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Sunday, September 2, 2007

Combat Conjuntion Function

Combat--Conjuntion Function



Conjunction Guide



I. What Are Conjunctions?

II. The Color Wheel

III. How to Initiate Conjunctions

IV. Closing Words.





I. What Are Conjunctions?

Conjunctions are a special mechanic in LOTRO that arise when in a group of two or more players. They can do anything from massively damage a single enemy to restoring both your morale and power to full. Conjunctions can turn the tide of battle are are especially important against powerful foes. Knowing how to set up conjunctions and organize fellowship members into coordinating on conjunctions will enable you to best troublesome bosses and save your group from a certain death.



Burglars are the primary inductors of conjunctions, and conjunctions may only be used once every minute on a monster.







II. The Color Wheel

The Color Wheel forms the foundation of conjunctions and knowing how it works will allow you to formulate the type of conjunction best suited to your situation.



When a player initiates a conjunction a four color wheel will appear in the lower right hand portion of the screen for each member in the fellowship. Every player gets to contribute a color of their choice to the conjunction. Both the color and order of selection affect the resulting conjunction.



Here are the four conjunction colors:

Red: Ent's Strength. This color represents direct damage.

Yellow: Spider's Guile. This color represents damage over time.

Blue: Stallion's Spirit. This color represent power restoration.

Green: Eagle's Cry. This color represents morale restoration.



Organizing your fellowship members around performing a certain conjunction will help maximize the effect and achieve signature conjunctions. The types of conjunctions you can perform are based on group size. One notable change is with fellowships of five and six you can begin to do AoE conjunctions.



2 Members: You are rather limited in options here. Your best choice is to match a pair such as Red-Red (called Clash of Arms) for a damage burst or Green-Green (Rallying Cry) to regenerate much morale over time. Matching is usually best here as the whole tends to be greater than the sum of its parts.



3 Members: There are more directions to go in now. You can pick three of the same color to get a powerful single effect conjunction such as Red-Red-Red doing massive damage, or Blue-Blue-Blue to regenerate a lot of power. You can also do three color conjunctions like Red-Blue-Yellow (Sinister Plan) giving a DoT, direct damage, and a power buff. Performing two of the same color follower by another color will just give you the two person conjunction plus that other effect. For example Red-Red-Yellow will give you Clash of Arms (Red-Red) and a DoT. If you choose to do a conjunction involving multiple colors I would strongly suggest that you assign people a color and order so you pull off the correct conjunction. Teamwork is key.



4 Members: Once again you can do all of the same color for a devastating effect, such as Green-Green-Green-Green (Call to Arms) for a huge morale boost and buff. Two pairs can also be matched to get something that would be stronger than just two of the two member conjunctions. Yellow-Yellow-Blue-Blue results in Deadly Whispers (DoT and Power boost) which is better than just a Yellow-Yellow and Blue-Blue combined. The third option is one of each color in which it is especially important that everyone know their specific color and turn. Red-Green-Yellow-Blue (Ents Stand) does it all.



5 Members: Conjunctions get more devastating at this point as AoE effects are available. You can perform a full house (three of a kind and then a pair), four of a kind with an extra, or even stranger assortments of multiple colors such as Red-Green-Yellow-Blue-Red: Entish Justice.



6 Members: The maximum number of people that can be in a fellowship and the most possible combinations.

3 Pairs

2 Three of a Kinds

1 Four of a Kind, 1 Pair.

1 Five of a Kind, 1 Add.

6 of Kind.

Or just circle the wheel.







III. How to Initiate Conjunctions

One of the primary roles of the Burglar class in LOTRO is to set initiate conjunctions. Groups without burglars may perform conjunctions as well, but theirs will be less frequent.



Burglars can set up conjunctions as early as level 12 with the skill "Exploit Opening" which is on a 5 minute cooldown. At level 28 they gain an additional conjunction starter called "Trip" which must be used from stealth and is also on a separate 5 minute cooldown. Burglars may also use items called marbles to set up a conjunction, they are on a 10 minute cooldown. Finally the legendary trait "Exposed Throat" will open up a conjunction. "Exposed Throat" is gained after acquiring the "Legendary Book: The Experts Guide To Dirty Fighting" and then 8 pages scattered around the world, Angmar, Misty Mountains, and the Trollshaws.



Some skills do not guarantee a conjunction, but support the induction of one meaning there is a chance for a conjunction to occur. Some of these skills are:



Counter Defense: Negates block/parry/evade on mob.

Riddle: While a mob is in the 'Riddled' state they are still open to a induction.

Startling Twist: Again while in the stunned state the mobs block/parry/evade is disabled.

Stun Dust: Stuns the mob opening it up for a conjunction.



The probability of beginning a conjunction is affected by your fellowship's level relative to the monster's level.







Closing Words

This guide is still in its beginning stages and I hope to later include a list for the name and effect of every possible conjunction. LOTRO is still in Beta and the information here may be subject to change due to patching, I will make an effort to try to keep this guide up to date with every patch. I appreciate any comments and suggestions for making the guide easier to read or in improving its contents.

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