Warband Maneuvers

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Gameplay Topics: CombatDeedsFellowship ManoeuvreHousingInstance FinderReputationTitlesWarband Maneuvers

Warband Maneuvers are the Monster Player equivalent of Fellowship Maneuvers.

Introduction

A Warband Maneuver is a coordinated group attack available to the Monster Players in the game. Depending on the mixture of the maneuvers selected by the members of your party, the Warband Maneuver can cause extensive direct damage, damage over time (DOT); restore health or power to the individual or group; combination of the above or, with more complex maneuvers it can summon a creature to assist your group for a short period of time.

You can find more information about Warband Maneuver skills in the Group Skills Journal from your Character Page.

This page will show you the list of the 4 types of skills that you have available to your class and the base effects your moves will do. The effects of the various skills can and will be effected by what traits/corruptions you have slotted.

Starting Warband Maneuvers

Warband Maneuvers may start randomly on any valid Elite (or higher) target and any Free People that your party may be attacking. Warg Stalkers and Spider Weavers also have attacks that can initiate Warband Maneuvers on any target that they choose to use those specific attacks against.

Contributing to a Maneuver

Selecting a maneuver to execute is a special type of attack but requires that you face the target in order to be able to select a skill to contribute to the maneuver. If you are not facing the target or are not in range, you will not be able to contribute to that maneuver.

When anyone triggers a Warband Maneuver, a member of that party will either see the Warband Skill Wheel or a Target Assist (bulls-eye) symbol.

-OR- -OR-

Each of the four images on the wheel is a clickable button that will provide that type of move as your contribution to the warband maneuver.

If you have a different target than the one the maneuver is being executed upon, you'll see the assist button instead of the Wheel. Pressing the assist button will target the correct creature for you and bring up the Warband Wheel. The Wheel will also come up if you target the correct creature manually or use the tab key to cycle to it.

Out of Range when using Assist button

This is usually a bogus error message that you will see if you are not facing the target of the Warband Maneuver. You must be facing the target to contribute. If you are not and you clicked the assist button, you will often see this error message.


How long to Contribute

Once you see the indicator of the maneuver, you only have a maximum of 6 seconds (absolute maximum -- usually 3-4 seconds if you did not initiate the move) in which to contribute to the maneuver.

Interruption of a Contribution

Selecting a warband maneuver on the wheel does not interrupt any currently executing attacks. Instead your colour will not go into the Warband Maneuver queue (see example below) until your current attack is fully completed.

Your character will not be able to use any skills or attack until the maneuver is completed or unless you are interrupted, the same as any type of interruptable special attack.

Examples:

  • If you try to move your character, are knocked down or back -- your contribution will be canceled.
  • If you get stunned or feared -- your contribution will be canceled.
  • If you are hit by any freep attacks that could interrupt spell casting -- your contribution will be canceled.

If your colour gets canceled for any reason, it will be removed from the queue but you may still be able to participate in the combo by selecting a new maneuver -- if there is sufficient time left. Such a change will place your new selection at the end of the queue, after all other entries -- not where it was but at the end of the queue.

Selections Appearances

Once you select the maneuver you wish to contribute, your selection will appear in the first empty slot in the maneuver queue. The queue's length is determined by how many members are in your warband/fellowship.

Number of Members Queue Appearance
2 WBM_Queue_2.png
3 WBM_Queue_3.png
4 WBM_Queue_4.png
5 WBM_Queue_5.png
6 WBM_Queue_6.png

Your character will stop moving in a special maneuver stance, and a colored indicator will appear above your head which matches the maneuver you selected on the wheel.

Move to Selection Icon matchup
Troll's Brutality Spider's Venom Wight's Rot Fell Spirit's Terror


Individual Warband Skills

Skill Name Description
Troll's Brutality This Warband skill does direct (melee or ranged) damage to your target. At the 6th tier of power, this skill does AoE damage.
Spider's Venom This Warband does small amount of direct (melee or ranged) damage, then causes poison DoT. At the 5th and 6th tiers of power, this skill also summons a rift spider ally to aid you in combat for a short time.
Wight's Rot This Warband skill does direct (melee or ranged) damage to your target, then transfers power to you from your target, applying a power HoT.
Fell Spirit's Terror This Warband Skill does direct ranged damage to your target, then transfers morale to you from your target. From the second tier of power, this skill also applies a two minute debuff that reduces in-combat morale and power regeneration by 75%.

Class Maneuver List

Each class has its own attack powers and range for their skills.


Fell Spirit's Terror is the only skill available to all classes that can be used from a distance. All other moves are either melee or ranged dependant upon your character's class. You can find if a particular skill is melee or ranged by checking your Group Skills Journal as shown in the image above. The icons on the Skill Wheel for all skills other then Fell Spirit's Terror indicate if the skill is melee or ranged by showing 3 "scratches" on the icon if it is ranged.
-versus-
-versus-
-versus-

The Spider Weaver and Uruk Blackarrow are the only 2 classes that are based upon ranged versus 2 meter max. range melee maneuvers.

Here is a list of each classes abilities with the differences in damage done in bold.

Class Maneuver Effect
Orc Reaver 387 Common Damage
46 Common Damage
43 Common Damage Initially
43 Common Damage every 4 seconds for 20 seconds.
46 Common Damage
Attacker Gains 323.4 power.
Target is drained 194 power.
Restores 105 power initially.
Restores 85 power every 2 seconds for 10 seconds.
Attacker gains 517.5 Morale.
Target is drained 161.7 Morale.
Spider Weaver 342 Common Damage
41 Common Damage
43 Common Damage Initially
43 Common Damage every 4 seconds for 20 seconds.
41 Common Damage
Attacker Gains 323.4 power.
Target is drained 194 power.
Restores 105 power initially.
Restores 85 power every 2 seconds for 10 seconds.
Attacker gains 517.5 Morale.
Target is drained 161.7 Morale.
Uruk Blackarrow 350 Common Damage
46 Common Damage
43 Common Damage Initially
43 Common Damage every 4 seconds for 20 seconds.
46 Common Damage
Attacker Gains 323.4 power.
Target is drained 194 power.
Restores 105 power initially.
Restores 85 power every 2 seconds for 10 seconds.
Attacker gains 517.5 Morale.
Target is drained 161.7 Morale.
Uruk Warleader 333 Common Damage
40 Common Damage
43 Common Damage Initially
43 Common Damage every 4 seconds for 20 seconds.
40 Common Damage
Attacker Gains 323.4 power.
Target is drained 194 power.
Restores 105 power initially.
Restores 85 power every 2 seconds for 10 seconds.
Attacker gains 517.5 Morale.
Target is drained 161.7 Morale.
Warg Stalker 313 Common Damage
40 Common Damage
43 Common Damage Initially
43 Common Damage every 4 seconds for 20 seconds.
40 Common Damage
Attacker Gains 323.4 power.
Target is drained 194 power.
Restores 105 power initially.
Restores 85 power every 2 seconds for 10 seconds.
Attacker gains 517.5 Morale.
Target is drained 161.7 Morale.

Named Maneuvers

Certain combinations of moves are termed "named" maneuvers which provide far greater effects than individual contributions. These depend upon the members of the Warband executing a set series of selected contributions to gain enhanced effects.

Execution of named maneuvers are far more powerful than unnamed moves and are where the true power of Warband and Fellowship Maneuvers show their stuff.

The more members able to contribute to a named maneuver, the more devastating the effects caused by them.

Length of Maneuvers

Named Maneuvers are divided by the number of contributing party members, which also determines how powerful they are. This is called the length of the move; for example Length of Two means 2 party members contributed to the maneuver. There are no true Length of One maneuvers. A single contribution simply applies that player's base effect as shown in their Group Skills character journal.

The following table shows the different maneuvers lengths and details:

Warband Maneuvers
Detail Table
-OR-


Maneuver First
Move
Second
Move
Third
Move
Fourth
Move
Fifth
Move
Sixth
Move
Length Two Maneuvers
Length Three Maneuvers
Length Four Maneuvers
Length Five Maneuvers
Length Six Maneuvers

Tiers of Contributions

Execution of named maneuvers will increase some of the selected skills' strengths, known as their tier.

There are 7 tiers of power for the moves. Tier 0 is your "solo" ability. Tier 1 is the first step up and is only granted when a named maneuver is executed by the party. The other tiers become available deeper into the combinations as participants add their contributions, so the player adding the last contribution tends to generate the most powerful of that type of effect.

The 6 tiers each have certain attributes to them as follows:

Tier 0
Base contribution where no named move was executed.
Example: If all 6 members of a warband chose Spider's Venom as their attack, it would apply the initial damage from all 6 members but the Damage over Time (DoT) effect would only be 43 damage initially and 43 damage every 4 seconds for 20 seconds. It will not stack separately on the target nor would the fact that all 6 members chose it do anything "special".
Tier 1
Early contribution to a Warband Maneuver -- generally speaking, this is the first slot in the warband queue but can also be the second slot with smaller warband maneuvers (length of 2).
Tier 2
This tends to be the second slot strength of effect.
Tier 3
This tends to be the third slot strength of effect.
Tier 4
This tends to be the fourth slot strength of effect.
Tier 5
This is usually reserved for the 5th slot contribution but can be for the 6th slot depending on the maneuver applied. It often makes the contribution Area of Effect (AoE) in nature but can also summon up a creature depending on the move chosen.
Tier 6
This is reserved for the 6th slot contribution. Like tier 5 maneuvers, this tends to make that contribution Area of Effect (AoE) in nature -- applying it's beneficial or detrimental effects to all valid targets within range (usually 10m) but at a more potent level than a tier 5 can provide.