• Player Profile
    Cyberjazz
    "Look, it’s not in my nature to be mysterious. But I can’t talk about it and I can’t talk about why. I guess you’ll just have to read…"
    Name:Casiodorus Rex
    Location:Combe, Breeland
    Play Times:Nights EST
    I'm Currently:Rolling down the street, smoking pipeweed, sipping on Honeybrew
    Play Style:
    PvMP (Freep)
    Housing
    PvMP (Creep)
    Fishing
    Raiding
    Questing
    Roleplaying
    Exploring
    Crafting
    Socializing
    Music
    About Me:
    I am the stone that the builder refused I am the visual. The inspiration...that made blue lady sing the blues. I'm the spark that makes your idea bright. The same spark that lights the dark, so that you can know your left from your right. I am the ballot in your box, the charm in your fun. The inner glow that lets you know to call your brother "sun". The story that just begun, the promise of what's to come and I'ma remain a soldier 'til the war is won.
  • Journal

    Skill Focus: Sting

    Posted On: January 31st, 2010
    Posted By: Cyberjazz
    Posted in: Combat, Skills

    Lorebook Official Game Entry

     
     

    Sting
    A Strong Offence
    Level:  1
    A quick attack that will lightly wound your opponent.
    Cost: Power
    3m Range
    Base Cooldown: 6s
     
     
     
    The Skill
    Sting is one of three starter skills and a guardian’s first skill focused purely on damage. When creating a new guardian, it defaults in the 3rd toolbar position.  With a standard cooldown of 6.2s, a guardian can’t work this skill into his/her attack rotation as often as others, but the advantage of Sting is not the frequency that it can be used but the length of time the skill takes.  Its fast animation and moderately high Damage to Power (D/P)  ratio can make it a staple in a DPS rotation. 
     
    Skills, Deeds and Traits that are influenced by or effect the skill
    Stinging Blow: After striking enemies with Sting 750 times, guardian’s receive the trait Stinging Blow.  Using the trait increases the damage of Sting (10%) and decreases the cooldown by 3s.
    Quickness: After striking enemies with Sting 150o times, guardian’s receive the trait Quickness.  Using the trait lowers the Attack Duration of all guardian skills and increases Parry Partial Mitigation by 2.5%.
    Improved Sting: Purchased from any non-starter area trainer at level 52, it turns Sting into a corruption removal skill, which becomes important in Rhovanion.
     
    Legacies that effect the skill
    Sting Damage: Belt Legacy, Pool A. Increases the damage of Sting by up to 10%.
    -Verdict: Not very desired on a Sword & Board tanking belt, the Sting Damage legacy finds the best use on a belt designed for a Guardian in Overpower(OP).  
     
    Targeted Melee Skills Range: Weapon Legacy, Pool B.  Increases the range of all non AOE melee skills up to 2m.
    -Verdict: In addition to the previous notes on TMSR, in regards to Sting, it can help in multi-mob corruption removal where the extra reach can tag a mob that may not be as close as you like when you’ve found a nice tanking position.
     
    Summary
    Sting is a multi faceted skill that will be used at different times for different reasons. In Eraidor, it’s mostly a DPS skill slid into a rotation with ease and speed. In Rhovanion it steps up as an essential corruption remover especially helpful in raiding and boss tanking. When traited and altered with legacies, it becomes a very fast and powerful attack used frequently and sometimes essentially.  Low base damage, moderate when traited and high on the D/P scale, Sting should get solid use in almost any guardian build.
    4 votes, average: 3.25 out of 54 votes, average: 3.25 out of 54 votes, average: 3.25 out of 54 votes, average: 3.25 out of 54 votes, average: 3.25 out of 5 (4 votes, average: 3.25 out of 5)
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    Skill Focus: Shield-blow

    Posted On: January 23rd, 2010
    Posted By: Cyberjazz
    Posted in: Combat, Skills
    Lorebook Official Game Entry
     
    The Skill
     
     

    Shield-blow
    Drawing the Ire
    Level:  1
    You strike your opponent with your shield. This skill generates additional threat.
    Cost: Power
    3m Range
    Base Cooldown: 4s

     

    Shield-blow is one of three starter skills and a guardian’s first shield/additional threat skill. When creating a new guardian, it defaults in the 2nd toolbar position.  With a cooldown of 4s, a guardian can work this skill into his/her attack rotation to increase threat consistently. Even at level 1, an early shield-blow can help a guard get and maintain an aggro lead on his/her fellows. Solid base damage, moderate Damage to Power(D/P) and excellent Damage to Power to Threat (D/P/T), this skill is part of the foundation for a guardian’s primary function and shouldn’t be taken lightly by guardians, fellows or foes.
     
    Skills, Deeds and Traits that are influenced by or effect the skill
    Shield Expertise: After striking enemies with Shield-blow 1500 times, guardian’s receive the trait Defensive Expertise .  Although it doesn’t influence Shield-blow, it is a staple in most Guardian’s Tanking Builds due to the increased avoidance through Block Rating and Armour Value. This deed should be a primary focus for all leveling guards.
    Threatening Presence: As a trait that increases threat output of shield skills, this trait improves the D/P/T of Shield-blow. (NOTE: the tooltip for the trait needs some cleaning up as it appears contridictory)
    Improved Shield-blow: Purchased from any non-starter area trainer at level 54, it increases the base damage of Shield-blow by 15%.
     
    Legacies that effect the skill
    Shield Damage: Belt Legacy, Pool A. Increases the damage of all shield skills up to 25%.
    -Verdict: With a maximum cost of 261 points, shield damage is expensive, but the return on investment is well worth it. If one is fortunate enough to get this legacy on a belt it should be leveled to some degree if not maxed.
     
    Targeted Melee Skills Range: Weapon Legacy, Pool B.  Increases the range of all non AOE melee skills up to 2m.
    -Verdict: Since there is a direct correlation between mob size and mob melee range, many taller mobs have a much larger melee range than a guardian does. Having this legacy affords a guardian an increased reach on his/her primary target and is useful, especially in knockback or chasedown situations and of course PvP. That being said, it is certainly not a game changer in the PvE world so if you have good movement and don’t feel you need the reach, feel free replacing this legacy with a stat that you may be low on.
     
    Summary
    Shield-blow is a simple skill with a large return on investment for use. In its basic state it has solid damage with excellent threat. Altered with legacies, it has top tier damage with exceptional threat and should be used early and often while tanking.  At the raid level, it becomes even more essential. As mobs increase tactical attacks while decreasing physical ones, it becomes one of the few ways to generate solid threat.
     
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    Skill Focus: Guardian’s Ward

    Posted On: January 16th, 2010
    Posted By: Cyberjazz
    Posted in: Combat, Skills
    Lorebook Official Game Entry
     
     

    Guardian’s Ward
    A Strong Offence
    Level:  1
    Your great skill enables you to strengthen your defences for a short time.
    -5% Armour Wear from Hits
    Duration: 10s
    +3% Partial Block Chance
    Duration: 10s
    Duration: 10s
    +3% Partial Parry Chance
    Duration: 10s
    Duration: 10s
    Cost: Power
    3m Range
    Base Cooldown: 3s
     
     
     
    First let’s correct the lorebook entry…
     
    CORRECTED Lorebook Entry
     
     

    Guardian’s Ward
    A Strong Offence
    Melee Skill
    Level:  1
     
    2.5m Range
    Your great skill enables you to strengthen your defences for a short time.
    Main-hand Damage
    +[Ratings based equivalent of 4%] Parry Rating
    +[Ratings based equivalent of 4%] Block Rating
    +2.5% Partial Parry Chance
    +2.5% Partial Block Chance
    -5% Armour Wear from Hits
    Duration: 10s
    Cost: Power [3-43 based on level]
    2.5m Range
    Cooldown: 3s
     
     
     
    The Skill
    Guardian’s Ward is one of three starter skills. When creating a new guardian, it defaults in the 1st toolbar position. This is a not so subtle hint that the skill can and should be used frequently.  With a cooldown of 3s and a standard duration of 10s, a guardian can work this skill into his/her attack rotation to increase avoidance 100% of the time. Even at level 1, Ward will get a guardian at or close to the ratings based percentage cap (15%) for block and parry against on-level targets.
     
    Traits that effect the skill
    Lorebook Official Game Entry

     
     

    Guardian’s Ward
    Class
     
    Given By:
    Guardian’s Ward
    Part of Set(s):
    The Fighter of Shadow (Set)
    Your Guardian’s Ward increases your common damage mitigation, and more effectively protects your armour from damage.
    Cost to Slot:  1 25
     
     
     

    CORRECTED Lorebook Entry
     
     

    Guardian’s Ward
    Class
     
    Given By:
    Guardian’s Ward
    Part of Set(s):
    The Fighter of Shadow (Set)
    Your Guardian’s Ward increases your armour value, improving all of your mitigations, and more effectively protects your armour from damage.
    Cost to Slot:  1 25
     
     
    After striking enemies with Guardain’s Ward 1200 times, guardian’s receive the trait redundantly named Guardian’s Ward. When using this class trait, it increase the block and parry ratings while using Ward to be a 5% equivalent. It also diminishes Armour Wear from hits by an additional 5%(10% total) and increases the armour value by a rating that increases common mitigation by 1.5%. With 20% of the rating going to uncommon mitigations, each should receive an increase of ~.6%.
     
    Legacies that effect the skill
    Guardian’s Ward Duration: Weapon Legacy, Pool A. Increases the duration of Ward for up to an Additional 10 seconds (20 total).
    -Verdict: Anything that keeps our mitigations up makes for a good legacy so this one is a welcome addition to any guardian weapon.
     
    Guardain’s Ward Damage: Belt Legacy, Pool A. Increase the damage of Ward up to an additonal 10%
    -Verdict: Guardian’s Ward is a middle of the road Damage to Power skill so improving its damage is good; however, it is arguably the worst Pool A legacy so it has a low priority versus most other belt choices and is often replaced with stat legacies. If kept, a guardian should see a slight increase in aggro generation and retention since damage is aggro and the skill is used frequently.
     
    Guardian’s Ward Block Rating: Belt Legacy, Pool A. Increases the block of Ward with a ratings based equivalent between 1-1 1/2%
     -Verdict: Although the overage creates partial block increases, with many/most guardians already reaching the block cap of 15% with basic or traited Ward, the value of this legacy is diminished. It can however allow a guardian some interesting choices in jewelry if they decide to forgo the semi-standard block bracelets for in-combat power regen bracelets and still reach the block cap with ease.
     
    Guardian’s Ward Parry Rating: Belt Legacy, Pool A. Increases the parry of Ward with a ratings based equivalent between 1-1 1/2%
    -Verdict: Although a better legacy than its block counter part, since many guardian’s are not as close to the parry cap as they are block, it is diminished in the presence of a captain parry buff (ratings equivalent base 3.5%). Also like it’s block brother, it can allow a move away from needing/desiring parry rating on rings.
    Summary
    Guardian’s Ward is a useful skill that should get frequent use for its base benefits. It has a semi-useful trait, one very useful legacy and a few not so stellar ones. Useful on both one and two handed weapons to increase avoidance, it finds the greatest synergy in the hands of a sword and board guardian with the legacy to increase its duration.
    4 votes, average: 3.75 out of 54 votes, average: 3.75 out of 54 votes, average: 3.75 out of 54 votes, average: 3.75 out of 54 votes, average: 3.75 out of 5 (4 votes, average: 3.75 out of 5)
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    Main Tank = Main Assist

    Posted On: May 14th, 2009
    Posted By: Cyberjazz
    Posted in: Combat, Gauntlets

    An excerpt from My Shield Will Protect You, the memoirs of Casiodorus Rex, Guardian —

    As I was enjoying a pint of Barliman’s Best relaxing at the Pracing Pony, I overheard a hunter, champion and guardian having a chat about their recent exploits in Fil Gashan. The Hunter obviously had a few pints under his belt and was rather loud about how the targets he chose fell at the speed of his bow. The champion smirked, as only a dwarf can, and stated that the elf hunter was rabid if he felt his bow led them through the rash of mobs. “My axe felled the beast to ensure our success,” said the dwarf. The hobbit guardian hesitated for a second and stated how his aggravating of the orcs and foe selection is what lead them to victory. At that suggestion, both the elf and the dwarf laughed. The laughter, enhanced by the ales, echoed through the tavern. The dwarf stated that although the hobbit did anger the orcs to draw their attention that is all he did. “The selection of foe’s, my little hobbit friend, falls on the shoulders of us versed in defeating said foe,” insisted the dwarf. The guardian gritted his teeth as if he wanted to speak but remained silent.

    Although I and my brethren have protected Men, Elves, Hobbits and even the occasional Dwarf for centuries, the lack of respect that those with heavy shields receive abounds. In this case I felt compelled to defend my diminutive fellow guardian and joined the discussion….

    This one is going to tick off even some of the best Guardian’s in the game so I’ll state it up front…

    If you don’t know how to be the Main Tank and Main Assist in a fellowship, step up and learn or consider turning in your shield.

    Back in beta the topic of Main Tank(MT) vs. Main Assist(MA) came up on the boards. My comments there were one of the few times that I let my opinion guide my post versus just the facts. As the game and my knowledge of LotRO have grown, I have become even stauncher in this opinion since several facts support the case.

    First I’ll deflect some basic assumptions. I’m not talking about most raids and not saying that the MT should always be the MA. What I am suggesting is that if Guardian’s want to improve their standing in Middle Earth, accepting the challenge of being both MT and MA can help. In a raid situation it often makes sense for the MT to absolutely not be the MA. Often there is a necessity to hold a huge boss mob away from his minions so it becomes impractical. This is often not the case in the world of fellowships.

    There are several reasons why in the world of fellowships that having the MT be the MA has an advantage.

    Focus Fire

    Anyone who’s spent a few hours out in the Ettenmoors knows that if you fail to focus fire, the opposition will destroy you. Though the penalty is often less in the rest of Middle Earth, it is just as important to continue this behavior. Everyone in the fellowship should be clearing trash by focusing on the same mob.

    Some would say that since the fellowship should all be on the same target, why does it matter who the MA is? The simplest answer has the greatest value.

    Proper Target Selection

    With apologies to some of the very talented people who play ranged classes, a melee class is best suited to select targets. Why? Well if you are the one being hit, picking who is defeated in rather important. If a guardian is doing his duty, he’s gathered up the mobs and they are all hitting on him. This makes him the best person to choose the foe order.

    Now this is where even I need to call out my brethren. I’ve seen too many guardians depend on champions for knowledge of the proper kill order. While there is nothing wrong with a champ (or even a captain) to be the target assist (and they are often the best at it), a guardian needs to know this job cold.

    Champions instinctively need to learn the best kill order since the best champs spend so much time in stances that limit their avoidance; they need to learn this to survive. Many guardians are missing this knowledge. Since our survivability is so high the need to learn which mobs to kill first is diminished.

    So here it is. On most pulls you need to work bottom up. Kill the regular mobs, then sigs, then elite’s on up to the boss. As a guardian or any tank for that matter, you can probably take the hits from the bigger mobs so you need to diminish the number of mobs hitting you at any given point. The less mobs you have hitting you, the greater your chance to survive.

    Best example: Skumfil on the way to Hwadrin (Boss Spider). If you aren’t EXPLOITING, you need to move quickly form station to station with each pull probably grabbing one or two EM’s along with a dozen small regular and sig spiders. If you focus on the EM’s, you’re sitting there with 14 mobs hitting you, but if you pick off the regulars and sigs quickly, the next thing you know you are sitting with just the EM and a completely alive fellowship.

    Working small to large also decreases the chance that most of your fellows will pull any mobs on them. An engage can recapture the larger mobs attention and a shield taunt can keep it there if no one else is hitting the mob. Add to that by killing the little guys there is less time for the DPS classes to out threat you through damage since Fray the Edge, Challenge and Challenge of Darkness all last long enough to kill a mob before they go after the person that has done the most damage to them.

    ConJunction Junction

    One of the best cases to support MT = MA is the Fellowship Maneuver. It makes me sad that so many people, especially PUG’s, feel the need to stick with Pure of Heart or Noble Blood when doing anything so that people can be 20m away from the mob that gets the CJ. I’d rather go easy mode 5 reds and a kicker since that one at least has all the fellows within 3m of the same target. If the tank is betting on something else because people don’t’ have faith in his ability to be target assist, this limits the speed in which he can enter a CJ, which limits his position in the CJ. You’re not going to get many successful 6 straights or unique when people are all over the place with their mob selection. In a raid/instance when you have to have someone tank a mob away from the pack (i.e. Eimyr in throngs room), pick your blues and greens, but of the 6 bosses in MoM, a guardian can hold the agro on the boss and still pick the target of the fellow on 3 of them (General Talug (and his sub bosses), Hwadrin, (and her sub bosses) and Krankluk (and most of his sub bosses)).

    Allowing People to Play Their Class Roles

    I have always lead groups with one basic assumption, if I do my job, they’ll be able to do theirs. There are few things that make me sadder than a champion with a shield on, a hunter who never comes out of endurance and a fellowship not being able to take advantage of a loremaster’s or Runekeeper’s DPS because they are healing in unnecessary spots. All of those classes should rightly fear their DPS if and only if they are hitting a mob that the tank isn’t hitting. Doing high DPS comes with a penalty in this game, so make sure your target is the guy with the shield otherwise some mob may just find that hitting on you has a higher success rate than hitting on the guy with 6k armour.

    In closing, as guardians we need to step up to the plate and take this role in fellowships for the betterment of our fellows. Be the Happy Scrappy Hero Pup* of the fellowship. They expect you to gather the mobs up so chose which ones to burn down.

     

    So we’re all dogfaces, we’re all very, very different, but there is one thing that we all have in common: we were all stupid enough to enlist in the [Armies of Middle earth]. We’re mutants. There’s something wrong with us, something very, very wrong with us. Something seriously wrong with us - we’re soldiers. But we’re [Middle Earth] soldiers! We’ve been kicking ass for 200 years! We’re 10 and 1! Now we don’t have to worry about whether or not we practiced. We don’t have to worry about whether [Denethor] wants to have us hung. All we have to do is to be the great [Middle Earth] fighting soldier that is inside each one of us. Now do what I do, and say what I say. And make me proud.  - John Winger, Honorary Guardian

     

    *1 gold to the 1st person from Windfola replies with where this is from.

    5 votes, average: 3.8 out of 55 votes, average: 3.8 out of 55 votes, average: 3.8 out of 55 votes, average: 3.8 out of 55 votes, average: 3.8 out of 5 (5 votes, average: 3.8 out of 5)
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    Don’t stand..don’t stand so..don’t stand so close to me

    Posted On: May 5th, 2009
    Posted By: Cyberjazz
    Posted in: Rant

    If people don’t stop standing on top of quest givers, vendors and tradesman, I’m going to have to dig some holes in the Lone-lands, Casino style. There are very few things in game more annoying than a bag PUG, but this is one of them. Although The Police were talking about a Lolita in their song, they could have been writing on behalf of any high use NPC in this game. Sometimes being close can cause more trouble than it’s worth.

    Is it possible that people don’t know that they are standing on top of an NPC preventing anyone else from interacting? In the words of the Onyxia raid leader, “It’s not even f@#$ing remotely imaginable.” When people hope that we get collision detection, this type of activity is exactly why I’m glad we dont’ have it. You get roughly a 3m range to interact with an NPC and being any closer doesn’t improve the interaction. All you get is images of dwarves and hobbits performing untoward acts on Elves and Men.

    Maybe a more modern song gets the point across even better. I think I’m going to have to start a petition to get a Middle Earth version of Ludacris’ song, to be played by any NPC that someone stands on as they interact with them.  When you step up to an NPC and are less than 1m away, he/she will crouch down and the red swirl will start. If you don’t get back to a reasonable distance you’ll get knocked back, all gear takes a 50% durability reduction and the NPC will start playing ”Move B@tch.” Maybe then people will step back far enough so others can use the same NPC. 

    Until then please be courteous or the blade of a Guardian axe may hit you in the back.

    5 votes, average: 4.8 out of 55 votes, average: 4.8 out of 55 votes, average: 4.8 out of 55 votes, average: 4.8 out of 55 votes, average: 4.8 out of 5 (5 votes, average: 4.8 out of 5)
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    Death is not a Strategy

    Posted On: April 30th, 2009
    Posted By: Cyberjazz
    Posted in: Combat

    An excerpt from the diary of Casibank recovered from the floor in Filikul —

    Since Elves are so known for their ability with a bow, I always take pride when requested to bring mine to battle, especially from a dwarf. Even though they have “diminished” from their former selves, the elves innate skills and range of attack are to be respected. This fight however will be all about the will to stand toe to toe with another great beast and fell him before the evil in this place becomes overwhelming and we expel our last breaths in retreat.

    We approach the gate that the dwarves had opened recently to find a beast that must have been raised on evil and fed with dread. How else could a beast the size of Helchgam fit in the place. With its armored shell it will take more than a quiver of arrows to clear this dungeon of this beast.

    As our group discusses the attack strategy, my ears perk up when it is suggested that the guardian must fall in this fight. I’m too stunned to ask why we must accept the defeat of one of our fellows, especially the one most skilled at engaging beast and most capable of mitigating the damage the beast will do. I’m doubly stunned when the guardian agrees that his falling would be the rallying cry for the team.

    If only my brother Casiodorus was here to hear such drivel. He’d certainly teach them a thing or two about the importance of all fellows fighting to the death but not accepting death before it is upon us.

    A sad trend seems to pop up more and more as this game marches on. The “Death Strategy” seems to be gaining popularity with PUGs and adding to the belief in the uselessness and or expendability of guardians. I first heard of this “Strategy” in The Rift where some people were apparently dying on purpose to get out of combat to use certain skills. Beyond being an asinine approach to any fight, it is compounded by believing that a guardian dying can ever be a good thing.

    First, let’s address the major issue with this procedure.

    DEATH IS NEVER AN ACCEPTABLE APPROACH TO AN ENCOUNTER!!

    If you know anyone that truly thinks that Turbine would design an encounter that requires the death of someone in a fellow or a raid for success, have them send a tell to Noglin on Windfola and ask when he’ll be driving his bus up to Boston to storm Turbine Headquarters. While he is inside complaining about legitimate issues with the game (i.e. a healing class, namely rune-keepers, being able to out damage a class designed for damage), you can ask for the head of the developer that would design the death scenario. When that person isn’t found, you can wait on the grass in Hahvuhd Yahd and watch the Bahnies walk by a Bubbla* with a Hoodsie. Once you’ve come to the reasonable conclusion that premeditated murder of a fellow is wrong, even in LotRO, come up with a strategy that does make sense for whatever encounter you are doing.

    Now I know defeat will often come during a fight and the group will tarry on and/or get rez happy. I’ll even stand on the premise that a sacrificial hunter** makes any encounter a greater success. But a guardian is the last class that should be thrown under the bus in almost any situation.

    1. Guardian’s are at the top of the threat meter, followed closely by minstrel’s most of the time.

    The guardians who are or want to be across the line generate more agro than anyone in the group who understands their class and role in a fellowship. The other guardians need to step up so that they matter in the area of our greatest expertise. Right behind the guardian is the person who has been keeping the guardian and everyone else alive, the healer (MNS, RK). Too many runs have fallen apart because the guardian dies, then the healer, then everyone else as they run around in fear. The reason anyone would sacrifice a guardian specifically is short-sided at best.

    BTW, Repositioning is fine and often needed but remember this: Don’t run…you’ll only die tired.

    2. Guardians are still, the best for multi mob agro management.

    I know Wardens have joined in on the agro dance and on really long fights can out agro a guardian if they really try. The problem is that places them into the same category as all of the other classes when it comes to managing agro. If you are not the assigned tank, you should never be trying to out-agro the tank. This goes for multi-guard groups too. So since the guard is the best equipped to handle the agro from mobs and the damage they cause, why would you want that person gone…ever? My homies over in Preying Mantis have shown with things like the No Fly Zone, that a Guardian is not needed, but if he’s there, he’s still the best at doing his job well. The classes that can out-agro the guardian can NOT do a better job in mitigating the damage. Add avoidance into the equation and one class still stands tall.

    3. Guardians can limit healing necessity better than any class.

    Good guardians not only have high morale, mitigation and avoidance. They understand their skills to stay alive and positioning. Nothing as simple as proper positioning increases the damage done by the group consistently. With a guardian turning the back of the mobs to the group, all attacks increase the chance of hitting by removing block and parry. Add to that a well used Guardian’s Pledge and the massive non-bleed damage is gone for 15 seconds. This means in most encounters the healers can heal less people and sometimes only the guardian which absolutely improves the odds of success.

    So stop trying to find a way around turbine’s design and just conquer it. Figure out how to use the skills aguardian brings to the table well and the tough encounters can get easier. Remember, the only time guardian should ever die is when a Summoner in Thrang’s room decides to stick a worm in the wall so you can’t get out of combat. Even then, if he chooses to drop group, be re-invited and walk all the way back in, understand that his sacrifice is out of honour and an attempt to restore faith in our great class.  

    People should love you. They really should, okay? And I want to deliver that for you. It’s the least that I can do. You’re a superhero. Kids should be running up to you, asking for your autograph, people should be cheering you on the streets…” - Ray Embrey, Respecter of Guardians

     

    *Yes, I know there isn’t a bubbla in the Yahd

    **If a hunter dies before anyone else, he overaggroed and/or is under geared. His death is therefore educational, which makes it good(luck). 

    6 votes, average: 5 out of 56 votes, average: 5 out of 56 votes, average: 5 out of 56 votes, average: 5 out of 56 votes, average: 5 out of 5 (6 votes, average: 5 out of 5)
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    The Art of Pulling

    Posted On: April 27th, 2009
    Posted By: Cyberjazz
    Posted in: Combat

    An excerpt from the diary of Casiodorus Rex recovered from a set of stairs in the 16th Hall —

    I joined up with a new group of adventurers today. Although I would prefer to enter the deeps of Moria with my kinsman and a few others that I have travelled with, this fellowship was in need of a heavy shield. Knowing the groups newness to the area, I had planned to guide them through with discipline that would lead us to success with the lowest amount of risk. The orcs and Urukai in these areas deserve our respect as much as they deserve the steel from my axe.

    As we entered the first room, I looked forward and saw the first set of orcs we would find. The dwarf champion with us steamed with the rage of Dwalin seeing his halls sullied with the presence of these warmongers. As I was ready to engage the first target, an arrow flew over my head from the anxious elf hunter. He truly must think that he is Bard himself being so bold as to enrage these orcs before his fellowship was ready. His medium armour is no match for the orcs ranged attacks and it takes all of my skill to save him from certain defeat. Sadly, I have seen this approach from Minstrels and even the occasional Loremaster.

    Before we encounter another group of orcs, a lesson needs to be taught.

    As LotRO has become a DPS fest it seems that many people have given up on the concept of efficient pulling. Pull ‘em all and let the Maia sort it out seems to be the mantra. While there is nothing wrong with a skilled group to do this, the art of pulling has become lost for many people who should have the skill.

    This art, best lead IMO by a guardian, is essential as new content is pushed upon us. When you don’t know the skills of either the people you are fellowed with or the content before you, the proper pull can be the difference between a few silver repair and demoralizing half gold plus repairs. First, let’s address why I consider the guardian the best puller.

    1. No class is better suited to take damage, especially in the beginning of a fight, than a guardian.

    Unless you carry a heavy shield with you as a standard approach to a new fight, you are missing a significant amount of armour (around 2K in MoM, 1.5k in SoA) and Ranged Vulnerability (+10% ftw). Since initial agro is so important and will activate most mobs best attack within 5 seconds, who other than guardians are best suited to take that damage?

    2. Initial aggro gives the guardian a better chance to stay ahead in threat to other fellowship members.

    Even though there are some other classes that like to start a fight, the initial hit should ALWAYS be from the guardian. Even in the case of the “Mez Pull” the initial agro generating hit should be from the tank. One of the best examples is the second pull in the rift (Slave Master, Slave, Hillmen). To ensure the buff from the master doesn’t go off, people often start with having the Master CCed, (LM mez, Brg Riddle, HNT Bards Arrow). The problem is now the slave (if she doesn’t drop to her knees) and her Hillmen friends are running toward a med/light armour wearer. That is not a recipe for success. Although the intent is good (CC), the order is not ideal. The CC should happen moments after the guardian has pulled the mobs with his/her bow. This way those mad mobs are running toward the person whose job it is to gather them up instead of someone who will normally spend the rest of the fight hoping nothing hits them.

    3. The position of the puller determines the location of the fight.

    When ranged (HNT, RK) or people who often prefer to be at range (LM, MNS) pull, the mobs often run right by the tanks back to the squishy classes which makes all the heavies work harder than necessary to do easy things. If the guardian pulls, the melee mobs end up coming to the guardian, while the ranged mobs stop at a distance increasing the chance that any CC on them will not be interrupted. This also allows the heavies to see if the ranged mobs have lost their anger at them as they move forward to damage people in the back. This positional move allows options for the group in the form of fears (MNS, HNT), additional CC (LM, BRG, HNT) or, as one guardian used to say, the ultimate CC, tanking.

    So far I have only spoken about pulling from range with the bow of the guardian. Why not discuss body pulling? Mostly because, with very few exceptions, a body pull decreases the value of all of the rules above. When you body pull you may get all of the agro but any guardian who has been around the block a few times knows that an overzealous range class or healer can have those mobs fly right by you to the squishies and you’re right back recovering from a mess instead of controlling one. This leads to having less control over the location of the fight and often means you’re catching up on the agro generated from the healing and DPS classes. This is not to say that I or many others have never body pulled. But in new content or a PUG situation, it’s not recommended. Moreover, a body pull normally means a Challenge or CtD ends up being used and there are times that you might not want to lead with a skill that is so useful to recover with.

    So here’s the challenge. When you are in a group, you should be the puller. Your kinmates will understand and the PUGs you join will again learn that a Guardian has a role that some have forgotten but you haven’t. Don’t let a class that is not as suited as you do the one job, aggro management, which we are supposed to be most suited to accomplish.  

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    Line in the Sand

    Posted On: April 22nd, 2009
    Posted By: Cyberjazz
    Posted in: Gauntlets

    It is amazing how the love for Guardian’s ebbs and flows in this game. Sometimes this is due to a shift (wounds should matter), clarification (Grd’s aren’t the only tanks, get over it) or error in Turbines design (the threat rollercoaster from SoA to MoM to MoM.2) and sometimes it’s due to the talents of players who can work outside the box and accomplish feats that are not intended with the class make-ups (Ranged tanking/6-manning raids/Soloing 6-man’s). While these feelings toward the validity and value of guardians are felt on each server, there is nowhere that the whining/love dance can be felt more than on the guardian boards. It never ceases to amaze me how, before most people even log on and try something, multipage complaints can pop up on changes to the system. In a constantly changing world where things cannot and will not be perfect or even close every time a change is made, we need to be able to play first and type second. Even when typing, we need to bug first and forum post second. 

    The biggest problem that many have seen is that we have a core of experienced guardian’s out there but significantly more guardian’s whose play is more laid back and/or uneducated. The former is fine; the latter, not so much. This lack of experience and/or knowledge makes people often think the class is diminished.

    This is not so.

    Like so many other classes, there are some who know the deal (as much as the deal can be known) and others who are still learning. Being an undersized class in relation to many other classes means the cream rises to the top but there isn’t much of it.

    So here I am drawing a line in the sand for all guardians on all servers. Are you going to whine over the class that many of you swear to love? Or are you going to learn the tools of the guardian so well that people on you server will realize that any complaints they have about a particular guardian, is not a general complaint in the class? If we do stumble on a change is truly bad, you will be among those of us that write bug reports to turbine full of FACTUAL information so they can do their best to keep our class viable and fun to play. Moreover, you will be a champion for those who think that everything we can do can be done by other classes just as well. For those who are or want to be in the latter group, here’s where some of your learning will hopefully occur.

    On the forums I have had a history of keeping it factual. I’ve always done my best to post the facts as they can be proven versus emotional tirades. Although that forum behavior will continue, this journal will be for the things that fit more in the area of experience. Mixed in with this knowledge will be the occasional general rant, I am going to take the time to break down, sometimes in grave detail, some of the basic and advanced techniques that every guardian needs to know. These are the things that the top Guardian’s of the game know and even disagree on but do enough that they are welcome even in groups that are looking for other classes. The guardians that make the chance of success for any raid or fellowship they join higher.

    So read and rant back but remember the words typed here. Your sword and board will become lighter, your two-hander swifter and the people you tank for will again be proud that this slow killing, long lasting monster is in the group.

    “You’re [Guardian's] now. You adapt. You overcome. You improvise. Let’s move.” - Honorary Guardian, Gunnery Sergeant Thomas Highway

     

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