% 

+20

+7.8% 

Major - Riddle Range
Coup De Grâce Damage +5%  +37%  +63%  Minor - Coup De Grâce Damage
Critical Chain Skills Critical Multiplier +5%  +37%  +63%  Minor - Critical Chain Skills Critical Multiplier
Harmful Gamble Damage +8%  +59.2%  +100.8%  Minor - Harmful Gamble Damage
Lucky Strike Critical Rating +500  +3700  +6300  Minor - Lucky Strike Critical Rating
Lucky and Gambler's Strike Damage +5%  +37%  +63%  Minor - Lucky and Gambler's Strike Damage
Position Surprise Strike from Stealth +5%  +37%  +63%  Minor - Position Surprise Strike from Stealth
Subtle Stab Critical Damage +5%  +37%  +63%  Minor - Subtle Stab Critical Damage
Trick and Trick Removal Damage +5% +37%  +63%  Minor - Trick and Trick Removal Damage


 

After Imbuing: Burglar Tools

Imbued Legacy Rank 1 Rank 33 Rank 59 Original Legacy
Critical Chain Skills Critical Rating +500 +3700 +6300 Major - Critical Chain Skills Critical Rating

Gamble Chance &

Cash Out Damage

+4%

+0%

+29.6%

+0%

+31.2%

+24%

Major - Gamble Chance
Hedge Your Bet Damage +5% +37% +63% Major - Hedge Your Bet Damage
Mischievous Glee Healing +10% +74% +126% Major - Mischievous Glee Healing
Off-hand Critical Rating +500 +3700 +6300 Major - Off-hand Critical Rating
Positional Damage +3% +22.2% +37.8% Major - Positional Damage
Purge Corruption Damage +4% +29.6% +50.4% Major - Specialization Skill Critical Buff Duration
Skills Critical Multiplier +3% +22.2% +37.8% Major - Skills Critical Multiplier

Tricks Duration &

Tricks & Resistance Penetration

+1

+0

+15

+1800

+15

+4400

Major - Tricks Duration
All In Melee Damage +4% +29.6%  +50.4%  Minor - All In Melee Damage
Addle Tactical Damage Debuff -1% -7.4%  -12.6%  Minor - Addle Induction Multiplier
Clever Retort Damage and Healing +8% +59.2%  +100.8%  Minor - Clever Retort Damage and Healing
Coup de Grâce Critical Rating +500 +3700 +6300  Minor - Coup de Grâce Mark Duration
Dust in the Eyes Miss Chance +1% +7.4%  +12.6%  Minor - Pulse Modifier for Glee
Reveal Weakness Incoming Damage Debuff  +1% +7.4%  +12.9%  Minor - Reveal Weakness Range
Sneak Movement Speed +2% +14.8%  +25.2%  Minor - Sneak Movement Speed
Surprise Strike Damage  +4% +29.6%  +50.4%  Minor - Surprise Strike Damage

 



Last edited by Ravynne Laergul on Wed Feb 22, 2017 12:50 pm; edited 22 times in total


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re: Into the West's Guide to the Burglar

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Fellowship Maneuvers

Since Fellowship Maneuver opening is one of the most important trades of the burglar, it is important to understand the basics. Burglars have a total of four abilities that can start a Fellowship Maneuvers (previously known as a Conjunction):

  Ability Level Note Recovery time
Exploit Opening-icon.png Exploit Opening 12 Also stuns the target 5 min
Marbles 3-icon.png Any kind of marbles 20 Requires the Clever Devices-characteristic 15 min
Trip-icon.png Trip 28 Only usable while sneaking or after using Feint Attack while in red line 5 min
Exposed Throat-icon.png Exposed Throat 39 Chance of 6s stun (random chance for a Conjunction) 10s

 

There are 3 basic things, that you should look for before using one of the Fellowship Maneuvers openers:

  • Is everyone fairly close to the target? Contributing to a Fellowship Maneuver requires the players to be within a few meters of the target.
  • Does the target have the Temporary State Immunity-icon.png Temporary State Immunity debuff active? All openers either stun, knock down or knock out the target, so it is important that the target does not have stun immunity-debuff up.
  • 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 the shield icon Uncommon Fortitude-icon.png. A new conjunction can not be started on the target until this immunity wears off.

Combinations

The following are the different Fellowship Manoeuvre combinations that can be used to increase the strength (level) of individual manoeuvres. To be executed correctly, the FM must use the specified colors in the specific order they are listed, with the exception of straights, which may be executed either clockwise or counterclockwise around the FM wheel. The first color in a straight determines which FM will trigger.

 

Length Two Flushes

  • Conjunction R.png Conjunction R.png Clash of Arms - You and your fellow smash your target as if caught between a hammer and anvil.
  • Conjunction Y.png Conjunction Y.png Misdirection - Working together with a fellow you both are able to cause deep wounds in your target.
  • Conjunction B.png Conjunction B.png Planned Attack - Your superior coordination with your fellow energizes you both.
  • Conjunction G.png Conjunction G.png Rallying Cry - You and your fellow let out a piercing rallying cry invigorating yourselves and all other fellowship members around you.

Length Three Flushes

  • Conjunction R.png Conjunction R.png Conjunction R.png Resounding Strikes - Striking together you and your fellows tear your target asunder.
  • Conjunction Y.png Conjunction Y.png Conjunction Y.png Deception - Working together with your fellows you all are able to cause deep wounds in your target. The initial contributor will cause a deep wound.
  • Conjunction B.png Conjunction B.png Conjunction B.png Three Pronged Assault - Your superior coordination with your fellows energizes you all.
  • Conjunction G.png Conjunction G.png Conjunction G.png Mustering of the Troops - You and your fellow let out a piercing rallying cry invigorating yourselves and all other fellowship members around you.

Length Three Straights

  • Conjunction G.png Conjunction Y.png Conjunction B.png or Conjunction B.png Conjunction Y.png Conjunction G.png Will of the Strong - Working with your fellows you are able to wound your target while also rallying and energizing your fellowship members.
  • Conjunction Y.png Conjunction B.png Conjunction R.png or Conjunction R.png Conjunction B.png Conjunction Y.png Sinister Plan - Working with your fellows you are able to slash and wound your target while also energizing your fellowship members.
  • Conjunction B.png Conjunction R.png Conjunction G.png or Conjunction G.png Conjunction R.png Conjunction B.png Strength of the Pure - Working with your fellows you are able to crush your target while also rallying and energizing your fellowship members.
  • Conjunction Y.png Conjunction G.png Conjunction R.png or Conjunction R.png Conjunction G.png Conjunction Y.png Wrath of the Righteous - Working with your fellows you are able to crush and wound your target while also rallying your fellowship members.

Length Four Flushes

  • Conjunction R.png Conjunction R.png Conjunction R.png Conjunction R.png Hail of Blows - Striking together you and your fellows tear your target asunder.
  • Conjunction Y.png Conjunction Y.png Conjunction Y.png Conjunction Y.png Chaos in the Ranks - Working together with your fellows you all are able to cause deep wounds in your target. The initial contributor will cause a particularly nasty wound.
  • Conjunction B.png Conjunction B.png Conjunction B.png Conjunction B.png Power in Numbers - Your superior coordination with your fellows energizes you all.
  • Conjunction G.png Conjunction G.png Conjunction G.png Conjunction G.png Call to Arms - You and your fellows let out a piercing rallying cry invigorating yourselves and all other fellowship members around you.

Length Four Straights

  • Conjunction R.png Conjunction G.png Conjunction Y.png Conjunction B.png or Conjunction R.png Conjunction B.png Conjunction Y.png Conjunction G.png Ent's Stand - Like an Ent pooling all resources, your fellowship can crush and wound your target while also rallying and energizing all.
  • Conjunction B.png Conjunction R.png Conjunction G.png Conjunction Y.png or Conjunction B.png Conjunction Y.png Conjunction G.png Conjunction R.png Noble's Honour - With a true noble's honour your fellowship is able to crush and wound your target while also rallying and energizing all.
  • Conjunction Y.png Conjunction B.png Conjunction R.png Conjunction G.png or Conjunction Y.png Conjunction G.png Conjunction R.png Conjunction B.png Silent Path - Working with your fellows you are able to crush and wound your target while also rallying and energizing your fellowship members.
  • Conjunction G.png Conjunction Y.png Conjunction B.png Conjunction R.png or Conjunction G.png Conjunction R.png Conjunction B.png Conjunction Y.png Eagle's Eyrie - The power of great eagles in their eyries is matched by your fellowship as you crush and wound your target while rallying and energizing all.

Pairs

  • Conjunction R.png Conjunction R.png Conjunction Y.png Conjunction Y.png Pounding Echoes - Your fellowship's pounding blows echo in the distance and your foes new wounds are great.
  • Conjunction R.png Conjunction R.png Conjunction B.png Conjunction B.png Planned Charge - With a well planned charge, your fellowship crushes the enemy while being energized.
  • Conjunction R.png Conjunction R.png Conjunction G.png Conjunction G.png Ent's Heart - With an Ent's resilience and strength, your fellowship crushes your target as they rally back.
  • Conjunction Y.png Conjunction Y.png Conjunction B.png Conjunction B.png Deadly Whispers - Your fellowship's deadly whispers herald a deep wound in your foe and an energizing triumph.
  • Conjunction Y.png Conjunction Y.png Conjunction G.png Conjunction G.png Silent Glory - Your fellowship's silent wound and worthy glory rally everyone.
  • Conjunction B.png Conjunction B.png Conjunction G.png Conjunction G.png Noble Lineage - Like ancient nobles, your fellowship is able to crush your target while also rallying everyone's morale.

Length Five Straights

  • Conjunction R.png Conjunction G.png Conjunction Y.png Conjunction B.png Conjunction R.png Entish Justice - Justice of the Ents does not rest with a single foe, all enemies feel your fellowships crushing and wounding rage even as you rally and energize each other.
  • Conjunction B.png Conjunction R.png Conjunction G.png Conjunction Y.png Conjunction B.png Wrath of the Oathbreakers - Your fellowship strikes with such wounding wrath as to summon an Oathbreaker to assist you even as you rally and energize all. (Two Oathbreakers are summoned.)
  • Conjunction Y.png Conjunction B.png Conjunction R.png Conjunction G.png Conjunction Y.png Leaves of Lothlorien - Swirling like the leaves of Lothlorien, your fellowship strikes from all sides, leaving wounds that slow while rallying and energizing all.
  • Conjunction G.png Conjunction Y.png Conjunction B.png Conjunction R.png Conjunction G.png Valour Unashamed - Your fellowship crushes and wounds your target with unashamed valour, 


Last edited by Ravynne Laergul on Wed Feb 22, 2017 12:25 pm; edited 1 time in total


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Ravynne ~ Missletoe ~ Tapeoca ~ Maricara ~ Buttercupp ~ Aphrodisia ~ Faeythe ~ Ravynous ~ Lolliepop ~ Kallistea ~ Jixi
Ravynne Laergul
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re: Into the West's Guide to the Burglar

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Full House

  • Conjunction R.png Conjunction R.png Conjunction R.png Conjunction Y.png Conjunction Y.png Ent's Rage - With an Ent's strength and with your fellowship's blows, crush and wound your foe.
  • Conjunction Y.png Conjunction Y.png Conjunction Y.png Conjunction R.png Conjunction R.png Whispering Leaves - Working with your fellows you are able to crush and wound your target.
  • Conjunction B.png Conjunction B.png Conjunction B.png Conjunction G.png Conjunction G.png Noble Blood - Like those of true noble blood, your fellowship rallies and energizes from all past loss.
  • Conjunction G.png Conjunction G.png Conjunction G.png Conjunction B.png Conjunction B.png Pure of Heart - The pure of heart fear no foe and your fellowship can rally and energize in the midst of any battle.

Length Six Straights

  • Conjunction R.png Conjunction G.png Conjunction Y.png Conjunction B.png Conjunction R.png Conjunction G.png Thunder of the Oakenshield - A truly flawless display of fellowship coordination, all fear and wounds are removed as all enemies are crushed.
  • Conjunction B.png Conjunction R.png Conjunction G.png Conjunction Y.png Conjunction B.png Conjunction R.png Wings of the Windlord - A truly flawless display of fellowship coordination, two oathbreakers are summoned as all enemies are crushed. (Two Oathbreakers are summoned.)
  • Conjunction Y.png Conjunction B.png Conjunction R.png Conjunction G.png Conjunction Y.png Conjunction B.png Dawn on the Deep - A truly flawless display of fellowship coordination, two oathbreakers are summoned as your target is heavily disabled. (Two Oathbreakers are summoned.)
  • Conjunction G.png Conjunction Y.png Conjunction B.png Conjunction R.png Conjunction G.png Conjunction Y.png Whispers Under the Mountain - A truly flawless display of fellowship coordination, all fear and wounds are removed as your target is heavily disabled.

Length Six Unique

  • Conjunction R.png Conjunction R.png Conjunction R.png Conjunction R.png Conjunction R.png Conjunction Y.png Break the Door - You fellowships fury cripples your foe and crushes all nearby enemies.
  • Conjunction R.png Conjunction R.png Conjunction R.png Conjunction R.png Conjunction R.png Conjunction B.png Hew the Stone - Your fellows hew into your foes like masons on stone, energizing each other and drawing forth an Oathbreaker shade to fight for you. (An Oathbreaker is summoned.)
  • Conjunction R.png Conjunction R.png Conjunction R.png Conjunction R.png Conjunction R.png Conjunction G.png Roll of Drum - The rolling drum of your fellowships blows on your foe cause pain to nearby foes and hope to flourish in your ranks, removing fear and wounds.
  • Conjunction R.png Conjunction R.png Conjunction R.png Conjunction Y.png Conjunction Y.png Conjunction Y.png Tramp of Doom - Your fellowship tramples your foes, inflicting deep wounds.
  • Conjunction G.png Conjunction R.png Conjunction R.png Conjunction R.png Conjunction R.png Conjunction B.png March of Ents - Like the nigh unstoppable march of the Ents, your fellowship rallies and energizes as they crush your foes. (An Oathbreaker is summoned.)
  • Conjunction G.png Conjunction Y.png Conjunction Y.png Conjunction Y.png Conjunction Y.png Conjunction B.png Chill of Bone - Your fellowship strikes deep, bone chilling wounds on your foe, rallying and energizing each other as they fight. (An Oathbreaker is summoned.)
  • Conjunction B.png Conjunction R.png Conjunction Y.png Conjunction Y.png Conjunction R.png Conjunction B.png Breath of Freedom - Your fellowship strikes with the conviction of freedom, defeating your foes and rallying your allies. (Two Greater Noble Spirits are summoned for each Blue.)
  • Conjunction G.png Conjunction Y.png Conjunction R.png Conjunction R.png Conjunction Y.png Conjunction G.png Hope of Men - Your fellowship cripples your opponent and crushes all foes, filling your hearts with hope


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Ravynne ~ Missletoe ~ Tapeoca ~ Maricara ~ Buttercupp ~ Aphrodisia ~ Faeythe ~ Ravynous ~ Lolliepop ~ Kallistea ~ Jixi
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