A bit of an update about my thoughts about the champion.
General The role of the champion and the possible ways how to play a one has changed back and worth during these 2 years of LOTRO.
As difference between the roles of all the classes in general has been getting narrower and narrower all time, this has naturally affected the champion aswell.
But basicly our primary role still is doing DPS and in more detail doing AOE damage. We also have quite good tanking abilities, which allows us to do even adequate main tanking. With certain restrictions.
Our DPS producing, as some mightīve already gathered, has been lowered duing the latest patch, whereas some other classes DPS has been improved (mainly tactical classes).
But that doesnīt change the fact that we still can outlast propably every other class in doing DPS over time. Which still makes us the DPS-class of the game.
Build In theory, there are three different main build lines, from which to choose. The deadly storm-line, the berserker-line and the martial champion-line.
The first one focusing on AOE producing, second direct on DPS and the last on tanking abilities.
You can mix the three lines aswell, choosing class traits from each of the "trees", but i myself favour concentrating on one.
Iīve been going with Deadly-storm and Berserker and ignored Martial one totally. (Even if we can tank quite nicely, I find it a job for Guardians and Wardens)
I wonīt be going too much on details of the traits on each line. I just say that itīs much more on personal taste, which traits you choose form each line and which not.
Ans selecting between the AOE and DPS build, well matter of personal taste aswell. Both have advantages and disadvantages.
Legendary traitsOut of the six available, iīm still using the three I got ages ago.
Ferocious strikes deals 3 powerful hits which canīt be parried or blocked and it canīt never miss. The damage it deals is like main hand weapon damage 160% + 55 x2 and 160% off hand weapon damage + 69.
Cooldown is the big minus here. 30 seconds
Explosion of blades is a powerful AOE skill, which affects 8 targets. With right traits, it can affect even more, 10 or 12 i think it was. The damage it deals is like 130% weapon damage x 3 for each mob. Generates a hell of lot threat aswell. This is a nice skill to have while PVPīing
![Very Happy](https://2img.net/i/fa/i/smiles/icon_biggrin.png)
Also nice skill to have when youīre tanking.
Cooldown 10 seconds.
Controlled burn is the "4th stance" that us champions have. One difference is that it canīt be used continously. It lasts as long as weīre in combat, or we drop below 20% of our morale. It gives us +1290 in combat power regen and + 23% melee damage. Downside is the 10 minutes cooldown, but in instances for example that is more than enough to get it wokring again while fighting ones way towards the next boss.
Those are the three Iīm using.
Fight on is the fourth original one, which is pretty much useless. Transforms small portion of targets (mob) power to the champion.
Deathstorm is the legendary skill form the AOE-line. What it does is it removes all the cooldowns from the AOE skills and fervour needed for AOE skills is 0. Canīt remember the exact time of the skill, but i think itws something like 10 seconds or so. Basicly champion has 6 different AOE skills, and you have just about enough time to do the all with deathstorm. Cooldown is 10 minutes.
A very nice skill, especially while PVPīing.
A champion on deathstorm can cause incredible amount of overall damage in crowd of mobs or creeps.
Continous blood-rage is, a toggle skill that has a morale cost each
second and reduces incoming healing almost completely. In return, the champion gains a damage bonus that increases over time to go with the
immunity to combat states in Blood Rage. The price in this one is quite huge. 440 morale at the start and then 60 morale/second. AND -90% to incoming heals!
The legendary skill from the Martial champion line is something that i havenīt acquired so far, but basicly it is somehting that improves champions self-heals and few buffs that we have.
Virtues and statsMight has always been the number one skill for us champions and that is what one might want to look with the virtues aswell.
Lately iīve changed my mind about morale. As the entire Moria is more or less solo adventuring, one could really find morale useful.
Agility is nice to have aswell, crits my friends, crits.
These three are the main stats I look in virtues and in gear. And in that order. Will is a bonus that usually comes with the gear that have might and/or vitality. Hight power isnīt a goal in itself i set my eyes on, but the good gear for us champs usually have will or + max power in them aswell.
Fate on the other hand is something I still consider somewhat useless to us champions. Same goes with in-combat power regen. I already mentioned with controlled burn, that it has rather impressive +1290 in-combat power-regen. So does the most used stance we have;
fervour. The +23% melee damage is there too. (The downside to fervour is that champion cannot parry, block or evade with it.)
The ICPR is so impressive on both of these stances, that fate and ICPR that gear or virtues can give us arenīt that important anymore.
One handy skill we also have is called
Second wind, which after defeating an enemy gives us +240 power. Downside is longish cooldown of 15 seconds.
Because of the reasons above, and the thing that our skills donīt burn that much power in the first place, our power-storage very rarely runs out.
Naturally there are exceptions, champions going on
flurry (-20% attack duration for 30 secs) and battering the mobs with most powerful hit they have on constant basis etc etc, but in general, itīs very rare that champions runs out of power.
Hereīs my current stats:
Might 510
Agility 411
Vitality 414
Will 313
Fate 134
Melee crit 2672
Morale 4869
Power 2614.
Would like to have a bit more morale (about 5k) with on expense of power. Which can be easily done with proper relics on my legendary items.
GearNot much to say here really. Like mentioned above, go for might and vitality and morale. Agility is important aswell.
Weaponwise, it seems to be ongoing debate, wether dual-wield is better than 2-hand weapon. And wether fast weapon(s) is better than slow one(s).
There is an interesting experiment done about the subject, whichīs results you can find here:
http://community.codemasters.com/forum/showthread.php?t=347315As it shows in that topic, there are so many things that has to be taken into consideration, that there isnīt any certain knowledge out there, but it gives some directions at least.
As for the Legendary gear legacies, thatīs a matter of taste and personal likings. I myself, beig the half berserk hald aoe-lover, have been pretty much going for those.
Fervour damage, aoe damage, aoe and fervour power costs and naturally the DPS of the weapon are the legacies iīm after.
Increase for the
bracing attack (+445 morale atm and 2x 123% weapon damage) is something that i wonīt overlook either.
Few more notes on skillsMajority of champion skills are meant to harm someone. (wether itīs the enemy, the champion himself, or a fellowship member is pretty much down to the indvidual pushing the buttons
![Wink](https://2img.net/i/fa/i/smiles/icon_wink.gif)
) I wonīt be goign on about them too much. Letīs just say that there are quite a few straight and AOE DPSskills that us champions posses.
One of them might be worth to mention here though.
Sound the attack is a AOE skill, which affects upto 5 mobs, causing them to stun for 3 seconds. Not much, I know, but sometimes can be a real life saver (cooldown 20 secs)
I talked about stances earlier. Stating that
Controlled burn could be considered as 4th stance and
Fervour was already introduced aswell.
The other too are
Ardour and
Glory.
Ardour gives about +1000 in-combat power regen and reduces evade and parry like -1500. it also gives +3% melee damage. I used to use this stance more than fervour, but recently iīm came back to fervour as it deals a whole lot more damage. To be honest, canīt even think what good Ardour is anymore.
Glory is a stance for tanking champions. +903 ICPR, +60% threat and -15% melee damage.
Now back to skills. Champion has a variety of useful skills other than meant for pure DPS.
Clobber is propably a one that majority of people are aware of. A real instance saver. It simply interrupts any time-delayed action the mob is about to do. Cooldown is only for 3 seconds (which at times can feel like a lifetime)
Champions challenge. Heard champions shouting? Thatīs them using this skill. It taunts the target to focus itīs attack on you for 10 seconds. No exact numbers are shown, and it depends on threats and stuff, but it usually works. (3 out of 5 iīd say) cooldown 30 seconds
Ebbing ire and Rising ire Rising Ire is a useful skill. It takes 15% of accumulated threat away from the target and transfers it on champion (CD 20 secs). Ebbing ire on the other hand gives 25% of acc. threat away from the champion and gives it to the target. You might want to be careful not to mixh these when in battle. Could cause you or the poor minstrel to die in seconds should you do that
Heroics. After defeating an enemy, you can give about +350 power buff to your fellows. Not much, but can be a life-saver too at best. Cooldown 10 minutes
Adamant Buff that gives the champion -10% on imcoming melee and ranged damage for 30 secs. Cd 15 minutes
Sudden defence +2500 evade and +2300 parry for 30 seconds. Cd 5 minutes.
Dire need Transfers 50% of your existing power to 200% on your morale. For example if you have 1000 of power left and you use dire need, you get +2000 of morale. Very commonly used "panic-button". Just be sure that you actually have some power left to make it useful.
One thing I didnīt go too throughly is
Fervour. Not as in the stance called
fervour. The other
Fervour is the "energy" which defines when champion is ready to use his skills. Each skills requires certain amont of
fervour. And to gain
fervour, you must be in combat and/or use some of your lower dps skills to build it.
Each of champions stances builds fervour differently.
Glory gives 1 fervour/12 seconds,
Ardour 1/9,
Controlled burn 1/5 anf
Fervour 1/4.
More powerful the skill, the more it takes of
fervour and you need to go building it up again. The max on
fervour meter is 5. No skill requires more than that.
There is a skill called
Red haze, which can be used after killed an enemy (canīt be used same time with the power-buffing
Second wind). It gives you 1
fervour pip immediately and additional
fervour pip every 15 seconds.
You must not be out of combat for more than 9 seconds or this skill will reset. Cooldown on this one is 5 seconds.
When you are duoing with a champion, you mightīve wondered at times, whatīs the rush. Why is he running towards the next enemy, when the previous one has been hardly killed. Well, hereīs your answer. Heīs keeping his
fervour up, thus allowing him to deal more powerful hits on more constant basis. Mind you, constant use of
Red haze is the fastest way to run out of power, so using it too much ainīt that beneficial in the long run.
And one might want to keep any eye on his morale too.
Well, thatīs pretty much what springs to my mind this time.
I think thatīs pretty much my most thorough presentation about champion so far. Even though not that focused on the tactical and pratcical side of things, more on theory.
Hope it helps you peeps to understand us champions a bit better again. And should any of you fellow champs have anything to add or if you have different kind of view, please speak your minds
![Smile](https://2img.net/i/fa/i/smiles/icon_smile.gif)
Questions and views from other classes are welcome aswell.
EDIT. Added one legendary skill, Deathstorm.