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指南第六期:做一名合格的诗人手册

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弗罗多 发表于 2008-8-15 09:03 | 显示全部楼层 |阅读模式
 楼主| 弗罗多 发表于 2008-8-15 09:08 | 显示全部楼层
[edit] 1.0 Introduction - What is a Minstrel? (short and sweet)
That's a good question. If you're familiar with the normal healing class, be it a Druid, Shaman, Blood Mage, Priest, Cleric. You're going to recognise some things, but there are also some new things Turbine threw in to make the healing experience feel fresh.

Morale Vs Hit Points

Since there is no death in LotRO (at least for you), Turbine had to come up with a novel alternative for the standard Hit Points and morale is the answer. Instead of dying, you get so overcome that you cease to function. Your morale can be reduced by dread and improved in times of hope. Consequently, you technically do not heal, you encourage and inspire. This, like in Tolkien's works, can be done in songs and tales and it is why you are a minstrel rather than one who heals with bandages and disinfectant. But just like healing in all other games, the main role you will have is making that green bar fill up.

Aside from healing you have a variety of buffs in your arsenal, both group and personal buffs, toggles and timed skills. You can rez, remove dread, give hope and also do a nice bit of damage.




Throughout this guide you may see a few common terms new players might not be familiar with.

Adds - Additional monsters.
Aggro - (aggravation) Is the hate a monster has towards you. In order to determine who the monster attacks each player has a level of aggro. Whoever has the most gets the monsters attention. This is important to understand as a healer since you want to make sure that you're the target as rarely as possible.
AoE - Area of Effect - Basically means something that works within a specific area, usually against multiple targets.
Conjunction - (CJ) Now a days these are called Fellowship Manoeuvers. Back in beta they were called Conjunctions and the name has stuck.
Crit - Refers to a Critical hit or cast. Your character has a crit rate and every spell or swing has a certain % chance to be much larger.
DoT - Stands for Damage over Time. Pretty self-explanatory.
DPS - Stands for 'damage per second', but is often used in place of the word damage. This term also refers to a player whose job is to deal damage. (I do 5dps, my dps is insane, I'll do dps)
Freep - This is what you are! unless your playing your monster character. It stands for Free people.
ICMR - In-combat morale regen. How fast you regenerate morale during combat.
ICPR - In-combat power regen. How fast you regenerate power during combat.
Mez - A skill that freezes a mob, usually broken if the target gets damaged.
Mob - Non-player characters (monsters) you attack and kill, eg Orcs, Goblins etc.
Tank - Generally a guardian. This is the person who is designated to take the damage for the group.
 楼主| 弗罗多 发表于 2008-8-15 09:10 | 显示全部楼层
2.0 General Specifics[edit] 2.1 Tiers? Anthems?One of the more interesting new things you're going to have to learn to deal with as a minstrel is the idea of Ballad Tiers, and Anthems. Most of your attack songs and buffs are assigned to a tier, an example of a Tier 1 ballad is the Ballad of Vigour.
Once you play a Tier 1 ballad, (assuming it wasn't resisted)* you will now be able to play Tier 2 ballads for a short window of time** before you lose access to that tier. Once you play a Tier 2 Ballad such as Ballad of Swiftness, you will then unlock Tier 3. Tier 3 is different, as the ballads you can play here are buffs for your entire fellowship. For example a crowd favourite is the Ballad of War, a 10% melee damage buff. This buff only last 15 seconds*** but it is quite powerful. After a third tier ballad you unlock the ability to play an Anthem. Anthems are generally rather powerful. Anthem of the Valar, an AoE damage attack, being one example. The catch with Anthems is once you play one, all your Tiers are reset and you're stuck with only Tier 1 ballads again.
What this means for a Minstrel is that not only do you have to heal your party, but in order to keep them happy and buffed you need to also think offensively. The following are a few little tricks to help you get started.

Show Target's Target
In the Combat section of your main Options menu, you will find a tick box called "Show Target's Target". This does what it says on the tin. You get a very small set of vitals pop up on your screen which will show you the target of your target.
Target Forwarding
Again, this is found in Combat Options. When enabled if you are targeting, say, a guardian, you cannot attack them but instead of getting an invalid target message you can choose to use them to forward your skills. ie you will attack what they are attacking. As aggro is very important for a squishy such as yourself, it helps to know you are twisting your ballads on a mob that won't get upset by it. Probably the two best choices for target forwarding are the Tank (Guardian) and the DPS (Champion, Hunter).
The flip side of this is that you can target off of mobs to heal their target! This can be very handy in the Ettenmoors for healing outside of your group, as well as incredibly satisfying because it feels like you are directly thwarting their plans.

* Smooth Voice (trait) – Slotting this Class Trait will turn your Ballad of Vigour and Balance into Songs that buff the whole party (T1 and T2 Ballads respectively), but do no damage. This trait can be good for several reasons. Taking away the damage component to the skills allows you to buff all the way up to your anthems before you even enter combat. If you do this just before engaging you will give everyone a buff to their vitality, evade chance, whichever Tier 3 ballad you choose and your choice of Anthem. What a great start to a hard fight! If the encounter will have lots of adds you can go for Anthem of Compassion, which will give you -40% threat generation from healing. This makes it less likely that something is going to bother you, enabling you to heal without interruption. If there are mobs which like to do AoE damage but you're not too worried about getting aggro then you can go for Anthem of the Free People instead to give everyone a nice buff to their morale regeneration. Just beware the Smooth Voice Addiction which claims many minstrels a year. Our skills are somewhat noisy, and please, there's nothing to say that just because you can buff out of combat, that every time you drop combat you should be buffing. Overuse and improper use may drive your fellows insane. This skill is described more in detail later on.
** Harmonious Melody (trait) – The Harmonious Melody Class Trait will add an extra five-second to the window. This is a handy trait to have, but given the large number of more-useful traits from which Minstrels may choose, it isn’t often slotted.

*** Strength of Voice (trait) – This Class Trait adds an extra 10 seconds of duration to your ballads (all three Tiers, since Book 11).
[edit] 2.2 Heals!Minstrels have four basic heal skills on short cooldown timers: a quick little heal called Raise the Spirit, a much larger one called Bolster Courage, a group heal called Inspire Fellows, (which also gives a minor 1% reduction in damage), and finally you have Chord of Salvation, an instant heal with a longer animation time.
Additionally, we have a few other heals at our disposal and following this little introduction, I am going to go over my experience with each of these heals and hopefully include the experiences of other people, as well. It's worthwhile to note that many of our heals, unlike our attacks, have a short animation after the cast. This disables movement, which is something that you will probably notice early on and will be the bane of your career. Likewise, while we are talented enough to play our attack ballads while we are moving, our healing skills require us to remain stationary for their inducted duration.
[edit] Raise the Spirit lvl 1"I'm cheap and fun!" (Wii joke #1)
In terms of power cost, Raise the Spirit is your cheapest option, but not by much. This is not your most power-efficient heal and should only be used if you don't actually have bolster courage yet, or the player is particularly squishy with very little morale (think lore-master), if you need to get a quick heal off before somebody dies and Chord of Salvation is on cooldown, or perhaps most appropriately when you are topping off someone's morale and Bolster Courage is too big.
This heal also has a short 1 second cooldown between its uses. This means you can't just chain these heals one after another. If you are relying on this heal, you can usually fit an offensive song in quickly between heals for that little added DPS. BAM. At higher levels once you have Bolster Courage you will use this heal much less, but until then, this is your 'bread and butter'.
[edit] Inspire Fellows lvl 10"aka Taunt!"
This skill is notorious for attracting large amounts of aggro. It doesn't heal for that much and it consumes a large amount of your power. Many players avoid this like its a 50dkp minus, and truthfully, I think many people should. Although it's a tough tool to use, because it has limited uses, that doesn't make it useless. Throughout the game you can sometimes run into mobs with an AoE fire DoT. This is when this skill truly shines. Assuming you are confident in your tanks ability to keep aggro you can generally knock off a group heal to top everyone in the group up. Play around with it a bit and try to get a feel for how long in a fight you have wait before it's safe to use this skill. A lot of healing is getting the feel for your aggro level, which is something you just have to learn through experience. Keep in mind that your aggro level will be different with different tanks.
[edit] Noble Cause lvl 16"The (illegitimate) child of DPS and healing."
Often underused and forgotten about, Noble Cause can give a nice group heal in some situations as well as provide a little DPS. Soloing, this skill can be used as often as it is up, as it provides you with 5 quick Herald's Strikes, and with a 2.5min cooldown, it's nothing to be stingy about. In a nutshell, Noble Cause resets your Herald's Strike timer, then lets you unleash 3 strikes on the mobs, without any cooldown. As an added bonus, each hit heals everyone in your group.
To get 5 smacks out of this skill, first use Herald's Strike, then use Noble Cause, lay down your 3 fwacks of fury, then finally end with a 5th Herald's Strike. This is a nice little chunk of damage, and can also give a little healing to the entire group, or yourself if soloing. USE THIS SKILL! So many people completely ignore it, which is silly given how powerful it really is.
[edit] Bolster Courage lvl 18"I'm large and in charge." (2nd Wii joke)
Once you hit 18, you've received your new 'bread and butter' heal. The casting time is slightly longer, but the amount of morale it recovers is much larger. The power cost is also very close to that of Raise the Spirit. A good habit to get into is to know how long your heal takes to cast. It sounds silly but sometimes your tank is going to be low on morale, but you won't have time to pull off a longer heal. At those times, it's generally a good idea to pop a smaller heal or Chord of Salvation than to risk your tank dying mid-heal. A good tactic is to know how much health your tank has and never let him drop past a certain threshold. Keeping a tank at full health is often inefficient, for example if he is only missing 600 morale and you heal him for 710 that's 110 morale lost. Generally it's safe to keep your tank around 50-70% of their max morale, but everyone will develop their own comfort zone. Knowing the encounter you are up against will help immensely because sometimes you just don't have the wiggle room to do anything aside from keep your group at full health.
Oftentimes some tanks will get anxious if they are constantly low on morale and might start using cooldowns in fear of dying. If this is the case try to reassure your little canned chicken that he will be just fine.
[edit] Anthem of the Free Peoples lvl 20"Cruise control for healers."
This is an anthem that increases in-combat morale regen by 20.1 (at level 50), which equates to a lot of morale per minute! This wondrous skill makes healing for its 30 (45 traited) second duration rather easy. Aside from laziness, it also has some practical uses. In boss fights where there are lots of adds, this skill is your saviour. When you use this skill, the aggro gain is minimal because you aren't actually healing the players, you are simply increasing their regen. In fights with aggro problems putting this up for the first 30 seconds allows you to really skimp on the heals, thus permitting you to not only sit back and have a snack, but also prevents you from drawing aggro from one of the mobs early on. In fights such as Ivar in Agamaur, this is really useful for helping the tank set up the initial aggro.
[edit] Triumphant Spirit lvl 30"Larger and in charger!" (3rd?)
Sitting in the right corner with a 15 minute cooldown is Triumphant Spirit. Those from FFXI might remember something called Benediction, it's basically the same idea, with less aggro generated. Using this skill isn't a guarantee of getting aggro, but it does give a massive amount. Generally in controlled fights only use it if somebody is really close to dying and needs a large heal quick. This skill has no casting time and is your largest heal, healing the entire group for a massive amount. This skill can be a lifesaver. Another use for this skill is when you're training (think choo choo here), not levelling, but running through a large aggro area trying to get through without dying. Usually a higher armour class will run through but if they're low on HP you can pop this skill to heal them fully. Be aware though, you will now be the target of all the train's passengers, so it's best saved if you know that you can run away from them all. You can also use this if you're being lazy and forget to heal yourself while soloing. Apparently it happens!
This skill will be in your arsenal of "Oh Crap!" weapons. Some people prefer to save it and only use it in an emergency because there are probably going to be times when you are going to wish it wasn't on cooldown. Whether you class one person about to die as an emergency is up to you and dependent on the situation. Perhaps you're near the end of a battle but are closer than 15 minutes to a boss fight where the opportunity of a full wipe is more likely?
As an added note, Milarien pointed out that because of the lack of casting time, this spell can be used while you're running. Useful, trust me.
This skill has NO power cost. If you find yourself out of (or drained of) power this skill can avert the dreaded wipe.
[edit] Chord of Salvation lvl 38Uh ohs! Can't afford inductions!
It's not great, but it's better than a kick in the teeth. This skill is instant cast but we pay for it with a longer animation time, which acts as a pause between striking Chord of Salvation and using your next skill. This heal can buy you enough time to get off a larger heal with an induction, depending on how fast your target is taking damage.
It generates less aggro than using Triumphant Spirit, but the heal is much smaller and the power ratio isn't that clever. This skill goes on a 30s cooldown, so it's not something you can hit repeatedly, nor would you want to if you value your power!
[edit] 2.3 Buffs!One of our secondary class roles is buffing and as a Minstrel you are given a nice selection of them for your party, including our Ballads, Anthems, and Tales. A good Minstrel heals his group and keeps everyone alive. A great Minstrel keeps his group buffed and ready for the fight ahead.
[edit] Ballad of War lvl 6Melee made easy.
This is the first buff you get and the one people are going to want most of the time. This is a Tier 3 Ballad and last 15 seconds. the 10% melee damage increase is quite hefty but requires tier 3 Ballads to be unlocked, so there are at least two songs you need to play before this song. This buff is often a safe bet, and champions will love you long time for this one. This also helps the tank as more damage means more aggro, not that much, but every bit does help.
[edit] Ballad of Unshakable Will lvl 8Seasons don't fear the reaper... nor should you
Great, now I got a song stuck in my head, as do most of you, but regardless, here's the lowdown on this Tier 3 Ballad. Fear resistance. Many mobs in this game, especially wights, give will debuffs. They often rear their ugly little heads in the form of a dot, or even worse a massive debuff to will and fate. I've seen will debuffs upwards of 70 will, which is quite a lot of my power gone. At lower levels the 1-2% fear resistance may not seem by much but as you level it grows. Don't be too quick to blow this off. Its not that hard to throw in as you can easily play two Tier 3 ballads before you're forced to either renew with a Tier 2 or use an Anthem to start from scratch. Fear is annoying, don't underestimate it, it may not be a 100% buff but when your power pool drops, don't say I didn't try to help you. This one lasts for 20 seconds.
Fear resistance is invaluable to Minstrels. In addition to nasty debuffs and DOTs, Fear attacks can also silence you. With no voice, the vast majority of your skills (including your heals) will be disabled. Silence kills, so use this Ballad at every opportunity while fighting against Fear-casting MOBs.
[edit] Tale of Heroism lvl 22WTB clever comment
This is the first of the 3 tales you'll receive. You may only have one acitve tale at a time. With two Minstrels in the fellowship, two different tales may be active on the group members. Doubling up on the same Tale does not allow it to stack. The Tale works as an AoE around you. If your members stay relatively close to you, they will receive your buff. If they wander off they can come back and reacquire it.
Tale of Heroism gives you a buff to your fate and your will but it costs 2 power a second at level 50. So it actually costs more power to use than you gain as in-combat power regen from the fate it grants. What it does do is buff everyone else in your fellowship, as well as give you a slightly larger power pool and a little higher tactical crit chance. This stat is in charge of how often you land a critical hit on tactical based skills, including heals and damage. It can be nice if you have players that tend to drain their power in your group, but if you don't want the power drain on yourself, don't run around with any tales up.
It's worth noting that the cost of maintaining the Tale of Heroism is 120 power per minute at level 50. However, the cost of this maintenance is largely offset by the Will buff, which adds to your Power pool. For battles lasting under two minutes, you'll usually see a net gain to power by using ToH. Maintaining it through fights longer than that will result in a net loss.
[edit] Anthem of Compassion lvl 24Makes healing less aggravating.
Not to you, but it sure does to the mob. If you're worried about attracting aggro on a mob, this is a good skill to pop up. 30 seconds of 40% less heal aggo is nothing to scoff at and if you're in a fight where you know you're going to have issues with aggro, playing this Anthem can give you a little more wiggle room. I like to use this if I know I'm going to have to be spamming heals, if it's a boss that does loads of damage, or if we've got an off-tank situation and I need to be a little more careful with my healing aggro.
[edit] Song of Soothing lvl 28Aggro reduction for the rest of us. (Ha, a Dummy book quote, how appropriate)
Being a healer sometimes mean getting aggro. Believe it or not, even Minstrel Messiahs such as myself pull aggro from time to time. This ability is better used unprovoked.. or rather pre-emptive(thanks Bush) as it has a casting time that can be setback by getting smacked around. I try to use this skill as much as I can, its a good habit if you're not in a rush, better safe than sorry. But mostly I do this because it unlocks a trait that lowers your overall aggro gain. Which will most likely come in handy with endgame PvE especially Raiding, where its less you want no aggro, but just need to make sure you got less than the other healers ;D
You can usually get off the induction of this song with one or maybe two mobs hitting you, but it will take a while. Be wary using it in raids if you have picked up loose aggro because once you soothe the mobs will likely go to the next highest person on the aggro list, which is usually another minstrel, especially if they've been healing you.
[edit] Ballad of Flame lvl 32Only you can stop forest fires.
If not forest fires, then at least this Tier 3 ballad help prevent those maniacal fire dots that lag my computer. Early in the game, not much does fire damage, but as you get into the higher levels you'll start to have encounters with drakes and other fire hurling menaces. Also, in Monster Play, the Reaver at later ranks can make all his skill attacks do fire damage and the Uruk Blackarrow has a nasty fire attack. This probably will help in that respect. The times when you should use this buff are rather self evident. If it spits fire, breaths fire, or is generally on fire, its a safe bet this buff can help deal with some of the damage.
[edit] Tale of Battle lvl 32Gotta fight for the right to buff!
This is the second of the three tales, which gives you a buff to both your vitality and wound resistance. Vitality will grant you morale and a whole load of resistances and mitigations such as shadow, fire, poison, wound etc. The extra morale can be fantastic if you're in a situation where the mobs hit hard and fast but you've got regen time coming soon. However, it will place a small power drain to keep this skill active (3 power/sec at Level 50), so if you're struggling for power feel free to turn it off, or scold your nearest Lore Master. If you have two Minstrels in a group one usually does Tale of Heroism and the other Tale of Battle, giving a nice round up of buffs to the group.
[edit] Lay of the Hammerhand lvl 42Choo choo!
This skill makes you a training machine. Low Power doesn't kill you, low morale does. Power also comes back to you out of combat at a relatively generous rate. Use this when you know you're gonna take damage, the power drain isn't that bad, and this skill will probably save your life many many times.
[edit] Tale of Warding lvl 44Hope: the last resort. I Build a castle with a iron door.
This is the last and most pointless Tale. It has a very situational use, and therefore doesn't see much daylight. This grants a buff of +1 hope as well as an increase in armour value, which in turn is responsible for common damage mitigation. The hope can be handy sometimes if using it can take someone out of the state where they cower from dread. This doesn't happen often. I can also be useful if you die when there's no one to remove your dread and you don't want to wait to get rid of it the natural way. Because dread affects not only your morale but also the damage you take and the amount you heal for, it can be a useful buff. It doesn't stack with anything, which reduces its use greatly, and just like the other tales it will give you a little power drain.
[edit] Call to the Fellowship lvl 46Conjunction junction!
This was another new skill from the Month of the Minstrel. Again, it is very situational and not something you can use while Soloing. This skill grants a +10% increase to damage and healing from Fellowship Manoeuvres (aka conjunctions). Since these are something you can only achieve while you're grouped, it gets forgotten in day to day use.
So here you have a buff that lasts for 15 seconds, giving plenty of time to get a Conjunction in before it fades. The problem is either Conjunctions are random and/or you get no warning meaning the small delays on the skill can really hurt, making it a tight squeeze to get yourself into a conjunction unless you're going last in the order. Probably the best way to use it is to have a burglar call out when he's going to use a conjunction and hit it ASAP so you've got time to enter the Manoeuvre. The problem with this is if he fails his Conjunction, you've just wasted a skill on a 15 minute cooldown.
The conjunctions you see which are random, ie "Clover has broken the defences of the Onburz archer!" often don't last as long as the planned conjunctions started by a burglar. If you have a burglar that isn't afraid of saying when he's going to use a conjunction, you should take advantage of that.
[edit] Gift of the Hammerhand lvl 48I bubble, you bubble, we all bubble!
This is just like your own Lay of the Hammerhand, except the rate at which it turns damage to morale into damage to power isn't as good as yours. This is a great skill to use on Champions who are aggro'ing a little too much. If you use it fast enough it can prevent them from dying and gives them a massive power drain they'll regen back pretty quickly. If you don't have a lore master, you should be careful when you use this skill because of that hefty power drain. The last thing you want to do is get rid of a Tank's power when all their cooldowns are blown and they have no way of getting it back with their often horrible in-combat power regen. Most of the time it's better to heal than to use this skill. But sometimes you can't heal enough, in which case, this skill gives you about 15 seconds to get their morale up before they start taking damage again.
One of the bad things about this skill is until you have 6/6 Rift gear, Gift of the Hammerhand will only convert common damage into damage to power. So anything which is doing fire damage, shadow damage, poison, wound, fear damage etc, will continue to sap at your friend's morale. It is in no way a guarantee. Healing is better.
What it can be useful for is helping a fellowship member train through inhabited areas, just as you can use Lay of the Hammerhand.
[edit] Call to Greatness lvl 50Forth and Fear no darkness! Arise, arise riders of Theoden. Swords shall be shaken! Spears shall be splintered!
This can be an excellent toy to play with! But it requires knowledge of other classes, good situational awareness and communication to be used most efficiently. You can use this skill on any member of your fellowship including yourself, and for each class it does something different.


You can really decide how, when and who you use this on. Whether it be to help those hunters get as much DPS into something as possible, or for Lore Masters to get a mez every 5 seconds, if things are hairy you can use this on a tank to help him get aggro, bigger heals from captains, so on. The best way to find out exactly what this means to a class is find a friend to put it on, and ask them what they can do with this skill that they couldn't before, and when would they like it if it's available.
With a 5 minute cooldown, obviously you can't use it on everyone, so your decisions might be important. Sometimes if you're unsure of your group you may want to save it until you think it has the possibility to make a real difference (aka, an "Oh Crap!" button). Not many other classes are aware this buff exists or what it does to them, so you may want to tell them it's coming if you're going to use it to help them make the best of it.
[edit] 2.4 War-speechOne of the early complaints about the Minstrel class was that while we were very difficult to kill, it seemed to take ages to kill anything else in return. In response to this, a very specific subset of skills was added in Book 11. These skills are gated by activating the War-speech skill and they collectively provide a rather large boost to our DPS, at the cost of increased power consumption and a 50% reduction in our healing output.
[edit] Echoes of Battle lvl 14Glowy ghost swords!
At level 14, this skill isn't very useful. Echoes of Battle creates a glowy ghost-sword which does damage over time (DoT) to your foe, as well as decreasing resistance to cries. This can be handy for yourself and any class with cry based challenge skills, (i.e. Guardians and Champions). At level 20 when you get War-speech, this skill becomes Timeless Echoes of Battle while War-speech is enabled, greatly increasing its damage output. Additionally, high-level crafted instruments will allow you to change the damage type of the EoB/tEoB attacks. Beleriand, Westernesse, Ancient-dwarf Make, and Common Damage varieties of all instrument types are available.
This skill is a toggle, but also has power consumption per second, so if you're getting low don't forget to turn it off.
[edit] War-speech lvl 20Outside, the storms of war may blow and the lands may be lashed with the fury of its gales, but in our own hearts this Sunday morning there is peace.
This is a brilliant skill! It's a toggle which requires power to cast, but not to sustain. War-speech activates two other skills which can only be used while you have it toggled on: Call of Oromë and Call of the Second Age. It also turns your skill Echoes of Battle into Timeless Echoes of Battle. On top of all these lovely things, it increases the chance of a critical hit on Piercing cry by 25%.
"Wow!" you must be thinking, "Why don't I use War-speech all the time?!" Well, that would be because while this toggle is activated you can only heal at 50%. Yeah, it cuts your healing in half. This means have to get proficient at fighting for as long as you can before turning it off to heal yourself and others. Healing while you're in War-speech is a waste of power.
So what can you do to maximise your time in War-speech and keep yourself alive? Part of this can be done with traits, the other with experience. The two traits than can help you are Glorious Anthem and Battle-hymn. Glorious Anthem makes your Anthems last for 45 seconds instead of the regular 30. Battle-hymn adds the same amount of in-combat morale regen to your Anthem of the Valar that you usually receive for Anthem of the Free People (providing it isn't resisted). This means that you will be able to keep a ridiculous amount of regen up for at least 90 seconds without interruption. This will mean you can go longer in War-speech without having to drop the toggle to heal yourself.
You need to learn what you can get away with. If you're solo and taking on a handful of mobs at once you can let your morale get really low, but drop out in time to hit Triumphant Spirit and top up with a bolster courage. You will find your own comfort zone with how low you will let your morale go before you feel the burning desire to heal.
As a footnote, War-speech has an induction when you activate it, but turning it off is instantaneous. This means that it can often be beneficial to enable it before a fight, do some solid DPS, and then drop it when you need to start healing. The 50% healing penalty is only applied when the heal induction finishes, meaning that you can start up Bolster Courage and then still have time to turn off War-speech before BC is finished casting,
[edit] Call of Oromë lvl 22mmmmm cake...I mean AoE
This skill can get up to 3 mobs within a 5m radius of each other. It provides a nice little -10% Light mitigation debuff to the mobs, which makes it super yummy for Minstrels as your ballads do Light damage and many crafted weapons do Light damage. If the skill is resisted, no debuff is applied. The cooldown is short and the damage is nice. If you're in War-speech this should be one of your first attacks.
[edit] Call of the Second Age lvl 34mmmm...something.
When you hit critically on this skill you will end up double checking your combat log to see if it was just a hallucination. At level 50 you can get crits up to 850 Light damage. Just like Call of Oromë it's a 3 target AoE, but you can't use this one at range: it's a melee skill only. Whether it hits anything or not, it'll give you a 15 second in-combat run speed buff to your whole fellowship. The cooldown is longer and the damage is very nice, but with the nature of AoE comes the power consumption of AoE. These two AoE skills can munch through your power quite rapidly, so keep an eye on your blue bar.
[edit] 2.5 ResurrectionAsk and ye shall receive! When one of your group members is defeated they get a window pop up saying they've been incapacitated and do they want to retreat? If there's a Minstrel handy, the answer is usually no. As a Minstrel you are given the ability relatively early on to revive them. If they don't click to release then you've got a job to do! Click on the person (either on their vitals or select their "corpse") and use one of your rez skills. They'll jump up where you're standing after a loading screen and your group will be ready to move out.
One of the advantages of a rez over retreating is that rezzing means they don't get the usual 10 minute dread. This can be handy if you're being pushed to the limit and don't want to hang around waiting for everyone's dread to fade away.
[edit] Enlivening Grace lvl 20 Wake up! There's work to do!
At level 20 you will get your first rez. You will rejoice for a whole five minutes when you get this little beauty. This is an out of combat rez, so you will have to battle on if one of your group goes down until much later (lvl 41) when you get an in-combat rez. You will still use Enlivening Grace a lot once, even after that. Enlivening Grace revives your target with 50% morale and 0% power, but since you're out of combat this will return to them quickly provided you don't get attacked by something right away.
[edit] Rally! lvl 41 This skill is described in more detail later on, but considering this is the Rez section I thought it deserved a mention here. This is a legendary skill. In LotRO these are obtained by collecting books and pages once you hit level 39. However, even if you have collected the necessary Legendary Book and its eight Pages, your first legendary trait slot doesn't become available until level 41. Rally! is your first and last in-combat rez. It's on a 25 minute cooldown so it's not something you can use whenever you please. If you can manage it you're better off leaving your comrade dead until you drop combat so you can use Enlivening Grace. If leaving someone defeated is likely to kill the rest of you then you'll want to use it anyway.
Both skills have a 25m range so you don't have to stand right next of them to rez. Sometimes there's a mob in the way and this distance allows you to safely rez someone without putting yourself in combat. Hobbit and Elf Minstrels get an added bonus when it comes to resurrecting; they can do it from stealth. There will be times when a fellow is defeated in an area to which you cannot enter without picking up unwanted aggro. The solution to this problem is to drop into stealth, get within range undetected, and then cast Enlivening Grace. You won't be revealed from Stealth until the induction annimation completes, allowing you to resurrect your friend and then high-tail it out of there.
[edit] 2.6 Utility SkillsMinstrels have a bunch of odds and ends in their toy box. Hopefully here I can demystify any skills that you were unsure of possible uses or if you wanted to see what I had to say about them.
[edit] Cry of the Valar lvl 12The nasty Minstrel is skeery!
This skill was updated with the Month of the Minstrel so if you haven't played your minstrel for a long time, be prepared for some changes.
First, the basics - It's a fear. It will send a mob running away from you, meaning they will be in a state where they will not attack until the fear is either broken, or it runs out. The skill description says you can use this against evil mobs. This is a loose description! Anything that will attack you without provocation is classed as evil. So that's wolves and wargs (even though they're slated as beasts), spiders, evil men, orcs, goblins, the undead, so on and so forth. It can be used against all classes of monster players in the Ettenmoors (the PvP zone).
This 15 second fear will now break on new damage (existing DOTs, like Timeless Echoes of Battle, carry only a slight chance to break the Fear). The recipient MOB of the Fear will attempt to run in a straight line away from you if they fail to resist the skill. If the Fear is not broken by damage, then when the effect ends, the MOB will make a call for help and bring back one extra ally if there is one within range of its call. This means that you have to use a measure of strategy and position yourself before using the skill. Make certain that you’re not sending the MOB over to his friends, or you will pick up the extra aggro.
This is a good skill to use if you're being attacked by multiple mobs. There's no induction, so if you're getting your heals interrupted you can fear a mob to help you. I like to use this against the undead if I'm trying to mez one in melee range. Too often are they broken by AoEs so I like to fear them away and mez them safely before that becomes a problem. Also if you're having trouble keeping someone alive when they have too much aggro you can fear one away to lighten your load for a little while.
Finally, one of the best (and least appreciated) things about this skill is that it breaks inductions. Similar to a Champion’s Clobber or a Guardian’s Stamp, Cry of the Valar will break inductions on both MOBs and Monster Players. It’s a perfect skill to use against MOBs that heal and those that summon allies.
[edit] Song of the Dead lvl 18Rest for the Restless dead
This song is a mez that ends before the recast timer. When you fighting wads of undead, this is how you can help the burglar and lore-master with CC. I tend to use it with soloing or duoing undead with a none mez'ing class. Usually the Lore-Master or the Burglar have things under control, but if they need help, you can. It is worth noting that Lore-Masters cant mez the undead, so you may need to take over for the undead mobs. A good time to use this skill is when you are faced with multiple ranged undead MOBs. Mez one until you can get around to it. Finally, casting this skill on a MOB will cause it to aggro you when the mez ends.
[edit] Song of Restoration lvl 18Have no Fear! Your Minstrel is here!
This song is on a rather stupid recast timer, so each defeat you're only going to get it off on one person. Generally, if your group wipes, it is good to get the dread off your tank. If that’s not an issue, I’m partial to putting it on another squishy, such as a Lore-master. Or trade off with another Minstrel as it can't be cast on yourself.
[edit] Cure Fear lvl 26Seasons don't fea... did that one already >.<
The reasons this skill isn't good is because it only cures one fear affect on a single target, it has a long induction so everyone has to be pretty healthy for you to want to use it (defeat the point, much?) and a longer cooldown (1m). It also has an incredibly short range of use, so you want to make sure your target is standing still or they'll be impossible to catch. Also at level 50 you can only cure a fear up to level 52. So there's no point in trying to cure any Thorog fears. Be mindful of the debuff level before you waste your time and power on this skill.
When to use it: Usually when you're out of combat, or when you or an ally has one of those nasty will and fate fear debuffs that lasts a few minutes and it's safe for you to stop healing. When fear removal potions fail, it can be useful, or when no other classes can cure a debuff.
Knowing other classes: Captains have a skill called muster courage that is way more useful than this cure fear. Their skill acts more like the other cure skills floating around - It's instant cast, gives a 20% buff to fear resistance and cures 3 fears to our pathetic one. At level 50, this will be the standard in grouping content (provided you have a captain). But since it's a group skill with a 30s cooldown, it may not always be possible to use. This is where you come in.
[edit] Cry of the Chorus lvl 26Your 10min fast-forward button
This skill is going to be your friend. Don't be surprised if one night you scream for Cry of Chorus. But fear not, just like in the Cheerios commercials, it's okay to love it that much. This skill enables you to play any tier Ballad or Anthem. If you don't have time to work up to Anthem of the Free Peoples, or Compassion, use this then throw it up fast. A common mistake is to just go right to the Anthem of the Free Peoples. Instead play a Tier 3 Ballad, which will unlock the Anthem, but also give you the much loved 10% damage or fire/fear resist.
Not only does this give you access to all your Ballads/Anthems very fast, it also removes silence (you know, that thing that greys out most of your skills). Using an appropriate level fear potion will cure silence too, but this skill can certainly be handy if you potions are on cooldown.
[edit] Song of Aid lvl 30Unleash the beast!
This song is actually pretty interesting. It lasts 10 seconds, and during the length you can't do anything else. What it does is it triggers all reaction abilities. If there is another Minstrel in the group for example, all his tiers are unlocked. For Guardians, they are free to spam their AoE taunts or their stuns. As a bonus, it removes the recast timer for Lore-masters and reduces the morale cost for them to use their heal, so if there is one in the group, they can cover for you with heals while you do this. The Lore-master heal takes morale and power and it has a rather long cooldown, 20 seconds I believe. If the tank is getting low in health and needs a quick burst of hp, I can pop this song and the Lore-master will be able to heal the tank at an insane rate. The insane hate the Lore-master generates can often be offset by the tank's ability to use all of his reactive abilities. I've seen some pretty cool things pulled off this with skill, it's really fun to toy around with.
[edit] Song of Distraction lvl 34Look, over there, look, right there!
If it is resisted the mob will aggro you. If successful this will let your group sneak past mobs or split pull a group of mobs. It has a rather long cooldown so you can't always use it, but try using it when you can. It has been noted that this can be helpful when harvesting to reduce the mobs aggro, there's an example of something simple that never even crossed my mind! Use it often, it’s one of our best skills.
Scripted mobs in instances will be immune to distraction.
[edit] Still as Death lvl 38"Playing Possum is what we do. We die, so we live." -if you don't know who this is, you need to spend more time with kids.
Being a character that can resurrect other players, it makes sense that if we can live, everyone's happy. If you're wiping, run then die. Not literally, just play dead, wait till everything is done, then resurrect everyone and rejoice. Be wary, it's not a 100% deal. It helps if you're a hobbit to have the backup, but don't be surprised if they both fail. That being said, it's saved me many times, and it's much, much more reliable than Song of Distraction.
This skill will not reset your aggro, it just means all mobs will ignore you for the time that you're feigning death. If anyone else in your group is still alive, any attention you have when you feign will transfer to whoever is highest on the aggro list. If by the time you jump up no one has successfully generated enough threat on the mobs, they will ping back to you. People can be notoriously sloppy about this because there's no way to know if there's been enough aggro generated to get you in the clear.
It can be nice, however, if you are soloing and just want to reset a mob. Just make sure you're out of its aggro range where you feign or it'll be a waste!
In Monster Play this can be a lifesaver. However, a few things to keep in mind. You cannot receive heals while feigned. Conversely, you cannot be attacked while feigned. You CAN, however, toggle off War-Speech. This allows you to pop up and cast an instant heal on yourself.
[edit] 3.0 Traits And Virtues[edit] 3.1 Class Trait List and Explanation[edit] Battle-HymnDeed:Battle-hymn
Use Anthem of the Valar 250 times
"When using Anthem of the Valar, your regeneration in combat is increased."
Line Bonus: Maximum Power 65.
This is a very under-rated skill because the tooltip isn't particularly clear.
Actual results of landing an AotV attack while Battle Hymm is traited gives you an In-combat Morale Regen (ICMR) the same as Anthem of the Free Peoples [(AotFP) 20.1 bonus to ICMR]. With Glorious Anthem also traited, between AotV and AotFP...you can keep your morale regen up for 1.5 minutes (45sec each).



So what does this really mean? Crunch me some numbers!
The character Figgy (lvl 50) starts off with 766 ICMR. Using traited Anthem of the Valar (or Anthem of the Free Peoples), she gets a buff to a whopping 1974 ICMR, a difference of 1208. So in the 30s AotV lasts for, she is going to get 987 morale regen. Increase the Anthem length by 15s with the trait Glorious Anthem and that's increased to 1480 morale for the duration. Without glorious anthem, but back to back with Anthem of the Free Peoples, she gets the whole 1974 morale regen, but with Glorious Anthem and Battle hymn she gets 2961 morale regen, all in a minute and a half.
Those numbers look nice, don't they? Of course, you do have to remember that you can get those kind of numbers in a few heals. The benefit of this is that the less time you have to spend healing yourself, the more time you can heal others or lay some War-speech smack down.
[edit] Focused PerformanceDeed:Focused Performance
Evade 300 attacks
"Your inductions skills execute quicker, making you harder to disrupt."
Line Bonus: Fear Resistance 2%
Induction = casting time. Who can say no to a 10% reduction in casting time? Tyar did some tests using Bolster Courage, starting the timer when he clicked and stopping when the bar is full. 10 tests with, 10 tests without the trait. The average time for bolster courage without the trait was 3.03 seconds, with Focused Performance it was 2.74 seconds. This leads us to believe that it is indeed casting time that is reduced by 10% (for the 3 second Bolster Courage induction this works out to be 0.3 seconds), which is what appears to happen.
This trait also it makes your heals feel smoother. For example, if you have 2 mobs on you while you're trying to heal (especially at the lower levels) that blue bar is punted all the way back to the beginning on one or two hits. If you slot Focused performance it feels as though hits don't disrupt the blue bar progression as much. This is something which has never been confirmed as official, but many minstrels believe.
It's up to you to decide if it's worth using a trait slot on it. Most healing specced minstrels do.
[edit] Glorious AnthemQuest: A Minstrel's Hope
lvl 30 quest
"The duration of your Anthems is increased by 15 seconds."
Line Bonus: In-combat morale Regen 0.3.
Useful. 15 more seconds of reduced aggro, and 15 more seconds of easy mode healing. If you slot Battle-hymn along with Glorious Anthem you can get some great regen for a substantial amount of time.
[edit] Graceful DemeanorDeed:Graceful Demeanour
Use Enlivening Grace 100 times
"Enlivening Grace and Rally grant more morale and power on revive. Rally's cast time is reduced by 2 seconds and it's recovery time is reduced by 5 minutes."
Adds 20.0% to Revive morale Total. Adds 30.0% to Revive Power Total.
Line Bonus: Fear Resistance 2%.
This is far more useful with Rally! and rezzing in combat, but when you're out of combat the 20 more morale and 30 power this gives is just a few seconds of out of combat regen. As a note, Rally isn't available until your first Legendary trait slot opens up at 41. Milarien the Defensive Minstrel would also like to point out that this skill does become useful at later levels when you will be using Rally.
[edit] Harmonious Melody Deed:Harmonious Melody
Use 1500 Ballads
"Gain a 5 second longer window of opportunity in which to perform tiered Ballads."
Line Bonus: In-combat Morale regen 0.3
This trait can be useful if you're having to heal heavily in between tierring your ballads. Providing you don't get resists, when the pace is fast this can help your multi-tasking.
[edit] Heralded SaviourDeed:Heralded Saviour
Use Song of Aid 400 times
"You use your Song of Aid to greater effect. This song is especially effective at lightening the hearts of your fellows."
Line Bonus: Fear Resistance 2%.
Doubles the duration of song of aid from 10s to 20s Shortens the recovery time from 10m to 9m
Thanks to TheSidhe for this information. If you've read the skill description you will know that Song of Aid activates all the fellowship's reactive skills - parry, block, critical hits, ballad tiers. If you have a 20s duration for Song of Aid it means the classes have more time to use their reaction skills, but once they are used it takes the functionality away. For example, Song of Aid will light up all your ballads and anthems. If you hit an Anthem it will reset your ballads and you'll be back to square one. Same with, say, guardian's block response. Once they've used the block response it's gone. They just have an extra 10 seconds to use it.
Probably the best thing about this skill is it removes the cooldown of the lore master heal (Beacon of Hope). This means they can spam the heal for 20 seconds. During tough healing times this can really help, but not many people know of it.
[edit] Herald's HammerDeed:Herald's Hammer
Use Herald's Strike 700 times
"Your Herald's Strike deals double damage."
Line Bonus: Maximum morale 50.
This trait has some good solo uses. The added damage is nice, especially used in conjunction with Noble Cause. The DPS is always welcome when it comes to soloing or small groups. This trait does not affect how much Noble Cause heals for, it is only the damage output which increases.

[edit] Life-singerDeed:Life-singer
Use 1000 Healing Songs.
"The Power costs of your morale-renewing skills are reduced."
-10.0% Power Cost.
Line Bonus: In-combat morale Regen 0.3
If you're healing a lot and end up with Power issues, then this trait may be a good choice for you. You may find that in most cases you won't need it. But there are some times such as when a mob is power draining you, or the encounters are long enough that you have to rely on ICPR, where if you don't have this trait you will miss it. It can be especially handy if you're trying to solo something you shouldn't be able to kill and you need every point of power you can get.

If you are noticing you have to cut back on buffs or give up on other parts of your job to have enough power to heal. Grab little beauty, it should help with your power problems!
[edit] Light in the DarkDeed:Light in the Dark
Use Ballad of Resonance 1000 times
"Your Tier 1 and Tier 2 Ballads inflict more damage to your enemies."
+10% Ballad damage.
Line Bonus: Maximum morale 50.
10% damage is 10% damage. If you're needed for DPS, you cant go wrong. If your song does 100 damage you now do 110. Not life changing, but useful.
[edit] Medium Armour-useA Song for the Company
Level 15 class quest reward.
"You are able to wear Medium Armour."
Line Bonus: Maximum Power 65.
Perhaps the most annoying trait to give to minstrels for their first class slot, perhaps the best. This trait does what it says on the tin. It allows you to use medium armour. What's so great about this? Well Medium armour gives you slightly higher common damage mitigation, which for lower levels can be useful. It also allows you more variety in armour so you can pick for stats. What's bad about this? Once you have Medium Armour-use slotted, it's difficult to get rid of it. Many minstrels will decide the benefits of Medium Armour-use are out-weighed by the cost - mainly the price of a valuable class slot. The Light Vs Medium Armour debate continues later in the guide.
[edit] Powerful VoiceDeed:Powerful Voice
Use 300 cries
"The Power costs of all your Cries are reduced."
-5.0% Cries Cost.
Line Bonus: Maximum Power 65.
This trait is on the lower scale of usefulness and there seem to be few who slot it. Most of your skills are cries in the resistance category, but this trait only works for skills with "cry" in the title, so:
-Piercing Cry -Cry of the Chorus -Cry of the Valar It also only provides a 5% power cost reduction, so nothing significant anyway. Most minstrels can find a trait with more benefits than this.
[edit] Silver TongueDeed:Silver Tongue
Use Cry of the Chorus 125 times
"All of your songs recover 20% faster."
Line Bonus: Fear Resistance 2%.
That 20% can be very nice. It works for:
- Song of Soothing - Song of Aid - Song of Restoration - Song of the Dead - Song of Distraction - Lay of the Hammerhand - Song of the Hopeful Heart (Legendary AoE Hope) - Fellowships Heart (Legendary HoT) [edit] Smooth VoiceDeed:Smooth Voice
Use Piercing Cry 600 times
"This skill transforms your Ballad of Vigour and Ballad of Swiftness to become slower songs that no longer deal damage, but act upon your fellowship for a longer duration."
Line Bonus: Maximum morale 50.
This is not really a soloing trait. This is best used in end-game or group content later in the levels when you have all your Anthems available. Earlier in the levels there are probably more useful traits you can slot instead.
Smooth Voice changes the Tier 1 Ballad of Vigour into the Song of Vigour, and the Tier 2 Ballad of Swiftness into the Song of Swiftness. In effect. this creates a blue bar induction on these two skills, as well as removing the damage component to both, meaning they're usable out of combat. You will not want the interrupts on these skills so don't try to use them if you're getting hit. Try to stand out of AoE range of any mobs. As stated in the Buffing section above, this can be used for tiering up to your anthems before entering combat. Your fellows will get a buff to their vitality, evade chance, any one of the Tier 3 ballads you wish (+melee damage, fear and fire resistance) and then which ever Anthem your heart desires. Here's a general rule to stick by:
- If there are lots of mobs, tier up to Anthem of Compassion (-40% threat generation), then use your damage ballads to tier up to Anthem of the Free People (+ ICMR for fellowship) in combat. Less threat generation means less aggro, and therefore less healing interruption. - If there are few mobs but especially if they like to AoE, tier up to Anthem of the Free People. Depending on the amount of damage, this can top up your fellow's morale without you having to heal them as much. - In a few cases, such as when fighting Fumeroles in the Rift, using Smooth Voice is the only way to consistently get past Tier 1. If you want to focus on buffing and not be a healbot all the time, then this trait may be for you.
[edit] Strength of VoiceStrength of Voice
Use Ballad of War 500 times
"The duration of your Ballads is increased by 10 seconds."
Line Bonus: in-combat morale Regen 0.3
Many people choose this trait because in day to day life and grouping, the buffs produced by your ballads are quite desirable. This trait works quite well with smooth voice and the increased duration means you have more wiggle-room if you have to heal heavily, giving you a better chance to keep yourself and your fellows buffed up.
[edit] Subtle MovementsDeed:Subtle Movements
Use Song of Soothing 300 times
"The use of your skills draws less attention from your enemies."
Line Bonus: Maximum Power 65.
Some people swear by this trait, although the description is rather vague. Basically it gives you an overall decrease in threat generation. This can be incredibly useful in group content but Solo it is completely useless, of course. If there are a lot of mobs and you're throwing down all the tricks of the trade to reduce you're aggro, then this trait can be wonderful. Even if it's a small decrease in aggro generation, that can be the difference between being hit by one mob or being hit by 2+. Minstrels can function perfectly well without it, but in a situation where your build is not designed to withstand a beating you might want to be safe rather than sorry.
[edit] UnrelentingDeed:Unrelenting
Land 100 Piercing Cry critical
"When you land a Critical Hit with your Piercing Cry, your enemy is stunned. Piercing Cry also gains 25% to its critical chance. This trait also causes your Piercing Cry to recover faster."
Line Bonus: Maximum morale 50.
I don't think there are many minstrels that don't fall in love with this trait. The Stun can be very handy in PvP and in PvE against, well, anything. Whether the 5 second stun gives you enough time to finish a well needed induction, or whether it's just to stop a mob from damaging you for 5 seconds, you can find something you like about it.
Of course the increased critical chance doesn't just give you a stun, it also gives you the higher damage too; something which can be pretty impressive from Piercing Cry. This could be recommended to a minstrel of any level as you will find a use for it throughout most of the game. Couple this trait with the bonuses to Piercing cry in War-speech (reduced recovery time and increased critical chance) and you are certainly onto a winner!
The one thing to consider with this trait is that your 5 second stun will put 10s worth of stun immunity on the mob. If you have a burglar in a group you might want to cool it on more difficult foes because that leaves your sneaky friend able to pop a conjunction on him whenever he feels.
[edit] 3.2 Legendary TraitsYou can start collecting Books and Pages for Legendary Traits at level 39, but the first trait slot opens at level 41.
Once you reach level 39, your minstrel trainer will give you a quest to visit Lindir, Bilbo's Riddle friend in the Hall of Fire, just inside the Last Homely House in Rivendell. He will give you 3 quests to complete. To obtain the first 3 legendary skills you have to collect books and pages. The books drop from any level 39+ humanoid mob across Middle-earth, but the easiest place to get them may be the Auction Hall. Only once you have collected the book may you open up the deed to start acquiring the pages.
Only you can collect the pages for two of these legendary traits, Rally! and Song of the Hopeful Heart. The pages are like quest items, they will drop only for you if you have started the deed. Half of each book may be found together and are easily obtainable as you quest.
One half is found amongst the Angmarim of Western-Angmar. Good places to quest or farm include Donnvail and Dun Covad (Fortress west of Donnvail).
The second half is found on Goblins in the Misty Mountains. There are various Goblin camps up there, but the most profitable place to get them is Goblin Town in the High Pass, as there are many quests you can complete for XP along the way.
The third legendary, Anthem of the Wizards, is slightly different. Both the book and pages can be dropped from level 39+ mobs. Meaning anyone can collect and trade them. If you're levelling up you might want to keep an eye our for cheap pages on the Auction House as you level.
The fourth and final legendary trait, Fellowship's Heart is obtained by the completion of your level 45 class quests. These will take you on a trip into Urugarth and Carn D&ucirc;m. Both of these places are fellowship instances, so it will likely take you a while to collect what you need to obtain this final legendary trait.

[edit] Rally!Trait: Rally!
Deed: Melodies of the Valar
Grants the ability to revive someone in-combat.
"The ways of the elder ages are not lost to all races yet. You may bring new inspiration to those whose Morale has been entirely depleted, reviving a defeated ally in combat."
Target revives with 80% Morale
Target revives with 50% Power

This legendary is one that few minstrels ignore, including those who spend most of their time Solo. If you're grouped and don't have a captain then you will be the only class that can rez in-combat. If things start going slightly pear-shaped, Rally! can help. A lot. But you have to be careful when you use it. If someone dies just before you get the healing situation under control then there may be no need to rez them yet. Instead you can wait for your fight to finish and rez afterwards, saving the 25 minute cooldown for when it really counts. It costs quite a considerable amount of power to use, so be mindful of your consumption before you automatically hit this skill. A minstrel with no power and no way to get more is useless to a group and potentially a greater hazard than leaving someone down.
Obviously the aim is to keep people alive so you don't have to use this skill, but sometimes aggro mistakes and bad pulls happen. This is a legendary most minstrels feel naked without.
[edit] Song of the Hopeful HeartTrait: Song of the Hopeful Heart
Deed: The Rising Chord
"This song enables you to temporarily reduce the Dread of an area for a short time."
This is not a skill to be under-estimated at level 50. Song of the Hopeful Heart is an AoE hope +4 hope buff, lasting 5 minutes. Since Turbine has an obsession with using dread in most end-game encounters, you may find it incredibly useful, either because it can be used instead of the costly Tokens of Edhelharn or because it is so easily beneficial if something decides to strip your token buff away. If you find this happens, all you have to do is back away from the Area of Effect and run back in.
I think the real reason people like this skill is the blue twinkly animation it gives. The animation is not as large as the Area of Effect, but at least it gives you an idea of placement so it's less confusing if people are moving around.
[edit] Anthem of the WizardsTrait: Anthem of the Wizards
Deed: Valour's Marches
This skill calls upon song to blast your enemies with an area-of-effect of light that will slow the creatures who are hit by it, you have a short window after playing a tier 3 song to play one of these, and it will reset your ballad counter back to start.
This legendary trait grants you another Anthem. It's essentially the same as Anthem of the Valar, except it provides a debuff to the mobs if it successfully hits. This debuff is decreased attack speed and decreased movement speed. It's a very popular solo and PvP trait. The disappointing aspect of this trait is the Cool down. 10 minutes is extremely long considering we have a similar skill already (minus the debuffs).
[edit] Fellowship's HeartTrait: Fellowship's Heart
From the level 45 Class Quests:
Quest: Implements of Song
Quest: Articles of Harmony

Quest: A Lesson from Lindir

This skill instantly cures any fear effects you have, and also makes the entire fellowship immune to fear for a short period of time, as well as acting as a heal over time.
Fellowships Heart will probably be the last Legendary trait you get. To acquire this trait you need to finish your level 45 class quests, which will send you across Eriador to collect a variety of items to make you a legendary weapon and jewellery. The most difficult part of this quest is collecting the last items you need from Carn Dum. Highly sought after items make for a difficult acquisition.
So, onto the skill itself. Fellowship's Heart is the only Heal over Time (HoT) we receive. It only lasts for 30 seconds but heals your entire fellowship for approximately 464 every two seconds for 30s. This equates to around 7400 morale for every single member of your fellowship. As one of the minstrel's panic buttons, when things go wrong you essentially have 30 seconds of immunity to death to get things back on track. Just be warned that it generates a fair amount of aggro for you, something which is often offset by the amount you are being healed for. Just be wary.
It also has the ability to cure and protect against fear effects, but that is little more than a bonus. I can't think of any situation where you would want to use it for the cure rather than the heal, except maybe when killing the dragon, Thorog, in Helegrod.
This is a very popular legendary for those who solo as well as PvP, and for group content which won't require Song of the Hopeful Heart.
[edit] 3.3 Virtue Stat ExplanationsFirst off, throughout your level career you will gain access to 5 Virtue slots. Each Virtue has between 4 to 7 ranks and they are obtained by completing deeds. For an excellent guide to getting your virtues, I'd recommend Fizen's Online Traits Compendium.
Each Virtue has 3 stats, the first stat is a major boost, the second in a lesser and the third is a rather minor. Here is a list of all the stats you can obtain from various traits and how they apply to you as a minstrel.
[edit] Melee ResistanceYou will get beaten on, its a fact of life. Especially when soloing or duoing with another squishy. This can be quite useful to minimize the damage you receive. It's not something most would put a lot of emphasis on, but it definitely is something you may consider a plus on a trait.
[edit] Ranged ResistanceYou probably won't take much ranged damage, even on a bad day. When soloing, you will want to be in melee range for the added DPS from what ever melee skills you can use, including auto-attack. There are times when ignored adds will hammer on you from a distance, but its not common, especially if you have a lore master in your group. This means Ranged resistance is of little value to you, unless you PVMP. Minstrels are favorite targets of Black Arrows.
[edit] Tactical ResistanceThis resistance is a bit of a grey area. For all the bosses and mobs that can hit you from range for damage without using a bow, it's probably tactical (magic) damage they're doing. This probably isn't a resistance you would trait for.
[edit] Disease ResistanceDisease debuffs tend to be of the -vitality/-power nature. Disease debuffs are not a minstrel's best friend. Taking away your vitality is going to reduce your morale and various other resistances. Not good. Power drains are likely to leave you quite helpless. Not good. Most of the power debuffs come in the form or a decrease over time, but some will take away all of your power in one hit. Plus the roots and occasionally stuns...diseases aren't nice. However, there are probably better stats for you to focus your traits on.
[edit] Wound ResistanceWound is generally a DoT or a -might debuff, as well as a common runspeed debuff used my animals. For a healer a dot really isn't much. Over the course of 1 min or however long it lasts, we might have to pop a small heal. The run speed debuffs aren't frequent enough or annoying enough to justify must Wound resistance. These are more painful to melee classes such as Champions or Guardians. Adding Vitality will increase your wound resistance.
[edit] Poison ResistancePoison debuffs usually take away your agility, as well as the occasional DoT. This stat is more important to Battle or hybrid minstrels, but poison resistance is not something any minstrel would generally trait for. Poison resistance can also be increased by increasing your Vitality.
[edit] Shadow ResistanceShadow damage rears its ugly head often while fighting evil. Ghost may have it, wights, almost all end-game content bosses have it, and the dots that usually pair up with dread debuffs are often shadow damage. This is nice, as you will notice some AoE shadow attacks from time to time, but again its not that common, especially if you're killing in friendly non-evil places. Vitality will increase your Shadow resistance/mitigation.
[edit] Fear ResistanceFear debuffs are the ones that minstrels hate the most. They can place 3 minute debuffs to your will and fate, which as a healer can really hurt as they affect your in-combat power regeneration and your total power pool. If have full power, that just took a chunk of your pool. Again, not all mobs do this, but bears are also known for fear dots, making this resistance semi-relevant. Because of the actually annoying debuffs associated with fear as well as the fact that many different kind of mobs use fear based dots, I would recommend trying to get some Fear resist into your virtues. This can be especially important if you ever intend to attempt Thorog in Helegrod.
[edit] In-Combat Power RegenSome minstrels make this the focus of their build with the idea as long as you can heal you can keep yourself and your group alive. If you're looking to increase your ICPR, look for items with fate or direct ICPR on them (bracelets, shield and weapon items will sometimes have ICPR). This is a very important stat for a healer. You will find you develop your own comfort zone for ICPR as you improve your gear at level 50. Sometimes it may be wise to swap out some of your ICPR to address your vitality/morale/power as those can be incredibly important. You cannot heal if you are dead.
[edit] Out of Combat Power RegenGlorious amounts of will and fate will keep your power pool, in-combat and out of combat regen looking very healthy. So will eating food when you drop combat. This isn't a stat that anyone really focuses on for a trait, because your stats and consumables will have this covered. It is, however, very nice to decrease your downtime.
[edit] In-Combat morale RegenSome love it, some ignore it. In-combat morale can be great for some play styles. The more you regen in combat, the less likely you are to have to heal yourself. This can be great if you're soloing, in War-speech, or keeping yourself relatively out of harms way and focusing on healing your fellows. Remember you do have Anthem of the Free Peoples and the trait Battle-hymn to aid your ICMR, so don't fret too much about it as a virtue.
[edit] Out of Combat morale RegenWhy have out of combat morale regeneration when you can heal yourself? Ignore this stat. If you're out of combat, there's a pretty good chance of your power regenerating enough to get your morale completely topped up.
[edit] Morale BonusWho doesn't want more morale? People can argue till they're blue in the face that they are a more efficient healer than you cause they have this much more power. But In group situations many high-ICPR minstrels seldom find themselves running out of Power. More often an add you weren't expecting shows up, or something happens to the aggro and you take damage. If you die, the group is gonna be in for a rough ride, and you might have a long walk back. Playing dead is one solution in these cases, but there is something to be said about being able to take a few hits while the tank takes the mob back. Most would rather have some morale and no power left at the end of a fight than some power and no morale.
[edit] Power BonusPower = good. You can never have enough power. Regen is more important in the longer fights, but at large, full pool of power gives you a healthy reserve for the fight ahead. Some people tend to go overboard with power and just try to get as much as they can at the detriment to other stats. Finding the balance comes from spending a lot of time tweaking your build.
[edit] Armour BonusArmour prevents damage. Most of the Armour bonuses that come with traits are so minor I wouldn't even factor them in. How often does 3 Armour save your life?
[edit] Will BonusThe benefits of Will are many-fold. Not only do you get some power, but you get a bonus to fear resistances as well as your out of combat power regen. If you're given a choice of pure power on an item or the equivalent in Will, go for the Will.
[edit] Fate BonusFate increases in-combat morale and power regen as well as increase the crit rate of heals. This is a stat that the healing variety of minstrel like to focus on for the obvious reason. It's available on most items and on some virtues. If you want to heal, please consider looking at virtues for their Fate bonus.
[edit] Agility BonusAgility governs the rate at which you evade and parry incoming blows. Many minstrels value BEP and agility very highly as the ability to mitigate blows will stop your heals from being interrupted if you do pull aggro or prevent you from needing to heal yourself. Currently minstrels can get 40-50% BEP if they try. It's mainly a stat for soloing but some hybrid minstrels like to take a good agility build into group content.
[edit] Might BonusThis provides the B to your EP - ie, blocking with your shield, as well as increasing your Melee efficiency. The higher your might, the harder you'll hit with your sword (including auto-attack). This may not be so relevant if you're standing back and healing, but if you like to get into the thick of it, or you're soloing then every bit of damage can help.
[edit] Vitality BonusVitality primarily gives more morale - something which far too many minstrels underestimate. When you reach level 50 you will likely be at around 2000 morale. You can get your morale up to above 3000 without losing anything on your other stats. If you're interested in the end-game content then you might need the morale. Some creatures do AoE damage that can hit for a lot. at 2k morale you'll be dead in 2 hits and be left wondering where the truck went that just hit you. You have more wiggle room with more morale. That being said Vitality also gives a bonus to out of combat morale regen, and resistance to poison, wound and disease. Not only that but it increases your Shadow and Fire mitigation, which is always nice, mostly at higher levels. This is why Vitality is certainly more desirable than straight morale. Many minstrels will build their traits to have as much Vitality as possible.
[edit] 3.4 Virtue ListHere is the list, first is the major stat, second the lesser, third is the very minor bonus.
[edit] Charity- Wound Resistance - Ranged Resistance - Out of Combat morale Regen [edit] Confidence- Fear Resistance - Will Bonus - Out of Combat Power Regen [edit] Compassion- Ranged Resistance - Out of Combat Power Regen - Magic Resistance [edit] Determination- Agility Bonus - In-Combat morale Regen - Morale Bonus [edit] Discipline- Might Bonus - Disease Resistance - Melee Resistance [edit] Empathy- Armor Bonus - Fate Bonus - Fear Resistance [edit] Fidelity- Shadow Resistance - Vitality Bonus - Power Bonus [edit] Fortitude- Out of Combat morale Regen - Might Bonus - Disease Resistance [edit] Honesty- Power - Armour - Fate [edit] Honour- Poison Resistance - Shadow Resistance - Vitality Bonus [edit] Idealism- Fate Bonus - Fear Resistance - Will Bonus [edit] Innocence- Melee Resistance - Poison Resistance - Shadow Resistance [edit] Justice- In-Combat morale Regen - morale Bonus - Out of Combat morale Regen [edit] Loyalty- Vitality Bonus - Power Bonus - AC Bonus [edit] Mercy- Out of Combat Power Regen - Magic Vulnerability - Agility Bonus [edit] Patience- Out of Combat Power Regen - Wound resistance - Ranged Resistance [edit] Tolerance- Tatical Resistance - Agility Bonus - In-Combat moralee Regen [edit] Valour- Morale Bonus - Out of Combat morale Regen - Might Bonus [edit] Wisdom- Will Bonus - Out of Combat Power Regen - Wound Resistance [edit] Zeal- Disease Resistance - Melee Resistance - Poison Resistance [edit] 4.0 Minstrel BuildsThe wonderful thing about the minstrel class is that you can build it many ways and still be successful. The build you choose will likely be determined by your play-style. This section is dedicated to a brief description of different specifications, class trait and virtue combinations that can suit a variety of minstrels. Just remember: there is no right and wrong when building a minstrel, so go out and have some fun!
[edit] 4.1 Healing/Grouping MinstrelThis variety of minstrel is often called the "cookie-cutter build" or "cookies", which sounds like an insult until you realise cookies are amazing and most people love them (nom nom). These minstrels shine in fellowships and raids, and you can find these tasty treats at almost any level. At 50 their survivability can be matched by very few.
Healing minstrels will make group healing their priority and since the soling roles of tanking and DPS are often removed from them, it allows them to build upon their strengths of healing and regeneration, while essentially ignoring any stats that don't help them do that. This is called Min/Maxing. You will often find these minstrels have high ICPR, fate, will, vitality, morale and power, while having low agility, might, block, evade and parry. Along with healing, the grouping minstrel can provide some lovely buffs for their group.
This breed of Minstrel will usually be found wearing light armour. This is because that trait slot can be too useful to waste and if you're designing your build around ICPR, fate and will then you'll find these stats more frequently on light armour.
Being geared for healing in groups really doesn't mean you can't solo. You may want to swap out a few traits which provide little benefit to the soloer, but aside from that you can be ready to go. Having the highest possible ICPR makes it likely for you to do some unbelievable things, such as soloing above level Nemesis mobs like the Carn Dum gate-keeper and various beryl-shard mobs. The minstrels who accomplish such feats will each have a distinctive way of soloing them. The key to soloing such critters is to ensure you always have enough power to heal yourself. The damage to power ratio on most skills aren't too clever when you get that damage for free in a couple of auto-attacks; this is especially true for War-speech. Fights may take a very long time, but if you can keep your power up, and don't get interrupted by adds you will have a good chance of success.
[edit] Important StatsIn-combat Power Regeneration
Most healing minstrels will make this their focus, considering how often it is tried and tested. A minstrel is no use to the group if they do not have the power to heal. The longer and fiercer the fight, the more this stat is going to be tested. ICPR can be obtained by pure ICPR on items (you'll find these on ear, wrist, shield and weapon slots) as well as Fate, which indirectly increases your ICPR. Fate is something easy to acquire as it's available in varying amounts on most equipment, but pure ICPR give you more fizz for your bucks. For fellowships you will probably want over 700 ICPR per minute; higher if you're raiding since you have many more targets to heal and the damage they take can be quite considerable.
Power
Whether it be by pure power stats on items and traits or by increasing your will, you will want a good power pool. Once you go into combat this will gradually tick down, even if you have the highest ICPR possible. You want it to have further to tick before you run out.
Morale
Lore-masters. They are wonderful minstrel batteries, and grouping with them allows you to worry much less about your power because good lore-masters will never let you run out. This can let you to spread your stats about a little to get some morale. The end-game content can be a lot of fun, but things often hit really hard. If you're sitting at 2K morale, you're going to have a lot less room for error than if you have 3K.
[edit] Class TraitsAs with all the traits, it's all about personal preference. There are specific traits designed to aid healing and some which will help you buff. He's a selection of people's favourites.
Subtle Movements - reduces aggro
Life Singer - decreases power cost of heals
Focused Performance - decreases skill induction interruption
Smooth Voice - turns 2 ballads into songs to buff group and allow you to tier your anthems
Glorious Anthems - increases duration of anthems
Strength of Voice - increases ballad durations
Graceful Demeanour - Improves the morale and power levels when you rez someone.
Rally! - This is a no-brainer for grouping minstrels. You will want your in-combat rez.
Song of the Hopeful Heart - Considering how much dread the grouping content has, this skill can be so very handy.
[edit] VirtuesWith so much will and fate available on items at all levels, some prefer to use their traits to increase their vitality and morale.
The traits available for Will and Fate aren't that good anyway. You get one that will have a decent amount of fate (Idealism) or will (Wisdom), then the rest have practically nothing - you could count it on your hands. When choosing your traits you may realise that some just aren't worth it, you get too little when you could get more from traiting for something else.
Valour - A HUGE amount of morale. You'd be a fool not to slot this trait, for any class. Few traits give as large a benefit as this. This one is really a no brainer, even if you want to use the rest to increase your fate and will.
Justice - Morale again.
Loyalty - Vitality
Fidelity - Vitality
Idealism - Fate
Wisdom - Will

[edit] 4.2 BEP MinstrelThe title says it all. This breed of minstrel focuses on their ability to mitigate and resist damage. This can be used either to heal uninterrupted, or in some situations just to prevent having to heal yourself. Having high Block/Evade/Parry often comes at a cost of other stats. These minstrels usually exhibit low morale and power and/or low power regeneration, with the idea that you can accomplish all you need to without burning your power by healing, and not having your morale touched that much.
These minstrels are usually concerned more with damage and are set up to solo rather than play a sustained part in a group.
[edit] Important StatsBlocking, parrying or evading all means the same thing defensively; you've avoided an incoming attack. BEP works until you are either disarmed or stunned. This is one reason the pure BEP build can struggle a lot in high pressure situations, because building exclusively for BEP only to have that taken away can leave you left with nothing but low morale and power.
Block
You don't start blocking until level 20 when you get your shield. If you want high block, then you should aim to increase your might. Might will also increase your melee efficacy which means your auto attacks and your heralds hammer will hit for more damage. Block only works in a frontal arc, so if you have something hitting you from behind you aren't going to block any of their attacks. Get them in front of you! Sometimes you will find items which have pure block stats on them. Keep your eye out for these as quest rewards.
Evade
This is governed by your Agility. High agility will not do much for a minstrel aside from give you higher evade and parry percentages. It's responsible for your ranged efficacy and although you can attack at range, your skills are classed as tactical so it's a whole different ball game to what agility changes. Pure evade stats seem slightly more difficult to come across (unless it's on burglar specific items). Evade works over 360 degrees, so you can evade mobs behind you.
Parry
Again, agility is responsible for increasing Parry. Just like block, Parry works in a frontal arc.
[edit] TraitsClass traits for BEP are usually designed to maximise damage. The faster you can kill something the less you will need to heal yourself. The pure BEP build is designed for soloing and small group content at most. This isn't a build you will want to raid with as the priorities of this build doesn't match. So if you're going pure BEP, you may want to spec for soloing/damage.
Medium Armour - allows you to have more choice of gear, higher common damage mitigation, and usually more agility and might for your BEP stats.
Light in the Dark - increases the damage of your ballads
Unrelenting - increases the crit chance of piercing cry, decreases cooldown and provides a 5s stun on crit.
Battle-hymn - provides a huge ICMR boost for anthem of the valar
Herald's Hammer - doubles the damage from Herald's Strike.
Focused Performance - After all, this build is supposed to prevent your heals being interrupted.
Legendary traits are often very situational. If you're soloing you do not need Rally! So you could go for:
Fellowship's Heart - Heal over time
Anthem of the Wizard - An anthem with a debuff.

If you're taking you BEP minstrel for a spin in a group you'll want to have either Rally! and Song of the Hopeful Heart or Fellowship's Heart, depending on the situation. These can be pretty expensive to retrait.
[edit] VirtuesYou can either use these to bump up your agility/might even higher, or spread a little love to morale, vitality, fate or will.
Valour - Morale too good to waste.
Justice - more morale
Determination - Agility
Discipline - Might
Empathy - Armour and fate
Loyalty - Vitality
Idealism - Fate

[edit] 4.3 Tactical Crit MinstrelThese minstrels tend to co-exist peacefully with most of Middle-earth. They're usually a breed of healing minstrel, but they can also be hybrid. The reason these minstrels bridge the borders between healing and hybrid is they only really need to focus on one basic idea, and the rest they can make up as they go along.
Why do people focus on tactical crit? Two reasons, really. First of all, tactical crit chance will help you heal. The more you crit on heals the easier it is to keep people alive. Instead of 900 points of healing you'll find that turned into 1500 points. Not to shabby! The other reason is that most of your damage skills are tactical based, so a higher crit rate means you can get some really nasty damage out, especially if you're in war-speech. This, plus good power regeneration can make the tactical crit both a good soloer/DPSer as well as a good healer.
[edit] Important StatsFate
Fate increases your tactical critical chance. The more fate you have, the better chance you have to crit on heals and tactical based damage. The high fate means the tactical crit minstrels can function very well as healing minstrels.
Tactical Critical Chance
This governs the rate at which you hit critical numbers on damage or heals. You will find some items across Middle-earth which will have Tactical Critical chase as a pure stat. This is most commonly found on jewellery.
Tactical Critical Damage
This governs the amount of damage you can do when you hit a critical. This is not a stat which is shown in the character journal. I believe this just acts as a multiplier for the damage range. If you class your ordinary damage with no modifier on it at 100%, jewellery which adds 4% to tactical damage will mean your critical damage will be at 104%. I believe the tactical damage modifier will affect every attack which is critical, but it will not effect heals, because they are not classed as damage. This information has not been confirmed.
[edit] TraitsBecause these Tactical crit minstrels can be played many different ways, it's really up to you what traits you choose. You can either go down the healing line, or the DPS line, or even change the traits as you switch between the two. Just like the Hybrid minstrel there's no set rules, and therefore no set advice, but below is listed some popular traits.
Subtle Movements - decreases threat generation
Smooth Voice - turns 2 ballads into group buffs and allows you to tier your anthems
Life singer - decreases power cost of heals
Battle-hymn - Gives Anthem of the Valar the same ICMR buff as Anthem of the Free Peoples
Focused Performance - decreases skill induction interruption
Unrelenting - increases the crit chance of piercing cry, decreases cooldown and provides a 5s stun on crit.
Herald's Hammer - doubles the damage from Herald's Strike.
Light in the Dark - increases the damage of your ballads
Strength of Voice - Increases Ballad duration

Legendaries:
Any! Depending on what you're doing or how you want to build yourself. Rally!
Song of the Hopeful Heart
Fellowship's Heart
Anthem of the Wizards
[edit] VirtuesThese can take many directions. If you want to be a hybrid then you can use these traits in any way to improve upon all of your base stats, or you can go specifically down a path to increase fate and will or morale and power. There are too many to list.
 楼主| 弗罗多 发表于 2008-8-15 09:11 | 显示全部楼层
4.4 Hybrid MinstrelThis breed of minstrel is open to much interpretation. It's essentially the misfits build for those minstrels who don't want to min/max their stats, or have something slightly different in mind. Usually you'll find these minstrels with a good distribution of stats which allows them to quite competently deal with almost anything the game throws at them. They retain the ability to heal, as well as DPS successfully and their BEP can be relatively high.
[edit] Important StatsThis is a slightly grey area. Some Hybrid minstrels want all of their stats spread equally and so have decent amounts of Might, Agility, Vitality, Fate and Will. Some prefer entirely different set ups which allow them to switch between the main two builds with relative ease. This will be especially handy for those minstrels who prefer to dip in and out of PvP.
Spreading the stats evenly will give you pretty good numbers in all areas, but there's no way you can have everything. Min/maxing allows you to heavily build upon one area while essentially getting nothing in others. Spreading you stats allows you to put your eggs in different nests rather than in just one.
Good amounts of Might and Agility will give you Block/Evade/Parry. Vitality will bump up your morale and resistances, Will and fate govern your power pool and the rate at which it regenerates.
The area that hybrid minstrels need to be mindful of is their Morale and Power levels. Often they are neither BEP nor Healing minstrels and do not have the full advantage that either offers.
For a great guide about the Hybrid or Moors minstrel, see Ophelia Darkfell's Minstankion&#8482;: The Ettenmoors Minstrel. This guide is fantastic for Hybrid moors minstrels, and the rest of the thread contains an informative and rather geeky conversation about Medium armour vs. Light Armour and also BEP vs. Morale.
[edit] TraitsAs with the tactical crit minstrel, this is entirely open to interpretation. Soloing or going into the moors? Trait for damage. Putting your healing suit on? Go for healing traits. Don't know what you're going to be doing? Mix and Match.
[edit] VirtuesMy only advice would be to use your virtues to work upon your weakest areas. If you have focused your gear on getting all your might/agility/will/fate stats up, then use these to increase your morale. If you've spread them evenly on your gear then you can use these to develop which ever area you feel so inclined. You're a hybrid, there are no rules! Just keep in mind what you want your build to achieve.
[edit] 4.5 Medium Armour vs. Light ArmourThis is a much debated and frequently asked question, so I thought it needed to be addressed here.
Your level 15 class quest will reward you with the medium armour trait. At the lower levels it can be great because it increased your choice of quest rewards and allows you to build your stats to how you wish. Once you have leveled a bit and discovered more about your play style it may be time to reconsider this trait. If you are a grouping/healing Minstrel or just someone who likes to have high ICPR, fate, vitality, and will, then this trait may not be for you. You will find at level 50 that most clothes high in these stats are light armour anyway.
Hybrid and BEP minstrels like this trait, not only because it feels as though it allows you to take less damage (which in the case of common damage is true), but it will give you the opportunity to go outside the will/fate stats found on most light armour and to start focusing on Agility and Might which are uncommon on light pieces.
There has been so much talk, comparison and debate on this subject, and since I am highly biased I will say no more about it. If you feel you have something important or useful to say to guide other minstrels in making the decision, then please edit this section.
[edit] 5.0 Equipment[edit] 5.1 InstrumentsThe instruments aren't all that expensive. While you're levelling I wouldn't spend an arm and a leg getting the crit versions of these, but when you hit level 40+ these instruments will stay with you for a long time, so it's worth getting the one that will have the most use for you.
The only instruments that I value and often switch between are the Theorbo, Harp and Drums. The others either provide no in-combat bonus or it's pointless in comparison to the three mentioned above.
[edit] TheorboExquisite Superior Theorbo
This is your bread and butter instrument for grouping. Anything that gives you a bonus for aggro management is a big deal.
[edit] HarpExquisite Superior Harp
This is a good soloing instrument. The decreased power consumption from ballads is nice, especially if it's going to be a long and difficult fight for which you can't stay in War-speech.
[edit] DrumsExquisite Superior Drum
Drums in the Deep! Favourite of soloers and PvPers. The extra damage is nice but I wouldn't use this one for a sustained fight as I value the ability to heal over those few points of extra damage.
[edit] LuteExquisite Superior Lute
Decreases the power cost of your anthems...you have three of those. Not worth an instrument slot really.
[edit] FluteExquisite Superior Flute
Decreases the power cost of your songs. Most of these are on cooldowns too long to justify using this in combat.
- Song of Soothing - Song of Aid - Song of Restoration - Song of the Dead - Song of Distraction - Lay of the Hammerhand - Song of Vigour (with Smooth Voice) - Song of Balance (with Smooth Voice) - Song of the Hopeful Heart (Legendary AoE Hope) - Fellowships Heart (Legendary HoT) [edit] The RestBagpipes, Clarinet, Cowbell, Moor Cowbell.
Whee! Let's make a band! Those who aren't interested in the music system can ignore these as they provide no bonus when you use them in combat. They do, however, make pretty (or horrible) noises. It can add some fun to you job healing as you swap around instruments, and it can be a good indication for your group to pick up the pace when they notice ever heal is being played with a different instrument.
[edit] 5.2 Quest Items & DropsThis section is going to take a while to finish, so please excuse the random links below.
Shields
Armour:Arastan
Armour:Amarthan
Armour:Bronwethan
Armour:Calenglad's_Shield
Armour:Dwalin's_Shield
Armour:Exquisite_Elven_Soldier's_Light_Shield
Armour:Filigothan
Armour:Healer's_Buckler
Armour:Luthskold
Armour:Ulkrank_Ward

Weapons
Weapon:Aeglír
Weapon:Amarthdram
Weapon:Blade of Keri&auml;
Weapon:Club_of_Song
Weapon:Dagger_of_Keri&auml;
Weapon:Dirk_of_Aughaire
Weapon:Goldram
Weapon:Mace_of_Song
Weapon:Weapon:Minstrel's_Friend
Weapon:Mirrored Ancient Steel Mace
Weapon:Mirrored Ancient Steel Dagger
Weapon:Romegil
Weapon:Sharptooth
Weapon:Star_Mace

Jewelery
Wrist
Item:Angechor
Item:Elechor
Item:Gaelon
Item:Gilechor
Item:Gillinn
Item:Healer's_Bracelet
Item:Ithilúr
Item:Polished_Beryl_Bracelet
Item:Tinugor
Item:Twisted_Golden_Bracelet
Ears
Item:Brilliant_Ancient_Silver_Earring
Item:Earring_of_the_Dragon
Item:Etched_Beryl_Earring
Item:Gillos
Item:Healer's_Earring
Item:Obsidian_Earring
Neck
Item:Ash&ucirc;rz's Adornment
Item:Edhelharlos
Item:Eimyr's_Choker
Item:Elrond's_Gift
Item:Forochel's_Glory
Item:Healer's_Locket
Item:Necklace_of_Harmony
Rings
Item:Ancient_Wedding_Band
Item:Etched_Beryl_Ring
Item:Glorfindel’s_Band
Item:Healer's_Ring
Item:Haematite_Band
Item:Manadgam
Item:Polished_Adamant_Ring
Item:Polished_Beryl_Ring
Item:Polished_Ruby_Ring
Item:Ora's_Braid
Item:Ring_of_Harmony
Item:Ruby_Ring
Item:Soot-covered_Ring
Item:Yrj&auml;n&auml;'s_Braid
Pocket
Item:Black_Arrow-head
Item:Dragon-bone_Splinter
Item:Mark of the Fellowship
Item:Minstrel's_Badge
Item:Phial_of_the_Swirling_Waters

Armour
Light Sets
Medium Sets

[edit] 6.0 Consumables[edit] 6.1 FoodI'm sure most of you have your favourite tasty treats already set out, but for those who say "pfft I don't need food" - this is for you.
There's quite a variety of food available for the 40+ range. In fact, every tier has a similar amount. You may find the earlier you start munching it, the more addictive it becomes. Obesity will never be a problem because you'll run it off ;D
So, why use food? Well...Why wouldn't you use something that gives you an incredibly cheap advantage? Sometimes in this game you'll end up with a bad pull, too much aggro or people going link dead during fights and all sorts. The more time you spend in a group the more opportunity you have for the unexpected to happen. It really helps to know that you've got some free lovin' coming your way in the shape of a blackberry tart. Over 300 seconds, these little babies will give you approximately 1,100 power and 1,460 morale. This means while you have these food buffs you'll be laughing. You really can feel the difference. Blackberry tarts are a personal favourite because they're very cheap to make in comparison to lembas so all they really cost you are a couple of silver and a bit of inventory space. The other bonus is a huge boost to out of combat power and morale regen, meaning it takes only a few seconds to regenerate completely so you can move on; this is something especially useful in War-speech because it's very power intensive and you don't heal yourself as much as usual, so food allows you to move onto the next and not have to worry about hanging around waiting for your bars to fill up.
Blackberry Tart
Lembas
Superior Lembas

The other type of food we have gives a direct bonus to one of your core stats: Vitality, might, agility and will (no fate yet). For the healers, you might want to go for the Vitality as this is likely to be more important than that bit of extra power. A dead minstrel cannot heal, and this grants you morale and mitigations. But then saying that, if you know you're going to struggle for power but survive then the Will stuff can be nice. Agility and might are usually a waste of time unless you're going for a BEP build, in which case these +might or +agility foods will help to build your core stats. They last for 15 minutes so you don't have to worry about munching them so often.
Bass with Carrots and Onions (+24 Will)
Superior Bass with Carrots and Onions (+41 Will)
Delicious Steak (+24 Agility)
Superior Delicious Steak (+41 Agility)
Masterful Mash (+24 Vitality)
Superior Masterful Mash (+41 Vitality)
Feast of Rohan (+24 Might)
Superior Feast of Rohan (+41 Might)

I never step out of the Shire without enough food to keep me going for a while. It's a good habit to start.
[edit] 6.2 PotionsMorale
You're going to want to carry these in case of emergencies. As a minstrel you will find you rarely need to use the morale potions - perhaps if you're trying to save power. IF you don't have them and you need them, you're screwed. You will probably use them so rarely that it seems like a waste of inventory, but they can sometimes give you that extra edge if your heals are being interrupted, or you're silenced, or stunned. Pots never grey out.
Power
The blue power ones can become an addiction though, especially if you're warspeeching or using your lay of the hammerhand bubble. It's probably a complete waste of money to use morale and power potions in the moors, but the ones that you can get in the delving are definitely worth having. For a start they're free providing you can get in there. They heal for less than the player-crafted potions, but the cooldown is only 1 minute, compared to the 2 of crafted ones, so in those 2 minutes you actually get more if you use Delving pots.
You should try to get into the habit of carrying a full stack each of the fear, disease, poison and wound pots around with you. The best place to buy these is the housing instance where your or your kinship's house is. It makes them much cheaper. Never buy them from Glan Vraig.
Fear
Never leave home without a full stack of these! Most often the fear debuffs you will come across are either DoTs or -will/-fate, lasting up to 3 minutes - the latter you will certainly want to avoid. Not only are they handy for removing those nasty debuffs, they can also be used on silence. Silence greys out everything on your skill bar aside from pots, cry of the chorus, noble cause and herald's strike. So you will want to be able to get rid of silence!
Disease
As stated before, these are responsible for -Vitality and -power debuffs, neither of which you want. Just be mindful if you're fighting something that likes to give you more dangerous debuffs that using any of the vendor-bought pots will put you on cooldown.
Poison
These usually give -agility debuffs or poison DoTs. You can essentially ignore these if someone else is there to tank, but if you're solo and you're doing something ambitious then you might want the evade and parry the agility gives you.
Wound
The slows from wounds suck for all kinds of minstrel. The other common debuff is might which controls your block % as well as your melee efficacy. Not high on the list of importance unless you're soloing. It might be worth using a pot for the longer debuffs as long as you aren't expecting anything worse to be thrown at you.
[edit] 6.3 StringsThese are a weapon in the aggro-management arsenal that many minstrels seem to forget or shrug off as useless or unnecessary. Granted, they are a royal pain in the backside to get - Killing boars in the Lone-Lands is NEVER fun. But they shouldn't be underestimated.
At levle 50 the best two strings available for you are as follows:
Lute Strings of Greater Subtlety (-10% threat generation)
Improved Lute Srings of Greater Subtlety (-12% threat generation)
These aren't the kind of thing you'll want to use when you pull aggro in a battle, because they serve best as a prevention rather than a cure. Use some before you start an encounter and you'll find it takes more to give you aggro. Use this in conjunction with Subtle movements, Anthem of compassion and Song of soothing and there is no way you should ever be getting aggro. The danger comes when you're spamming your little heart out and don't have time to build anthems or get through the induction of Song of Soothing. This is where Strings can be helpful, as that 10% gives you a little longer of spamming before you HAVE to do something. By then you'll see one or two mobs ping to you (depending on the situation and number of mobs) and you have to lay down song of soothing on as many as you can or they'll all run at you.
That's one of the good things about strings: You may find that if you've got strings off before you start healing then you're more likely to peel one or two mobs rather than ALL of them if you get a little too happy with the heals. I think it's because most damage becomes relatively more threatening than your heals so you the first who will run at you have had no damage done to them. You'll know that those caught in AoE range but who aren't being tanked will be next if you don't drop song of soothing. So it allows you to get a bit of warning before an entire room runs at you.
Aside for the 2% in threat generation, the difference between these two is the duration. The normal lute strings last for 5 minutes, where as the improved strings last for 10 minutes.
Personally I won't use the purple ones unless I'm going into an unfamiliar or extremely hazardous place like Thrang's room in the Rift. Otherwise, if I'm worried about aggro I'll use the yellow ones.
As for the availability of them - yeah it sucks. Either you spend your time out in the Lone Lands helping people out on their boar quests while you hunt for intestines (wash your hands afterwards, k thx.) or you browse the Auction Hall for strings or intestines, even when you have a stack hidden away somewhere. There's nothing worse than wanting them only to find none on the AH so your only option is to go hunt. I'm lazy enough to get them from the AH. Just takes a few seconds to search for them.
[edit] 7.0 Be one with the GroupSo you've been getting tells non-stop. Every man and his dog wants you to join them on their adventures. People break into chorus when you're invited into the fellowship and the ground you stand on is declared sacred. Welcome to the lucrative life of a healer. The facts are you can suck, and you will still always get invites. But who wants to suck. A minstrel helps, a good minstrel is like the crown Jewels. They are highly prized and beloved.
In this section I'm going to try to not sound like an ego-maniacal healer with a severe god complex. Which is hard since that's what I am.
[edit] 7.1 HealingFirst you're a healer. You keep people alive, an in return they shower you with love and praise. If people die, at first they will all get frustrated and smile to your face in fear of you leaving. But if they continue to die, they will snap and say you're just like all the other healers. Don't worry if they swear they will soil your name for ever, it is impossible to soil the name of a healer. Trust me.
Anywho, back to your job. You heal, and make sure people don't die.
Lets go through a typical fight:
There are 4 mobs, 2 will be dealt with the CC, which means you will be engaging 2 mobs. This makes aggro a little trickier as your tank will have to make sure he has aggro on both the mobs rather than just one. The tank can mostly just attack one mob at a time, while your heals build up aggro on every mob. In this fight you will want to be very aggro cautious. If you have a good tank, you will quickly notice you have more wiggle room, if he's not so good, you will have less.
But remember we have a few tools for this situation. Firstly, you can pop a Song of Soothing on the secondary mob, this is the one that the group isn't attacking. The mob the group is attacking will have aggro from many other players and thus is less of a threat. The secondary mob will only have aggro from you, the tank, and possible from the DPS if they are using AoE attacks. Secondly you have Anthem of Compassion. This reduces your heal aggro by a nice amount, this could be an option if the skill is available. Thirdly if it is a tough group of two mobs, you may want to use Anthem of the Free Peoples that way you can be much lighter with the heals for the start of the fight. For aggro sake you will want to avoid the group heals, as they are notorious of large amounts of aggro. Also try for Bolster Courage as the large heal deals less aggro than spamming the lower Raise the Spirit, as well it is more power efficient.
One really good important tip is to stand on, or near the tank or Champion becuase if you're far behind him, he may have to turn around to get aggro or chase after the mob. If you stand on him, even if the mob attacks you, his cone taunts will still effect the mob. This is a good rule of thumb, but there are some situations where this isn't possible or advisable. One example is mobs with AoE. In this case stand outside of the AoE, Behind the mob. The reason being it is much easier for a tank to move forward, grab the mob, run through it then turn around, than to turn around right away and look for it. In some cases the cone attacks reach further than the mobs AoE, and if you pull, the tank can simple use one attack to pull it back since it is still in his range. Another example is if the Mob has a cone attack of its own, or and AoE that is only 180 degrees in front of the mob. Some trolls for example knockback or stun everyone in front of it. In this case you can easily just stand behind the mob. If you get aggro the tank doesn't have to do any running in this case either and you're safe from the knockback/stun. I will go more into this in the next section when we discuss what the tank can do for you.
Once the first mob is down and the tank can focus his/her attention on the single mob, feel free to be much more extravagant with your heals. The tank should be able to keep aggro from you.
If there is more than that, say 4 mobs you need to let your tank gain aggro before healing. Often times they will get a bit of aggro on the enemies, then step backwards to move them into the cone and then use their cone aggro building abilities. As a Healer, using too many heals while they do this could cause some enemies to go towards you screwing up the Guardians manoeuvre. Two ways to avoid this, is to A, not heal, or B, stand in front of the guardian for this initial aggro building step so that even if something does aggro you, he can still taunt it easily.
One method for managing the initial aggro for when he's dealing with multiple mobs is this: The plan is to send in the Guardian first let them soak up as much damage as they possible can (teehee, can, that wasn't even intentional), Be sure to assure your tank that you will be giving him a big heal at the last possible opportunity, perhaps even tell him to use some mitigation spells to help him last longer. Once your tank is sweating bullets and doubting your very sanity, hit your Anthem of Compassion then pop a Triumphant Spirit healing him and everyone else for a rather obscene amount. If you have the trait Smooth Voice slotted you can tier up to Anthem of the Free Peoples before you enter combat to give the tank a little helping hand. If the Tank is doing a good job, you shouldn't have any aggro. If you get any mobs, try to get your song of soothing off and the tank should challenge them off you. This is 15 seconds of forced aggro which will give you opportunity to get the situation under control again.
Okay, now that we've talked about healing, let's talk about
[edit] 7.2 BuffingFirst you have your tales. It's your choice of which one you think would benefit the group most. If you're in a group without a lore master and with power hungry classes like hunters, and captains you should seriously consider Tale of Heroism for the will/fate buff. If you're in a group of reckless or aggressive melee types you might want to go for the extra morale. You can essentially ignore Tale of Warding for now, as it doesn't do much good at all.
For the most part, your buffs will require you to strum up a little trouble and work your way up the tiers. I went over this whole process earlier but here's a quick summary for those who skipped to my grouping guide.
At first, the only songs in your repertoire are tier 1 ballads. Once you play one, you then gain access to tier 2 ballads. Again, fire off one of the tier 2 ballads and finally, the glorious 3rd tier is revealed. You now have the options of using tier 3 ballad buffs, such as +fire mitigation, +fear resistance or the ever loved +10% melee damage. Keep in mind, you only have a short window of time to play these tier 3 ballads, if your fast you can get all 3 in. Please notice that they are short buffs, so you have to start thinking about getting them back up again in 15 seconds. That aside, after tier 3 ballads you are allowed one anthem. These Anthems are generally your most potent songs, and you can only use one before all your tiers are reset and your locked back down at tier 1 again.
My personal favourite is Anthem of the Free Peoples. It is a mostly aggro free, HoT (heal over time). This can be used when soloing if you just need to focus on killing the mob and don't want to spend every third attack throwing a heal. In small groups it frees you up for more DPS'ing, and we all know how much you secretly want to DPS... don't lie to yourself. In larger groups its useful when many members of the fellowship are taking damage but the fight is too aggro sensitive to use Inspire Fellows. Above, I mentioned that in some fights like the Great Barrows where there is adds spawning around the boss. It can difficult for your guardian to tank and gather all the adds, or your hunter is just to stupid to anything but DPS a single target. This is when you can pop an Anthem of the Free Peoples and not have to worry about getting heal aggro on all the adds spawning. If your low on power and just so happen to be sitting in the third tier, an Anthem of the Free Peoples is probably your best bet as a last ditch heal (aside from triumphant spirit) as it lasts 30-45 seconds, and may be able to keep your party up for the duration if they are careful. If you're not in the 3rd tier with anthems unlocked, consider using your Cry of Chorus. I'm sure you thought of this already but a quick jump to your anthem could be just what the group needs.
Anthem of Compassion isn't as highly revered in my books, but it still gets solid mileage. I use it mostly on longer fights, when I will be healing a lot and I am worried that heal aggro from a second mob might be an issue. If its a single target, you would have to be a pretty amazing person to pull it off your guardian. Either that or your guardians let his dippy-bird play for him while he's out for a smoke. I'd recommend this anthem mostly in fights where there is a second or third elite or boss that is being off-tanked. The other mobs wont have as much aggro built up and can make you the target for their jail house rocking.
Finally Anthem of Valar is an AoE (area of effect). Use it when you want to hurt the nearest 3 mobs to you, simple as that.
Something I didn't deal with as of yet is Smooth Voice. First off, this turns your Ballad of Vigour and Ballad of Balance into group buffs usable out of combat. With this in mind, you can now unlock all tiers before the fight. If your really scared you can cast an anthem just as the fight starts. The buff durations of the ballads is increased to allow room for more heals before putting all the buffs back on. With Smooth voice you can effectively keep a vitality buff up, an evasion bonus and any Tier 3 ballads you wish, as well as heal without having to worry about damage aggro. Slotting this trade is pretty much trading the damage of your 2 spells you use to progress the tiers for minor group buffs. If your grouping in large groups with lots of DPS, this is something you might want to consider. If your still contributing DPS to your group, you might not get much mileage out of this particular trait.
Finally, there are things in a group you should know that don't necessarily involve healing and buffing believe it or not.
[edit] 7.3 Crowd ControlAs the name suggests, this section is controlling the crowds. Unlike Turbine we can't create queues, so instead we have to be crafty instead. Most of the crowd control will be dealt with by the Burglar or the Lore-Master. But there are some situations when you will be called upon to handle some CC.
Undead is one example. Wights and other undead are immune to the magic of the lore-master. The burglar can still mez but that leaves you one mez short. Lucky for all those little peons in your group their healer can mez undead! Song of the Dead if you hadn't already guessed is the culprit. It can provide the group with that little added CC it may need when battling the walking dead. It should be noted although your mez is effective against undead, you will be unable to keep a constant mez up as the cool-down on the skill is longer than the effect. Make sure the group knows this. For the most part, you will mez at the start and you should be fine, but in longer fights with more undead mobs you may be called upon to mez again.
While were on the topic of mesmerizing mobs lets deal with breaking a mez. If a mob has a little swirly above its head, that could mean its mesmerized or its stunned - you will learn how to tell which is which by the animation as well as the debuff icon under the vitals bar. This can be confusing so pay attention to which mobs the lore-master fires the initial mez at. Usually it's thrown at the start of a fight, but you can tell it is a mez as it looks like a big ball of air. Learn to recognise this, as it is something you have to pay attention to. A good lore-master will tell you which mob it is mezzing but often times they are either lazy, or stupid. Burglars simply do something with their hands and one of the mobs gets a swirly above his/her head. Try to make a mental note. Usually the guardian will pull the remaining mobs away from the mezzed mobs so that your DPS can AoE.
The reason this all matters is that a mez can be broken prematurely by any damage. So you have to be careful not to hit a mesmerized mob or else that ones gonna be back in the fight and everyone will be upset. Lucky for us, we have no arrows or visual attacks linking us to the attack, so if you do hit it, they probably wont suspect you =D. Unfortunately since book 14 there's an option in your social panel to get an alert when someone breaks a mez, so you'll be spotted. Long gone are the days of breaking mezzes for fun, then blaming the hunters!
Be careful with other peoples mezzed mobs. Some people get very angry and resort to profanity and angry words if they are broken. It can get ugly pretty quick with some people so this is something you've got to learn pretty quick and always be aware of. If there is a problem and nobody can figure it out, often you can just blame anybody who has an AoE attack. 9 times out of 10 your champion is just so used to bashing his head against the keyboard to attack he doesn't understand the subtle differences between them yet. This tends to improve as the levels increase, although not always.
Hopefully that was a sufficient primer to Crowd Control as a minstrel, but I still have one skill to deal with.
Cry of the Valar can be used as a type of Crowd Control. Although it is short and broken by damage, it can still be useful...especially in the lower levels and while soloing. If your heals are getting interrupted, you can fear a mob to get your heals in. Just be mindful of where he's wandering because if he finds friends he brings them back.
[edit] 7.4 Conjunction JunctionWhats your function, hooking up words and phrases and clauses. For those in the know, your probably teary eyed right now and singing along with me. For those who aren't, your either to old or too young, your loss.
You've no doubt heard about Conjunctions or Fellowship manoeuvres. There are basically group combos. There are two ways to start one. One is that randomly the elite mob will be knocked down and you will start one. The other way if for a Burglar to use one of his many knockdowns, or the guardian to use on of his. Once they knockdown the mob, a window with 4 coloured buttons will pop up in the middle of your screen. This is of course assuming you didn't move it behind something when arranging your UI (cough). Above this window you should see a line of blacked out circles. Assuming you have a full group of 6, there should be 6. What happens now is you each have one click and you have to create a pattern. The more complicated the pattern, the better the attack. As a note, if you click the wrong colour, to cancel your selection and choose again, simply move. These days, the conjunction wheel is greyed out when you are too far away for a specific colour, or after you have made your contribution. Lets start with the basics.
Red is direct damage, and is an aoe attack generally.
Yellow is a dot, which does more damage overall than red, but is usually a single target and takes time for it to finish.
Green is a heal, most combos give you a hot, not just one heal.
Blue is power, and gives you a lump of power. I have yet to get a power over time buff (pot?).
From these four you will be making patterns that do different things.

There are pretty much 2 types of combinations you will use in groups. If its a really good group you might try some better ones, but these ones are simple and generally what people like to use in pugs.
5-1 and 3-3
5-1 is the most common. For most mobs the group will all do red, except for the minstrel, who will select the last colour depending on the situation. This is a big responsibility, you generally have to be quick after the last guy as there is always some slow poke.

RRRRRB - Hew the stone - This does nice damage, as well gives everyone in the group power. As an added bonus you get an oathebreaker summon. This summon at higher levels actually does decent dps, as well he says things to amuse your group. I use this one on most randoms unless the mob is hard. Guardians usually take a while to regen power as do some others so I usually select this for the sake of chain pulling. Plus I just like the summon.
RRRRRY - Break the Door - This is your most damaging option. This does a pretty amazing aoe and puts a hefty dot on the boss. One glorious example of this was also the first time I completed this manoeuvre. It was on weathertop at the warg boss. The warg seemed to have an army of non-elites everywhere and this gave us problems the time before. The next time we tried a fellowship maneuver, in particular, break the door. Not only did it take a huge chunk out of the bosses HP, but every warg add was dead in a huge circle around the guardian. I don't know how we managed to kill the boss, we were all hysterical and unable to communicate properly on vent. After about 5 min of hearing the word "awesome" and "amazing" about a hundred times on vent, we all decided we love this game. True story. This is powerful and I like to us it when there is lots of adds in a fight.
RRRRRG - Roll the Drums - This deals hefty direct damage as well as a Heal over Time. As a minstrel this one can be used if everyone is ok on power but more than one person could use a top up of healing or you know you're about to get hit with lots of adds. It's a good conjunction to use if your group is standing in the war-path of mobs with AoEs.
GGG BBB - Pure of Heart - This is the last ditch heal. This is a Heal with a HoT, as well as a nice power bonus. This is most used when your all low on power, the lore-master cant suck any more power cause the boss has none. Everyones health is low and potions timers are up. Your burglar uses that fluky little bag of marbles and it pops up. You scramble as the 3 melee you designated ahead of time to be green click green then the remained hammer blue. Next thing you know, your back in the game. This technically a 5-man conjunction as you can achieve results with GGGBB, but it never hurts to add that last blue on the end.
GRRRRB - March of the Ents - This little beauty is a nice of if you have a Lore-master or another minstrel in the group. It gives an initial heal, a heal over time, returns some power and does some immediate damage. It also summons a little helper guy - a Greater noble spirit, who will gleefully whack anything in it's path. This conjunction is lovely!
GYYYYB - Chill of Bone - This is the same as the above March of the Ents except instead of direct damage it gives a DoT.
Not quite done with Conjunctions though. One tip that really helps me is to bind the keys for the fellowship manoeuvre. In the Options under keybindings you can assign red green yellow and blue to keys. What I actually did was assign them to shift-w/a/s/d. For those who don't see the pattern, these are the movement keys, which also line up the same as the circles on the screen. This makes it so you don't have to fumble with your mouse. A good tip for keyboard players like me who hate mouse clicking for anything but targeting.
The problem with conjunctions for minstrels is that we're often healing, so when it comes down to missing the conjunction or finishing that heal, most minstrels will choose the heal over the CJ. If the conjunction wheel pops up just after you've started a heal, you might be able to get into it on time, but you certainly do not want people waiting for you before they make their contribution. So if you are early on in a set conjunction you need to consider how willing you will be to cancel your heal and contribute to the CJ instead. If you are last with your contribution then you can take the risk to finish your heal or not. It's up to you to determine the situation.

Usually it's already decided that the minstrel will go last. That's just how thing are done in most PuGs or small groups. But if you're in a group with a lore master then you will find them in roughly the same situation as you. These are people who attack at range, yet have to be in melee distance to hit a Red or Yellow CJ. The only difference is it's much easier for them to enter a blue or green contribution earlier than you can. So the last two conjunctions on the list above can really come in handy. Get a Lore-master (or perhaps another minstrel) to do the initial green, then you can follow it up with a Blue. This ensures that you have power as well as it being a named CJ, which will give you the most benefits. Sometimes it can be a complete waste of time and pretty frustrating to designate a RRRRRB and have your Lore-master continuously miss and ruin the entire conjunction.
[edit] 7.5 Other Grouping TipsThere are a few other misc tips I'd like to add here, as well I'm sure many people have some things they'd like to add to this section so I'm going to add them all on point for format for expansion sake.
- Ranged mobs can only attack what they see. You might hear somebody talk about LoS or line of sighting a ranged mob. To do this, you have to make sure the mob doesn't have a line of sight to you. In LotRO this causes the mob to run towards you until he can see you. Often times this will pull him into melee combat and the guardian can grab him. As a healer you may have to do this from time to time if a ranged mob aggro's you. A good example of going los is to go around the corner in a cave. Going behind a person won't work and running behind something small like a tree usually doesn't work. -If you're going on an instance, make sure the loot rules are laid out first. Many people get screwed on good drops because loot rules aren't agreed upon ahead of time and that club with all that in-combat power regen goes to that champion cause its DPS is kinda nice. Or that shield with caster stats goes to the guardian cause hes a moron and doesn't understand its not heavy and has stats that would get more mileage with you. As a minstrel you get screwed over less because people are terrified you will leave the group or ignore them and never group with them again. This is a luxury we have, but you should still be careful.
-If the group sucks, say I'm sorry, this isn't working out and leave. Some groups just need some time to get into the rhythm, but sometimes you get a bad group. Too many people are scared to leave. Don't be. There are lots of groups out there, don't be afraid to leave a bad one. It's a waste of your time and your silver wiping over and over again. Some people might want to leave but again they are scared of angering you. Often times if the minstrel brings it up, there are no hard feelings as everyone wants to be your friend and group with you again... lol. [edit] 8.0 Minstrels in the MoorsMinstrels are fun to play. They can be even more fun to play when aggro management matters little, but it can also be frustrating. This section talks briefly about the moors, what to expect and what decisions you will have to make.
Let me get personal here for a moment.
The first minstrel I ever made was back in closed beta where we could auto-level to 50...and then I bounced straight into the Moors with little more than a couple of spars in the freep home-base to let me organise my quickslot bars. Even though I was really quite bad at first, you get used to what's required of you and it'll benefit you probably more than you know.
Ever been in those situations where you're in a group and all of a sudden everything seem to go wrong, you've got to heal so many people that you just start rocking in the corner confused at who to heal first? The moors will iron this kind of behaviour out of you. There are usually very fast paced fights going on, and you will be targeted, harassed and generally on everyone's hitlist. But whether you're just trying to keep yourself alive or one of your raid members up and running, this experience can really help you sort out in your head when the best time is to use your "Oh crap!" skills. Without good practice people often waste them, forget they're there or try to use them too late. Some good moors experience will help you know when things are futile, when to bubble yourself, when to come out of the bubble, when to hit large heals, or play dead etc. I'm sure in time you can learn all this in PvE land, but this is like the crash course to emergency healing. There's usually so much going on that you have to be so on the ball or people die before you can blink. Not only does this help you to be situationally aware, it also makes you very focused with your trigger finger ready to fire a heal as soon as someone's morale starts dropping.
I took a very long break from the moors on my minstrel and focused on creepside and PvE. When I went back I saw that I had lost my touch. People were dying before I even noticed and I got very frustrated with myself, because I wasn't always like that. The Moors can be an assault course for minstrels. It may make you pant and puff, but ultimately it will turn you into something stronger than you were before.
So you're tempted to play in the moors. Well, there are a few things you will need to know.
You WILL be focus fired
Those creepies love minstrels. After having played as creep you will see why they always say minstrels are the tastiest. There's nothing more satisfying than killing something which is supposed to have a red carpet rolled out where ever they go, and rose petals strewn at their feet. Plus you know that it's going to be a hit to the freep's morale. After a while you'll learn to keep yourself as protected as you can but there are some things which will aid your success:
- Lore masters! These guys are so lazy in the moors. They have the ability to stun protect and YOU should be their first priority. You might have to send gentle (read: harsh) reminders to your lore master to get them to protect you. If you're stunned you can't heal, block, evade, parry or even move, which makes you the biggest sitting duck out there. If you aren't protected then you are vulnerable: wargs will gang up and stun you, taking great delight in taking you down a few pegs. Their power-drains and power sharing can be lovely, as are their roots and mez/stuns. Anything that buys you time is good. - Champions! They have these things called Horns. When they blow them, they can stun a few creeps then start laying on some heavy AoE damage. If you get a champ to act as you bodyguard then if anything comes near you they can blast a horn and get everyone's attention. This'll leave you to scuttle off still alive, and the creeps so panicked at being in the middle of a bunch of freeps unstealthed and very visible that they're likely to turn tail and flee for their lives. These few seconds can be very valuable. - Hunters! (seeing the trend here?) These guys have a lot to bring to the PvP table. Traps and snares, tracking, two fears, and some sexy single target DPS. If there's a trap or snare, stand on it. Ask for tracks regularly. You want to know where the creeps are. Ask the hunters to fear anything if it starts to attack you. You can do this too. - Burglars! The Gods of the moors. Mostly these guys do their own thing, but every black arrow they enrage makes a minstrel smile. Conjunctions have the same effect, as does dust. Often you'll find that you're out of reach of the melee classes but the BA's are able to plink away at you, in which case their slows and DPS can be deadly for you. It's like in PvE when you get a couple of ignored archers on you. It hurts, it's not nice, and often it's not necessary. - Captains! These guys can buff you, bubble you, take all your damage and survive, and also throw a bit of healing love your way. I like the focus buff for the moors just because I end up in combat a lot and would rather not have to break to regen. - Guardians! They can shield wall you if you get into trouble. That's about all they're good for. :p Eat Food.
Sometimes it can be hard to drop combat when you need to regen, so food can help you here. Also the 15 minute vitality food can be your friend. You're probably going to want every point of morale you can get.
Pots
Never come into the moors without your vendor bought pots. The creeps will throw a whole bunch of nasty debuffs on you, so pretty much any pot can be used in the moors. I either save my cooldowns for the silences from wargs or the diseases from defilers. Those are going to hit the hardest. I wouldn't worry too much about crafted morale and power pots. That's an expensive habit for something that really won't make much difference. If you need to use them, the chances are someone has already seen your weakness and will take full advantage of it.
You Will be loved and cherished
It's one of those things about being a minstrel. People rejoice when you join a group and plead or beg if you don't or want to leave it. You're good to have around and they know it.
You will be scorned and blamed
If things go wrong and a group can't keep it together, they'll moan about not getting heals, even if it's their fault for standing out in the middle of nowhere with no cover and no place to retreat to. That's your fault, didn't you know? You've got to develop a tough skin in PvP. Sometimes people do have to die. Either you can't heal them enough to keep them alive or you prioritise someone else so they don't actually get heals if you're in the middle of something. They also seem to be able to turn a blind eye when you're getting attacked by 4 wargs, a troll and a defiler and complain that you aren't doing your job. If people treat you like this, don't heal them. They have no right to give you grief about it. Leave the group and find another, solo and focus on DPS instead of healing or leave the moors and come back later. Don't let people get into the habit of treating you badly.

[edit] 8.1 Healing vs KillingYou're a minstrel: You can heal and do some great DPS, but not at the same time. Many minstrels who go into the moors seem to be permanently in War-speech, which will most likely annoy people if you're just killing away while your fellows are dying. So I suppose this section is about deciding what you want to do and letting others know, as well as when to war-speech.
If people invite you to a group they're going to expect a healer. In fact they'll get giddy at the idea. Even if you're in war-speech they'll expect you to drop out if people start getting into trouble. If you don't that's fine, but it's polite to warn people if you're just there to DPS instead of heal. Whatever you want to do is fine, as long as you set out from the start with your intentions clear.
War-speech can be a bit tough to deal with. Most people run around without it so that if the worst happens suddenly they're prepared for it and are ready to heal. I'd rather prepare myself for battle and have to drop out rather than let someone get away because I'm trying to put war-speech on too late. Make sure your War-speech skill is accessible on your hotbar so it's easy to get out of as fast as you can. If things are getting crazy, don't bother to put it on. Healing is going to be needed and no one can do it better!
If you're travelling from A to B on your pony, you might want to war-speech first, so if a wargy pounces you you're ready to throw him some DPS smackdown. There's really no need to be allergic to War-speech, but knowing where your priorities lie will help you decide when enough is enough.
So what about healing? Want some tips?
You don't have to be grouped with someone to heal them. What you have to do is tab through creep targets and see who they have selected. If they're low on morale you don't even need to target who they're attacking, just heal through them, and then lay some smackdown on your victim. This is fun because it feels like you're directly thwarting their attempts. Not only that but if you see a bunch of creeps rushing in, it'll help you see who they're aiming for and start healing them before they're engaged.
Protect yourself! You will be focused fired, so learning where you can stand to minimise your damage becomes a task. Try to stay out of line of sight of the ranged guys, and close enough to everyone that it'll put the wargs off and you can still heal your group...this means not standing at the back where you become easy prey for the wargs.
Keep an eye on your fellow's vitals. As soon as they start to drop you should be ready to heal. Keep an eye on as many people as you can on the Radar. If they go too far away you cannot heal them and they cannot protect you. It's dangerous to go wandering off unless you're a burglar or a hunter with Desperate Flight.
FACT: The last to leave is the first to die. Don't go to heal those who are over-extending. If they're going to be impetuous, that's their problem. Go to heal them and it becomes your problem, because you're automatically the next target and you've just overextended yourself enough to allow them to kill you. It's sad to watch someone die, but they have to learn not to be stupid, and you have to learn that you're more useful alive to heal everyone else rather than running back from the rez circle because you've done a silly.
[edit] 8.2 Traits and VirtuesThere are a few class traits that many Minstrels don't go to the moors without:
Unrelenting - This is amazing for PvPers. Faster cooldown, 5 second stun? Yummy!
Battle-hymn - the ICMR for yourself is too tasty to pass up, especially because you get to use that skill so often out in the moors.
Focused Performance - Less interruption means more successful healing. Something you will value because you're almost constantly being attacked out there.
Herald's Hammer - added damage to Herald's Strike.
Medium Armour - It's a favourite of the moors but don't feel like you have to get a whole new set of medium armour to be successful out there. Many minstrels roll with what they have.
for legendary traits, skip out Song of the hopeful heart and go for Rally! plus Fellowship's Heart. If you're soloing you can go for anthem of the wizards but in a group you're better off with the heal.
For Virtues you'd probably be wise to go with whatever morale and shadow damage you can get, so:
Valour
Fidelity
Justice
Loyalty

Of course, if you're just messing about in the moors there's no real need to work on traits that you don't want for your PvE build. More morale is good though.
Well that's about all I can think of for now. It's short and sweet because this guide is making me want to tear out my hair.

If you have gotten this far, then congratulations! You're on your way to being a great minstrel. Willingness to learn from mistakes will take you very far in this game.
阿多林之怒 发表于 2008-8-15 10:19 | 显示全部楼层
完全看不懂,鉴定完毕:lol
啊蛋 发表于 2008-8-15 13:07 | 显示全部楼层
不懂 鉴定完毕
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