Conjunctions

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The Conjunction Wheel

Contents

Gameplay Topics: ConjunctionsCombatDeedsHousingReputationTitlesWarband Maneuvers


For information on Monster Player Warband Maneuvers, please visit Warband Maneuvers.

A Conjunction (also known as a Fellowship Maneuver) is a Fellowship-based group attack that can be very powerful if coordinated well. Different ordered contribution combinations will result in different Conjunctions. You can find more information about your available contribution skills and the Conjunctions you have been a part of in the Conjunction Journal portion of the Character UI.

Conjunctions occur randomly in any group encounter with a signature or higher enemy (You'll get the message "X has broken the defences of Y"). Burglars and Guardians also have special skills that initiate conjunctions. When the conjunction is started, each player within the area will get a color wheel on their screen to choose one of four skill contributions. Note that only players at level 12 or above will be able to participate in a conjunction.

The Assist Button

If you have targeted the wrong target, when a conjunction starts, you'll get the assist button instead of the wheel. Pressing the assist button will give you the correct target and brings up the conjunction wheel. Note that when you have the right target selected (orange wheel at its feet) but are not attacking it (red wheel at its feet), this will result in an error and you will not be able to participate in the conjunction.

Maneuver types

Color Name Effect
Conjunction Red.png Ent's Strength Deals direct common damage. As it increases in power, it does more damage and at 6th level of power it becomes an Area of Effect (AoE) attack with a range of 10 meters.
Conjunction Blue.png Stallion's Spirit Restores power. From 2nd level of power it becomes a fellowship only AoE power heal. At 5th level of power it will summon a noble spirit and at 6th level of power it will summon a greater noble spirit to aid you in battle.
Conjunction Yellow.png Spider's Guile Deals direct damage + a periodic damage. At the 5th and 6th level of power, it also applies a 15 second countdown effect that will damage the target's power and slow it down after the countdown is completed.
Conjunction Green.png Eagle's Cry Restores morale. From the 2nd level of power, it becomes a fellowship only AoE overtime morale heal. At the 5th level of power it also cures fear and at 6th level of power it cures fear and wounds.

In general, blue and green colors can be used from a distance, while red and yellow require you to be in melee range. However, there are exceptions for some classes: for example, the hunter can use red and yellow as ranged. If your red or yellow icons do not look like the ones in the conjunction wheel above, but have an arrow through them instead, you can use those colors ranged.

Certain combinations of individual players' maneuvers (colors) such as pairs, flushes, or straights will increase the maneuvers' strength (level). The damage dealt by red and yellow maneuvers remains associated with the player who selected those colors, and can be tracked in their individual combat logs. Successful combos simply strengthen the individual players' maneuvers' strength. On the other hand, green and blue maneuvers gain an AoE effect practically in all combos, and therefore benefit every member of the fellowship. The more people participate in a named maneuver combination, the higher the potential level of each individual maneuver. For a list of known fellowship manuever combos, see Combinations section below.

Selecting the maneuver is like any other combat action of your character. This means that you must face the target in order to be able to select your color. Moreover, selecting a maneuver does not interrupt skill induction (casting) timers, but instead your color will not get into the maneuver queue until your current skill is completed.

Right

Once you select your maneuver (color), your contribution will appear in the first empty slot in the maneuver queue. Your character will freeze in a maneuver stance, and a color indicator icon will appear above your head. Your character will stop its auto-attacks, and will not be able to use any skills until the conjunction is completed. If you try to move your character, your maneuver will be canceled. You will still be able to participate in the combo if there is any time left, but any color you now select will be added to the next empty slot in the queue (at its end), not to your original position.

Depending on the order of the colors that result from fellowship members selections after the short timer has expired, various effects can be produced ranging from massive burst damage, huge bleeding damage over time, full group Power Regeneration, life-saving group morale regeneration over time, or a combination of all four.

Every time you use a maneuver, that you never executed before with a team, it will be put in a list. This list can be accessed by going to your character panel, and to the tab skills. In that tab select the sub-tab Fellowship Skills. It should look something like the picture at the left.

Completed Fellowship Manoeuvres Select.jpg

If you are a fellowship or raidleader, you can set a maneuver for the entire group / raid. This means that whenever a maneuver pops up in one of the groups of the raid, that, and only that group will see the ability to execute a Fellowship Maneuver, the rest will not see anything. You can do this by expanding one of the groups, and than ticking the desired maneuver(see right). The selected maneuver will show up every time your group gets a chance to execute a Fellowship Maneuver. This makes it easier for people to chose the right color for executing successfully a difficult maneuver like Whispers Under the Mountain.

Conjunction Immunity

Temporary_State_Immunity-icon.png

Most Conjunction-Starter abilities stun or knock down your target. This will give the target the Temporary State Immunity-buff (lasts for 10 seconds), which usually means you can't open another conjunction until it wears off. Moreover, attempts to start a conjunction using the burglar skills will also fail if the target has a stun immunity for any other reason (for example, if it just broke from lore-master's blinding flash).

Conj_Immunity.PNG

After every conjunction attempt, whether it leads to a named combo or not, the target will also receive a one minute temporary immunity buff from coordinated attacks, indicated by the shield icon. A new conjunction can not be started on the target until this immunity wears off.

Skills that Start Conjunctions

Ability Class Level Description Cooldown
Exploit Opening-icon.png Exploit Opening Burglar 12 Also stuns the target. 5 minutes
Trip-icon.png Trip Burglar 28 Also knocks the target down (Only usable from Stealth). 5 minutes
Exposed Throat-icon.png Exposed Throat Burglar 41 Third skill in the critical response chain, has a chance of starting a conjunction. Requires the Exposed Throat legendary trait. 10 seconds (and crit chain required)
Turn the Tables-icon.png Turn the Tables Guardian 36 Knocks the target down in response to the guardian being knocked down. 5 minutes
Fray the Edge-icon.png Fray the Edge Guardian 40 A ranged aggro shout that improves the chance for a random Conjunction. This can stack up (by yourself or other guardians) to 15% extra chance (30% if traited) for a random conj to happen. 10 seconds
Kick-icon.png Kick Captain 44 If 4-traited as Leader of Men, the Captain will have their skill Kick enhanced to have a 10% chance to initiate a Conjunction. 30 seconds
To the King-icon.png To the King Guardian 45 Only starts a Conjunction on a critical hit. Requires the To the King legendary trait. 5 seconds
Friend of Feline Hunters-icon.png Friend of Feline Hunters Lore-master 56 The Sabretooth Cat has a 20% chance to initiate a Conjunction on a target that is currently flanked, by using a certain skill. This skill hits 3 targets, so if 3 targets are flanked, it can in fact initiate the Conjunction on all 3 of them. 1 minute
Friend of Nature-icon.png Friend of Nature Lore-master 58 The Bog-guardian has a skill that has a 20% chance of initiating a Conjunction, no flanking required there though. 1 minute

Bags of Marbles

A Burglar can use 'Bags of Marbles' to initiate a Conjunction. These items are crafted by a Weaponsmith.

Item Level Description Cooldown
Tiny Bag of Marbles-icon.png Tiny Bag of Marbles 20 Knock down for 4s 15m
Small Bag of Marbles-icon.png Small Bag of Marbles 30 Knock down for 5s 15m
Medium Bag of Marbles-icon.png Medium Bag of Marbles 40 Knock down for 6s 15m
Large Bag of Marbles-icon.png Large Bag of Marbles 45 Knock down for 6s 15m
Big Bag of Marbles-icon.png Big Bag of Marbles 55 Knock down for 6s 15m
Giant Bag of Marbles-icon.png Giant Bag of Marbles 60 Knock down for 6s 15m

Tripwires

A Hunter can use 'Tripwire' traps to initiate a Conjunction. These items are crafted by a Weaponsmith. Keep in mind that if you put it down, you have 1 minute to pull a mob into it, and then it can initiate a Conjunction. It's great if you want to start with all yellows on a boss for instance, but it's limited to the starting phase of mob encounters because it disappears after 1 minute if not used.

Item Level Description Cooldown
Basic Tripwire-icon.png Basic Tripwire 35 A basic tripwire which can knock a monster over, sometimes creating the opportunity to use Fellowship skills. The trap must be placed before combat and remains for 60 seconds after being placed. Most effective against targets level 40 or lower. 15m
Improved Tripwire-icon.png Improved Tripwire 45 An improved tripwire which can knock a monster over, sometimes creating the opportunity to use Fellowship skills. The trap must be placed before combat and remains for 60 seconds after being placed. Most effective against targets level 50 or lower. 15m
Inescapable Tripwire-icon.png Inescapable Tripwire 55 An inescapable tripwire which can knock a monster over, sometimes creating the opportunity to use Fellowship skills. The trap must be placed before combat and remains for 60 seconds after being placed. Most effective against targets level 60 or lower. 15m
Ineludible Tripwire-icon.png Ineludible Tripwire 60 An ineludible tripwire which can knock a monster over, sometimes creating the opportunity to use Fellowship skills. The trap must be placed before combat and remains for 65 seconds after being placed. Most effective against targets level 65 or lower. 15m

Combinations

The following are the different conjunction combinations that can be used to increase the strength (level) of individual maneuvers. To be executed correctly, the conjunction must use the specified colors in the specific order they are listed, with the exception of straights, which may be executed either clockwise or counterclockwise around the conjunction wheel. The first color in a straight determines which conjunction will trigger.

Length Two Flushes

Length Three Flushes

Length Three Straights

Length Four Flushes

Length Four Straights

Pairs

Length Five Straights

Full House

Length Six Straights

Length Six Unique

Types of Conjunctions

There are several types of conjunctions, ranging from very simple to relatively complex: Flushes, Straights, Two Pair, Full House, and Uniques. The power of a conjunction is related to both the number of contributing members and the complexity of the pattern. Additionally, an individual participant in a fellowship maneuver may experience different effects than his/her fellows depending on what color he/she contributes:

Red is associated with doing direct damage to the target by the player who selected it.
Yellow is associated with doing damage over time to the target by the player who selected it.
Blue is associated with a recovery of power, both to player who selected it, and to entire fellowship in most combos.
Green is associated with a recovery of morale to player who selected it, and heal over time to entire fellowship in most combos.
For more details on each color, see Maneuver Types

Flush

The simplest and second most common conjunctions are Flushes. All fellowship members must select the same colour. Flushes are available in 2-, 3- and 4-person maneuvers. When no specific maneuver has been declared, it is generally wise to attempt a flush; most players will catch on and do the same. A flush is successful regardless of the total number of party members, meaning that a group of 5 or 6 people are still able to execute 2-, 3-, or 4-person flushes. A 2-fellow flush is only successful if it occupies slots 1 and 2, 3 and 4, or 5 and 6; The sequences RRGR or RGRR will successfully trigger Clash of Arms (RR), but the sequence GRRG will not.

Straight

The most common conjunctions are Straights. A straight is any sequence that follows the order of the colors as they appear around the wheel. Straights are available as 3-, 4-, 5- and 6-person maneuvers. Straights in five and six man fellowships are extremely challenging, because they must be entered in the correct order in a short amount of time. However, they are also among the most powerful. A straight is successful regardless of the total number of party members. This is very useful, because even an uncompleted attempt at a straight will generally trigger a lesser straight.

All straights can be performed around the wheel in either a clockwise or counterclockwise direction. Depending on the length of the straight, either the first color chosen or the quantity of colors in the overall sequence will determine which skill triggers and which effects will be strongest.

In general, the first two colors in a straight should correspond to the effects that are most strongly desired, and will always include one form of damage and one form of recovery. If a party desperately needs morale and prefers instant damage, for example, the straight should be started as "GR," which can lead to GRB (moderate heal), GRBY (strong heal), GRBYG (very strong heal), or GRBYGR (very strong heal & very strong instant damage). Alternatively, if DoT (Y) is needed most, and extra power (B) is desired over morale, starting with YB can lead to YBR (moderate DoT), YBRG (strong DoT), YBRGY (very strong DoT), or YBRGYB (very strong DoT, very strong power regen).

Two Pair

Two Pair is when your fellowship selects two matching colours, followed by another pair of a different color. Reversing the order of the pairs produces the same result. So the YYBB conjunction, Deadly Whispers, can also be done as BBYY. Any pairing of colors will result in a successful maneuver. Executing a Two Pair is only possible with exactly 4 people. A successful Two Pair is almost as powerful as two 4-fellow Flushes combined!

Full House

All five-person maneuvers are either straights or a Full House. A full house consists of three of one color and a pair of another color. The colors used must be either R&Y or G&B. That is, a Full House is either entirely devoted to damage (eg RRRYY), or entirely devoted to recovery (eg BBBGG). Either the triple or the pair may come first, so RRRYY can also be entered as YYRRR. A Full House is possible with 5 or 6 players.

Uniques

Uniques only exist for full fellowships (six members), and must be entered exactly as written. Three unique conjunctions follow the pattern RRRRR-X, where X can be either Y, B, or G depending on the desired effect. These three conjunctions are often referred to as "Flush + 1" or "Chain + Kicker." Two unique conjunctions follow the pattern G-X-X-X-X-B, where X can be either all Y's or all R's (but not a combination of the two). A particularly unique conjunction, RRRYYY, is often thought of as an "Extended" Full House (RRRYY+Y), but *must* be entered in that order (YYYRR+R only triggers a regular Full House).

The other two known unique conjunctions are symmetrical: BRYYRB, GYRRYG. It is worth noting that both of these conjunctions sandwich damage between a type of recovery, and that neither conjunction contains a straight. These moves do follow a specific pattern, however, which can be helpful to remember: When performing BRYYRB, start on B, make one full turn clockwise (skipping G), and then return counterclockwise (skipping G again). When performing GYRRYG, the pattern is the same, but starts on a different color: start on G, make one full turn clockwise (skipping B), then return counterclockwise (skipping B again).

Fundamental Tips for Success

Fellowship Maneuvers, when used successfully and intelligently, make an enormous difference in combat. This is particularly true in full parties of six. Unfortunately, organizing a party of six can be difficult, particularly when members are "pick-ups" who are not experienced with working together. In order to have the highest rate of success possible for Fellowship Maneuvers, there are several tips and concepts to keep in mind:

The "Kicker" Chains

When adventuring with a full fellowship (6 people), the following combinations are among the easiest to execute with all six party members, and therefore the most popular, particularly in lower-level instances. They are very simple to coordinate, and will still grant damaging flushes (RR, RRR, RRRR) in the event that not all fellowship members are able to contribute in time.

Before battle, determine who will have the role of entering the last color in the sequence, which is commonly referred to as the "kicker." Generally, the best candidate for the kicker-picker is the Minstrel, if one is present, due to a combination of factors:

Common Do's and Don'ts of Fellowship Maneuvers

When trying to successfully execute Fellowship Maneuvers, there are basic guidelines that, when followed, can greatly improve the rate of success.

Stay close! With the exception of Minstrels and Hunters, do not stray from the center of battle. Burglars, Guardians, Captains, Champions, and even Lore-Masters must be within melee range of the target to contribute Red or Yellow to a conjunction. This is especially important to remember if the fellowship is attempting any of the RRRRR-kicker conjunctions.

Be mindful of stuns! Fellowship Maneuvers require that the target be stunned or knocked down. If a monster has recently been stunned or knocked down, it will be granted temporary "Stun Immunity," during which time it cannot be stunned or knocked down again. For this reason, skills that stun the opponent (or otherwise trigger Stun Immunity) should not be used on the fellowship's primary target(s), for a poorly-timed stun will cause any Fellowship Maneuver attempts to fail.

Finish or cancel your current action immediately. Your contribution to the Fellowship Maneuver must be queued up just like any other skill; you cannot make a contribution while you are performing another move. In the case of skills with long induction times, it is sometimes necessary to cancel the move (default key is Esc) so that a contribution can be made to the Fellowship Maneuver immediately. This is especially important to remember if you have been assigned an early position in the sequence.

Do consider using hotkeys. Every second counts when attempting a Fellowship Maneuver, so consider binding a key to the assist button (eg Caps Lock). Also, the colors of the wheel can be bound to keys, such as the arrow keys. Another recommendation is to use your keypad to match the color wheel by assigning 8 (red), 6 (green), 2 (yellow), 4 (blue), and 5 (fellowship assist).

Watch and listen carefully. Over the course of a battle, group leaders will often call out specific Fellowship Maneuvers either by voice or in chat. Missing out on this information can be detrimental to the entire group, so be vigilant!


External links:
Guide: What conjunction to use, depending on group size
A more condensed table, showing maneuvers and effects at a glance (English/German)
Interactive conjunction tutorial/Flash-based practice game

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