Now of course, everyone will play their class differently. What I am aiming to do, however, is give you tactics, detailed trait information, and personal builds that just work for me. It might not be your cup of tea. Don't say I didn't warn you.
As I'm planning a lot of explanation for this "guide", things will be worked up post by post. Here's the first bit:
Stylized Roles - Trait Line Explanation
With the release of Moria, characters are able to follow "trait lines", described by a trait's coloured-box, and the tool-tip seen when highlighting the skill.
Nuker: This is basically a build that focuses on the Master of Nature's Fury line of traits (Red). Stylized towards damage, the line of traits looks like this:
And yes, those percentages stack.
This means with 4 of these traits equipped, your fire skills' damage will rise by 35%! One thing to note, is that all LM fire skills are "Tactical Based" (this is seen by highlighting a skill, and then it will display the skill-type under the range/induction times). With 4 traits, you get an additional 15% to your tactical damage. That means your Burning Embers, Sticky Gourd, Sign of Power: Wizard's Fire, Cracked Earth, Ents go to War (If you use it-- which I highly recommend with this build) will all deal 150% of their regular base damage.
Take into consideration that Burning Embers is your "spam skill". With a low induction, and low cool-down time, you'll be using this skill the most. That means a ton of extra output.
A large thing to note though, if you trait this line, is that you lose 25 seconds on your total stun time from Blinding Flash. Blinding Flash only lasts 30 seconds, and has a cooldown of 15. This means you can't stun a mob for more than 5 seconds, and you have to wait 10 seconds for the skill to be ready before you can stun again. Needless to say, this line doesn't allow you to CC (Crowd control) very well, at all.
Still, however, if you're farming, or soloing in a relatively easy area, this trait line makes you more powerful, and makes battles faster. Just don't think you can go pulling four mobs at once. That's not your job anymore.
Pros of this trait line:
Cons of this trait line:
Recommended Traits to use (Listed in order of importance):
The last three slots will depend on what you want to do.
If you're going for pure soloing with a pet, slot in Beast-Lore, Master of Beasts, and any 7th skill you choose.
If you want to try and grasp some sort of crowd control, slot in Deep-Lore (increased # of targets for Herb-Lore), Explosive Force (Makes your Blinding Flash harder to resist-- it's tantamount that you get every stun off when they only last 5 seconds.), and any 7th skill.
If you want to be a supportive Nuker, slot in Healer, Proof Against All Ills, and Light of Hope. This reduces your time on your Beacon of Hope cooldown by 10 seconds, allows you to cure/bolster wound and disease resists, and reduces their inductions.
Recommended Legendaries:
Sword and Staff -- For all three. The extra boosts from this skill alone, let alone extra stats from a good sword (Like Cururist) make this impossible to pass up.
Ents go to War -- AoE fire damage (+50%!), AoE stun, and extremely strong.
The last legendary should be:
Noble Savage -- If you're using pets, this makes him stronger. Beatdown good.
Improved Sticky Gourd -- makes Sticky Gourd AOE, and makes it a hotspot. Very, very useful.
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I realize now how big a post that was. My next post: The Ancient Master!
As I'm planning a lot of explanation for this "guide", things will be worked up post by post. Here's the first bit:
Stylized Roles - Trait Line Explanation
With the release of Moria, characters are able to follow "trait lines", described by a trait's coloured-box, and the tool-tip seen when highlighting the skill.
Nuker: This is basically a build that focuses on the Master of Nature's Fury line of traits (Red). Stylized towards damage, the line of traits looks like this:
And yes, those percentages stack.
This means with 4 of these traits equipped, your fire skills' damage will rise by 35%! One thing to note, is that all LM fire skills are "Tactical Based" (this is seen by highlighting a skill, and then it will display the skill-type under the range/induction times). With 4 traits, you get an additional 15% to your tactical damage. That means your Burning Embers, Sticky Gourd, Sign of Power: Wizard's Fire, Cracked Earth, Ents go to War (If you use it-- which I highly recommend with this build) will all deal 150% of their regular base damage.
Take into consideration that Burning Embers is your "spam skill". With a low induction, and low cool-down time, you'll be using this skill the most. That means a ton of extra output.
A large thing to note though, if you trait this line, is that you lose 25 seconds on your total stun time from Blinding Flash. Blinding Flash only lasts 30 seconds, and has a cooldown of 15. This means you can't stun a mob for more than 5 seconds, and you have to wait 10 seconds for the skill to be ready before you can stun again. Needless to say, this line doesn't allow you to CC (Crowd control) very well, at all.
Still, however, if you're farming, or soloing in a relatively easy area, this trait line makes you more powerful, and makes battles faster. Just don't think you can go pulling four mobs at once. That's not your job anymore.
Pros of this trait line:
- A much needed increase to an LM's damage output
Most of the traits reduce the cost of your skills-- enabling you to have more bang for your buck.
If you've played other MMO's, Master of Nature's Fury plays a lot like a "Pet Class". It's you, your companion, doling out damage and the hurt.
Great for soloing, since you'll kill mobs fast, and without remorse.
Cons of this trait line:
- An LM was never really meant to "nuke" anyway-- cutting into Blinding Flash is cutting into an LM's strongest skill (not DPS wise, but usefulness wise)
This trait line is not fellowship-friendly, nor is it handy in most instances. Losing the ability to keep a mob stunned means you only have an AoE root, stuns based off damage skills (that don't last longer than 5 seconds), and an AoE undead stun to keep mobs at bay. All of these have very high cooldown timers. If your fellowship can't kill a group fast, you'll be in trouble.
Unlike other trait-lines, this one centers you on damage, and pretty much damage only. You have very little "wiggle-room", to do much else.
Recommended Traits to use (Listed in order of importance):
- Improved Staff Strike: the +5% morale and the ability to deal out extra damage on a flanked enemy is amazing. That, and the skill has a low cooldown as it is-- with a legendary weapon's legacy to add -5 to it, this skill is combo spammable. (Meaning, You can do Burning Embers --> Staff Strike --> Burning Embers, etc etc.)
Anor's Flame: More Damage. Since you'll be damage based, this is essential to keep up.
Harmony With Nature: Less power cost, and lower induction times means more skills, in less time.
Awareness of Body: Since LM skills tend to use both power, and morale, this is essential to keep yourself alive-- you don't want to over-extend your casting, only to leave yourself vulneratble.
Tactically Adept: Less power use means more skills to be used.
The last three slots will depend on what you want to do.
If you're going for pure soloing with a pet, slot in Beast-Lore, Master of Beasts, and any 7th skill you choose.
If you want to try and grasp some sort of crowd control, slot in Deep-Lore (increased # of targets for Herb-Lore), Explosive Force (Makes your Blinding Flash harder to resist-- it's tantamount that you get every stun off when they only last 5 seconds.), and any 7th skill.
If you want to be a supportive Nuker, slot in Healer, Proof Against All Ills, and Light of Hope. This reduces your time on your Beacon of Hope cooldown by 10 seconds, allows you to cure/bolster wound and disease resists, and reduces their inductions.
Recommended Legendaries:
Sword and Staff -- For all three. The extra boosts from this skill alone, let alone extra stats from a good sword (Like Cururist) make this impossible to pass up.
Ents go to War -- AoE fire damage (+50%!), AoE stun, and extremely strong.
The last legendary should be:
Noble Savage -- If you're using pets, this makes him stronger. Beatdown good.
Improved Sticky Gourd -- makes Sticky Gourd AOE, and makes it a hotspot. Very, very useful.
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I realize now how big a post that was. My next post: The Ancient Master!
Last edited by AWYGB on Mon Oct 05, 2009 1:46 am; edited 1 time in total