Light of the Rising Dawn
- 30m Range
- Tactical Skill
- Induction: 1s
- Resistance: Tactical
Skill Type: Light - Damages and stuns the enemy.
Mounted Combat Enemies: Stun replaced with a mount speed debuff. - ... Light Damage
- 3s Stun
- Cost: ... Morale
- Cost: (Level × 1.5) Power
- Cooldown: 30s
Values
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General Information
Class: Lore-master
Level: 18
Traits
The trait Awareness of Body reduces the morale cost of this skill by 40%.
The trait Harmony with Nature reduces the power cost of this skill by 15% and shortens the induction by 25%.
The trait Knowledge of the Past reduces the power cost of this skill by 3% and gives it a 20% chance to restore 50-55 power.
The trait set bonus for Master of Nature's Fury (3) increases the damage of this skill by 5%.
The trait set bonus for Master of Nature's Fury (4) increases the damage of this skill by another 10% and reduces the cooldown by 15s.
Effects
Using this skill causes Stunned to occur on an enemy target.
Interactions
The Lore-master's Staff Legacy Light of the Rising Dawn Damage increases the damage of this skill by up to 15%.
The Lore-master's Staff Legacy Light of the Rising Dawn Base Critical Damage increases the critical magnitude of this skill by up to 15%.
The Lore-master's Staff Legacy Tactical Skills Direct Damage increases the damage caused by this skill by up to 10%.
The Lore-master's Book Legacy Target Resistance (Damaging Skills) decreases the resistance to this skill by up to 1580.
Tactical Information
Light of the Rising Dawn is a good damaging skill, especially when not traited for DPS. The setback as DPS skill is the relatively long cooldown. When soloing it is worth using when it's off cooldown for the nice burst damage, though. When traited down the Master of Nature's Fury line, the skill loses some of its attractiveness because other skills with shorter cooldowns get buffed more. For example: with all traits and legacies that work in favor of Light of the Rising Dawn slotted, the skill deals 40% more damage, with an increased critical magnitude of 15%. Burning Embers with the same treatment deals 85% more damage, with an increased critical magnitude of 25%. On top of that, Burning Embers deals (an increased) damage over time and is resisted less. Now calculate that you can cast six Burning Embers during the cooldown of one Light of the Rising Dawn and the message is clear.
There is another reason though to use Light of the Rising Dawn and that's the stun. The skill is great for interrupting inductions because of its short induction. Note that this only works if the creature is not immune to stuns. It is also nice to use in general while fighting, since every second the enemy is stunned, they cannot attack you. You can alternate between Light of the Rising Dawn and Test of Will on creatures, applying a new stun skill after the 10 second Temporary State Immunity has worn off. In a fellowship, it is almost always better to save these skills for this purpose, as opposed to dealing damage.
Lore
Light of the Rising Dawn is probably based on the arrival of Gandalf during the battle of Helm's Deep.
"Look to my coming on the first light of the fifth day, at dawn look to the east." he had told them earlier. And indeed there was a bright light at the dawn of the fifth day in the east, that blinded all in the valley. Gandalf arrived with reinforcements and the battle was turned in the favor of the people of Rohan.
- "Helm's Deep." In: "The Lord of the Rings. The Two Towers", by J.R.R. Tolkien