Level 18

13 Jan

Hello again!

After this long hiatus, I thought it would be better (also after watching the poll votes, thank you for voting) if I would pick up where I left off. I will continue with skills until level 20 and probably then I will start on traits and trait-lines.

So, here we are at level 18. We have one important skill (believe me, you will use it often) and a situational skill, but important nonetheless.

18-LotRD_tb

Light of the Rising Dawn: This skill’s tooltip is pretty much straight forward. It does mid-high damage (light based) and it will stun the selected enemy for 3 seconds. It is, however, on a short cooldown, 30 seconds, and it will, probably, be one of your most damaging skills for a few levels. Use it often, but beware that since this a Nature’s Fury skill it will also cost you morale along with power.

TIP: This is something I must talk about in a few posts, but after a stun, all enemies (and friends also) receive an automatic 10-second stun immunity buff. So don’t use this skill if you think you (or someone else in your fellowship) will need to use a stun or a fellowship maneuver in the next seconds. This is specially important if you are teaming with a burglar, since they cannot use their fellowship maneuver skills on stun-immune enemies.

TIP: The stun state, along with the daze state (of Blinding Flash and Bane Flare), will overwrite a rooted state (such as the one give by the Cracked Earth delayed root). So if you use it against an enemy that is rooted, after the stun that same enemy will not be rooted anymore.

TIP: With 3 red traits, you can lower the cooldown on this skill by 15 seconds.

TIP: You can also use this skill to interrupt an enemy’s induction. So if you see that glowing orange or green circle below an enemy, you can hit this skill and interrupt his special attack or self-heal. This is specially useful on enemies that are immune to Blinding Flash (Dead, Creatures of Nature).

18-LotRD

18-BaneFlare_tb

Bane Flare: This skill will  stun and then mezz (daze) up to 3 Dead creatures, in a 10m radius of yourself. This means that it won’t be used against your selected enemy, because it is centered on yourself. This also means that you can use this skill without selecting any enemy, even out of combat (it makes a great firework effect :).  All kidding aside, this skill was made to counteract some of the Blinding Flash’s faults. And since you probably are or should almost be at the Barrow Down’s zone, the Dead will be nothing personal nemesis for the young Lore-Masters. Also, this skill only affect’s the Dead.

This is a 2-part skill, since it will stun first for 5-seconds and after the stun wears off, it will daze for 10 seconds more. What this means is that for the first 5 seconds, any damage made to the affected Dead will not break the Bane Flare effect, because it’s a stun. But after those 5 seconds, any damage made to it will wake up the damaged enemy from his dazed state.

TIP: You cannot use this skill the same way you use Blinding Flash. Mainly because the cooldown is bigger than the dazed effect. Although it will daze up to three Dead, you cannot re-apply it before the effect wears off.

TIP: I’ve already stated this, but I will repeat it. This is a self-centered skill, meaning that it won’t affect the enemy you are selecting, but instead it will be launched above you, and daze up to 3 dead that are within 10m of you. So if the enemy you are selecting is more than 10m away from you, you will have to move closer to him if you want him dazed.

TIP: If you slot at least 2 traits in the yellow line, you can increase the number of Dead affected by skill by two, bringing the number of enemies affected by this skill to 5.

18-BaneFlare

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7 Responses to “Level 18”

  1. Moderate Peril January 13, 2011 at 20:59 #

    Nice to see you back.

    I new there was more to “Bane Flare” than met the eye.

  2. Merric January 14, 2011 at 02:33 #

    Great to see you bac! I’m going to be picking up my LM again soon and will need the help!

    • wickedpt January 14, 2011 at 13:07 #

      Thanks Merric. The kids are a handful! How do you manage to work, take care of kids, blog, podcast and play?

      I feel like i’m getting used to this 5 hour sleep nights… 🙂

  3. Robert January 14, 2011 at 02:37 #

    With 3.2 Blinding Flash now interrupts creatures that are otherwise immune to the daze.

  4. JJ January 20, 2011 at 06:05 #

    Great to see this blog back.

    Something I would mention with using light of the rising dawn solo is that it’s a great idea to time your various stun skills (lotro, improved staff strike and test of will at this level, storm lore and ents go to war eventually) so that none of them hit while the mob is stun-immune. This way you maximise the time that a target spends stunned (but play smart with test of will due to the long induction, it’s not a bad idea to use it when the enemy is first walking towards you and is about 2sec outside melee range. That way the are stunned right as they get into staff strike/sweep range).

  5. Nerves February 8, 2011 at 21:04 #

    Bane flare is total win in SG – got ghosts? bam. It is also reset it with call of the valar.

    On the gorothul fight, save this for when gorothul is about to absorb the fell-spirits. This is awesome because for as long as these are prevented from being absorbed, the spirits that summon the skeletons can’t spawn and start sending skellies to attack your healer. Usually someone breaks the daze after the 5s, but I use storm lore after to extend it, and I can use it again when the next set of fell-spirits come out by using call of the valar. It seriously makes the fight so simple, and you can even remain in MoNF capstone without losing it ability to control the fight.

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