Game Terms
From Lotro-Wiki.com
(Redirected from Crowd-control)
Character Roles
- Healer
- A healer can restore morale of a player. Minstrels, Captains and Lore-masters have healing spells, but Minstrels are considered the healers.
- Heavy Tank
- The Heavy Tank is an MMORPG concept centered on the ability to withstand damage. Heavy Tanks generally have slightly lower damage output than Light Tanks in exchange for improved durability in a variety of situations. Heavy Tanks generally use the heaviest armor and shields, and have abilities to direct attacks towards themselves and intercept attacks on others. In LOTRO, Guardians are the heavy tanks.
- Hybrid Tank
- The Hybrid Tank is an MMORPG concept of a multi-purpose cross between a Caster and a Tank. Generally restricted to Medium Armour and with relatively lower damage output than either the Heavy Tank or Light Tank, the Hybrid trades these for high versatility and an array of magical abilities that are often most effective in combination with other characters and situations.
- Light Tank
- The Light Tank is an MMORPG concept centered on high damage output. Generally, Light Tanks trade reduced armor and survivability for maximum damage output in melee situations, and often have abilities that allow them to damage multiple targets more effectively than other classes. Thus, even with the reduced armor, they are still more capable than other classes of surviving if the mob starts hitting them. In LOTRO, Champions and Captains are the light tanks
- Main Assist
- The Main Assist (MA) is the player in a raid group responsible for targeting the mob that the DPS classes should focus their damage on. This position is usually given to either a tank or DPS class by the Kinship or Raid Leader.
- Main Tank
- The Main Tank (MT) is the player in a raid group primarily responsible for building threat (aggro) and tanking mobs and bosses. This is a position usually given to a Guardian by the Kinship or Raid Leader. Responsibilities may include:
- Coming prepared with the right gear, traits and consumables for tanking.
- Building and holding aggro on as many mobs as possible during pulls.
- Responding quickly in unexpected situations (such as multiple groups being pulled) to help prevent a wipe.
- Turning mobs so they are facing away from the rest of the raid members, resulting in higher DPS and preventing frontal *AoE attacks from hitting other players.
- Building and holding aggro on bosses during their encounters.
- Nuker
- A nuker is a person who can deal massive amounts of damage from range.
- Off Tank
- The Off Tank (OT) is the player in a raid group responsible for building secondary threat (aggro) and tanking mobs that the Main Tank is not or cannot tank. This is a position usually given to either a Guardian, Champion or Captain by the Kinship or Raid Leader. Responsibilities may include:
- Coming prepared with the right gear, traits and consumables for tanking.
- Building secondary aggro on mobs the Main Tank is tanking and holding aggro on any other mobs.
- Responding quickly in unexpected situations (such as multiple groups being pulled) to help prevent a wipe.
- Turning mobs so they are facing away from the rest of the raid members, resulting in higher DPS and preventing frontal *AoE attacks from hitting other players.
- Building and holding aggro on adds during boss encounters.
- Raid Leader
- The Raid Leader (RL) is the player in a raid group who is responsible for leading it. Responsibilities may include:
- Ensuring that all raid members come on time and are adequately prepared for the encounters ahead.
- Sorting and organizing the raid groups for maximum effectiveness.
- Assigning roles, such as Main Tank (MT), Off Tank (OT), Main Assist (MA) and Raid Assist targets.
- Coordinating pulls to ensure players are not defeated.
- Explaining boss encounters and their strategies.
- Making call-outs during the boss encounters.
- Master looting to ensure fair distribution of loot according to the chosen method.
- Tank-n-Spank
- Tank-n-spank is an expression used to describe a situation that does not require any tactics at all beyond rushing into the situation (tanking - primarily a Guardian's role) and inflicting as much damage as possible as quickly as possible ("spanking"). An example of a such a situation is Gurkamab, a boss encountered in Fornost.
Combat
- AoE (Area of Effect)
- AoE, or Area of Effect, is a spell or skill that affects more than one target in a certain area...
- Block
- Gives a chance to block a foe's melee and ranged attacks.
- Block Chance
- Your Block Chance displays the percentage of hits you should block. To be able to block an attack, you must have a shield equipped. A high block chance is especially useful for the Guardian class as many of their skills are available after you block an attack. Many items add to your block chance and it generally becomes higher when your level increases. You can also purchase Passive Skills to increase your Block Chance.
- Crowd Control
- Crowd Control refers to spells and abilities which limit your foe's ability to fight or that reduce the number of foes that a fellowship must fight at once. This may include:
Roots -- skills which stop an enemy in place. Snares -- skills which slow an enemy's movement Stuns -- skills which prevent an enemy from moving, attacking, or using skills for a short duration. Mez (aka Mesmerize or Daze) -- skills which prevent an enemy from moving, attacking, or using skills, so long as the enemy does not take damage.
- HoT (Healing over Time)
- Short for Healing Over Time, such as a skill that heals a fellow for x amount of healing for 30 second over 300 seconds.
- Interrupt
- An Interrupt effect stops an enemy's skill induction from completing, preventing the effects of some attacks.
- Melee
- Melee is a form of Close Combat using weapons found in either the main-hand or off-hand slots.
- Ranged
- Ranged is an attribute ascribed to a certain type of combat or weapon, meaning that it could used from some distance to an enemy. See also: Ranged Weapon
Crafting
- Basic Recipes:
- Basic recipes are those recipes given to you at each tier level.
- Crafting Trainers:
- Crafting trainers are the novice and expert tradesman that provide recipes, tools, and other materials for each profession. They do not reward any xp.
- Critical Success:
- Critical success means that you crit'ed an item you were crafting using either a scholar crafting lore scroll or a trophy from a monster.
- Gathering
- Gathering professions collect and process Resources to supply Production Professions. The Gathering Professions are Prospector and Forester. In many ways, Farmers can be considered a Gathering Profession. However, these Professions do not need to gather resources from the landscape - instead they produce them from components purchased from NPCs.
- Production
- A Production Profession consumes resources gathered from the landscape and from mob drops and produces end-use products. Tailor, Weaponsmith, Metalsmith, Woodworker, Jeweller and Scholar are all Production Professions. In many ways, a Cook can be considered a Production Profession. Cooks produce end products (Food) from components purchased from NPCs rather than those gathered by collectors.
- Trophy:
- Tropies are items dropped by creatures. Some trophies are used for mastery critical options.
Damage
- Ancient Dwarf-make Damage
- Refers to a special type of damage done by some high-end weapons, typically those of Dwarven ancestry. Dragon-kind are known for being highly susceptible to Ancient Dwarf-make damage.
- Beleriand Damage
- Refers to a special type of damage done by some high-end weapons, typically those of Elvish ancestry. Half-orcs, spiders, insects, and the Ancient Evils are known to be highly susceptible to Beleriand Damage.
- Common Damage
- Common damage is the type of damage that most weapons, abilities and mobs inflict. It is also the most easily mitigated, since both Might and armour value reduce its damage. For this reason, weapons with uncommon damage types such as fire damage deal around 20% more damage. This should definitely be taken into consideration when comparing weapons.
- Damage
- Loss of Morale through an attack leading to defeat of the character or death of a npc.
- DoT (Damage over Time)
- Damage over time, usually abbreviated DOT or DoT, is a class of skills which deal an amount of damage discretely over time, e.g. 4 damage every 1 second for 12 seconds. They are usually more damaging per Power cost, but this is offset because the target can die mid-DoT and thus decrease the effective damage per Power. DoTs are commonly from bleed effects, poisons and magical spells. Have a DoT on a mob can often make it impossible to cc the mob.
- DPS (Damage per Second)
- DPS or Damage per Second is the calculated number that takes the average of the min and max damage on a weapon, the weapon Speed, and your own strength or other attributes that effect damage or speed. It will take all of these and calculate a balanced result.
NOTE: usually these DPS counters do not take into consideration special damages (Like heat instead of kinetic) also the use of special abilities changes DPS greatly. Even though DPS is a good way to judge a weapons potential but it still is important to look at max damage as that is usually what special abilities relate to.
- Damage Reduction
- Damage reduction (Common, Fire & Shadow) reduces incoming damage to your character. Your Character Journal lists your base value for each of these three categories. However, a foe whose level is higher than yours will lower that chance. Common damage reduction is determined by your Armour Value, your Might and any Traits or equipment that adjust mitigation. Fire and Shadow damage reductions are determined by your Vitality and any Traits or equipment (commonly called resistance gear) that adjust those mitigations.
- Fire Damage
- Fire damage is a special type of damage dealt by some weapons, attacks and abilities. The amount of fire damage players take is determined by their fire damage mitigation (fire resistance), which is increased by Vitality. Trolls, Ents, and other Creatures of Nature, are known to be susceptible to Fire Damage.
- Frost Damage
- Frost Damage is a special type of damage dealt by some weapons, attacks and abilities (until now, only in Forochel). The amount of frost damage players take is determined by their frost damage mitigation (frost resistance), which is increased by Vitality.
- Light Damage
- Light Damage is one of the several types of special damage, including Common Damage, Fire Damage and Shadow Damage. It refers to damage caused by bright light, rather than meaning minimal damage. Trolls, Orcs, and Goblins are known to be susceptible to Light damage
- Positional Damage Multiplier
- This is the modifier applied to the damage dealt based on your position in relation to the target. For example, a burglar gets a +15% damage modifier to Surprise Strikes performed from the 180 degree arc behind a person (aka: from Backstabbing them).
- Shadow Damage
- Shadow Damage is a special type of damage dealt by some weapons, attacks and abilities. The amount of shadow damage players take is determined by their shadow damage mitigation (shadow resistance), which is increased by Vitality.
- Westernesse Damage
- Refers to a special type of damage done by some high-end weapons, typically those of Human ancestry. The Dead are known to be susceptible to Westernesse damage
Environment
- Landscape Spawn
- Most areas of Middle Earth's landscape includes fixed "hookpoints" where various sorts of resources can spawn periodically. The landscape usually has a maximum capacity of spawned resources, and when this is reached no more will be created until some are removed, even if some of the hookpoints are empty. Resources which are removed by a player will usually respawn within a period of time, provided the landscape is not saturated. Resources that can be found include dye components, vegetables and creatures.
Equipment
- 1H
- One-Handed Weapons require only one hand to use as opposed to Two-Handed weapons which require both hands to use.
- 2H
- A Two-Handed Weapon requires both hands to use.
- Off-hand
- The Off-hand slot is used for One-handed Weapons and Shields. Other related weapon slots are your Main-hand slot and Ranged slot.

