LotRO: Graphical view of Warden’s Fist Gambits

The last group of Warden Gambits is the yellow group initiated by a fist attack, and this one was significantly more difficult to make sense of. Indeed, whatever the sequence, the pattern will break at some stage when more elements are added to building up the gambit.

Accordingly, in particular in comparison to the shield gambits that I found pretty straightforward, it my be a bit more difficult to memorize patterns instead of individual gambits. But without further ado, let’s have a look at the result:

Graphic of all fist gambitsWhile mapping this one out, I found myself having a hard time making sense of it, so I decided to add the colour squares describing the effects at the right hand of each gambit. I hope it remains readable for the rest of you. A red square will indicate that the whole gambit has an AoE effect, and the number in the first red square will show how many targets will be affected. The red AoE marker will overlap other colours to show what other components benefit from AoE.

One blessing is that the AoE morale leech gambits (in the middle column) are all built upon the one same consistent pattern, fist->spear->shield as a starter. I’m again far from able to speak from experience but I suspect those will come in handy.

The other seemingly important tanking gambits are Goad and War-Cry on the top right corner, the latter also adds a HoT (Healing over Time) effect on the Warden. One thing to point out again on this chart is that ToT (Threat over Time) effects do stack, so having two instances of Goad ticking away will not lead to the second one overwriting the first one. On the other hand, HoTs do not stack, and tanking will probably involve a healthy mix of the two short AoE threat fist gambits with  the various HoT gambits from the shield line.

Showing the key AoE threat gambits Last but not least, as Longasc pointed out to me on Twitter, War Cry (Fist->Shield: AoE ToT + HoT) is the reverse sequence of Impressive Flourish in the shield line (Shield->Fist DoT + HoT). But let’s look at what happens when you continue that line, as shown on the figure on the right: A shield followed by a War-Cry will generate Threat transfer, in other words, the Warden will start to take all threat that the healer and the DPS members in his fellowship have accumulated onto himself. So you could think of AoE Threat generation as: War-cry to get attention, then periodically shield + War-Cry to scoop up “stray” fellowship threat.

Mind you, this is purely from a memory stand-point, not a tanking treatise. You’ll want to check with the true experts, starting with Doc Holiday on the LOTRO Reporter here.

And this completes this mini-series. If you missed the previous posts, here they are:

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LotRO: Graphical view of Warden’s Shield Gambits

Following up on my previous post, here is a graphical representation of the Shield (green) gambits for the Warden class:

Graphic of the Warden's Shield GambitsThe Shield gambits are also relatively well organized. Only one odd gambit stands out, at the top right corner of the illustration, shield + fist places a Damage-over-Time effect on the opponent and a Heal-over-Time effect on the Warden. The continuation of the same sequence in alternance then produces a threat transfer effect – the Warden gets the threat accumulated by all other fellowship members, which on paper looks like a good way to ensure he always stays at the top of the mobs’ attention. The end of the shield + fist sequence adds again a Heal-over-Time effect.

Now like in many other MMOs, healing produces threat of its own, so HoTs are desirable not just for added survivability but also because they raise the threat threshold for the warden.

The left column produces defense bonuses in increasing order, with first the double Shield giving 20s block bonus, then shield->spear->fist (-> shield) adding 30s (1 min) bonuses to block, parry and evade. With my puny level 10 Warden, I’m far from seeing these in action but I suspect these too will become part of the gambits a tanking Warden will want to keep running at all time.

Finally, in the center column, the shield+spear sequence, which mostly produces direct damage and a heal-over-time. One important point here is that while the Warden’s threat abilities (we’ll see in the post about the Fist gambits that there’s a notion of ToT, Threat over Time) stack, HoTs do not, so getting multiple different HoTs running at the same time will both add to survivability and threat level.

And if I got these mechanisms wrong, I’d be grateful for any reader to correct me, the comments section is ideally suited for that.

The Fist gambits post will eventually follow, that is, as soon as I manage to make sense of that ragtag mess or give up and just mash it all together. We’ll see.

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LotRO: Graphical view of Warden’s Spear Gambits

While my currently highest leveled toon is a Runekeeper, I already started out one of every class for flavour (except captain and burglar). One class that stands out in terms of gameplay is the Warden.

The Warden class has a lot less direct skills than anyone else. Instead, it builds combos, called Gambits in the game, by chaining together a sequence of three basic attacks, spear, shield and fist.

During the first couple of levels, the Warden can only chain two attacks, but as the character progresses in levels, he will eventually be able to chain up to five of those attacks together. There are currently 35 different gambits in the game, and remembering which one does what may be a bit daunting. However, by reading some Warden-specific material, one of the advice pieces offered on the official forum mentioned that simply remembering the logic made that task a lot simpler.

And from there I decided to see if I could map those out. Turns out two of those gambit groups are quite easy to map, and here’s the first of these, the Spear gambit family.

Chart of Spear Gambits

Spear gambits are primarily damage-centric. The colour squares on the illustration above group the gambits by rough effect family (DD stands for Direct Damage, DoT for Damage over Time).

As hinted at in the previous post, the Spear line is relatively easy to group. Sequences of Spear + Shield produce interrupts. Spear + Fist produce direct damage. Spear + Shield + Fist add a DoT to the base damage. The last group is a bit less easy to define, Spear + fist + shield will produce a different special effect the longer the sequence is: remove 1 corruption effect, increase attack speed and add melee damage.

There’s one single sequence that stands out, “The Dark Before Dawn”, which start out like an interrupt sequence but actually produces a special effect instead, recovering power.

Want to play a Warden? Unfortunately, that one is one of the premium classes, and normally costs 795 Turbine Points to unlock. However, they get a 20% or 50% discount every so often. And if you’re interested in both the Warden and the Runekeeper, you might want to consider waiting out the next time the Moria Expansion is on sale, as it will have both classes, plus 2 character slots, plus all of the Moria content included.

Finally, talking about Warden would not be complete without pointing out the Premier Warden blogger out there, DocHoliday, who runs his own blog at http://docholidaymmo.com, but also has a column at LotRO Reporter. His first post there deals with starting a warden, well worth reading.

Alternatively, to get a short feel, there’s always the invaluable Casual Stroll to Mordor, whose Altoholic-in-residence has a series up where he takes every single class and levels them up.

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LotRO: Trying to make sense of the Warden Gambits

After reading up on some specialized Warden resources, I decided there was a certain logic in how Gambit sequences were organized, and began mapping them in sequence, then grouping them by effect.
Which worked pretty well until I can to those yellow fist gambits, where it’s very difficult to see any logical pattern. Oh well. The other groups at least are quite logical. I’ll post what I have separately

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Speaking of LOTRO crafting: A caution to Farmers

So I decided to go and catch up on my cooking for my main toon. To do that, you need mostly farm produce. Which is great: farming is the only gathering profession that can be executed by low level characters exclusively in low-level areas.

As it happens, I have a level 8 toon freshly out of its intro, and used him to farm.

Farming is done in two steps: planting seed, and then harvesting. Middle-Earth has an amazing growth rate as it takes about 20 seconds from seed to harvest, by the way.

When planting seed, in the crafting UI, you have the option of planting multiple fields at a time – as many as you have seed (plus water and fertilizer) in your inventory. And as I found out, once a field is fully grown, the timespan before the crop vanishes is short – about the time it takes to plant 7 fields.

So the word of caution: don’t plant more than 6 fields at a time before harvesting, and from my kinship’s advice, 4 is the safer number to go for.

How to plant

When planting, turn around between every crop plant to separate the resulting layers

And for that matter, when seeding multiple times in a row, the crops are all stacked atop of each other, which makes it hard to harvest from the oldest to the newest field. When you decide to plant four fields in a row, turn your toon around a bit between every planting, the resulting crop fields will be easier to harvest, in the right order, as illustrated on the little graphic on the right. Helps tremendously. Many thanks to the level 65 elf leveling his farming next to my level 8 toon for demonstrating this, in Michel Delving, the Shire, on US-Imladris last night

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From Azeroth to Middle-Earth: Of Levels and Crafting

From Azeroth to Middle Earth logoFrom Azeroth to Middle-Earth is a series dedicated to presenting Lord of the Rings Online to World of Warcraft players suffering from Cataclysm fatigue who may want to look at a different game. The first post in this series addressed account types and character creation. Today we will look at early character development and crafting.

Leveling from Creation to Mid-level

The first half in terms of levels (the game currently caps at 65) is very straightforward. After creating a new toon, an optional tutorial will be proposed, followed by a prologue. The tutorial is specific to each character race but its story links to the introduction, which is common to two races each time: hobbits and humans share their intros, while dwarves and elves share theirs.

Depiction of zones per character race from level 1 to 34 in LotRO

Who levels where - the level flow for all new toons in LotRO

Tutorial and Introduction are instanced – the tutorial is a solo instance, which means no other players will be present. The Introduction is shared with all other new players of the same racial pair.

Which leads us very nicely into background lore. Lord of the Rings Online is sustained by an Epic Storyline centered through a series of quests that players can follow. Through the Epic quests, the player character shadows and supports the Fellowship of the Ring as they progress towards Mordor. The tutorial and Introduction give some backstory for each race, and it is highly recommended to play all four tutorials and both Introductions to get the full picture.

After the Introduction, your character will begin the Prologue in their respective starter areas. Those aren’t instanced, but each race will begin their Prologue in a different area (though Elves and Dwarves merely begin at the opposite ends of the same zone). It’s also worth noting that nothing really stops you from hopping over to a different Prologue zone and start questing there instead of where the game places you by default – in fact, there are some distinct advantages to broadening your horizons, as we’ll see in a latter post.

If you stick to your starting area, the Epic quest line will eventually send you over to Bree, where all character converge at last, questing in Eastern Bree-land until about level 20. From there, depending on your account type, you will have two options. The Lone-lands is available to all players for free, while the North Downs require either a VIP account or unlocking through the LotRO store, with Turbine Points. North Downs is likely to be less crowded and thus offer better mob spawns for specific kill quests. If you’re more after immersion and following Frodo and his band of merry hobbits, though, the Lone-lands is where they passed through on their way to Rivendell.

Fighting boars in Lord of the Rings Online

Boars - a staple of many MMOs, are also on LotRO's most hunted species list

Fellowship and Instances

After completing the tutorial, as seen previously, characters will be joined with other players, which opens up group play. Groups, or more accurately fellowships as they are called here, are quite an informal affair (which leads to a perpetuation, in LotRO, of that seemingly universal bad habit, blind invites) – in fact, there seems to be, at least in appearance, a higher readiness for players to group whenever they have to kill specific quest mobs, in particular named ones on a fixed respawn rates. Of course, there’s also a counter-example in the Elven / Dwarf introduction, which at one point asks the player to kill four sickly bears, which have exactly four spawn points, about a minute respawn rate each, and are fought for by every single player in the area on that specific quest leg. Can you even build a fellowship during the Introduction? To be honest, I have no idea, and have to admit that I just ran around that specific frozen lake for 10 minutes like a headless chicken, trying my best to tap a bear before anyone else. But then again, I’m a bit thick myself, as any reader from two years ago will remember.

The first group instances, the Great Barrows (advertised as GB in the LFF – Looking for Fellowship – chat channel), will unlock for your character at level 20. Those first runs are designed for a full 6-man fellowship, whereas later ones, starting at level 32, will support “small fellowship” play, aka 3-men teams. Once a fellowship is assembled, an interface allows one of the members to create an instance, and upon accepting the invite, all members will be ported in without any further ado.

Of Crafting

As most MMOs, Lord of the Rings Online has crafting. Unlike many others, though, players don’t select individual crafts but instead take up a bundle of three, called a vocation, which groups one or two gathering crafts (Farmer, Forrester, Prospector and probably also Scholar) with production crafts (Cooks, Jeweller, Metalsmith, Scholar, Tailor, Weaponsmith and Woodworker).

Again without any surprises, the gathering professions are the money-makers, whereas the production crafts are more of a money sink. But since every vocation has at least one gathering skill in there, it remains up to the player to decide what to make of what he collects. Done properly, money is really easy to come by in LotRO, much easier than in WoW. For reference, I just broke the Premium account gold cap two nights ago, at 5 gold, without even trying, just by selling unneeded ores, after buying two horses and a house, which amounts to another 2 gold, while I had a lot more issues getting money in Azeroth.

Each craft is separated in several tiers, and you can craft any recipe within a specific tier without any other requirements (provided you have the ingredients of course). Once you have completed a tier, a quest will unlock the next tier (very short for gathering, increasingly long for production crafts), and also enable to work on mastery on the previous tier. Mastery will produce critical results when crafting – for gathering professions, 3 of the intended products instead of 1, and for production crafts, a higher quality item.

What craft is good for my character?

Beyond the obvious choices – cooking is good for everyone, tailoring produces light armor & medium armor while metalsmiths produce heavy armor and so on, a few points to consider:

  • Farming grows ingredients for cooking
  • Woodworking produces shields, bows and musical instruments, which is interesting to tanks, hunters and minstrels
  • Jewellers produce rings, trinkets and baubles for everyone, but also the weapons for Rune-keepers and special trinkets for Captains
  • Scholars produce scrolls and potions good for everyone
  • Leather used by tailoring is first tanned using the Forrester profession.
  • Fishing isn’t a profession at all, but a hobby that can be taken up by everyone in addition to the rest.

Three more things to note:

  • Each craft requires an appropriate tool to be equipped (there’s a special slot for tools so you don’t need to swap your weapon for a pick-axe), and the default tools you get when you pick a vocation are more or less worthless – better to get at least the appropriate Bronze tool off the AH as soon as you can (or better yet, pick Armoursmith as your first vocation, create the tools for your intended vocation, then change vocations).
  • When you change vocations, you keep the mastery level of any crafts that are common to both vocations. You will lose mastery and recipes in all others
  • In the later tiers of production crafts, several high-end recipes are single-use only.

And this concludes today’s entry on the “From Azeroth to Middle-Earth” series. In the next post we’ll talk about character builds and much more.

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LotRO faction reputation: The KhazadGuard’s comprehensive review of crafting for Eglain

I’m still in the process of taking stock of the LotRO bloggers our there. A new source of insight for me is The Khazad Guard, and today they have a look a gaining Eglain faction reputation through all the various crafts: The Eglain Rep Grind. While the analysis is well worth the read, the ghist of it is that cooking is the least onerous way for gaining the highest reputation rank with the Eglain, the faction that dominates the Lone-lands, one of the areas where players quest between their 20ies and early 30ies.

I’m currently at level 31 there and one quarter away from the second highest faction rank just from questing and killing orcs, wights, goblins and other creeps that the Eglain find objectionable.

Speaking of which, crafting will be one of the elements covered in Altitis’ next “From Azeroth to Middle-Earth” post. Stay tuned…

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From Azeroth to Middle Earth: Account Types and Characters

From Azeroth to Middle Earth logoAre you worn out on Warcraft yet still attracted to MMOs?

Are fantasy RPG settings still what you are most interested in?

Are you looking for a quite solid and still growing game that offers you a Free to play with microtransactions business model because you don’t want to subscribe in case you don’t really like it?

In my case, with a yes answer to all three questions above, I found that Lord of the Rings Online (or LotRO from now on) was the current best available game out there, as hinted in my last post.

I’m one of those people who like to research a bit before they jump into a new game, and since I have picked up Altitis again, I though I could just as well start sharing what I found out or keep finding out. So without further ado, here are some basic tidbits for the burned out Azerothian looking to start their journey in Middle Earth, home to a still expanding universe devised by J. R. R. Tolkien.

First things first: Free to play / Premium / VIP?

LotRO offers three different account types:

  • Free to play: as it says on the tin – you download the game client and start playing. The game has free (as in beer) content that allows you to level to 30ish without a single dime spent. Through in-game achievements (“Deeds”), you will earn a certain amount of Turbine Points – those can be redeemed at the LotRO store to purchase additional content, perks and other features.
  • Premium: Not enough Turbine points for what you want? As soon as buy any Turbine Points (for real money), even the cheapest offering which is at $5 converts your account to Premium. Beyond what you will use your additional Turbine Points on, Premium accounts come with a couple of additional perks: an additional character slot per server (free accounts start with only two toons / server but additional ones can be unlocked through Turbine Points), you can post things at the AH (5 auctions at a time, and if you need more – and you probably will, more post slots can be unlocked to Turbine Points), and chat / in game mail restrictions put in place to restrain spammers on Free to play accounts are lifted. And while Free to Play accounts are limited to 2 gold per toon, the Premium gold cap is at 5 gold instead.
  • VIP: That’s the name of the monthly subscription. VIP gives you access to all the game content, grants you 500 Turbine Points every month, allows you to learn the riding skill through questing (Free and Premiums unlock it for 95 Turbine Points instead), lifts the gold cap, opens up 30 slots for posting on the AH and grants every toon you create during your subscription many additional perks that would normally be activated through Turbine Points. When your subscription lapses, your account gets “downgraded” to Premium.

What account type is right for you? The excellent site Mmorsel for Lord of the Rings Online (we’ll refer back to this site quite often) has a very comprehensive guide to help you choosing the best account for your taste. Personal recommendation: Start as free to play until you feel that you earn Turbine Points too slowly, then buy some and go Premium.

Also important to note: contrary to some other Free to play with optional subscription games I’ve tried, there seems to be no social stygma attached to Free2Play in the game. Then again, I’m playing on a server that was opened when F2P was introduced, so older servers might have some of that. I wouldn’t know, though I suspect many previous subscribers are now premium accounts.

Races & stats

First things, in Middle Earth all players are part of one same faction – upon joining you will immediately be drafted into supporting the Fellowship of the Ring and their allies against the darkness that dwells in Mordor and Isengard (well, not yet, those zones aren’t live at present).
If Azeroth left you with a strong preference for playing bovine, ovine, werewolfish, undead, blue or green skinned, horned or tusk-growing toons, you will find little joy in Middle Earth. LotRO sports exactly for races, hobbits, dwarves, humans and elves. And if you were one of the three remaining female dwarves in Ironforge, well, let’s just say that your next dwarf will get a big shot of testosterone and a beard. The other three races have a more noticeable distinction between both genders (the first indicator of this will be when you see the button labelled “Female” become clickable on the character creation screen).
As in your previous world of election, every race comes with a certain amount of racial traits. Some of them negative, but there are ways to remove these negatives later on, when you develop your character.
Some of the racial traits are quite self-explanatory. Others require a word or two of explanation, in particular stats:

  • Might: You used to know it as strength. Governs melee damage, both the damage you deal and the one you mitigate.
  • Vitality: Used to be your stamina. The more you have, the more health you’ll have (but HP are called Morale here). Vitality also provides damage reduction from normal and special (elemental, disease, poison etc) damage
  • Will: The primary caster stat, it influences Power (those are the Middle-Earth version of MPs / Mana), magical damage and healing, as well as out-of-combat Power regeneration
  • Fate: The secondary caster stat, influences both magical critical % and the amount of magical damage you deal, as well as in-combat health (morale, remember) and mana (power from now on) regeneration.

Note that magical damage is actually an inaccurate description. In LotRO, any special damage or effect is normally qualified as a “Tactical Skill“, and even classes that on the surface are no magic users will have several tactical skills in their arsenal. The “true” magic users are simply a lot more dependent on it.

For more details, we refer you again to mmorsel, who has several pages on stats depending on what type of toon you want to build. The starting point is their “How Stats Work” article.

Classes

There are seven free classes in Middle Earth, and two more that can be unlocked with Turbine Points:

  • Champion: This is your typical melee DPS warrior. Wears plate, dual wields, hits hard and AoEs.
  • Guardian: The traditional tank. Again, wears plate but adds a shield for additional survivability, quite difficult to kill. Enough said.
  • Hunter: No surprises here, the archery class, using bows and crossbows to decimate their foes from a distance, but switches to melee weapons to produce some decent hurt in close combat. A big change though, in Middle Earth, hunters have no pets. Just you, your bow and the target. And traps. Hunters travel faster than any other class, and solo very well. Like in Azeroth, they are one of the more popular classes. And if you roll an elven hunter, remember that every possible smartass variant on Legolas has already been made multiple times.
  • Burglar: The Middle Earth answer to the rogue. A stealth class, they are solid at debuffing and crowd control. Reputed to be more difficult to play than many other classes though.
  • Minstrel: Sings & shouts heal or hurt on friend and foe. In groups, the minstrel will keep the others alive and add a series of buffs to enhance everyone’s damage. Solos much better than Azerothian healer builds. It’s usually the most desirable healer in the game – but since there’s a shortage of minstrels, the other healers get a spot.
  • Lore-masters are a bit of a special case. Magic users (hence squishy), they’re a pet class with lots of debuffs in addition to their damage skills – a bit like a warlock. They’re using animals instead of demons as pets though, and have, I hear, off-healing capabilities. Like burglars, they group as a support class, both for their debuffs and CC abilities. Think a weird combination between shadow priest, warlock, and beastmaster hunter. In robes.
  • Captains: mostly a jack-of-all-trades and support class, they offer many self- and party-enhancing buffs, can off-heal (and later even main heal with the right build), and come with a pet. A pet standard-bearer in fact, and if running around with a male bearing a rug on a pole can be perceived as awkward in certain social circles, the captain has at least a quick access to shade when the sun gets hot. Haven’t played this one yet and don’t plan to, for that matter.
  • Wardens are one of the two unlockable classes. Take a hunter, give him a shield and plate armour, switch the bow for a javelin, add some taunts but also some basic healing, and you get the warden. The other main tank class in the game, it uses different mechanisms that the guardian, produces a higher damage output, has added survivability due to heals later on. The game-play is centered around skill combos for added damage, affects or threat. What’s not to like? Well the warden takes longer than a guardian to build threat, and groups will need to get used to that. And of course, it will cost you 795 Turbine Points to unlock it – around level 20 on another toon if you go the pure Free to Play route.
  • The Runekeeper is the squishy magic user of the bunch, the other unlockable class. Very versatile, it nukes fire, ice and lightning like a mage or an elemental shaman, and every spell cast improves the potency of the next one. Or the runekeeper reverses gear and starts healing like a tree druid, with mostly single-target HoTs. Does the job of either pure DPS and produces a world of hurt, or serves as a competent main healer, with the same equipment, and able to switch roles almost on-the-fly, even in combat, although several seconds will be required before becoming effective. Main drawbacks? A tendency to go splat faster than any other class, with very low Morale (that’s HP, remember?) and some flimsy robes offering, well, limited protection against piercing, slashing and bludgeoning, go figure. The Runekeeper is also a pet class, it has a pet rock that works like a shaman’s healing stream totem. But hey, at least you can rename it, and it has an elven rune on it. Particularly suited for aspiring geologists.

Parting words

A couple additional hints:
Groups or parties are called “Fellowships“. Yes, like that ragtag band of adventurers who wanted to go and throw jewellery into volcanoes. Accordingly, LFG becomes LFF.
Guilds are called Kinships. Kinships have levels and those are a factor of the kinship’s age: the first levels are attained very quickly and add simple stuff like MOTD, officer chat or support for more members (kinships can accomodate a 1000 players very early, so that’s not really a major factor). Much later on, guilds can hold private auctions (still at the normal AH but only your kin can buy these) and eventually get a kin house. Did I mention that Middle Earth has player housing? No? Well, Middle-Earth has player housing. From level 15 onwards. With decoration, furniture and additional storage space. You can have your own hobbit hole. How cool is that?
Every week, there are promotional deals on the LotRO store, that is, some items discounted between 20% and up to 75% of their normal Turbine Points cost. Quest packs in particular tend to come up quite often. Every Tuesday, there’s an additional sale of some items on top of that. And last but not least, from time to time, there will be a double points promotion – the amount of Turbine Points you can purchase for real money doubles for a week-end or so.
Here’s where the other recommended LotRO resource site becomes an absolute must on your RSS feed reader. Not only will they announce promos and discounts a bit ahead of time, but whenever there’s something on sales, they will quite often also give an appraisal of whether it’s worth the investment or not. The writers at Casual Stroll to Mordor have been around since way before LotRO became Free to Play, and their advice is always worth reading – Not just on sales, for that matter

And this concludes our first step of this new feature. Stay tuned for more in the coming days.

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Closing the Warcraft Book, Opening Lord of the Rings Online

It’s been what, almost a year? Time sure flies.

Cataclysm has come, and my inability to give a damn about it has persisted. Oh, I still read some Azerothian bloggers from time to time, but in reality, I only care about the meta posts, the ones focusing on the social aspects of the game.

Closure is due, and in that spirit, I decided it is high time to do some pre-Spring cleaning, dust off the cobwebs, and see whether I still have any live audience at all, or whether the 142 feedburner subscribers are nothing but spambots waiting for a new post to open.

Cleanup also brought me to my blogroll, and it’s at that stage that I took stock of just how many warcraft bloggers have stopped writing. When I last updated it, in Summer 2008 (in other words a couple of decades in ‘Net time), every one on there was active.

Today, I pruned 71 Wow-related blogs from the roll. All of those had no post more recent than last Fall. And while the Blog Azeroth community still gets many new blogs introducing themselves every week, it seems only the most dedicated are still around from the founding days.

I also cleaned up my links page, and found out in the process that my item tooltip provider had ceased their service. So if for whatever reason you were reading old warcraft related posts of mine and get error messages while hovering over an item link, my apologies. I’ll probably need to find a suitable replacement for all wow posts. Eventually.

And this cleanup marks the final closure on the World of Warcraft as far as yours truly is concerned. Since I last posted, I spent many bucks on Steam games, catching up on some great titles both single and multiplayer that I had missed while focused on WoW. Well, catching up is an overstatement, at the time of this writing, I probably have another 20 games or so that I have yet to play from the previous sales. I take great comfort in the fact that others are afflicted by similar troubles, most notably another former WoW blogger who expanded his focus to other (and wider) horizons a long time ago, Andrew of Systemic Babble.

It has been much quieter on the MMO front: while I’ve spent quite a bit of time trying out other things, nothing really had any lasting impact. I have tried out several of those fancy new Free to play + microtransaction MMOs over the past year and a half, in no particular order:

  • Wizard 101, cute, interesting combat based on building card decks, but became quite repetitive and grinding before reaching level 10 to me
  • Free Realms, another entry on the cute factor, too much limitations on F2P even early after their launch, even more, I understand, nowadays
  • Dungeon & Dragons Online – a trip down memory lane for sure. Quite nice for casual players actually, since you can play most if not all instances in solo mode. I again eventually found it a bit grindy for my taste. DDO is also a world built on loosely connected instanced areas with relatively long loading times in-between, and for some reason that eventually turned me off, perhaps more than other elements of the game. I found that in MMOs, I apparently need to keep a certain sense of seamless connection between areas in order to feel immersed. Lacking that, I’d rather play Neverwinter Nights offline.
  • Final Fantasy XI, take 2: Wow, talk about radical changes. FFXI was my first MMO, long before WoW. In the 5 years since stopping it, the game has undergone several important changes making it more casual friendly. Most amazing was to find out that several of the people from my old linkshell still played the game, and catching up and saying hello was definitely a plus. On the other hand, at this time I found out that experience hits upon death are no longer suitable to my playing time, habits and expectations. Good to revisit an old and previously beloved place, but at the same time, it felt a bit like visiting your childhood bedroom 20 years later.
  • Battle Forge: I quite like playing RTSes, I quite like the notion of building and playing decks of cards, so an MMORTS that uses trading decks as a way to build your army sounds great. Played for a while, then had a total hard drive crash, and never reinstalled. The reality is, I probably don’t really like the Real Time in Real Time Strategy. I’m not that good at twitch and fast paced reactions, and it turns out that what I really like are PE-RTS – Pause-Enabled RTS.

Mind you, none of the above are bad games, and if you’re looking at a change of pace, I would recommend you give any of them a try if it sounds fancy to you.

And so I was eventually bound to end up in Middle Earth.

Lord of the Rings Online is made by Turbine, the same developers who worked on Asheron’s Call 1 & 2 and DDO before that. And while many companies who have published and operated more than one MMO out there seem unable to really capitalize on their previous experiences, Turbine, according to those who have tried out all of their games, definitely seem to be learning and producing games that are more polished and offer more robust gameplay every time. A game perfect for casual players: Free to play with microtransactions means I can unlock content at my own pace. Loose and informal grouping. Able to provide ok challenge without at the same time having punishing penalties for failure (like others before, you get a hit to your equipment durability rather than experience points, there’s no corpse walking). At the stage I’m at, it’s definitely not a game designed for the hardcore players, and I have to confess that I haven’t yet spent any time looking at the raiding scene at all. I doubt there’s any bosses that take over 18 hours to defeat though (and here’s my parting shot to the WoW hardcore crowd: compared to FFXI’s endgame, you’re just scrubs anyway, regardless of how dumbed down both games have become recently). A good social climate, at least on my server (playing on Imladris-US). And many, many features that make the game interesting so far.

Speaking of the social climate, the only really annoying discussions on public chat channels seem to involve WoW (as in “-WoW is so much better than this! -Oh really? Why are you here then?”). And while my current Kinship (that’s Guilds in LotRO) isn’t necessarily the most chatty one, I got invited to a friendly and helpful bunch.

The opening of the LOTRO chapter on this blog definitely deserves its own posts, but in the meantime, there are two resources needed for players who want to give it a go:

  • MMORSEL for Lords of the Rings Online is a well organized and comprehensive information resource on the game.  Not sure what account model is right for you? How core game mechanics work? Whether a quest pack is worth purchasing? Mmorsel has the answer.
  • A Casual Stroll to Mordor is a multi-author blog and podcast that has a ton of information, guides, updates, and other useful resources.

Last but not least, a word of caution. The main LotRO servers are run by Turbine in the US, but in Europe, the game is operated by Codemasters. Depending on the ping you have, it may not be a good idea to play overseas. I found out when I already had a toon in my 20ies, a house and enough cash to pay for a mount or three that I was playing on the “wrong” servers.

And that’s enough for now. Need some screenies to illustrate the next post. Soon. I swear.

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