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LOTRO: Guide to the Lore-master Tactics

Lore-masters are an unassuming class, not pictured as being particularly powerful in combat, and to an outsider, the role of a lore-master may be unclear. However, lore-masters are a very powerful class because of their debuff and stunning abilities. In solo combat, they are able to shut down multiple opponents, and destroy individual opponents piecemeal. In a fellowship, Lore-masters are one of the most valuable allies you can have, because they can make most combats become an entire fellowship against a single opponent, while the remaining opponents in a combat are shut down by the lore-master.

Lore-master Basics

Lore-masters have an eclectic mix of abilities. Most of these abilities are debuffs or mezz affects. However, each ability has a specific circumstance where the ability applies most effectively. In addition, lore-masters have pets which have various uses in combat. These pets include lynxs, bears and ravens.

Bears can draw aggression, ravens can increase opponents vulnerability to fire damage, and prevent ranged attacks from a single opponent. Lynxs have a powerful attack (from stealth only) and have some area of effect attacks too

The most important think to remember about making and playing a lore-master is to understand the best time to use their abilities. A great example of this is the air mastery attack the lore-master has. This is an area of effect attack, but you don’t want to use it except in the beginning of a combat, or against a single opponent. This is because most of the lore-masters mezz abilities will break if your opponent takes damage. It takes a lot of fast choices to fight with a lore-master effectively.

Soloing with a Lore-master

Lore-masters are not an optimal class for soloing. They can do so effectively, but they do not do damage as quickly as other classes, and they tend to have to exchange hit points for time to defeat an opponent.

The main way to fight with a lore-combat against a single opponent is to attack the opponent quickly, debuffing the opponent, and then either mezz the opponent while waiting for attack buttons to recharge or healing, or (if your using a bear) to have the bear draw fire and finish the opponent with your help.

For example, one of the lore-masters abilities is "Beacon of Hope", a heal ability which draws morale from yourself and gives it to another. You could initiate combat by having your pet attack, then debuff your opponent by using "Sign of Power: Command", and "Fire Lore" while your pet does damage. Then when your pet is lower in hit points, you heal your pet using "Beacon of Hope". Once your pet is a little lower in hit points, you open up with your attack abilities, finishing your opponent off. After the combat, your pet is a little low on hit points, like yourself.

Another example is (using a bear) to attack, while you open up with all your attacks, then mezzing your opponent, backing off, and ordering your pet to attack. Your bear uses his ability to draw aggression (forcing attacks to be on your bear for 10 seconds), while you finish off your foe.

When fighting multiple opponents, you need to use your "Blinding Flash" ability. "Blinding Flash" will daze a single opponent for 30 seconds, which is long enough to perma-daze an opponent. Even named enemies can be dazed easily. You should always avoid fighting multiple opponents, but you can handle two, or if they are easy opponents, 3. You will note that as you get better at fighting, you will find that you can “juggle” multiple opponents with skill and care, especially once you have gotten “Light of the Rising Dawn” a heavily damaging attack that stuns opponents for a short time.

Against undead you should remember that some of your abilities will not work as well, though others will be available as you approach level 20. "Bane Flare" hase a slow recharge, but effective way to daze undead enemies.

Fighting in Fellowships

Fellowships are a different story for a lore-master. First and foremost, your role changes distinctly from damage dealer to crowd control. Your interest is to provide (very) backup healing, to distract and control enemies who are not being fought by your allies. You can do this against ranged opponents with your raven, against all opponents for a short time using your bears ability to draw agg, and your various stunning attacks to shut down opponents.

Here is a list of ways you should affect combats with a fellowship:

With the Raven, use it’s special attack to distract a single ranged opponent.
With the Bear, use it’s special ability to draw aggression off one “side” opponent.
With your “Blinding Flash”, shut down one opponent who is not being fought by your guardian. I suggest telling your fellowship who this is before combat.
With your “Bane Flare” turn off a group of undead for a short time while your party deals with one of them at a time (remember it is a point blank attack)
With your “Light of the Rising Dawn” disrupt the opponent who your guardian is fighting, or use it to finish off an opponent who is almost dead.
With your “Sign of Power: Command” debuff your guardian’s opponent.
With your “Beacon of Hope” ability, provide emergency healing from any fellowship member who is not taking damage fast (your party minstrel will be dealing with the opponents taking heavy damage).

When your playing as a lore-master, you should focus first and foremost upon understanding your varied and interesting range of abilities and how best to use them. Try out different styles of combats and pets both in and out of fellowships to find the most effective style for yourself to use. Look for fellowships whenever possible, because of your excellent ability to control crowds, you can multiply the likelihood of success of a fellowship more than almost any other class

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