General Gameplay

The following sections provide information on the mechanics of PvMP

The 10 Commandments

The 10 Commandments of Sauron
1) Thou shalt not pounce burglers without a truly staggeringly good reason

  • It allows burglers to recoop up to 50% of their health

2) Thou shalt not kill pets when friendly NPCs are near unless there's a good reason

  • By dragging the pet into the npc's - the pet will cause the npcs to run into the freeps

3) Thou shalt get your maps as soon as possible

  • You will gain more infamy by being able to map back into the fights quicker

4) Thou shalt use /ooc and creep wide ventrilo to communicate

  • Allows creeps not grouped with you to know where freeps are especially incoming freep raids

5) Thou shalt not blind invite creeps

  • Besides the fact that it is rude - there are many people who prefer to run solo or with friends

6) Thou shalt give clear and concise locations and compositions of freep forces when spotted

  • Good Example - Help! 4 freeps on me S of TR West by the road
  • Bad Example - "Freep raid on me Help!" Where are you? "By the Big Rock and the road"

7) Thou shalt not beg for a rez or heal

  • If you are in a group - the group leader is aware that you are dead and wants you back in the fight but may be timing it so a War Leader rez gets more people up or that they may be in the middle of a heavy fight. Either wait till they rez you or tell you to release.
  • If you are solo - use a "Regional" macro (later in manual) and someone will get to you as soon as they can - they also might be in a fight. If you are close to a rez circle - just release and come back to the fight instead of wasting a rez.

8) Thou shalt spread out when possible to reduce the effectiveness of freep area attacks and debuffs

  • Freeps have many Crowd Control (CC) skills like roots, mezzes, and stuns as well as Area of Effect (AoE) damage skills - by spreading out you minimize their ability to kill lots of creeps in a short time frame.

9) Thou shalt work together, not individually

  • When freeps organize they are usually more powerful than creeps - by working together (doesn't necessarily mean grouping see # 4 & 6 above) Creeps can effectively fight against them

10) Thou shalt kill anything else before the guardian or ranger

  • These targets are the hardest to kill - so unless your group leader tells you specifically to kill those targets - focus on targets that can drop faster (Minstrels, Rune Keepers, Hunters, Lore Masters - then champions and wardens)

Infamy and Deeds

Infamy


Infamy is a measure of the number of 'experience points' that a creep obtains through killing freeps. While the exact amount of infamy gained per freep kill has not been definitively ascertained, it appears to be computed according to the following formula:

Infamy  =

 Freep Rating


10
 * % Damage Done

Number of Group Members

 *

 Rating Bonus

The Number of Group Members is equal to the number of players in your fellowship or raid, regardless where they are in relation to you. Therefore, if all of the raid/fellowship members are not within infamy award distance (which appears to be around 100m), there is a waste of infamy.  As of Mines of Moria, if the Number of Group Members exceeds 12, it is automatically set to 12.  Therefore, if you have more than 12 players in your group, the amount of total infamy gained for everyone in the raid begins to exceed that of a group of 12 or less.

Rating Bonus is a multiplier which starts at 1.0 and increases depending on your rating. It appears to be an addition of 0.01 per 200 rating over 1000, e.g. 1400 rating would be a multiplier of 1.02.

% Damage Done is the overall percentage of damage done to the target from your entire group/raid from when it was initially tapped to its death, including all healing. Example: If a 2000 morale freep, after healing, took 2000 damage from one creep and 1000 from another creep before it was defeated, the 2000 damage creep would gain 2/3 of the infamy.

Additionally there is another rating multiplier on top of this. 3% is added if both relics are held by the creeps, and an additional 2% is added if the three primary keeps are red.

Rating


Rating increases for each kill and decreases for each death. The amount it increases/decreases after each kill/death depends on the rating of the freep involved, as well as the amount of damage done. For each 100 rating over 1000, the character gains a half a star, to a maximum of 5 stars at 2000 rating.

% Completed


On the login screen for Monster Play, you will see a % Completed by each slot that you have a creep for. It begins at 0% which represents no passives, no actives, and no traits purchased. 100% means that for that creep you have purchased every passive, active, and every trait, whether you use that trait or not. There is no reward for having 100% completed and is generally a waste of DP as there are many traits that you will never use.


Ranks


Ranks are gained by certain levels of infamy and these equate to a freep's 'level'. All creeps begin at Rank 0 which is equivalent to a swarm level monster versus a freep. Rank 0's have a very low chance of defeating freeps 1-1 and must 'rank up' to gain access to new skills and traits to increase their capabilities.

Creep/Freep Ranks (Book 2.7 values)
Rank Creep Title Icon  Infamy Required Freep Title Icon 
0 <none> <none> 0 <none> <none>
1 Tracker 500 Footman
2 Scout 1,250 Esquire
3 Skirmisher 2,750 Guardsman
4 Fighter 5,750 Man-at-Arms
5 Soldier 14,750 Sergeant of the Guards
6 Sentry 33,500 Sergeant-at-Arms
7 Chief Guard 71,000 Master Guardsman
8 Chief Warrior 146,000 Master-at-Arms
9  Taskmaster 258,500

High Warden

10  Lieutenant 408,500 Lieutenant
11  Commander 633,500 Commander
12  Chieftan 1,008,500 Third Marshall
13  High Chieftan 1,608,500 Second Marshall
14  Overlord 2,508,500 First Marshall
15 Tyrant   3,708,500 Captain-General

Slayer Deeds

Slayer deeds give titles upon a particular number of killing blows.  For some reason that is not fully understood, the killing blows as seen in the war tab are not the same as those in the deed tracker.

Creep Slayer Deeds
                  Freep KBs                    Title

                                                                 Description

10 Tormentor “You are known as a tormenter of the Free People.”
+500 Black Dog “Angmar casts a favouring eye upon you, you are known as an elite amongst their number. A hound of Mordirith; a Black Dog!”
+2,500 Harvester of Sorrow “The field of battle serves as a garden from which you reap the heads of the fallen. You are a true harvester of sorrow.”
+5,000 Slayer of Light “Light ebbs in your presence. Strength leaves the enemy as the darkness you bring clouds their hope and drives dread into their hearts.”
+12,500 Hand of Doom “With your coming sounds the trump of Doom, for by your hand have many of the warriors of the Free People fallen bested by your might.”
+? Bane of the West “You are known as the Bane of the West, for none of their warriors can stand against you, and windrows of their fallen lie heaped in your wake.”
+? Herald of Darkness “You are a herald of the Dark Lord. You have culled countless numbers from the field of battle and none escape your grasp.”

Freep Slayer Deeds
                    Creep KBs                 Title                                                                Description
10 The Neophyte "You are still a Neophyte in the battle for the Ettenmoors." 
+500 The Warrior "You are now a Warrior in the battle for the Ettenmoors." 
+2,500 The Veteran "You are now a Veteran in the battle for the Ettenmoors." 
+5,000 The Battlemaster "You are now a Battlemaster in the battle for the Ettenmoors." 
+12,500 The Warlord  "You are now a Warlord in the battle for the Ettenmoors."
+? Hero of the Ettenmoors "You are now a Hero in the battle for the Ettenmoors." 
+? Hero of Legend "You are now a Legendary Hero of the Ettenmoors." 

Although they are not listed here, there are also tiered slayer deeds for each creep/freep class and race.

Warbands

Raid/Warband Forming and Tools


Raid vs Warbands

A warband is the equivalent of a freep fellowship with the maximum of 6 players. A raid is a collection of players ranging from 2 to 24. The difference outside of numbers is utility. A raid has several tools such as Raid Assistants and Raid Targetting Assists to simplify leading and managing the raid. In general, a warband should always be converted to a raid to make use of these tools. There is no penalty to infamy in converting to a raid, given that the group size remains constant.


Creating a Raid


There are two ways to create a raid

  • Invite one person, then go into the Social Panel (O) -> Raid -> and click on Create Raid.
  • Invite one person then right click on your own portrait and select "Convert to Raid"

To expand the raid

  • Right click on a person's portrait and select Raid -> Invite
  • Right click on a person's name in a tell or /ooc and select Raid -> Invite
  • Type /invite PlayerName
  • Use an open raid: Open the Social Panel (O), go to Grouping, then click on the Open Groups tab. Enter a description (optional) and press update. This will make an open group. People can join your open group by going to the Open Groups tab, selecting your raid, and then pressing Join Group.
    • NOTE: This open group WILL close if leadership is ever transferred and will have to be re-opened. Additionally, the open group will still be there even if the raid is disbanded.


Raid Assistants


Raid assistants are added by right clicking on the portrait of a player, then pressing Raid -> Add Raid Assistant. The raid assistant can invite and remove members.


Raid Targeting Assists


Raid Targeting Assists help focus the firepower of a raid and alleviates confusion of what the main target of the raid should be. The interface allows for a maximum of five targeting assists which are designated by right clicking on a portrait, then pressing Raid -> Add Raid Targeting Assist.


Members of the raid can enable on the Raid Assist window by pressing Social panel (O) -> Raid -> and checking Raid Assist Window.


Removing Raid Members from the UI


For many people in the raid, it is unnecessary to see more than their group. To remove the information from other groups in the same raid, go to Social Panel (O) -> Raid -> then uncheck Show Vitals for all members except those that they wish to display.

Conjunctions

Overview

Conjunctions (CJs), also known as warband manuevers (WMs), function similarily to their freep counter parts.  The following table shows the four group skills available

Color Name Function
Purple Fell Spirit's Terror Damage 161.7 Morale, Recovers 517.5 Morale
Yellow Wight's Rot 42 Common, Drains 194 Power.  Recovers 323.4 Power, 85 Power every 2s for 10s
Green Spider's Venom 43 Common, 43 Common every 4s for 20s
Red Troll's Brutality 358 Common

These conjunctions can either begin on chance with a critical hit or by Weavers' Smothering Webs or Wargs' Tendon Shred.  The random CJ's have a very short duration around 2-3 seconds while the skill openers last about 6.  The target is considered stunned during this time but can clear the stun through pots or stun removal skills.  If removed early, the CJ skills activated against the target will immediately take effect.  During the stun time, the group members may either continue to fight or activate a group skill, placing themselves in an inactive state until the conjunction resolves or the member cancels the contribution.

For all Warleaders, Defilers, Reavers, and Wargs, the Purple is ranged (40m) while all others are melee.  BAs' and Weavers' group skills are all ranged (40m).

Without a specific combination, the individual elements of the conjunction contributions summed together are the total effect on the target.  There are length 2 through length 6 conjunctions with specific combinations that give additional abilities.  In general, creep CJs alternate colors.  There are no named creep CJs that follow freep patterns. 

Length 2

Name Sequence Damage DoT Power Drain Other
Creeping Fear PY        
Envenomed Terror PG   Small    
Envenomed Wound GR        
Fear of Death PR        
Frightful Wound RP        
Infected Wound RY        
Plague Bearer GY 1000 78    
Poison in the Veins RG        
Poisoned Blades YG 1000 60    
Rotting Wound YR        
Stench of Fear YP        
Viper's Bite GP        

Length 3

Name Sequence Damage DoT Power Drain Other
Black Blade RPG        
Blood-Bane RGP        
Blood-Fear PRP        
Burning Fear PGP        
Burning Terror YPG   60 600  
Corrupted Blade RGY 1000 60 600  
Corrupted Wound RYG        
Corruptions of the Heart GPY        
Corruptions of the Spirit GPG 2000 95    
Deep Infection RYP or RYR        
Deep Poison GYR        
Dread Wound RGR        
Fear of the Unknown PYG        
Fearful Plague YGP        
Festering Wound YPY     1100  
Fevered Terror GRP        
Fevered Wound GRY 3000 95    
Harsh Plague YGY        
Ice in the Heart PRG        
Ill with Fright PRY        
Infected Wound  YGR        
Poisoned Heart PGY        
Poisoned Spirit GYP        
Rotting Wound YRY 2000     Restores 152 power every 2s for 10s
Sick with Fear PYP     1100 75% Power and Morale Regen
Spear of Terror RPR        
Stench of Death YRP        
Stinging Bite GYG        
Tainted Blood YRG        
Tainted Wound YPR        
Trembling at the Knees PYR        
Warg's Bite RPY        
Wound to the Heart GPR        
Wounding Terror PGP   60 600  

Length 4

Name Sequence Damage DoT Power Drain Other
An Ill Wind PRPY        
Blades of Terror PRPR        
Bleeding Strokes RGRP        
Chill to the Bone PYPR        
Corrupting Strokes RGRY        
Corrupting Strokes YRYG        
Deadly Wound GRGY        
Decay of the Spirit RYRP        
Disease of the Mind YGYP        
Disease of the Spirit YPYP        
Dreadful Death PGPY        
Dreadful Strokes PRPG        
Festering Strike YPYR       Restores 220 Power every 2s for 10s
Fetid Wound YPYR        
Fiendish Blades RYRG        
Fire in the Veins YGYG        
Freezing the Marrow RPRG        
Frightful Rage RPRP        

Gangrenous Wound

YGYR        
Ice in the Veins GPGR        
Plague Blade RYRY        
Poisoned Dreams GPGP        
Raging Orc-Blades RGRG        
Rancid Wound YPYG        
Slow Death GPGY        
Spirit Poison PGPR        
Spreading Terror PYPY        
The East Wind Blows YRYP        
The Poison of Decay GYGY        
Tormenting Rage PYPG        
Venomous Rage GRGR        
Venomous Strokes GYGR 3000 53 600-700  
Venomous Wrath PGPG        
Weaken the Spirit GYGP        
Wound to the Heart RPRY        

Length 5

Name Sequence Damage DoT Power Drain Other
Bleeding Sickness YPYRY        
Burning Flesh YRYRY        
Creeping Sickness YRYGY        
Deathly Sickness YRYPY        
Frightful Sickness YPYPY        
Horrible Sickness YGYPY        
Spawn of Shelob GRGRG       Spawns a Rift Crawler L49
Sickening Blow YGYGY        
Sting of Corruption YGYRY        
Terror in the Blood PRPRP        
Terrible Corruption PGPYP        
Terrible Decay PYPYP        
Terrible Poison PGPGP        
Terrible Rending PGPRP        
Terrible Suffering PRPGP        
Terrible Wound PRPYP        
Terrible Wrath PYPRP        
Web of Blood GRGRG        
Web of Decay GYGRG        
Web of Fear GYGPG       Spawns a Rift Crawler L49
Web of Malice GPGYG        
Web of Rage GPGRG       Spawns a Rift Crawler L49
Web of Sickness GYGYG        
Web of Terror PYPGP        
Web of Wrath GRGYG        
Whirling Corruption RGRYR        
Whirling Decay RYRGR        
Whirling Horror RPRGR        
Whirling Poison RGRPR        
Whirling Rage RYRPR        
Whirling Sickness RYRYR        
Whirling Sting RGRGR        
Whirling Terror RPRPR        
Whirling Wrath RPRYR        
Wretched Sickness YPYGY        

Length 6

Name Sequence Damage DoT Power Drain Other
Blood Plague YRYPYR        
Deadly Plague YRYRYR        
Fangs of Wrath GRGRGR        
Fell Plague PYPGPY        
Fell Stroke PRPYPR        
Fell Wound PYPRPY        
Morgul Blade PGPRPG        
Morgul Curse PGPGPG        
Morgul Plague PGPYPG        
Morgul Stroke PRPGPR        
Morgul Wound PRPRPR        
Orc Plague YGYRYG        
Plague of Terror YPYPYP        
Raging Plague YPYRYP        
Spawn of Ungoliant GRGRGR         Spawns a Rift Crawler L50
Tempest of Angmar RYRGRY        
Tempest of Corruption RYRYRY        
Tempest of Dol Guldur RPRGRP        
Tempest of Mordor RPRPRP        
Tempest of Morgul Vale RPRYRP        
Tempest of the Black Uruks RGRGRG        
Tempest of the Dead RYRPRY        
Tempest of the East RGRYRG        
Tempest of the Shadow RGRPRG        
The Black Breath PYPYPY        
The Fell Spider's Bite GRGPGR        
The Lurker's Bite GYGRGY        
The Queen's Bite GYGYGY        
The Trapper's Snare GYGPGY        
The Tree Spider's Bite GRGYGR        
The Weaver's Trap GPGYGP        
The Widow's Bite GPGRGP       Spawns a Rift Crawler L50
Venomous Plague YGYGYG        
Wounding Plague YRYGYR        
Wrathful Plague YGYPYG        

Diminishing Returns

With the introduction of Shadows of Mirkwood, crowd control effects (CC) in the 'moors have reduced effectiveness with every application.

 


Per Frelorn in http://forums.lotro.com/showthread.php?p=4107893#post4107893

 

Changes to CC Diminishing Returns
All crowd control effects (fears, roots, stuns, and dazes) are now on the same application counter. This means that for purposes of diminishing returns in PvMP (and in PvMP ONLY), each application of any crowd control effect is counted against the duration of the type of crowd control.

Update Vol III Bk1:  CJ's are now affected by dimishing returns on their own separate counter.

For reference, the duration tables of each crowd control effect vs. application counter are below:

Roots/Dazes

  • First Application = 50% of the root/daze duration
  • Second Application = 25% of the root/daze duration
  • Third - Ninth Application = 5% of the root/daze duration
  • After the Tenth Application, the root/daze will no longer affect the target


Stuns

  • First Application = 100% of the stun's duration
  • Second Application = 50% of the stun's duration
  • Third Application = 25% of the stun's duration
  • Fourth - Ninth Application = 1 second stun duration
  • After the Tenth Application, the stun will no longer affect the target.


Fears (please note that this applies only to crowd control fears - this does not apply to debuffs with resistance type: fear)

  • First Application = 100% of the fear's duration
  • Second Application = 50% of the fear's duration
  • Third Application = 25% of the fear's duration
  • Fourth - Ninth Application = 1 second fear duration
  • After the Tenth Application, the fear will no longer affect the target

Conjunctions

  • First Application = 100% of the conjunction stun's duration
  • Second Application = 75% of the conjunction stun's duration
  • Third Application = 50% of the conjunction stun's duration
  • Fourth Application = 25% of the conjunction stun's duration
  • Fifth - Ninth Application = 1 second conjunction stun duration
  • After the Tenth Application, the conjunction stun will no longer affect the target


For an example with this application counter change:

You are hit with a daze effect in PvMP. It is counted as the first application of a CC effect, and the daze effect duration is 50%. After it wears off, you are then hit with a stun. It is counted as the second application of a CC effect, and the stun effect duration is 50%. After it wears off, you are hit with a root. It is counted as the third application of a CC effect, and the root effect duration is 5%. After it wears off, you are hit with a fear. It is counted as the fourth application of a CC effect, and the fear effect duration is 1 second.

Please note that the diminishing returns application counter is not permanent - if you are not hit with any crowd control effects for 45 seconds, the application counter will reset.

 


 

 

Loot and What to sell

There are many items in the overland Ettenmoors that are used for quests.  The list of items that are safe to sell follow

  • All bear items except Morningthaw Hides and Haunches
  • All slug items except Slug meat
  • All fellclaw items
  • Untreated and Exceptional Hides
  • All drake items except for Drake Sinew
  • Darktide drops
  • Hoarhollow Ale