Guide to Battles of Indeterminate Size 1 – Introduction & Helm’s Dike

Introduction

I like Epic Battles. It’s a phrase you don’t often see in LOTRO discussions, and it’s not difficult to see why. Take a very buggy initial release, add in oftentimes awful pacing, numerous new mechanics to learn on the fly and top it off with a tutorial that explains very little about how the battles are actually fought, you get a playerbase confused and frustrated, and occasionally angry that these were our substitute for traditional group content in the Helm’s Deep expansion.

That said, after the beginning troubles I found myself enjoying the content more and more, striving to attain the highest grades for each battle and completing any side objectives I was presented with. The amount of options the Promotions system provides you with, on top of the very, very fun use of siege equipment left me with a (mostly) positive view of the system as a whole.

While Turbine has and will likely continue to fix the many bugs in Epic Battles, they have yet to provide an adequate guide to get players through their first Helm’s Dike battle and beyond. This is the key point I’m hoping to address. While some may be long past the point of changing their minds about Epic Battles, my hope is that at least one person can find the glimmer of enjoyment hidden inside this confusing, bewildering mess.

…or at least ends up hating them less than LIs. I’ll settle for that too.

The Dike

Note: This guide assumes you completed the (weak) tutorial that Turbine provided us with. I will elaborate on those aspects later on, but for now that’s how it is.

So you’ve worked your way through Western Rohan, completed the Epic Battle tutorial and have been thrown into your very first one. Your initial view should be something like this:

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You will likely be wondering what on Middle-earth you are supposed to do at this point. The first piece of advice I will give you is not to panic. While later battles will kick off the moment you step into them, the Solo/Duo version of Helm’s Dike will not start until you speak to Gamling, who will be standing on top of the gate, to the east of where you spawn in.

For now I suggest holding off on actually starting the battle to become accustomed to your surroundings. The area in which the battle takes place is for the most part a copy of the Dike that you visit on the landscape. On either side of the center gate there are two ramps that go north towards the enemy army, and two that go south towards the Hornburg. You will very rarely be using the south-pointing ramps, with the exception of a couple of side objectives(I will address those in a future article). The vast majority of the battle you fight will take place on the north-pointing ramps, where the enemy forces will rush through in waves in an attempt to capture the Dike.

Only two of these ramps will be attacked at any time. Starting the battle will cause the first two to be either the west or eastern side of the Dike(which one you get first is random). When you have become comfortable in the space you are in, feel free to speak to Gamling to start the battle.

You will recieve an announcement stating which end of the Dike the enemy will be attacking first. You will also see icons on your minimap and the game map showing which ramps you need to defend.

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There will be a minute or two of waiting at this point while the enemy formations move up to attack you. Later on you will able to use this time to prepare defenses, change the soldier stances, set up siege equipment and take out some of the soldiers marching towards you. For now let’s look at your allies.

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Each of the ramps you will be defending have NPC allies to help you. They are made up of two groups of five soldiers, each led by a Commander. These Commanders can be given commands by you that affect them and the soldiers under their command. Right-clicking on them will open up the commands menu:

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Commanders and Soldiers

Many of the options will be greyed out at this point. This is one of the hallmarks of the Officer Promotion line, as it both enhances your current commands and unlocks new ones. To begin with you have access to Heal, Haste, Damage and Armour. Their effects need no explanation but I will need to explain how their cooldowns work.

Each command the Commander can use has its own cooldown for him specifically. Other Commanders will still have those commands available to give out. HOWEVER, you giving a command will also trigger a Global cooldown for *you* using that specific command.

Example: I tell one Commander to use the ‘Heal’ command. The ability goes off and the cooldown for that Commander using ‘Heal’ triggers. While other Commanders will be able to use the ‘Heal’ command, you as a player will not be able to give out that command for a certain amount of time.

Note that the global cooldown only applies to the player that gave out the command. In duos and group Epic Battles, others players can still tell other Commanders to use ‘Heal’.

Eventually the enemy formations will reach you and begin marching up the slope towards you in waves. The number of enemies per wave varies, but is usually no more than 4 or 5(sometimes one enemy will charge up on his own, usually getting porcupined before he can even swing his sword).

For the most part your soldiers will handle the killing for you. What this type of fight really is is a war of attrition. Each wave of enemies, while quickly cut down, will often get in a few swings in on your soldiers before they go down. This is an important point because of the following fact:

Your soldiers do not regenerate Morale. This means that  without assistance via Commander Heal commands or your own healing skills, your soldiers will gradually have their Morale pools grinded down over time.

Something I’ve tended to see happen with this issue is that one or two soldiers in particular will take more aggro from the enemy mobs than the others(Let’s call them ‘Leeroys’). This is a particular danger because if even one Leeroy goes down, you run the risk of snowballing the enemy assault of that section. Fewer soldiers means the enemies take longer to bring down. The longer they are alive the more damage they do. The more damage they do the quicker your own soldiers get damaged, which makes losing even more soldiers a more likely scenario.

I recomend keeping an eye out for any Leeroys amongst your defense unit, and keeping them topped up however you can.

As I mentioned earlier, the enemy will attack *two* areas at any one time. As part of a duo this is a no brainer, but on your own this can be quite stressful, as you’re forced to bounce between both areas making sure nobody dies. If you can’t find anyone to duo this with(it’s a lot more fun with someone else, trust me) then alternate between the two areas every two minutes or so, remembering to use the Officer commands and your own healing skills if you have them.

S(n)ide Objectives

At some point during this you will recieve a popup telling you about a secondary objective for the battle. Ignore it. Many of these can be quite tricky, and more importantly, time consuming. Do not allow them to distract you from the main objective. Later on with more experience and Promotion points you can juggle these side objectives while keeping your men alive, but for now don’t sweat it.

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Stage 2

Fast forward again and Gamling will call out that you will soon have a break. At this point you have time to check up on any soldiers close to death(pay particular attention to the defenders nearest the gate), after which time the enemy will resume the assault, this time attacking the opposite side of the Dike. This will play out the exact same way as the first. Heal your soldiers, ignore side objectives and watch out for Leeroys.

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Stage 3

Eventually the final stage of the battle will commence. For this part, the two ramps closest to the gate(the ones on either side) will be attacked. This means that one of the ramps on the last side to be attacked will be attacked twice in a row. Be aware of this as the soldiers there are likely still beaten up a bit. This stage can be more difficult because of the increased time to travel between the defense points. Stick to the advice given above and with a bit of luck you should pull through without losing any men.

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After a little while Gamling will again call out, signalling the retreat. You will recieve Marks and Medallions appropriate to your overall performance in the Battle(more on that next time). Eventually the instance will rather unceromoniously kick you out, planting you back into the game world.

And that’s it! Hopefully this little article helped you struggle your way through the Dike. Next I will be covering the Rewards system, Siege Equipment and the Deeping Wall Epic Battle. Please comment if you feel I could explain any given area better, would like more elaboration on anything or if you want to call me a talentless scrub. It’s all appreciated!

Executive Producer Letter – October 2014

Today the Executive Producer for LOTRO, Aaron ‘Rowan’ Campbell posted a letter talking about their current plans for Update 15, as well as some changes to their schedule.

Among the highlights we have:

  • Update 15 goes onto Bullroarer for public testing on 10th October
  • The Beorning will being in the new zone of the Vale of Anduin
  • The trait lines for the Beorning, The Roar(utility/healing?), The Claw,(damage) and The Hide(tank)
  • Central Gondor will contain the areas of the Ringlo Vale, Dor-en-Ernil and Lebennin
  • A new type of  group content, Roving Threats
  • The new Epic Battle in Pelargir will have us clear the way for Aragorn and the Army of the Dead
  • We will be able to progress at our own pace, completing optional objectives if we wish to
  • The Legendary Item Update has been pushed back to Update 16 in April(although it may arrive earlier, for further testing and polish
  • Osgiliath and Minas Tirith slated for 2015.

The Tolkien Professor Special Livestream October 1st

The Community Manager for LOTRO, Frelorn, has announced that Corey Olsen, AKA the Tolkien Professor will be joining Turbine’s ‘lore guy’ Chris Pierson for a livestream on LOTRO’s Twitch account. Taking place on Wednesday October 1st, 1PM Eastern Time, they will discuss the Professor’s thoughts on LOTRO, the game’s recreation of Tolkien’s lore and answer questions from the players.

Music System Changes to Come in Update 15

Today a Producer for LOTRO, Produktion Malphunktion (yes I did type that correctly) announced plans to give a long overdue update to the Music System. They have confirmed to be working on tweaking and fine-tuning the currently existing instruments, as well as maybe introducing some new instruments to the game, including String Bass and Serpentine. Note that if these new instruments make it in they will not be equivalent Minstrel instruments, that seems to be the compromise needed to get this update off the ground.

Below is the full Dev Post for your perusal:

Hey All!
One of areas that I have been continually pinged about was the music system. I was in awe at what people are doing with it…i.e. Weatherstock, and started behind the scenes on how we could enhance and fix some of the issues with the system.
This system has such a net positive effect on the game, and more importantly on community it was long overdue for some developer love. I admit one of my favorite things to do is to hang out on the barrels in front of the Prancing Pony and play Bon Ur Aur Stomp.

So this is the short list of things that are being worked on:

Existing Instruments:

-pitch adjustments
-volume adjustments
-Balance adjustments
-tuning pass –which already sounds awesome.

We have a couple of stretch goals-so no promises!! NO PROMISES.

-New Instrument- String Bass-with sustained notes.
-New Instrument-Serpentine- Play the dragon.
IF/when we do new instruments they will be for the ABC system only and not for Minstrel skills. Sorry, but that is the compromise we need to make.

-Stages in the world. Yes one that can be spawned in on Weathertop for events is considered.

I’m open to some other ideas-not for 15 but for the future.

Later!
Maj.

Update: Produktion Malphunktion has returned to make some more comments on the update(among other things)

Here, he states that they will be using current ABCs and popular ABCs from the community to test the upcoming update. He also says that the goal is to get all the instruments in a given band to have normalised volume and be in tune with each other.

“We are using existing, and popular ABC’s from the community for testing. If you have some that you fear may be effected, when we get U15 up on the test world try them out, if they are really out of whack send us a couple of the ABC’s and we can work on it. What we are trying to do is when a band is playing the volume is more normalized, and all the instruments are in tune with each other, instead of in tune with themself…if that makes sense.”

And here, he talks about how he personally has no problem giving niche groups of the community some love on occasion, when they have the resources to do it. He also asks to drop the ‘10%’ subject, as he prefers not to look at a game that way. However, he does note that things like time, money and resources do come into play.

Finally, he states that there will not be an improved graphics engine(no surprise there) and asks for feedback on possibly creating a ‘fake’ violin by using the sounds for the instrument but using already established animations.

“i.e. niche groups-I see no problem giving them some love occasionally, especially when I have resources that can do it, and are psyched about doing it.

the 10% thing. Just drop that. I just don’t look at a game that way. I will consider anything if it is good for the game, and good for the players. There are realities like resources and time and money that do come into play.

Updated graphics engine- Sorry no.

Violin- not for U15. But let me ask, if we ‘fake’ it and use already established animations instead of creating violin animations would that be acceptable?”

Q&A With Rowan – 16th July 2014 Summary

Today the Executive Producer, Aaron ‘Rowan’ Campbell took part in a stream with Sapience to talk about the recently released Update 14, his Producer’s Letter and planned and potential upcoming additions to the game. Below is a list of some of the juicier details, but be sure to check out the link for the full video.

  • The cancellation of the level cap increase for U15 allowed them to do the planned LI revamp and other changes
  • The Epic Story AND Epic Battle for U15 will be free to all players
  • The Epic Battle will be contained within the Epic Story(as with HD and Skirmishes with Mirkwood)
  • The Epic Battle will consist of retaking Pelargir with Aragorn and the Army of the Dead in an Offensive Epic Battle
  • Update 15 will contain another landscape group area
  • U15 will have us combating the Haradrim and their half-troll allies
  • The Dead Marshes update between U14 and 15 will be a series of an explorable area and around 4 session play quests, and will give us our first glimpse of the Dawnless Day
  • The Beorning will require a purchase for everyone
  • The Beorning’s ‘starter experience’ will be a new intro only, not a new zone

Timeline

  • Between U14-15: Dead Marshes update
  • Late 2014: U15 – Central Gondor, Pelargir Epic Battle, Beorning
  • Early 2015:  Osgiliath
  • Late 2015: Siege of Gondor; Minas Tirith, up until Gandalf’s confrontation at the shattered Gates
  • 2016: Battle of Pelennor Fields.