What was once known as a "Conjunction" has been renamed as
"Fellowship Manevers". While the name's changed, the affects
are the same. At LotroSource @ Ten Ton Hammer, we try to
bring you the most up to date and useful information as possible as you
experience your journey through Middle Earth.
First of all, what's a fellowship maneuver? A maneuver is a
special group attack or buff that only fellowships working together can
attain. Certain professions have the ability to find an
opening in the opponent's defenses and use that opening to set off a
chain reaction in combat that will enhance the fellowship's offenses
and defenses. Once the opening is found, each member of the
fellowship will see a "maneuver wheel" pop up on the screen.
The tricky thing is that it's a temporary wheel, and the
group must be quick and aware of the situation in order to pick the
right combination that will help the most.
Types of Maneuvers:
strength is exactly what it sounds like, this allows the fellowship to
use an intense burst of energy to cause massive damage on the target.
This attack can increase in power, at the 6th level, get
prepared for an AOE attack that damages enemies in a 10 meter radius.
Combat isn't all about dishing out damage, it's
also the ability to stay standing. While the Eagle's Cry at
low levels is simply a self heal of morale, at the 2nd level, it
becomes an AOE heal over time, at the 5th level it will cure fear and
at the 6th level, it cures both fear and wounds. Often
overlooked, it's a powerful way to keep your group standing.
Spider's Guile is a melee attack, while not as
powerful as Ent's Strength, it applies a powerful DOT (damage over
time) on the target. As it increases in level (5th and 6th),
the DOT applies to the power and the speed of its movement
Like the Eagle's Cry, it starts out as a simple
heal for your power, at the 2nd level, it becomes AOE, at the 5th
level, it will summon a shade of a fallen warrior to assist you in
combat. At the 6th level, it will summon a more powerful
Triggering the Maneuver:
Each fellowship has the opportunity and the potential to create a
maneuver, from the 2 person fellowship to the maximum 6 person group.
Maneuvers are triggered when the fellowship is fighting an
elite enemy and the beastie is beated into a state where a maneuver
opportunity opens up. The other way a Manuever is created is
by certain Burglar and Guardian skills. (It's always a good
thing to have them in a fellowship) The key to the effects of the
maneuver is based upon a few simple principles.
- The Maneuver
Selected: When a manever opportunity opens up,
you have a choice to select one of 4 aspects. The one you
select will be displayed on the top center of the screen. You
will also be able to see what the other players have selected.
Once you select one, it becomes a game of chance, strategy
and player coordination.
- The Sequence
Selected: Like a game of cards, the winning
hands are either sequences, straights or strategic pairing.
A pair of colors will count for a more powerful version of
that color. Three in a row will be more powerful than the
pair. With a fellowship of four people, you can get two pair,
in a fellowship of 6, you can get 3 pair. It's that easy.
With straights, if each player selects a different color,
then that maneuver delivers a cumulative effect.
Pairings of Maneuvers: Take for example a
fellowship of 6 people. 4 of them select R, Y, B, G.
The other two select R, Y. Here, you'll have a
straight as well as two pair and this will trigger a unique attack/
buff. If the two players select B, B, then that will create
a straight and a three of a kind. Which will produce a
different maneuver than the R,Y,B,G,R,Y combination.
- The Really
Tricky Part: LotRO's combat system is fairly
intense, fast paced and the ebb and flow of battle changes regularly,
especially during elite battles. Each player needs to keep an
eye on how they're doing, how their fellows are doing and the overall
pace of combat. It's easy to just mash the Red button and get
damage, but that wont help your minstrel trying to keep you alive.
The Burglar and the Guardian have special skills that can exploit the
combat openings of the elite enemies. When used well and
strategically, it could mean the difference between a long, drawn out
fight... rezzes, and death.
Burglar skills come in two flavors, skills
that can put a target into a "ready state" for a Maneuver, and skills
that can execute a Maneuver. The first skills described are
the abilities of the burglar to put the enemy into a ready state, and
the second set are the actual skills that can start a Maneuver.
- Counter Defence
- negates block/parry/evade on mob.
- while a mob is in the 'Riddled' state they are still open to a
- Startling Twist
- While stunned the mobs block/parry/evade is disabled and is open to a
- Stun Dust
- While stunned the mobs block/parry/evade is disabled and is
open to a Maneuver.
- Trip - When in Stealth,
can knock an enemy down, opening up a maneuver opportunity.
- Exploit Opening
This stuns your target,
creating an opportunity for a maneuver.
- Exposed Throat
After using your
Double-edged Strike, your next attack will be a highly damaging attack
which can open up a maneuver opportunity.
- If you have a bag of marbles in your inventory, you can use them to
knock the enemy off balance and open up a maneuver opportunity.
- Turn the Tables
are able to knock
down a target in response to being knocked down.
- To the King
- You are
able to make a
powerful attack against an enemy who has
suffered from Overwhelm or Thrust, potentially knocking it down.
In a group of 2, these are the best
maneuvers available. (Singles only count for a minor effect).
Three Party Maneuvers:
Red - Clash
of Arms - Direct massive damage
Yellow - Misdirection
Blue - Planned
Attack -Power over Time buff.
Green - Rallying
Cry - Morale over Time buff.
In a group of 3, your options for
maneuvers open up considerably.
Red, Red - Direct massive
Yellow, Yellow - Deception
-A more powerful DOT.
Blue, Blue - A more potent Power
over Time buff.
Green, Green - Rallying Cry - A
more powerful morale over Time buff.
Yellow - Sinister
Plan -Damage, DOT, Power Buff.
- Green, Red,
Blue - Strength of the Pure
- Direct Damage plus a power and morale buff.
of the Righteous - Direct Damage, DOT and power
- Yellow, Red, Green, -
Damage, DOT and morale boost.
In a group of 4, your maneuvers
start becoming more challenging and a lot more fun.
Five Party Maneuvers:
Red - Direct massive
Yellow - Chaos
in the Ranks -A very powerful DOT.
Blue - A very
potent Power over Time buff.
- A very powerful morale over Time buff.
Yellow - Deadly
Whispers -Damage, DOT, Power Buff.
A powerful damage and power buff.
A very powerful morale and power over Time buff.
- Direct Damage plus a powerful DOT.
A powerful damage and morale buff
powerful DOT and morale boost.
- A very powerful and useful damage, dot and power/ morale
In a group of 5, your maneuvers
start becoming absolutely insane. The trick here is to NOT
mash the red button all the time, communication and strategy are
essential. Watch the vitality of your group and the position
that the enemy is. Usually, that will determine what you need
to do. .
Six Party Maneuvers:
- Five of a Kind -
Absolutely insane damage or DOT, or Buff
- Four of a
+ 1- Massive effect with a bonus
- Two Pair + 1-
Powerful dual effect with a bonus
- Two of a Kind
+ Three of a Kind- Double powerful effects
- Straight + 1 -
Difficult to do, but a lot of fun to watch the effects of the AOE's
- Try this one, I double dog dare you.
In a group of 6,
your maneuvers don't "start" becoming insane, they become
memorable experiences that you wont forget. It's like a drug,
you start wanting to get into fellowships to do them all just to see
the amazing effects. Again, communication, communication,
communication. You dont want to be the loser who selects a
group morale buff when everyone's full... All I can say about these are
- Six of a Kind -
Absolutely insane damage or DOT, or Buff
- Five of a
+1 - Absolutely insane damage pluse a bonus
- Four of a
Kind + A Pair- Massive effect with a bonus
- Three Pair -
Powerful triple threat.
- Two Three of
a Kind- Double massive effects
- Straight + 2
Pair - Difficult to do, but a lot of fun to watch the
effects of the AOE's
For every group, there's a style and a
flow to combat. Each fellowship is different, however, with
some communication and alert players, you'll be taking down some of the
toughest enemies in Middle Earth. The key is (and I've said
this before... Communication). Have fun, experiment and share
your experiences with others. .Discuss This on LotroSource @ Ten Ton Hammer's Forums