Loremaster Changes and Concerns
I have played LOTRO for 16 years now and it took 12 of those years to fully appreciate what the Loremaster is really all about. I raid extensively on Laurelin and I would first like to extend much appreciation to OnnMac for fielding this forum. As it seems our input will indeed affect the upcoming changes, I feel beholden to offer the following:
1) As a debuffing/buffing class, one of the greatest challenges I face as a LM is carefully managing my effects so that durations overlap. I.e., making sure that the various debuffs are ALWAYS up. Always Benediction, always Shatter Arms, always the increase range crit chance lurker thing. This can be tracked and managed and doing this successfully is a real source of pride for myself as an LM. Whatever changes are implemented to pets, I personally would not like to lose this aspect of the class. Whatever you do, make sure that the possibility of skillful debuff maintenance - 100% of the time - remains a skill goal for LMs. Please. Perhaps you would like to make the debuff aspect of pets only available in yellow spec. Fine and good. But forcing LMs to use one debuff or another - when they are raiding yellow - I believe really hurts the class. Part of the joy of LM is the many skills, and that their skillful application results in a devastating sum total. I like to think that I am invoking my 'fell sorceries'. Note the plural. It is like a potent weave of many magics, requiring much composure to maintain amidst the stress of battle. To be honest, this multiplicitous nature of the LM is the most 'magical' thing I have ever encountered in any game ever, and as someone who spends a great deal of time researching actual ancient world magical practices I can assure you that this complex approach would have delighted Tolkien to no end. So, long story short is, I love yellow LMs with lots of skills (including all pet skills) and long timers that must be maintained during the fight. LMs are actually a lot like druids (classical druids not WoW) standing on the sidelines and the current pet method is really dead on. Please do not make us be 'bear Lms' or 'raven Lms' or whatever. Some of us can keep up all those skills, and some of us love doing so. Don't punish us and the skills we have developed.
2) It has been suggested that yellow line should be even more powerful as a debuffer but with damage restricted, and red line could become a viable DPS spec but with no debuff capability. I think this is an excellent possibility for the following reasons: a) a yellow LM almost never does damage in a raid, and if they are, they are probably not getting in all the debuffs. Keeping up debuffs currently adds significantly more damage output for the group than throwing the odd ember-gust, lightning. or cracked earth (which as all yellow LMs know is not about the damage but the root). So go ahead and remove the damage element, it's not what yellow should be doing anyway. b) all of the previous comments about red LMs having 'dead' trait points are correct and I don't see any problem with an LM having a DPS spec. If RKs can heal or DPS, why shouldn't LMs support or DPS? It should also be remembered that many LM debuffs do not stack and this would open up raids to more than one LM at a time which I think is also a great idea.
3) Yes another interrupt would be nice, blinding flash is too valuable to use in that way. Which leads me to mezzes ... I have noticed that in some circumstances, requiring Valar to successfully execute the double chain mezz is restrictive for meta-play reasons, i.e., the cooldown is still active after a previous fight has concluded. I would suggest that giving the LM 2 standard chain mezzes/emergency 3 rather than 1 standard chain/emergency 2 would be helpful and not excessive in certain situations.
4) I have seen the possibility that blue line be reworked to function much like a red captain and I think this is an interesting possibility also.
5) In closing, I would like to offer some thoughts on design and the phenomenon of the "exploit". Now, it has been mentioned that summoning a bear in combat for the purpose of taunting a boss is a type of "exploit". This is part of a general trend in which creative solutions are condemned as "exploits". If there has ever been a class in any game that rewarded out-of-the-box thinking, it is the LM (silver trophy to the burglar). If a tactic could reasonably be used by a group of adventurers, should Middle-Earth be a real place, and does not damage immersion, there is no reason why that tactic does not belong within the game milieu. Bears may be summoned in combat. They may taunt things. They cannot tank long term. If the main tank drops, rez is on CD, but you are able to save the day by bear tanking briefly, it is enormously rewarding, an example of creative play, and by no means an 'exploit'. I have seen many other examples of creative tactical solutions condemned as 'exploits' (e.g., kiting rather than remaining stationary) and in that case, as we all know when bosses are taunted they run to the taunter. This is a basic part of MMO play. If a taunting/kiting strategy prevents a boss from using certain skills, it is an example of psychological manipulation (on the part of the tank) infuriating the enemy and overriding their better judgment. Not an 'exploit'. You may ask, is this really relevant for the LM? Absolutely, for the following reason. Much of what the LM does has the quality of subverting the standard heal/tank/DPS fabric and assisting in unorthodox ways. True, there is a sort of "rotation" but there are also occasional "miracles". A good example was the former use of the spirit on many mobs for a massive heal increase. This could not be used all the time, but in certain very specific situations it was the exact tactic required. Once the fundamentals of the game are set in code, I fail to see how ANY use of those fundamentals could be deemed inappropriate. Please do not damage this "out-of-the-box" quality of the LM and please keep rewarding us for finding creative game solutions.