- It is the undisputed master of crowd-control, with abilities to stun, daze and root opponents.
- The Lore-master also possesses a wide variety of ways to debuff enemies, even in large numbers.
- He can also supply his allies with large amounts of Power replenishment, and provide excellent curing support along with some moderate healing.
- The Lore-master's many different pets help by debuffing, tanking, and helping allies.
- Finally, a Lore-master traited in the Nature's Fury (red) tree provides very strong damage, especially AoE damage, and can fulfill a Damage / DPS role in groups.
The Lore-master is a Pet class, and will always have one of her animal friends active. A Lore-master's pets have useful abilities on their own, but also provide important synergy with the Lore-master's own abilities. Thus, a Lore-master must carefully watch, control, and take care of their pet to ensure it's always alive and helping out.
A Lore-master can only have one pet helping her at a time. A Lore-master must learn to choose smartly from their wide variety of pets to best fit each situation, specialization, role, and environment (see the Pets page for a detailed list of all the different animals a Lore-master can call to their side).
Flanking and Harrying
Pets can also caused when attacking an enemy from behind. Beyond its useful snare effect, Harried has no other interactions.
See each pet's individual page for a gallery of its possible appearances.
A large number of the Lore-master's abilities cost Morale in addition to Power. Thus, it's very important for a Lore-master to manage not just Power consumption, but also Morale, even if he's not being directly attacked. A Lore-master must learn to use all his abilities carefully and manage his Morale well in order to stay active without being defeated.
These skills are used by the Lore-master's current pet, rather than the Lore-master herself. A Lore-master may choose to manually control any of the pet's three active skills. See the individual pet pages for a more detailed explanation of each pet.
|Skills and Effects||Category||Cooldown||Range||Source|
|Passive Debuff Proc||n/a||2.5m||Level:||1|
|Passive Buff Aura||n/a||?||Trait:|
|Debuff + Damage||15s||2.5m||Level:||11|
|Damage + Debuff||30s||40m||Level:||?|
|Damage + Stun||1m||40m||Level:||?|
|Passive DoT Proc||n/a||2.5m||Level:||30|
|AoE + Debuff||2m||5m||Level:||?|
|AoE + Stun||1m||5m||Level:||?|
|Passive Debuff Aura||n/a||?||Level:||?|
|Debuff + Heal||1m||30m||Level:||?|
|Passive Power Aura||n/a||?||Level:||?|
|Damage + Fear||1m||2.5m||Level:||?|
These skills are granted automatically as you gain levels. The effects of many of these skills are improved in various ways by your choice of specialization and how you spend your trait points. Some skills may also be replaced by an improved version of the same skill as you increase in level.
|Damage + DoT + Slow||3s||30m||Level:||1|
|DoT + Heal||None||40m||Level:||1|
|Damage + AoE DoT||10s||40m||Level:||1|
|AoE + Root||10s||25m||Level:||14|
|Heal + Power||1m||40m||Level:||16|
|Damage + Stun||30s||30m||Level:||18|
|Heal + Buff + Stun||5m||Self||Level:||20|
|AoE + Power||15s||5m||Level:||28|
|Cooldown + Buff||5m||Self||Level:||34|
|AoE + DoT||30s||25m||Level:||?|
|Pet (Nature Spirit)||None||Self||Level:||40?|
|DoT + Heal||?||40m||Level:||54|
|AoE + Power + Buff||15s||5m||Level:||68|
|DoT + Snare||3s||30m||Level:||74|
These skills are acquired by spending trait points in the Keeper of Animals (blue) trait tree.
|Pet + Damage||2m||Self||Trait:|
These skills are acquired by spending trait points in the Master of Nature's Fury (red) trait tree.
These skills are acquired by spending trait points in The Ancient Master (yellow) trait tree. You can only obtain the Set skills if you specialize in this tree.
|Damage + Stun||1m||40m||Set:||Initial skill|
Mounted Combat Skills
|Damage + Heal||75||40m||Deals damage to your target and restores some of fellowship's morale and their War-steeds|
|Mounted Discipline||75||Increases damage dealt and reduces enemy's chance to resist tactical skills|
|Mounted Discipline||75||Lore-master focuses on Beast-lore, turning their attention to the weakening or enhancement of beasts.|
|Damage + Debuff||75||40m||Applies a fire damage over time as well as having a chance to place a debuff on the target depending on active discipline.|
|Debuff||75||40m||Reduces enemy tactical and physical mitigations|
|Root + Slow||75||40m||Root and then slow an enemy with chance of dismount|
|Debuff||75||40m||On any damage enemy has a chance to receive extra light damage|
|1||Starting proficiency||Allows use of light armour|
|28||78 40||Increases your Will stat by +(Level).|
|40||160||Allows you to wield a sword in off-hand.|
|1||Free||Allows the use of Specialized Equipment|
|1||Free||Allows the use of Clarinets|
|1||Free||Allows the use of Lutes|
Misc. Passive Skills
|20||40||Allows the use of books of lore|
|29||n/a||Allows the use of non-combat companions|
|2H||1||Starting proficiency||Allows use of two-handed staves|
| Due to Update 12: Helm's Deep, this listing of Traits is now obsolete.
Individual Traits are replaced by Trait Trees
Some useful tactics when playing a Lore-master:
- Link break: if facing a target surrounded by mobs that are likely to assist, a cunning Lore-master can manage to fight just the intended target, and not any of the adds.
- Start out by casting Blinding Flash on the mob from the maximum possible distance, then turn around and run. Once the adds have stopped pursuing you, return. After 30s have passed the dazed mob will be free and will attack you -- but the adds will not follow.
- Daze against single target: even if fighting just one target, it can be useful to use Blinding Flash. In the 30 seconds that pass you can use Inner Flame to heal up, or wait for skill cooldowns to expire. Or if it comes to worst, run. Be careful not to leave a DoT (e.g. Burning Embers) on the target, as that will break the daze.