These are the skills I've unlocked currently, on a level 41 light war steed. Some are LM skills, the others are light horse skills. I believe the max steed level is 50, there are some different skills if you are using a medium or heavy steed, and there are some light skills I haven't unlocked yet. I'm sure the amount of damage and whatnot is affected by traiting, gear and all that good stuff.
Enduring Embers: this is the mounted version of Burning Embers. It does less damage and less of a debuff than Burning Embers but has a farther casting range.
50 meter range.
Can stack three times.
746 to 1064 fire damage.
25% chance to reduce target's speed by 10% for 10 seconds.
170 Beleriand damage initially.
170 Beleriand damage every 3 seconds for 12 seconds.
271 to 301 Fire damage every 4 seconds for 20 seconds.
Cost: 76 power and 77 mount power.
Cooldown: 4 seconds.
Bond of the Rider: This is a cross between Light of the Rising Dawn and Share the Power. It does less damage and shares less power to an individual ally, but does share power to multiple fellowship members. It has a farther range. It does not do a debuff. As one of your two ranged attacks, I'll have to double check whether the power is coming from the enemy or from the LM. If its from the LM, your toon would be out of power rather quickly.
50 meter range.
546 to 780 Light damage.
Transfers 380.1 power and 380.1 mount power to fellowship members within 40 meters.
Cost: 76 power and 77 mount power.
Cooldown: 18 seconds.
Metal and Mettle: This is the mounted version of Staff Strike and Staff Sweep. It does more damage than either singly, but less than the two combined. It does a bleed. It does not have a flank effect as you do not have a pet during mounted combat.
4.2 meter range.
645 to 1025 Beleriand (main hand) damage.
148 Beleriand damage initially.
148 Beleriand damage every 3 seconds for 12 seconds.
Cost: 60 power and 123 mount power.
Cooldown: 4 seconds.
Radiant Burst: This is the mounted version of Herb-Lore with an additional debuff. There is no root animation. There is an animation of a swarm of crows heckling the target. It has a briefer effect, a bigger debuff, and slightly farther range.
50 meter range.
Target is rooted for 6.5 seconds.
Target's attacks have a 50% miss chance for 6.5 seconds.
After root expires, Murder of Crows is cast upon target, reducing its speed by 10% and giving it a 10% miss chance for 20 seconds.
There is a 5% chance of dismounting the target.
Cost: 60 power and 77 mount power.
Cooldown: 6 seconds.
Mearas Lore: this is a debuff.
Decreases target's speed by 10%.
Reduces target's armour by 10%.
Duration: 15 seconds.
Cost: 95 power and 77 mount power.
Sign of Power, Inspiration: this is a debuff.
When damaged, enemy has a 20% chance to reflect 303 power and 303 mount power to anyone who hits it.
Duration: apparently 30 seconds.
Cost: 76 power and 77 mount power.
Cooldown: 14 seconds.
Speed of the Herd: this is a buff to fellowship members within 40 meters. The buff remains after disbanding fellowship. Can be cast on self out of fellowship.
+500 maximum war steed power.
-10% attack duration.
+3% evade chance.
Duration: 1 hour.
Cost: 179 power and 77 mount power.
Cooldown: 30 seconds.
Favour of the Mearas: this is a heal over time which looks like a bubble. It is only available to those who buy the Legendary Rohan edition.
+650 mount endurance.
Restores 125 mount endurance every 6 seconds for 12 second.
Cost: 60 power and 75 mount power.
Cooldown: 15 minutes.
Break Free: this dispels debuffs on your character, such as root or slow.
Dispels any movement impairing effects.
Cost: 162 mount power.
Cooldown: 2 minutes.
Spur On: this is a toggle skill like the combat movement assist in the options.
Moves you directly towards the target to execute your next skill.
Skill cost is increased 25%.
Cost: 49 mount power, 10 mount power per second, 5 power per second.
Caution: this is a good uh-oh skill for squishies wishing to avoid an enemy who does melee damage.
Forces target to ride at a distance on your right flank for 10 seconds.
Cost: 123 mount power.
Cooldown: 30 seconds.
Discipline, Red Dawn: this is a stance. You may use one stance at a time.
Increases damage to target by 10%.
Reduces enemy's tactical mitigation by 10%.
Cooldown: 1 second.
Discipline, Riddermark: this is a stance.
Increases war steed's agility by 125 points.
Increases steed's morale by 10%.
Reduces cost of all mounted skills by 20%.
Cooldown: 1 second.
Discipline, Rohirrim: this is a stance.
Increases war steed's armour by 200 points.
Increases outgoing and incoming healing by 10%.
Cooldown: 1 second.
Dash: this is a toggled steed buff. I'd guess mps means meters per second.
Increases steed's maximum speed by 3 mps, up to a ceiling of 16 mps.
Cost: 17 mount power per second.
Cooldown: 20 seconds.
Thanks, I was hoping for something like this... I was considering asking for a list like this on the LM forums. It would be nice if we had a list like this for some of the other classes.
I think I'll enjoy the LM's style of mounted combat. It sounds like the idea is for LMs to strike from a distance with Enduring Embers and Bond of the Rider, sweeping into melee range periodically to strike with Metal and Mettle and reapply the bleed, all the while using Radiant Burst and Mearas Lore to keep the enemy at a distance. That sounds appealing to me, and it's a reasonable recreation of the LM's usual mix of ranged combat, melee combat, and crowd control.
Two questions:
1. What do you mean when you say that Bond of the Rider is a cross between Light of the Rising Dawn and Share the Power? I see how it's like Share the Power, with the power restoration element, but in what way is it similar to LOTRD? Is it just the fact that it's light damage, or does it have a stun component as well?
2. Which of these are class skills and which are mount skills? It looks like Sign of Power: Inspiration and all the skills above it are class skills, while Speed of the Herd and the skills below it are mount skills... is this correct?
And it sounds like the LM's role in a mounted fellowship will primarily be CC, debuffing, power management, and DPS... so it's a simplified version of the LM's role on foot, but given the limited number of skills, that seems fair. There's no healing, no curing, no pets, and there are a few other signature skills that are missing, but as a scaled down version of the LM class, I'm happy with this.
As the OP says, there are probably a couple of additional mount skills once we reach 50, and there's a different skill set for medium and heavy mounts. The trait trees will also presumably change the picture a bit. Still, thanks to the OP for giving us a good overview of the LM in mounted combat.
1. What do you mean when you say that Bond of the Rider is a cross between Light of the Rising Dawn and Share the Power? I see how it's like Share the Power, with the power restoration element, but in what way is it similar to LOTRD? Is it just the fact that it's light damage, or does it have a stun component as well?
2. Which of these are class skills and which are mount skills? It looks like Sign of Power: Inspiration and all the skills above it are class skills, while Speed of the Herd and the skills below it are mount skills... is this correct?
Bond of the Rider has the light damage of Light of the Rising Dawn and the power transfer of Share the Power. There is no mounted stun, unfortunately.
I think the first ones are class skills. I'd have to go back and stare at the skills for another hour to parse which is which. Suffice to say, you get a nicely sized collection of them.
The attacks can be done within a firing radius of 270 degrees. There's no "you must face target" text popping up. I'll have to check if Break Free can be cast on fellows. I don't know if each of the horse types has this skill, though it's possible.
In general I've thought the type horse we use should match our armour type. An LM can ride the giant heavy tank horse if they wish, though they wouldn't as often use the heavy horse skill which forces enemies to ride at melee range.
In general I've thought the type horse we use should match our armour type. An LM can ride the giant heavy tank horse if they wish, though they wouldn't as often use the heavy horse skill which forces enemies to ride at melee range.
I've gotten the impression that this is the best plan as well, though I'm glad we have the option to experiment and play a different way as well... it sounds like it will really give players room to experiment and find different ways of doing things. For LMs, though, I think the mobility of the light horse would be a real asset, one that would synergize well with our speed debuffs and our mix of ranged and melee attacks.
Though it occurs to me that, with no stuns or mezzes, but only slows and roots, we'll be very much at the mercy of ranged attackers... I imagine mounted archers and the like will be a challenge for us.
I've gotten the impression that this is the best plan as well, though I'm glad we have the option to experiment and play a different way as well... it sounds like it will really give players room to experiment and find different ways of doing things. For LMs, though, I think the mobility of the light horse would be a real asset, one that would synergize well with our speed debuffs and our mix of ranged and melee attacks.
Though it occurs to me that, with no stuns or mezzes, but only slows and roots, we'll be very much at the mercy of ranged attackers... I imagine mounted archers and the like will be a challenge for us.
Ranged enemies still do severe damage to our morale, thanks to the light armour, and there's no way to deal with it while you're mounted, most especially if you've aggroed multiple ranged enemies. It would be nice to stun one, cast wind lore on another to reduce its damage, send bear to pull the aggro, and throw a self heal, but none of these options exist for a mounted LM. All you can do is dismount and throw your self heals. Bear might be able to pull aggro, but none of your stuns or mezzes work on mounted enemies. All they get is a speed debuff instead of a mez.
You can try running from the aggrod ranged mob, but they'll follow you while continuing to attack, and some mounted enemies have an extremely large roaming area, so they won't reset and zip back home.
If you're in a fellowship, tanks do not have a mounted challenge. They cannot force aggro on themselves, and healers have a hard time keeping fellows in range, as the party members are typically racing all over the place. The best option for the ranged enemies who you've aggrod is to burn them down immediately. Personally, I like having a lot more options in my bag of tricks. Mounted combat is fun, but doesn't have the depth or breadth most level 75s will be expecting.
Not all of these are LM-specific skills. Some are available to all mounts or mounts of a certain type Spur-on, Break-free, Caution. Also Dash comes from a mounted trait.
If you're in a fellowship, tanks do not have a mounted challenge.
There is some form of threat though, as I see those red squigglies now and then when fighting on my Guardian with Heavy steed, and I recall some Guardian skills that hint at threat. There are also some skills to force a rider to ride along side you in melee range (a bit like Caution but for melee classes), and that's sort of like a short duration force-attack.