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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.


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).



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.


Level 14

9 Jul

Level 14 is a very special level for young Lore-masters. Not only will you be able to summon another pet companion, but you will receive one of those skills that will make you think and be strategic.

Friend of Bears: Your second pet will be a sturdy bear pet. It’s a classic tank pet, with low damage output but very sturdy. But our furry friend can have other uses. I won’t get into much details on the Bear right now. Expect a specific Bear article can be found by clicking here.

Bear summoning Skill

Cracked Earth: Another damaging Nature’s Fury skill (meaning that will cost you morale along with power) with a twist. It’s ranged damage tactical skill, with an area of effect radius. Besides doing damage, this skill will also put a debuff timer on the affected enemies. After that timer is down, the affected enemies will be rooted in place for 30 seconds. Its a very important skill that some veteran lore-master’s forget when we talk about crowd control.

TIP: The timer is usually 10 seconds after you cast this attack. After those 10 seconds, all affected enemies that didnt resist de debuff will be stuck in place, unable to move. With 3 yellow line traits the timer is reduced to 5 seconds.

TIP: Remember that although rooted enemies are unable to move, they are still awake. So ranged enemies will continue to attack you if you are in range of their ranged attacks.

TIP: The rooted state can be broken with damage. Every attack has a 25% change to break the rooted state, so be careful using area of effect skills (like Gust of Wind or Cracked Earth again, for example) on a group of rooted mobs.

TIP: On multiple enemy encounters you can start the attack with cracked earth. Run (or kite) a little bit while you wait for the root to kick in, then pull one or two at a time.

TIP: The rooted effect can be reapplied, but it requires timing. The reapplication is different from the Blinding Flash method, since the rooted effect does not stack or refresh. You can recast Cracked Earth when the enemies you want to root (and are already rooted) have 9 seconds or less remaining on the rooted effect. It’s all about timing. If the 10 seconds debuff wear off while the enemies are still rooted, they will not be rooted again. Its preferable to give a few seconds even if it means that they will move for 1 or 2 seconds before the root reapplies again.

TIP: Boss type enemies are usually immune to roots.

Cracked Earth ingame Tooltip

Note: This post was rewritten due to the changes to the Lore-master in the Volume 3, Book 2 changes. They will come into effect on the 8th of September 2010.

Level 8

30 Jun

Level 8 adds again 2 more skills to the young Lore-master’s arsenal.

Beacon of Hope: This skill enables you to transfer some amount of morale from yourself to an ally or pet. It can be someone inside or outside your fellowship or even a NPC (non-player character). This skill will cost you a small amount of morale and will give your targetted ally a big chunk of morale. You cannot target yourself with this skill.

TIP: Although Lore-master’s are not main healers like Minstrels and Rune-Keepers, Beacon of Hope is a nice emergency heal. If you see your group’s tank falling low on morale, heal it. Sometimes minstrel’s are so focused on healing everyone else that they forget themselves. If you see your minstrel low on morale, don’t be afraid to use this skill on him/her.

Beacon of Hope Tooltip at Level 65

Gust of Wind: This will be your second Nature’s  Fury skills. This group of skills will be your main damage dealers but beware: Besides costing you power they will also cost a small amount of morale to cast. Gust of Wind is a long range skill (40m) that will deal a area-of-effect damage (AoE), up to 6 enemies that are close to your target. It will also add to your target and enemies affected by the skill a debuff, adding 7% miss chance to all their attacks.

TIP: Gust of Wind will not be your highest damaging skill, but since it’s AoE be careful when casting it. If there are un-attacked enemies close by that are damaged by GoW, they will turn to you.

TIP: In group play, cast Gust of Wind after your tank has some aggro on mobs. Besides the damage, the miss chance will help a with healing, because your tank will be hit less often. Don’t cast it too soon, because you don’t want to draw unwanted attention.

Gust of Wind at level 65

Note: This post was rewritten due to the changes to the Lore-master in the Volume 3, Book 2 changes. They will come into effect on the 8th of September 2010.

Level 1

21 Jun

My goal with this blog will be to get in deep with the Lore-master’s skillset. I’ll go into detail on every skill that the Lore-master has at its disposal. I will start from the bottom. And here’s the Lore-master’s Level 1 skills:

Staff-Strike: The Skill that lends its name to this blog. Throughout the game this will be your only melee (weapon-based, face-to-face combat) skill. At this level it’s just what it is: you whack your foes with your staff. We will come back to this skill at level 15 when you can acquire the trait for Improved Staff-Strike.

Sign of Power: Command: This is your first Sign of Power skill. It’s a simple skill with some powerful uses. This skill will decrease the speed at which your enemy attacks you (+20% attack duration).  This will make the enemy with this sign do, effectively, 20% less damage on you or, in other words, your enemy’s damage will be cut in one fifth. It will also reduce the chances of your enemy parrying an attack. Since this skill has a very short cooldown and a somewhat long duration, it can be kept on a few enemies on the battlefield at the same time. This skill has another advantage: You can use it before you start the fight since this skill will not enable combat.

Burning Embers: This will probably be every Lore-masters bread and butter skill. It’s a medium-damage, single-target fire attack. It has a small-induction, so it cannot be used on the run. But it has two very attractive secondary effects: First, it will slow your enemy down by 30%. This will enable you to outrun your foe and gain some distance to fire more attacks without being damaged or interrupted; Secondly it has a Damage over Time component that will keep hurting (burning) your enemy for a while after the first attack. You can always refresh the burn (Damage over time or DOT) by throwing another burning ember on your foe.

In-Game Tooltips from the actual skills:

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