Sunday, 17 June 2018

Level 115 Gear

Myndariel finally reached level 115 while doing some Erebor quests in Northern Mirkwood. It's been a slow and arduous journey levelling from 105 to 115 and I hope they don't make any regions like Mordor again because it wasn't fun. Northern Mirkwood, on the other hand, is beautiful and a joy to explore and quest through.

Now that I'm 115, I need new gear. So where do I get level 115 gear?

  • Crafted gear
  • Quests in Northern Mirkwood
  • Dungeons/raids/instances
  • Barter with factions
  • World drops
  • Auction hall
Unfortunately, skirmish camp gear only goes up to level 105 at present.

The maximum level for legendary items is still level 100.

World Drops


These scaled items have no Light of Eärendil and generally no essence slots. Item levels range from about 304 to 315. They can drop from mobs, be found in treasure caches, or for sale at the auction hall.

Quests


Some quest chains in Northern Mirkwood reward you with level 115 gear with item level 340. I got gloves from Dale, a helmet from Erebor, and boots from Felegoth.

Crafted Gear


Some crafted gear have essence slots and most have Light of Eärendil. Recipes must be purchased from barterers. Crafted gear may be for sale at the auction hall.

Conquest of Gorgoroth (Mordor)

The Quartermaster (Conquest of Gorgoroth Crafting) has Doomfold recipes for item level 323 to 326 armour, weapons, jewellery and minstrel instruments. There are also superior minstrel instrument recipes for item level 336 instruments.

The Quartermaster (Gorgoroth Crafting Vendor) has superior versions of Doomfold recipes for item level 333 to 335 weapons, armour and jewellery. Ally standing with Conquest of Gorgoroth is required to purchase recipes.

Men of Dale (Northern Mirkwood)

The Quartermaster (Men of Dale Crafting) has Doomfold recipes for item level 345 helmets, Will pocket and Will necklace. Kindred standing with the Men of Dale is required to purchase recipes.

Elves of Felegoth (Northern Mirkwood)

The Quartermaster (Elves of Felegoth Crafting) has Doomfold recipes for item level 345 helmets, Agility pocket and Agility necklace. Kindred standing with the Elves of Felegoth is required to purchase recipes.

Dwarves of Erebor (Northern Mirkwood)

The Quartermaster (Dwarves of Erebor Crafting) has Doomfold recipes for item level 345 helmets, Might pocket and Might necklace. Kindred standing with the Dwarves of Erebor is required to purchase recipes.

Barter with Factions


Gear can be earned by completing quests and tasks to impress various factions and collecting the appropriate tokens of barter.

Conquest of Gorgoroth (Mordor)

The Quartermaster (Gorgoroth Rewards Vendor) has item level 330 off-hand weapons and shields for barter. Ally standing with Conquest of Gorgoroth is required to purchase items.

The High Enchanter (Elf-smith) has item level 330 armour and jewellery for barter using Ash of Enchantment. Ally standing with Conquest of Gorgoroth is required to purchase items.

The Keeper of Mysteries (Vendor of Rare Oddities) has item level 337 armour for barter using Ash of Enchantment.

Men of Dale (Northern Mirkwood)

The Quartermaster (Men of Dale Rewards Vendor) has item level 340 light armour and jewellery for barter. Acquaintance standing with Men of Dale is required to purchase items (some items require higher levels of reputation).

Elves of Felgoth (Northern Mirkwood)

The Quartermaster (Elves of Felegoth Rewards Vendor) has item level 340 medium armour and jewellery for barter. Acquaintance standing with Elves of Felegoth is required to purchase items (some items require higher levels of reputation).

Dwarves of Erebor (Northern Mirkwood)

The Quartermaster (Dwarves of Erebor Rewards Vendor) has item level 340 heavy armour and jewellery for barter. Acquaintance standing with Dwarves of Erebor is required to purchase items (some items require higher levels of reputation).

Allegiance Halls

Quartermasters for the Court of Lothlórien, Durin's Folk, The Kingdom of Gondor, and Hobbits of the Company have item level 330 armour and jewellery for barter.

Instances (dungeons/raids/challenges etc.)


The Featured Challenge Rewards Vendor has item level 340 class sets of armour (with set bonuses) for barter.

The Plateau of Gorgoroth instances (The Court of Seregost - small fellowship, The Dungeons of Naerband - fellowship, The Abyss of Mordath - raid) are designed for level 105-115 and has gear drops with Light of Eärendil. The item level will depend on the instance level (based on preliminary data from Lotro-Wiki, it appears that at level 115 the item level will be at least 330).

Essences


You can purchase Tier 10 essences from:
  • Keeper of Mysteries (Vendor of Rare Oddities)
  • Quartermaster (Men of Dale Rewards) - requires Kindred standing with Men of Dale
  • Quartermaster (Elves of Felegoth Rewards) - requires Kindred standing with Elves of Felegoth
  • Quartermaster (Dwarves Rewards) - requires Kindred standing with Dwarves of Erebor

Crafting essences of your choice may also be an option:

EssenceItem LevelRecipe SourceRequirements
Shadow Essence326Conquest of Gorgoroth Crafting...
Empowered Shadow Essence330Gorgoroth Crafting VendorAlly (Conquest of Gorgoroth)
Abyssal Essence337......
Empowered Abyssal Essence345......
Northern Stronghold Essence345Men of Dale Crafting

Elves of Felegoth Crafting

Dwarves of Erebor Crafting
Kindred (Men of Dale)

Kindred (Elves of Felegoth)

Kindred (Dwarves of Erebor)


I will try to update this if changes occur or I learn of other sources of level 115 gear.

    Saturday, 16 June 2018

    Introducing the Rune-keeper: Level 1-20

    Rune-keepers attune themselves to words of power that let them unleash fire or lightning damage, or healing. Both elves (including high elves) and dwarves have a significant history with runes and secret or lost languages and are the only races who can become rune-keepers.

    Rune-keepers wield a rune-stone as a weapon, and carry a special satchel for storing it. Jewelers can make rune-stones and there are three types with slightly different stat priorities: fire, lightning or ice. RKs (as rune-keepers are often called for short) are spell-casters so usually stay at range, although in the lightning spec they often need to be close to their targets.

    The rune-keeper class is not readily available to free-to-play players: you will need LOTRO Points to buy the class (795 points) or the Moria expansion which includes the class (2495 points).

    Here I'll record my experience levelling a rune-keeper from level 1 to 20, talking about skills, specs and anything else that might be useful to know.

    Level 1 Elf Rune-keeper

    Here's our brand new rune-keeper and some information about her:
    • Wears light armour
    • Wields a rune-stone (counts as a two-handed weapon but it looks like you're dual-wielding them in combat)
    • Has a rune-satchel equipped in the class slot
    • Primary stat is Will (although strangely, Agility is shown as the highest stat at level 1!?!)
    • Starting abilities are: Fiery Ridicule (a fire damage over time spell that stacks up to 3 times and increases Battle attunement by 1 point), Scribe's Spark (an instant lightning damage spell that increases Battle attunement by 1 point), Shocking Words (an instant lightning damage and stun spell that has a 20 second cooldown and returns attunement to Neutral), and Prelude to Hope (a heal over time spell that increases Healing attunement by 1 point).

    This is the Attunement Metre:
    Rune-keeper attunement bar
    When you are out of combat for awhile, or use certain skills, your attunement returns to Neutral (or Steady-state) in the middle of the attunement bar. Damage skills increase the Battle attunement and little bars will turn yellow to red from the middle towards the left. At 10 points of Battle attunement, the bar to the left will be completely lit up red. Using healing spells will move the attunement towards the right. At 10 points of Healing attunement, the bar to the right will be completely lit up green (but if you were in full Battle attunement, it would take 20 points to move the attunement to full Healing attunement).

    When you start a new rune-keeper, you will find an item in your inventory called "Rune-keeper -- Attunement" and it gives a brief overview of the class that you might find useful (for example, the characters marked on the attunement bar; the symbol like an "F" represents the Sindarin word "Dagor" and means "battle", the symbol like a "b" represents the Sindarin word "Thalas" and means "steady", and the symbol that looks a bit like a "m" represents the Sindarin word "Nestad" and means "healing").

    The first quest in the introduction provides a satchel that contains a better rune-stone. At level 2 you are sent to the rune-keeper trainer who wants you to practise using Fiery Ridicule against a training dummy. They give you a new rune-stone and a handy hint - skill icons that increase Battle attunement will have a red background and skill icons that increase Healing attunement will have a green background.

    At level 6 you get a new skill. Chilling Rhetoric does frost damage and reduces your target's movement speed, but it has a 20 second cooldown which really limits its usefulness.

    Also at level 6 you get to choose a specialisation. The options are:
    • Blue = Benediction of Peace - focuses on healing, especially with heal over time (HoT) skills. You also gain several skills: Rune-sign of Winter is a HoT that also reduces damage taken while Writ of Health is a HoT that can stack up to 3 times.
    • Red = Cleansing Flame - focuses on long-range DPS, especially with fiery damage over time (DoT) spells that are channelled or have a cast time. You also gain Smouldering Wrath (a fire DoT that is channelled) and Writ of Fire (a fire DoT that can stack up to 3 times).
    • Yellow = Solitary Thunder - focuses on short-range DPS with instant lightning damage. You also gain Sustaining Bolt which does an instant burst of lightning damage and reduces power costs for skills for 15 seconds, but also resets attunement to Neutral and has a 15 second cooldown, and Writ of Lightning which deals lightning damage and reduces the target's lightning resistance.

    So for questing and levelling, Red or Yellow are the main options. For healing in groups or instances, choose Blue. From what I've heard and experienced myself so far, Red has stronger DPS but you have to stay still while you cast. Yellow has instant-cast skills which gives more mobility, and more crowd-control skills, but you have to get close to your target (and you've only got light armour so you're rather squishy), you have cooldowns to wait for and the DPS is more spiky (lightning *is* spiky hahaha, but I meant more affected by procs and crits or lack thereof). However, because they have such different play-styles you should probably try both specs and see which one you enjoy most.

    After completing the introduction, don't forget to check your mail for the adventurer's gift. It contains several useful items and starts a couple of quests, including one that rewards 5 Tokens of Salutations which can be traded with the Barterer for a pocket item that increases run speed plus some health or power potions. The run speed buff can be quite helpful, especially if you don't have a mount.

    At level 7 you get your first trait point that you can spend on your chosen specialisation. You get a new trait point every odd level.

    Here's a cosmetic tip - rune-satchels are typically turquoise and brown, but that might not look good with your beautiful outfit. However, you can dye a rune-satchel and add it to your cosmetic outfit panel, or you can add a rune-satchel to the wardrobe and apply several dyes to match different outfits. Unfortunately there are not many styles of rune-satchel to choose from.


    Default Rune-satchel

    Rune-satchel dyed Rust

    Here's another tip - you can purchase a Simple Chisel or Simple Riffler from the Rune-keeper Trainer (or metalsmiths can craft better versions) which goes in your ranged weapon slot. Chisels give extra stats (such as increased tactical mastery which increases damage/healing plus either finesse, in-combat power regeneration or critical strike) while Rifflers increase stats and can alter some attributes (such as increased tactical mastery plus either reduced threat, increased Prelude to Hope healing or all Writs have reduced power costs).

    At level 8 you get Shocking Touch, a melee-range lightning spell that dazes the target and moves attunement 3 points towards Neutral. It also has a 20 second cooldown.

    At level 10 you become eligible for Epic Battles such as Retaking Pelargir, but although you get scaled up to level 100, without all your equipment slots filled and with limited abilities, it may not be a very successful or satisfactory experience.

    The next new skill is learnt at level 14. Word of Exultation is a bubble that grants extra health temporarily. It requires you to be in healing attunement, so it may be difficult to apply to yourself in the middle of a fight. If in battle, use a skill to return you to neutral attunement then cast Prelude to Hope (or another healing spell) to activate healing attunement, then quickly use Word of Exultation when it becomes available. The effect lasts 12 seconds and has a 30 second cooldown.

    Word of Exultation bubble

    I've been trying out both fire and lightning specs and I had an interesting experience in the spider grove in Rath Teraig in Ered Luin. In fire spec, I was getting higher DPS if I alternated between Writ of Fire and Fiery Ridicule, but that ended up pulling several spiders into combat with me. I dotted them all up and burned them down but I was taking quite a lot of damage while casting and had to use Prelude to Hope to heal myself. I changed to lightning spec and alternated between Writ of Lightning and Scribe's Spark and I was pulling each spider individually, killing them in a couple of hits and not taking any damage.

    At level 15 Rune-keeper trainers can sell you a better rune-satchel. Basic Rune-satchel of Dagor increases Shocking Words damage by 2%, Basic Rune-satchel of Nestad increases Prelude to Hope pulses by 1 and Basic Rune-satchel of Thalas reduces target resistance to Shocking Touch. Tailors can make even better rune-satchels for level 20+. You also get a quest to visit Techeryn outside the Forsaken Inn in The Lone-lands. They can teach you more about the power of words and runes.

    The Forsaken Inn with Weathertop in the background
    Techeryn asks you to join her on Weathertop for the lesson. A storm rages as you place rune-stones on top of flat stones at Weathertop's summit. Orcs try to drive you off the mountain, but you must hold your ground and wait. Lightning strikes each of the rune-stones then Techeryn explains the rune on the stone represents "thunder-bolt" - you effectively told the lightning where to hit and it did. That is the power of the rune-keeper. As a reward, you are given a new rune-stone and the title "Eye in the Storm".

    The "thunder-bolt" rune-stone rests on the flat stone

    At level 18 you get two new skills: Scribe a New Ending is a cleanse that removes a debuff (wound/poison/disease/fear) from you or an ally every 2 seconds for 6 seconds (up to 3 debuffs in total - very helpful!). Epic for the Ages is a direct heal with a long cast time, a 15 second cooldown and requires healing attunement.

    You also get two new skills at level 20. Nothing Truly Ends is an out-of-combat resurrection skill and Break the Bonds breaks you out of crowd-control effects.

    Some of my gear was quite low level, so I upgraded my armour and jewellery at the Skirmish Camp. Now Fate is my highest stat, followed by Vitality and Will. Skirmishes become available at level 20 so I did the introduction quests for that too.

    Here's how my rune-keeper looks now at level 20:
    Elf Rune-keeper at level 20

    Then I headed to the Training Hall in Bree and tested Red and Yellow specs' DPS with no consumable buffs active over 3 minutes or until I ran out of power, and took a screenshot at the end to eliminate the effects of DoTs that kept going after I stopped attacking. I repeated this three times and recorded the best result below. For virtues, I had one tier of Compassion and three tiers of Charity. With my 7 trait points, in Red spec I placed 5 points in Deliberate Address for +5% Tactical Damage and 2 points in Conflagration of Runes for +6% Fiery Ridicule Damage, while in Yellow spec I put 5 points in Confounding Principles for +5s daze effect and +25% damage from Shocking Words, and 2 points in Cutting Remarks for +2% Tactical Critical Chance.

    Here are my DPS results (collected with the CombatAnalysis plugin):

    StatisticsRed (Cleansing Flame)*Yellow (Solitary Thunder)
    Total Damage591211977
    Time1 m 24 s3 m 0.2 s
    Average DPS70.466.5
    Minimum Hit554
    Average Hit61.6113.0
    Maximum Hit266382
    Attacks96106
    Critical Strikes (%)19 (19.8%)18 (17.0%)
    Power (%)1207/1300 (92.8%)1290/1300 (99.2%)
    Skill Priorities:
    1. Writ of Fire
    2. Fiery Ridicule
    3. Smouldering Wrath
    1. Sustaining Bolt
    2. Writ of Lightning
    3. Scribe's Spark
    * Data collected by manually reviewing combat log

    For Yellow, I tried including Ceaseless Remarks (from the yellow class traits tree) in the rotation but it used a lot more power (only 25-30% power remaining after 3 min instead of 99%) and average DPS was about 60. Instead, using Writ of Lightning and Scribe's Spark until Sustaining Bolt is available worked better. If in melee range, using this rotation and Shocking Words on cooldown produced slightly higher DPS than shown above (about 75 DPS) and also used neglible power.

    For Red, I had a lot of trouble recording the combat because it kept stopping while Smouldering Wrath was channelling. With three stacks of Writ of Fire and Fiery Ridicule, then using Smouldering Wrath, I was getting around 90-110 DPS before it stopped recording, usually around the 15 second mark (so no indication of sustained damage potential).

    So I manually timed 3 minutes of attacking the training dummy then reviewed the combat log. It did not show the full 3 minutes, only the last 90 seconds or so. I recorded the type and damage of each attack (e.g. Fiery Ridicule: 89, Writ of Fire Tier 3: 63 or Searing Words: 45) and whether it was a crit or not. I repeated this three times and recorded the best result above. Under the circumstances this seems to be the best estimate I can provide.

    General Observations

    I was disappointed with the rune-keeper - it feels like it doesn't have enough abilities at level 20 to really give you a good idea of what it's capable of at higher levels. Spamming two builder skills and an execute doesn't take much strategy, although maybe keeping track of stacks and procs does (I've heard the BuffBars plugin is recommended). The DPS was much lower than I expected too. It seems this is just the tip of the iceberg and there's a lot more complexity to come. I guess you just have to be patient, but I don't really like waiting for a class to get better - I want it to be fun and interesting from the start. I have two other rune-keepers levelled to 42 that I want to like, but they are still a chore to play.

    If you're going into a difficult battle, try using Prelude to Hope before starting combat so that your health keeps getting topped up as you fight. It's only a small heal though so you may still need potions.

    Stats

    • Will - your main stat that increases damage and healing
    • Fate - increases survivability (morale/power regeneration), damage and healing (increases critical strike chance)
    • Morale and Vitality - increases survivability
    • Critical Strike Rating - increases damage and healing
    • Mitigations and Resistances - reduces damage taken

    These stats should help make the levelling process a bit easier in the beginning. Look for light armour with will and maybe some jewellery with critical strike rating or fate. Morale is always helpful (vitality also increases morale). The best place to get mitigations and resistances at low level is probably from virtues.

    Here are some virtues that may be helpful for Rune-keepers and how to get them by level 20:

    VirtueActivityDeed
    INNOCENCE

    (physical mitigation, tactical mitigation, resistance)
    Complete 75 quests in The ShireLife of a Bounder (Final)(The Shire)
    COMPASSION

    (physical mitigation, tactical mitigation, non-combat power regeneration)
    Complete 15 quests in The Shire

    Complete 20 quests in Ered Luin
    Life of a Bounder (The Shire)

    Defender of Ered Luin (Ered Luin)
    WISDOM

    (will, in-combat power regeneration, resistance)

    Explore Elf-ruins in Ered Luin

    Explore the Old Forest in Bree-land

    Find pages from the Journal of Cardolan in the Barrow-downs
    Elf-ruins Exploration (Ered Luin)

    The Old Forest (Bree-land)

    Lore of the Cardolan Prince (Bree-land)
    IDEALISM

    (will, fate, resistance)
    Find relics of the Dúnedain in Bree-land

    Find flowers in The Old Forest in Bree-land
    The History of the Dúnedain (Bree-land)

    Flowers of the Old Forest (Bree-land)
    PATIENCE

    (physical mitigation, resistance, in-combat power regeneration)
    Explore Dwarven settlements in Ered Luin

    Retrieve spoiled pies in The Shire

    Deliver mail between settlements in The Shire

    Explore the ruins of Bree-land

    Explore the Barrow-downs in Bree-land
    Places of the Dwarves (Ered Luin)

    No Place for Spoiled Pies (The Shire)

    Restoring the Quick Post (The Shire)

    The Ruins of Bree-land (Bree-land)

    The Barrow-downs (Bree-land)
    ZEAL

    (morale, physical mitigation, armour)
    Defeat 90 goblins in Ered Luin

    Defeat 90 spiders in Ered Luin

    Defeat 90 Barrow-spiders in Bree-land
    Goblin-slayer (Advanced)(Ered Luin)

    Spider-slayer (Advanced)(Ered Luin)

    Brood-hunter (Advanced)(Bree-land)
    FIDELITY

    (tactical mitigation, vitality, power)
    Explore landmarks in The Shire

    Explore Dourhand strongholds in Ered Luin
    The Sights of the Shire (The Shire)

    Scouting the Dourhands (Ered Luin)

    Pros of the Rune-keeper Class

    • Potential to have good DPS at high level (red spec is popular for raiding)

    Cons of the Rune-keeper Class

    • Has either limited mobility (red spec) or range (yellow spec)
    • Can be squishy
    • Limited AOE at low levels
    • Low DPS and healing at low levels
    • Doesn't reach full potential until high level
    • Lots of debuffs to keep track of

    I hope this has been helpful. Feel free to leave any questions or advice for new rune-keepers below.

    Coming soon in the Introducing X Class series: the Warden.