Being Great in a Group
If you enjoy grouping, you may want to polish your knowledge and skills to be more effective in fellowship.
First, take a few moments to optimize your UI Settings for a smoother grouping experience:
- Turn on Voice Chat (Options > Audio, check "Voice Enabled" in the Voice section). Even if you don't have a microphone, you'll be able to hear the leader's instructions.
- Turn on the Assist Window (Options > Combat Options, check "Show Assist Window"). Many groups will designate a member to choose targets for the group to focus fire on.
- Turn on Show Dispellable Effects Only (Options > Social Options in the Group Effect Options section). This will allow you to see harmful status effects on other members of the group.
Next, it really helps to understand Group Roles:
- Most group content will require one member of the group to tank - usually a durable class that can get the mobs to focus their threat (agro) on him. If you pull a mob from the tank, slow your damage or heals until they can get the threat back. Some groups will designate a backup tank or "off-tank" to pick up mobs the tank can't control (like the one beating down the healer).
- CC or crowd control classes help the tank by temporarily stunning or rooting additional mobs (called "adds") - essentially taking them out of the fight. Attacking a controlled mob can set if free to attack the group, so target using the assist window whenever possible.
- The main job of DPS or damage classes is to burn down the group's target as fast as possible. Be sure to use the assist window if set!
- The main job of the healer is to keep the tank from dying (if the tank dies, the rest of the group usually follows). Some content is hard enough to need a back-up healer.
Getting Started with Fellowship Maneuvers
Want to be great in groups and raids? Then you’ll need to master Fellowship Maneuvers, or "FMs". (You might also hear these referred to by their old name "Conjunctions", or "CJs" for short.)
An FM is a powerful, coordinated group attack. FMs can be triggered by certain classes, most often Burglars or Guardians, but many times they occur by random chance. When an FM starts, a "wheel" with four colors pops up on your screen. To participate in the FM, you click a color on the wheel.
But simply clicking a color at random won't help your group: the color and order of each group member's contribution affects the outcome of the attack. There are a limited number of valid patterns, each of which can do extra damage to enemies, restore morale or power to group members, clear debuffs - even summon temporary allies. No single FM does all of this, however, so your group leader may ask the group to perform specific FMs depending on what your group needs most.
It's essential to get your contribution right: failing to contribute, or just tossing a random color will often cause the FM to fail completely.
Popular FMs
- Pure of Heart (GGGBB), which restores health and power to the fellowship, is a very popular FM.
- Noble Blood (BBBGG) produces a similar effect, with an emphasis on power.
- Noble Lineage (GGBB or BBGG) has a similar, smaller effect but it can be executed by just four group members.
- Some groups prefer the "Red Kicker", where everyone clicks the red icon except the last person (the kicker), usually the healer. The kicker chooses the last color based on what the fellowship needs most.
- Break the Door (5 reds + yellow) is a powerful area of effect attack.
- Roll of Drum (5 reds + green) gives the group a large heal over time (HoT) and cures fear and wound debuffs.
- Hew the Stone (5 reds + blue) gives the group power and summons an oathbreaker to protect the kicker for a few minutes.
- Another great approach is "Around the Wheel". Following the wheel around in either direction for at least 3 colors will always produce an FM - often an exceptionally good one - no matter which color you start with.
Other things to know about FMs
- You must face the target to contribute to an FM
- FMs only work in groups; you’ll never see one while soloing
- You must be level 12 or higher to participate in an FM
- After successfully executing an FM on a mob, it will be immune to another FM for one minute
- Mobs that have recently been stunned are immune to FMs
More details on FM's: http://lotro.mmorsel.com/2010/09/getting-started-with-fms.html







