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LOTRO Guides - Detailed Trial Information for Conjunction : LOTRO - Guides

Posted: March 19th, 2007, 10:45 am
 
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More Conjunction Information found on LOTRO Boards

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CONJUNCTION INFORMATION

CONTENTS:
1-Basic Conjunction Advice
2-Advanced Conjunction Advice
3-Two Color Combinations
4-Three Color Combinations
5-Four Color Combinations
6-Five Color Combinations
7-Six Color Combinations

NOTE - All conjunctions without a name / effect are only combinations of colors that I *think* have a good chance of working. There are probably possibilities not mentioned in this post, because we don't know everything yet.

BASIC CONJUNCTION ADVICE:

Conjunctions can be used against: Signature mobs and higher

Conjunctions can be started by:
-Burglars – list skills and items
-Random attacks against any signature or higher mobs

When you start a conjunction there a four color wheel will open up on the lower right hand side of your screen. It looks like this. If you're targeting a different monster, you'll see a white, red, and gold icon - click on it to target the correct monster. The colors are as follows:

Red: Ent's strength, this color will do direct damage to your foe.
Yellow: Spider's Guile, this color will do a minor direct damage on impact and more substantial damage over time.
Blue: Stallions Spirit, this color will refresh your power
Green: Eagles Cry, this color will refresh your morale.

Each color has a range – you can tell by the number of circles in your conjunction log, the more circles the greater the range. Usually, R and Y are melee range, with B and G longer range.

If you don't want to get into trying to plan out complicated conjunctions, just have everyone in the group pick the same color.
-RED if your target is a signature/elite, or if it is a boss monster under 50% life.
-YELLOW if your target is a boss monster above 50% life.
-BLUE if your group needs power (usually about halfway through boss fights or large pulls)
-GREEN if your group needs morale (usually when the healers are dead).



ADVANCED CONJUNCTION ADVICE:

Signature Conjunctions are only unleashed when the group members select a certain combination of colors that fall into a certain spot in the Conjunction Tool bar at the top of the screen. Signature Conjunctions also deal more damage, refresh more life/power, or do more of both than a generic Conjunction will do.

Choose a member of your fellowship to call what conjunction your fellowship will be attempting. The burglar and guardian are best for this role, since they can also announce when they will start a conjunction.

If your fellowship is low on power, usually in boss fights, you probably want to pick blue. Watch for a call in fellowship chat or listen for it on voice chat.

Lots of coordination is required for longer conjunctions. Everyone must be at the correct range and be ready to act immediately.
1 - Assign everyone in your group a number. Make sure you stagger melee/ranged/melee/ranged/melee/ranged (or start with ranged, it depends on what conjunctions you want to try).
2a - If your group is not very experienced, also assign everyone a color. They just hit their color when it is their turn to go, and boom, signature conjunction!
2b - If your group is more experienced, just have number 1 announce in advance what conjunction will be done. Everyone can choose the correct color on their own.


TWO COLOR COMBINATIONS:

If you are in a group of 2, then this is the best 'hand' you can get, a Pair. So when in a group of 2 you would want to pick 2 of the same colors to get a bigger, better, Signature conjunction.

Red, Red - Clash Of Arms. Direct dmg.
Yellow, Yellow - Misdirection. Damage over time.
Blue, Blue - Planned attack. Power fills up over time.
Green, Green - Rallying Cry. Morale fills up over time.

A group of 2 can also select different colors, although you will not get a signature conjunction. Single reds and yellows get applied to the monster individually. Single blues and greens get applied to the player(s) that chose them.


THREE COLOR COMBINATIONS:

Now if there is a third character in your group, you can then of course do three of a kind conjunctions

Red, Red, Red - Resounding Strikes. More powerful direct damage.
Yellow, Yellow, Yellow - Deception. More powerful damage over time.
Blue, Blue, Blue - Three Pronged Assault. More powerful power restoration.
Green, Green, Green - Mustering the Troops. More powerful heal.

When you have three people, you can also combine a pair and single. The pair must come first! If the single is a blue or a green, it will apply to the person who chose it. If the single is a red or a yellow, it will apply to the monster.

When you have three people, you also open up the option of doing "Straights", or three different colors in a row. These will go clockwise or counterclockwise around the color wheel. They also are usually the same if the first and third colors are switched.
Red, Blue, Yellow - Sinister Plan. This will give your target direct damage and damage over time, while giving a power buff to the entire group.
Red, Green, Yellow - Wrath Of the Righteous. Direct damage and damage over time to your target, with a morale boost to the entire group.
Green, Red, Blue - Strength of the Pure. You will deal direct damage to your target while getting a buff to your group's power and morale.
Green, Yellow, Blue - Will of the Strong. Buff to power and morale, with a damage over time to your target.


FOUR COLOR COMBINATIONS:

In a 4 person group you can then pick 4 of the same colors, and get a devastating conjunction, like:
Red, Red, Red, Red - Hail of Blows. Ridiculous direct damage.
Blue, Blue, Blue, Blue - Power In Numbers. A huge power boost and buff.
Green, Green, Green, Green - Call To Arms. A huge morale boost and buff.
Yellow, Yellow, Yellow, Yellow - Chaos in the Ranks. A huge damage over time.

You can also pick one three of a kind as well as a single color at the end. These will do the three of a kind, with the single being added onto the person choosing it if it is blue/green, or to the enemy if it is red/yellow.

You can do two pair as well, and get a signature conjunction instead of just the effect of the two pair. Many of these are the same regardless of the order you put the pairs in (although they still need to be entered as pairs; ie next to each other).
Red, Red, Yellow, Yellow - Pounding Echoes. Damage + Damage over Time.
Red, Red, Blue, Blue - Planned Charge. Damage + Power Restoration.
Red, Red, Green, Green - Damage + Morale Restoration.
Yellow, Yellow, Blue, Blue - Deadly Whispers. Damage over Time + Power Restoration.
Yellow, Yellow, Green, Green - ???.
Blue, Blue, Green, Green - Noble Cause. Power over Time and Healing over Time.

You can also work your way clockwise or counterclockwise around the color wheel.
Red, Green, Yellow, Blue - Ent's Stand - DoT, HoT, PoT, more? DD.
Red, Blue, Yellow, Green - Ent's Stand.
Blue, Red, Green, Yellow - Noble's Honour - DoT, HoT, more? PoT, DD.
Blue, Yellow, Green, Red - Noble's Honour.
Yellow, Blue, Red, Green - Silent Path - more? DoT, HoT, PoT, DD.
Yellow, Green, Red, Blue - Silent Path.
Green, Red, Blue, Yellow - Eagle's Eyrie - DoT, more? HoT, PoT, DD.
Green, Yellow, Blue, Red - Eagle's Eyrie.


FIVE COLOR COMBINATIONS:

Now if there are 5 people in your group you have now opened up a whole new thing with Conjunctions, Area Of Effect conjunction. They do massive damage, Dot, heals, and power regens to the area surrounding the Conjunction.
Red, Green, Yellow, Blue, Red - Entish Justice. Powerful, insane, and a ton of fun.
Red, Blue, Yellow, Green, Red - Entish Justice.
Blue, Yellow, Green, Red, Blue – Wrath of the Oathbreakers. All sorts of craziness, plus two oathbreakers (like the guys from Path of the Dead) appear to slap around your target.
Blue, Red, Green, Yellow, Blue - Wrath of the Oathbreakers.
Green, Yellow, Blue, Red, Green - Valour Unashamed. Lost of healing, some of everything else.
Green, Red, Blue, Yellow, Green - Valour Unashamed.
Yellow, Blue, Red, Green, Yellow - ???.
Yellow, Green, Red, Blue, Yellow - ???.

You can also do four of a kind plus one extra, three of a kind and two extra, two pairs and one extra, or whatever else you can think of. Some of these will not lead to signature conjunctions, but generally the first group of colors you enter will function normally. The rest may just apply to the people who entered them.

Red Red Red Yellow Yellow - Ent's Rage - Strong DD and DoT, AE attack
Red Red Red Blue Blue - ???.
Red Red Red Green Green - ???.
Yellow Yellow Yellow Red Red - Whispering Leaves. Strong DoT and DD, AE attack.
Yellow Yellow Yellow Blue Blue - ???.
Yellow Yellow Yellow Green Green - ???.
Blue Blue Blue Red Red - ???.
Blue Blue Blue Yellow Yellow - ???.
Blue Blue Blue Green Green - Noble Blood. ?Power over Time and Heal over Time?
Green Green Green Red Red - ???.
Green Green Green Yellow Yellow - ???.
Green Green Green Blue Blue - ???.

SIX COLOR COMBINATIONS:

Now for the full 6 person groups, you have all kinds of conjunctions to play with:

1 Five slot with one extra:
Red, Red, Red, Red, Red, Yellow – Break the Door. Strong DD + Strong DoT, AE.
Red, Red, Red, Red, Red, Blue – Hew the Stone. Massive damage, plus a spirit is summoned to help in your next fight.
Red, Red, Red, Red, Red, Green – Roll the Drums. Strong DD (AE?) + Strong HoT.
Green, Green, Green, Green, Green, Red - ???.
Green, Green, Green, Green, Green, Yellow - ???.
Green, Green, Green, Green, Green, Blue - ???.
Yellow, Yellow, Yellow, Yellow, Yellow, Red - ???.
Yellow, Yellow, Yellow, Yellow, Yellow, Blue - ???.
Yellow, Yellow, Yellow, Yellow, Yellow, Green - ???.
Blue, Blue, Blue, Blue, Blue, Red - ???.
Blue, Blue, Blue, Blue, Blue, Green - ???.
Blue, Blue, Blue, Blue, Blue, Yellow - ???.

1 four of a kind with 1 pair:
Red, Red, Red, Red, Green, Green - ???.
Red, Red, Red, Red, Yellow, Yellow - ???.
Red, Red, Red, Red, Blue, Blue - ???.
Green, Green, Green, Green, Red, Red - ???.
Green, Green, Green, Green, Yellow, Yellow - ???.
Green, Green, Green, Green, Blue, Blue - ???.
Blue, Blue, Blue, Blue, Red, Red - ???.
Blue, Blue, Blue, Blue, Green, Green - ???.
Blue, Blue, Blue, Blue, Yellow, Yellow - ???.
Yellow, Yellow, Yellow, Yellow, Red, Red - ???.
Yellow, Yellow, Yellow, Yellow, Green, Green - ???.
Yellow, Yellow, Yellow, Yellow, Blue, Blue - ???.

2 three of a kind:
Red, Red, Red, Green, Green, Green - ???.
Red, Red, Red, Yellow, Yellow, Yellow - Tramp of Doom. Huge DD and DoT. Maybe the most damaging possible CJ?
Red, Red, Red, Blue, Blue, Blue - ???.
Yellow, Yellow, Yellow, Blue, Blue, Blue - ???.
Yellow, Yellow, Yellow, Green, Green, Green - ???.
Blue, Blue, Blue, Green, Green, Green - ???.

3 Pairs:
Red, Red, Green, Green, Yellow, Yellow - ???.
Red, Red, Blue, Blue, Yellow, Yellow - ???.
Green, Green, Red, Red, Blue, Blue - ???.
Green, Green, Yellow, Yellow, Blue, Blue - ???.

Also you can do some huge AOE conjunctions, pick a spot, pick a color, and just work around the wheel:
Red, Blue, Yellow, Green, Red, Blue - ???.
Red, Green, Yellow, Blue, Red, Green - ???.
Blue, Yellow, Green, Red, Blue, Yellow - Thunder of the Oakenshield. HoT, DD, DoT, power boost, direct heal, and summons two Greater Oathbreakers, last 1 minute, and protect the two people who chose blue.
Blue, Red, Green, Yellow, Blue, Red - Thunder of the Oakenshield.
Yellow, Green, Red, Blue, Yellow, Green - ???.
Yellow, Blue, Red, Green, Yellow, Blue - ???.
Green, Red, Blue, Yellow, Green, Red - ???.
Green, Yellow, Blue, Red, Green, Yellow - ???.


Last edited by Guest on March 22nd, 2007, 11:36 am, edited 8 times in total.

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Posted: March 20th, 2007, 3:57 pm
 
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Posted: March 20th, 2007, 3:59 pm
 
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