On Lore-masters and Tamed Creatures
Hi everyone, I’d like to kick off a conversation about Lore-masters. Lore-masters (along with yellow-line Burglars) have long filled a unique 'support' function in role and group composition, as evidenced by the dominance of the yellow ‘Ancient Master’ line. However, ‘support’ can mean different things to different players or in difference contexts, and the Ancient Master is only one of three possible trait lines available to Lore-masters. So let’s start talking about Lore-masters: what the class does well, what things bug you, and what you might feel needs a bit of improvement. I’m also going to post some preliminary thoughts and questions below about specific aspects of the class, including pets, DPS skills and ability, and support-primary skills and mechanics, to help guide the discussion.
Pets (more than just the Keeper of Animals trait line)
Do you engage with the ‘pet rotation’? If yes, how do you feel about it? Do you like that it adds activity or raises the skill ceiling, or do you find it overwhelming or even tedious?
Do you find yourself using different pets in different circumstances? Do you feel like your pets actively contribute to your gameplay and your Lore-master fantasy? Do you have opportunities to use the pets you like, stylistically? Or do mostly find yourself locked into a few types, either statically or in a constant ‘pet rotation’ (ie: Catmint raven, boglurker, bear).
Some of you may have guessed at this, but we’re eyeing some changes to pets similar to the changes made to captain pets in U35. Primarily, that would mean a pet summoning cooldown, which would limit your ability to use any given pet skill repeatedly (ie: bypassing the pet skill cooldowns by dismissing and resummoning the pet itself). Like captain heralds, this would still allow you to immediately resummon a pet that you have had out for a while (long enough for its cooldown time to fully elapse) but it would prevent you from using pet skills more than twice in a row without waiting for either the individual skill’s cooldown or the pet summoning cooldown.
DPS
A DPS-oriented Lore-master has some interesting skills and mechanics, but your overall repertoire of damaging skills can sometimes feel quite thin. Are there things you like about the current damage potential at your disposal? What frustrates you when trying to prioritize DPS? Reliance on induction skills? A dependency on tar + catmint raven to maintain high output? Waiting for cooldowns when Burning Embers is already tiered up and Lighting Strike/Storm are on cooldown? What do you like about your core damage rotation? What do you wish you did better?
The Ancient Master – Support-first Lore-master
The Ancient Master line is often the de-facto primary trait setup for Lore-masters, but that doesn’t mean it is above reproach. While LMs are primarily sought after in raid groups, instances, and PvP for their support capacity, that doesn’t mean the ‘support-first’ LM has no room for improvement. For those of you who live and breathe yellow-LM, what do you like about the class and the role? What do you wish were different? Are you frustrated by the fact that your long-mez is also your interrupt skill? Does Water-lore-stacking provide you with something to steadily cycle into your skills, or does it feel like too much necessary upkeep? Do you feel like you contribute meaningfully to the group in moments where there are few/no adds to CC or manage? Do you just wish you had a Wizards Lightning skill to reapply your preferred 'Out in the Cold' or 'Playng with Fire' debuffs?
Edit: Just wanted to update this top post to note that we are not planning to remove the Support role or identity from the Lore-master. Many of you have expressed that you enjoy playing a support class, and that this is part of a group dynamic that makes LotRO unique.
Direct response to Original Poster's questions
I like that the pet rotation adds activity and raises the skill ceiling. I've also gotten adjusted to the 3 minute cooldown on the spirit of nature pet.
I find myself using different pets in different circumstances. the circumstances don't really depend on content. they depend on the group composition.
meaning, If we have a hunter in group, I always use Bear, Bog Lurker, and Raven if the hunter runs Fire Oil.
If we have a Fire RK in the group, I always run Raven.
If we have champ, burg, brawler, red beorning, or hunter, I always run a Bear at least.
Each pet has its own role.
I feel like my pets actively contribute to our gameplay in group play via pet rotation and bear tanking in fellowship instances (Not raids anymore since it got disabled).
I feel like my pets actively contribute to my gameplay solo.
I do mostly find myself locked into whatever is optimal for the group because i want to contribute the maximum amount to the group via pet rotations ie Catmint raven, bog lurker, bear, heal pet in a pinch.
I am frustrated by the fact that the long-mez is also my interrupt skill, but im happy that I can use most skills while moving and not having to face the targets. please do NOT revert that change no matter what else you do!
Water-lore-stacking provides me with something to steadily cycle into my skills and help the healers keep everyone healed up greatly. the recent revert back to having an initial heal is MOST welcome thank you for fixing that!
I feel like I contribute meaningfully to the group in moments where there are few/no adds to CC or manage by working the pet rotation and keeping burning embers and water lore up. without a pet rotation, i would be so bored with nothing to do!
First, thanks! Second, yes the LM is finally getting some love!!!!
Thanks so much for finally looking at a very forgotten (in terms of functionality in todays raids and pvp) class. The LM is now and 16 years later has remained my very favorite toon to play.
My recommendations are simple:
In BLUE.... being all about pets, make those pets REALLY good. I mean REALLY REALLY good. The LM should be controlling pets. Those pets should be instant to cast with the cd's on the pets skills virtually non-exisitent, and the damage from any pet (sans the light) should be on par mid-range damage with health appropriate for doing such a job.
Yellow..... this should be all about cc, and REALLY good CC. Roots should root several targets with break chances lowered considerably. Stuns should last longer than they do, bane flares shouldn't have long cd's. Debuffs are actually okay, but durations should be longer and debuff circles should be expandable like the red line has with ring of fire so the debuff radius is larger. This would help with fights that are constantly needing to move. Same thing with Tar.
Heals need to be on par with an RK/Mini in Yellow so there's an option there. Pets in this line should be as they are now though because the LM should be controlling the fight, not relying on pets or the actual LM.
Red... This is NATURES FURY....... it should really be that then. The skills are called what they should be (lightning storm, ring of fire, burning embers, light of the rising dawn, etc.) but the damage they do is certainly not showing the fury of nature.
Based on previous statements by Orion we were all under the impression that there would be two high DPS classes and the rest would all be on par with each other. That has yet to happen and RED LM's remain VERY VERY far down the chain with regards to sustainable DPS. It is because of this that in LM's are relegated to yellow for raids, and seldom if ever sought out as a first choice for DPS.
It would be great to have LM's truly wield the power of nature with sustainable damage on par with RK's or DPS'ing mini's. Pets would be either not an option, or a basically useless like they are now.
This way, a raid could fill with a yellow lm that's controlling things, a blue that's fighting with potent pets, and a red that is actually doing real damage. That would be three roles to choose from and..... gives raid leaders options to fill 12 , 6 and 3 man fights with players that they simply can't do right now.
Another thing with RED LM's or really any LM build, but I say red, because it's the closest to dps you can get. MOBILITY!!!!!! Virtually everything a LM does regardless of trait line is done standing still and with craaaaaaazy long inductions. As the game has matured, the speed in which things are done as well as moving around in a fight (pve or pvp) is ESSENTIAL to survival. As such, there should be a modification similar to how RK's have high dps (fire), but no movement, or movement at the cost of potency (lightning).
I'm not suggesting that lm's should have a lighting/light build and another fire build.... that would be redundant. What I'm suggesting is that standing still to execute a skill should give AMAZING results in that skills execution...... For instance, sticky gourd should be doing similar damage to say a hunters reign of arrows..... Howerver, if the LM uses that same skill on the move, it should do what it's doing now (which isn't much in relative terms)
Lastly, inductions and cd's........ if red is truely suppose to be about damage, there needs to be faster inductions (moving or not) and reduce some cd's on some skills (5 minutes for ents go to war is just silly in the current fight configurations)
I've personally been asking for RED lm changes for many many years now, and can't tell you how appreciative I am that someone is finally listening.
LM is fun, but it could be REALLY run if there is a very clear distinction in the three roles versus what they are now. This will also have the LM playable solo in PVP which is not something done much given the severe handicaps standing still, and having very looooooooong inductions has in an environment that nothings stands still in.
Thanks so much for listening!!!!