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Autor Topic: Lore MAster w MoM  (Read 5132 times)
Huriel
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« on: October 21, 2008, 08:17:25 AM »

http://lotrovault.ign.com/fms/Image.php?id=2277
niezle sie zapowiada:)

oraz:

The Search For Knowledge

As we prepare to enter the Mines of Moria™, the Lore-masters of Middle-earth continue to reveal new secrets about their abilities while recovering lost knowledge.

The Lore-master is already an extremely flexible class and has a wide breadth of abilities which can quickly swing conflicts to their favor. In Mines of Moria, the Lore-master gains more abilities that continue to widen their flexibility.

Examining the current use of the traits, coupled with the roles that the Lore-master fills in groups, we’ve designed three Trait Sets that offer up new abilities that can be used on a wider array of creatures and allow him to put his knowledge to a more… aggressive use.

Trait Sets

The Keeper of Animals
Lore-masters are a friend of most of the natural creatures of the wild. They preserve the natural balance of the world, knowing that they are part of nature, and that man and nature must coexist; but sometimes when that balance becomes disturbed, Lore-masters will need to call upon the aid of creatures of the wild and nature to right it.

Traits in the Set:
The traits that are in this set are largely familiar to the Lore-master, as the focus of this set is to increase the fortitude of your animal companion, restore morale, and give your companion bonuses in combat to drive off the Shadow that is creeping over Middle-earth. The addition of “The Wild and the Ward” trait enables your animal companion to better stand against some of the non-common damage types in the game.

Trait Set Bonuses:
The bonuses of the Keeper of Animals set focus on enhancing the capacity of animal buffs and their magnitude. Chances are if a Lore-master is going to focus on their relationship with their animal companion, they are familiar with their abilities to buff and enhance their pet’s performance in all situations. The set bonuses focus on enhancing these bonuses in both duration and magnitude.

Capstone Skill: Friend of Cats
This skill enables the Lore-master to summon a saber-tooth cat to aid in The War of the Ring. The saber-tooth is not a fan of careful crowd control, however. Its default attacks injure multiple opponents at a time and thus halve the chance of kicking off fellowship manoeuvers in group situations.

Legendary Capstone Trait: Friend of Nature
The current crop of Lore-master companions don’t attack at a range, leaving the Lore-master without any ranged attacking pets. This is particularly an issue in high end instances. The new Bog-guardian pet will enable the Lore-master to attack at range with his walking plant friend, fulfilling a much-needed ranged pet role.

The Master of Nature’s Fury
The Lore-master possesses a few tools in his arsenal that allow him or her to do direct damage to the foes of Middle-Earth.

Master of Nature enables the Lore-master to focus on the power of nature, and his knowledge of the ancient secrets of Middle-earth to enhance the potential for damage dealing with the Lore-master’s chosen element of fire.

Traits in the Set:
This set includes several of the direct damage enhancements that Lore-masters had access to before, including Improved Staff Strike and Harmony of the Body. This line also includes Improved Storm Lore and Improved Sign of Power, both of which raise the effectiveness of these damaging skills.

Trait Set Bonuses:
The Master of Nature’s Fury focuses on giving enhancements to one of Nature’s most powerful elements: flame. This raises the damage potential of many of the Lore-master’s fire skills, at the cost of some of the blasting powder from Blinding Flash, causing the latter to have a shorter duration.

Capstone Skill: Sticky Gourd
This skill is a direct damage attack that deals explosive fire damage to your enemy.

Legendary Capstone Trait: Improved Sticky Gourd
This enhancement enables your Sticky Gourd to become an AOE hotspot that burns enemies who linger within its radius, while doing no damage to allies.

The Ancient Master
The Ancient Master trait line focuses on enabling Lore-masters to raise the effectiveness of debuffs the ancient lore provides. This line provides increases in magnitude and reliability to the skills in their portfolio.

Traits in the Set:
This line includes a larger slice of the new class traits, including magnitude increases with "The Study of the Lore of Wind" and "The Study of the Lore of Fire" as well as increasing the reliability of blinding flash with Explosive Force.

Trait Set Bonuses:
The Trait Set bonuses of this line focus on enhancing the power of some of your already existing debuff skills, such as reducing the time before the root for Cracked Earth takes effect, or increasing the type of targets your Warding Lore skills effect.

Capstone Skill: Sign of Power: See All Ends

This skill enables players to reduce the enemy critical chances for a short time, creating a zone of very predictable damage output from their enemies.

Legendary Capstone Trait: Force of Will
Force of Will duration and magnitude are increased with this capstone trait, giving Lore-masters unparalleled control over enemy critical chances. This enables the Lore-master to ensure that his Fellowship’s Tank won’t be wiped out by an unexpected devastating strike.

Improved Skills
The Lore-master in the 50+ arena also gains access to Sign of Power: Wizard's Fire. This Sign uses Fire instead of Light to deal damage to the foes of Middle-earth, enabling the Lore-master to take advantage of his fire affinity with another skill. The Lore-masters also gains access to Dispel Corruption, a powerful skill that dispels some of the more horrific monster abilities on demand. The Lore-master is one of the more-powerful classes with removing these monster corruptions, being able to do so at will and removing most in one shot.

Create your own Legend
Lore-masters as always will have access to Legendary Books and Staffs that will continue to bolster the power of their skills. Many of the new modifiers on weapons will focus on the reliability of skills and increases in the damage output of the Lore-master.

Conclusion
The focus of the Lore-master’s updates were to truly refine some of the options they had before, so they could become very focused categorically, and dominate the area they are focused in. Ultimately, the true power of the Lore-master exists in the smart tactical execution of skills that can shut down enemies or force them to face the Lore-master on his or her own terms. As with all things, we’ll be making tweaks all the way through release so some of these things may change, but this is a snapshot of where the class is headed.

from: http://community.lotro-europe.com/news.php?search=yes&keyword=&pagename=news&type=News&search=yes&keyword=&pagename=news&type=News&id=8079&type=Points%20of%20Interest&pagename=gameinformation
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« Reply #1 on: October 21, 2008, 06:25:52 PM »

Ta, czytałem wczoraj o tym.  I aż tak pozytywnych myśli na forum od beta-testerów nie było :(. (podobnie jak u ministreli) Np. można znaleźć takie głosy:

"Just so people know, a lot of the LMs from Beta are frustrated because very few suggestions were acted upon and there was no communication from the LM dev even though many Beta LMs made very similar suggestions and there was a lot of agreement among us. Other devs were much more reactive and/or communicative. And it's no secret that the combat system changes are much easier on weapon DPS classes than tactical classes (far fewer crits and less scaling of damage as you level up)."

Pożyjemy zobaczymy, jest jeszcze miesiąc, mają czas na mały balansing.
Huriel
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« Reply #2 on: October 21, 2008, 07:56:32 PM »

no czytajac powyzsze, nie mam na razie pojęcia, w który build pojdę na lore masterce - chociazby dlatego, ze zawsze szlam w leczenie, a tu tylko debuffy, kryty i pety.

Pozyjemy, zobaczymy - może dorzuca cos więcej i okaże się, że te buildy są ciekawsze, niż sie teraz wydaje
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« Reply #3 on: April 02, 2009, 02:54:52 PM »

http://lorebook.lotro.com/wiki/Release_Notes_Volume_2_Book_7_Official#Lore-master
Ano pare zmian nam radośnie wprowdzą, na lepsze? na gorsze? pozwolilam sobie dodac komentarze:)

Lore-master

    * Decreased the power cost reduction to -5% for the following Lore-master tomes: Tome of Beasts, Tome of Nature, and Tome of the Dúnedain.

    * Knowledge of the Lore-master, displays more complete information again. - własnie, czyz nie było to ciekawym wielce, że wszystkie moby w Morii miały odporności na wszystko fair i feeble, bez wzgledu na to, czy były to elity uruki, czy pajaki, czy inne?:)

    * Text for the Ancient Master was incorrectly referring to Dead rather than Men with Improvements for Warding Lore.

    * Removed Subtle Wizard from the Lore-master Traits. (Statistically, it was not used by LM anywhere.) - to trzeba to było już dawno usunąć, albo zmienić na cos bardziej przydatnego, omg...

    * Added "Fast Loader" which removes induction from BF. (The answer to the riddle, "Why does the Burglar not have an induction for Riddle but the Lore-master has one for BF?") - przeciez Fast loader został dodany z początkiem Morii...

    * Improved Storm-Lore is now worth 25% damage. - i miodzio:)

    * Changed the animation used for Honey-n-Oats usage to be more appropriate for the action. - tzn pewnie teraz będzie się wołało miska i łyżeczką wciskało do mordki papkę:)

    * 'Proof Against All Ills' has been rewarded to clarify that, once slotted, Leech Craft and Tend the Sick only work on fellowship members. - no i kupa, znaczy się na reszte rajdu nie... Ale, ale czy tego juz nie było?

    * Legendary Titles that increase Light damage now properly increase the damage of Lore-master Light-based attacks. - oby.

    * The deed Beast-lore can now be accomplished by using Sign of the Wild: Rage or Sign of the Wild: Improved Rage. - improved rage dostawało się, jak sie mialo wytraitowane Beast Lore...

    * Improved Blinding Flash is now counted towards the completion of the 'Explosive Force' deed. - j.w ?

    * Non-combat pets keep up with their masters a little better. - no prosze, moja wiewiórka juz nie będzie uciekała na drzewo, a królik nie zacznie bzykac pierwszego lepszego zajaca...

    * As a Lore-master, if you have the trait "Power and Wisdom" slotted, the tooltip for the skill "Power of Knowledge" will now display the correct 'Channel Duration' of 24 seconds.

    * Fixed a bug with "Sign of Power: See All Ends" being unable to overwrite the traited version of "Sign of Power: Command." The fix for this adds a bit more functionality to Lore-masters; they're now able to have both "Sign of Power: Command" and "Sign of Power: See All Ends" on the same target at the same time. - ok, dobra zmiana, mnie akurat drażniło, że albo jedno, albo drugie.

    * Renamed "Sign of Power: Wizardry" and "Sign of Power: Wizard's Fire" to "Sign of Battle: Wizardry" and "Sign of Battle: Wizard's Fire." This was done in order to differentiate the functionality of "Signs of Power" versus "Signs of Battle".

    * "Signs of Power" are always able to stack on a single target from the same Lore-master. - "nowość" ;-)

    * With "Signs of Battle" a single Lore-master can only place one "Sign of Battle" on a target at a time, but if there is more than one Lore-master they can each place a "Sign of Battle" on the same target. - to tez "nowa nowość" ;-)

    * Improved Sticky Gourd now increments the Wild and Ward Trait properly.

    * 'Sign of Power: Wizardry' and 'Sign of Power: Wizard's Fire' descriptions have been updated to remove reference of a shared cooldown. - który nie był prawdą.

    * Tier 6 & 8 'Beacon of Hope' threat reduction legacies display the correct tooltip information.

    * The Sabertooth’s core-attacks now deal frost damage, as well as having their supercritical multiplier raised on common attacks.

    * Changes to "Sign of Power: Righteousness":
          o This sign will cure dazed, knockdown, knock-out, silence, and stunned effects. It will provide temporary immunity to: dazed, knockdown, knock-out, and stunned effects. This skill has no effect on cowering, full disables or Fellowship Maneuver combat states - niby w opisie dodają, że "leczy stuny", czego wczesniej nie było, więc może nie będzie działał na nie tylko prewencyjnie, ale również wybudzał.  ***

          o This skills' hard cap of 60 seconds has been removed so that IA weapons plus the traits are now are stackable. This change necessitated that it no longer impact cowering from Dread - czyzby antystun juz nie był receptą na kulenie sie od dreada? hmm to może skomplikować pare instancji:)

          o This skill also no longer can be countered by roots and will remain on the target even through a rooted combat state - zdecydownaie drazniło na Etten:)

***wczesniej sign of righteousness miał następujący opis: This sign will cure silence, knockdown, and knock-out effects, and then will provide temporary immunity to knockdown and knock-out effects. Used preventively, it will make you immune to these effects for a period of time.
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« Reply #4 on: April 02, 2009, 03:30:13 PM »

Fast Loader był, Proof Against All Ills działał tak już wcześniej, Improved Storm-Lore tak samo. Te zmiany nie były ujęte chyba w jakichś poprzednich Patch Notes i tylko dlatego teraz o nich piszą.
Jeśli chodzi o antystun, to też żadna to nowość, bo normalnie wybudzał.
W FT używałem go wielokrotnie na graczy uśpionych na 30 sekund i wstawali dzielnie, jak tylko ich potraktowałem Sign of Power: Righteousness.

Reszty nie chciało mi się czytać, jak nie dodałaś komentarza, to pewnie same nudy są :P. Szału nie ma.
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« Reply #5 on: April 02, 2009, 03:32:04 PM »

no bo w sumie nie ma co czytac, bo rozpisali się wlasnie o tych rzeczach, ktore juz działaja/zostaly wprowadzone... wydaje mi sie, że to opisali tylko po to, zeby jakos "dziurę" załatać, bo "wypada"...
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