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Old Mar 29 2007, 11:45 PM
Beleg Beleg is offline
 
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Arrow Conjunction Junction

Conjunction Information (from the beta forum, and special thanks to Tadloth for lots of detailed info!):

Here's a link to the Official Article on Conjunctions.
And on the Lorebook:

Conjunctions are fellowship combat maneuvers that can deal significant damage or restore power or morale. The more powerful ones can combine these, affect multiple targets, or add heal-over-time buffs on you. Some even summon creatures to help you battle!

Conjunctions are started randomly when you're fighting signature or elite mobs. Some classes (such as burglars) have skills or items that can start (also known as opening) a conjunction.

Once a conjunction starts, the mob is stunned, and a conjunction wheel will appear on the screen of each fellowship member who is targeting that mob. (Those not targeting it will see a bulls-eye, clicking that will allow them to switch targets to the appropriate mob, and the wheel will open.) The wheel has four colored circles: RED (which does damage), YELLOW (which does damage over time), GREEN (which restores morale), and BLUE (which restores power).

Each player has a few seconds to select one of the colors. Once you choose a color, it will appear in the Conjunction Contribution Panel (so everyone can see what has been chosen). This freezes your character (though other mobs can still attack you). If you move, your contribution is removed. After a few seconds (whether you choose a color or not), the conjunction resolves.

As of Book 12, the fellowship (or raid) leader can select a "preferred" FM for the group. To do so, open your Character panel, select the Skills tab (at the top), then the Fellowship Skills (at the bottom). It will show a list of all the conjunctions you know (that is, the ones you have successfully completed on this character). If you are the fellowhship (or raid) leader, you'll also see a little check-box by each one. If you select that, it will immediately show it to all members of the fellowship/raid. Also, whenever an FM is opened, it will show it again. Also note that it's for the whole raid; you can't set a different one for each fellowship in the raid. Basically, it serves as a reminder as to which FM has been selected. It doesn't help you complete the FM per se, but the reminder can make it easier to get the "right" one completed.

Some contributions require proximity to the mob, others can be used at range. There are slightly different icons on the conjunction wheel that indicate the range; if you look closely you'll see some arrows on the RED and YELLOW circles on the Hunter's wheel, for example. BLUE and GREEN can be used at range for all classes. Hunters and Rune-keepers can also contribute RED and YELLOW from range.

Here's a video showing three different (length-three "straight") conjunctions: http://www.youtube.com/watch?v=2e5p-B68Tik

Notice the effect on the mob's health, and on the players' morale and power.

Although every conjunction with at least one color does something, there are special combinations which are extremely powerful. These tend to work like poker hands (pairs, flushes, straights), and are described in detail below. Straights describe a sequence that goes in order (clockwise or counter-clockwise) around the conjunction wheel. (Note: At one time, the wheel for some Hunters was different; it should match other classes now.)

For the pairs like RRYY, the reverse order is equivalent. Only one order is listed here. That is not true for full-houses though; that is XXXYY is not the same as YYXXX.

Here I transcribed all the ones I've completed, along with the in-game text. The ones with question marks I have not yet personally completed. The names come from other posts. For "straights" (i.e., working your way around the conjunction wheel), I believe that the direction (clockwise or counter-clockwise) does not matter. I know that's true for the length-four ones, but I have not confirmed it for length-five or six.

ONE LONG

R - Ent's Strength 105% of Main hand weapon + 328 damage. (effects vary by level; we're working on the formulas)
Y - Spider's Guile Does 130 common damage every 4 seconds for 20 seconds.
B - Stallion's Spirit Adds 268 - 274 to Power.
G - Eagle's Cry Adds 434 - 439 to Morale.

LENGTH TWO FLUSHES

RR - Clash of Arms You and your fellow smash your target as if caught between a hammer and anvil.
YY - Misdirection Working together with a fellow you both are able to cause deep wounds in your target.
BB - Planned Attack Your superior coordination with your fellow energizes you both.
GG - Rallying Cry You and your fellow let out a piercing rallying cry invigorating yourselves and all other fellowship members around you.

LENGTH THREE FLUSHES

RRR - Resounding Strikes Striking together you and your fellows tear your target asunder.
YYY - Deception Working together with your fellows you all are able to cause deep wounds in your target. The initial contributor will cause a deep wound.
BBB - Three Pronged Assault Your superior coordination with your fellows energizes you all.
GGG - Mustering the Troops You and your fellows let out a piercing rallying cry invigorating yourselves and all other fellowship members around you.

LENGTH THREE STRAIGHTS

RBY - Sinister Plan Working with your fellows you are able to slash and wound your target while also energizing your fellowship members.
RGY - Wrath Of the Righteous Working with your fellows you are able to crush and wound your target while also rallying your fellowship members.
GRB - Strength of the Pure Working with your fellows you are able to crush your target while also rallying and energizing your fellowship members.
GYB - Will of the Strong Working with your fellows you are able to wound your target while also rallying and energizing your fellowship members.

LENGTH FOUR FLUSHES

RRRR - Hail of Blows Striking together you and your fellows tear your target asunder.
BBBB - Power In Numbers Your superior coordination with your fellows energizes you all.
GGGG - Call To Arms You and your fellows let out a piercing rallying cry invigorating yourselves and all other fellowship members around you.
YYYY - Chaos in the Ranks Working together with your fellows you all are able to cause deep wounds in your target. The initial contributor will cause a particularly nasty wound.

PAIRS

RRYY - Pounding Echos Your fellowship's pounding blows echo in the distance and your foes new wounds are great.
RRBB - Planned Charge With a well planned charge, your fellowship crushes the enemy while being energized.
RRGG - Ent's Heart With an Ent's resilience and strength, your fellowship crushes your target as they rally back.
YYBB - Deadly Whispers Your fellowship's deadly whispers herald a deep wound in your foe and an energizing triumph.
YYGG - Silent Glory Your fellowships silent wound and worthy glory rally everyone.
BBGG - Noble Lineage Like ancient nobles, your fellowship is able to crush your target while also rallying everyone's morale.

LENGTH FOUR STRAIGHTS

RGYB or RBYG - Ent's Stand Like an Ent pooling all resources, your fellowship can crush and wound your target while also rallying and energizing all.
BRGY or BYGR - Noble's Honour With a true noble's honour your fellowship is able to crush and wound your target while also rallying and energizing all.
YBRG or YGRB - Silent Paths Working with your fellows you are able to crush and wound your target while also rallying and energizing your fellowship members.
GYBR or GRBY - Eagle's Eyrie The power of great eagles in their eyries is matched by your fellowship as you crush and wound your target while rallying and energizing all.

FULL HOUSE

GGGBB - Pure of Heart The pure of heart fear no foe and your fellowship can rally and energize in the midst of any battle.
BBBGG - Noble Blood Like those of true noble blood, your fellowship rallies and energizes from all past loss.
YYYRR - Whispering Leaves Working with your fellows you are able to crush and wound your target.
RRRYY - Ent's Rage With an Ent's strength and with your fellowship's blows, crush and wound your foe.

LENGTH FIVE STRAIGHTS

BRGYB or BYGRB - Wrath of the Oathbreakers Your fellowship strikes with such wounding wrath as to summon an Oathbreaker to assist you even as you rally and energize all.
RGYBR or RBYGR - Entish Justice Justice of the Ents does not rest with a single foe, all enemies feel your fellowships crushing and wounding rage even as you rally and energize each ... (unreadable)
GYBRG or GRBYG - Valour Unashamed Your fellowship crushes and wounds your target with unashamed valour, which removes fear, restores morale and enegizes all.
YBRGY or YGRBY - Leaves of Lothlorien Swirling like the leaves of Lothlorien, your fellowship strikes from all sides, leaving wounds that slow while rallying and energizing all.

LENGTH SIX UNIQUE

RRRYYY - Tramp of Doom Your fellowship tramples your foes, inflicting deep wounds.
RRRRRG - Roll the Drum The rolling drum of your fellowships blows on your foe cause pain to nearby foes and hope to flourish in your ranks, removing fear and wounds.
RRRRRY - Break the Door You fellowships fury cripples your foe and crushes all nearby enemies.
RRRRRB - Hew the Stone Your fellows hew into your foes like masons on stone, energizing each other and drawing forth an Oathbreaker shade to fight for you.
BRYYRB - Breath of Freedom Your fellowship strikes with the conviction of freedom, defeating your foes and rallying your allies.
GYRRYG - Hope of Men Your fellowship cripples your opponent and crushes all foes, filling your hearts with hope.

GRRRRB - March of the Ents Like the nigh unstoppable march of the Ents, your fellowship rallies and energizes as they crush your foes.
GYYYYB - Chill of Bone Your fellowship strikes deep, bone chilling wounds on your foe, rallying and energizing each other as they fight.

LENGTH SIX STRAIGHTS

BRGYBR or RBYGRB - Wings of the Windlord A truly flawless display of fellowship coordination, two oathbreakers are summoned as all enemies are crushed.
RGYBRG or GRBYGR - Thunder of the Oakenshield A truly flawless display of fellowship coordination, all fear and wounds are removed al all enemies are crushed.
YBRGYB or BYGRBY - Dawn on the Deep A truly flawless display of fellowship coordination, two oathbreakers are summoned as your target is heavily disabled.
YGRBYG or GYBRGY- Whispers under the Mountain A truly flawless display of fellowship coordination, all fear and wounds are removed as your target is heavily disabled.

These combinations don't appear to have their own name or effects:

RRRGGG - ? ?
RRRBBB - ? ?
BBBGGG - ? ?
BBBYYY - ? ?
BBBRRR - ? ?
GGGYYY - ? ?
GGGRRR - ? ?
GGGBBB - ? ?
YYYBBB - ? ?
YYYGGG - ? ?

YYYRRR - ? ?
YYYYYB - ? ?
YYYYYR - ? ?
YYYYYG - ? ?
BBBBBG - ? ?
BBBBBY - ? ?
BBBBBR - ? ?
GGGGGY - ? ?
GGGGGR - ? ?
GGGGGB - ? ?

Mosby (Human Burglar), Leader of The Palantíri kinship (Landroval)

Last edited by Beleg; Sep 21 2009 at 03:22 PM.
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  #2  
Old Mar 29 2007, 11:46 PM
Beleg Beleg is offline
 
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Re: Conjunction Junction

After playing various burglars characters since alpha, fellowshipped with my kinship or with pick-up groups, I can offer the following advice for doing conjunctions:

If you have only 2 people, try for pairs (GG, or BB, or whatever).

If you have 3, try for flushes (in most cases) or simple straights (GYB is my favorite). Only try for the straight when you are using the same straight in every situation, so people get used to it. In this case you must assign an order so players know when to press. With a decent fellowship, this is not too hard with just 3.

With 4 or more, you may want to avoid straights if you're in a casual group. Although they work well, they hard enough that someone usually fails to contribute the correct color in time. Instead, assign your fellowship into 2 groups. Each group gets assigned a color. Usually the burglar will announce the colors before he opens: "Opening, BLUE - GREEN!" (this works best if everyone has voice-chat turned on). When the wheel pops up, everyone in group 1 immediately chooses BLUE (for example). Once group 1 finishes (but not before), everyone in group 2 chooses GREEN.

If you have 4, try flushes or pairs (like GGBB); all combos work.

If you have 5, try for full houses (like GGGBB or YYYRR). Remember though with these that you can either do damage (RED/YELLOW), or restoration (BLUE/GREEN), not both -- so don't mix the colors.

If you have 6, try for the 5-1 combos (like RRRRRG). These work very well (with nice AoE damage), and are not too difficult. We usually have our minstrel (if we have one) go last. Everyone else just hits the assigned color when the wheel pops up, and the minstrel can decide the kicker color, based on what the group needs. Minstrels usually know exactly what the group needs most. The GREEN kicker gives you morale, the BLUE gives you a ghost.

With a decent group, straights can actually work quite well. Even if you only get 3, it's still a nice effect. You don't need all 6 correct to make them work pretty well. If you have one or two people who always fail to contribute the right color for some reason (sometimes bugs in the game won't even let them see the pop-up), put them at the end of the order. That way you'll still get a good effect if you get the first four.

For all but the simplest FMs, you'll need to assign an order. There are a lot of factors to consider: class, range, individual play-style, player reliability, and others. In my experience, you want melee classes (burgs, guards, champs, and wardens) to go before the classes with ranged attacks and/or inductions (minstrels, hunters, and RKs). Captains and lore-masters are hybrids that can fit in either group pretty well; I usually order the other classes first, and then fill in the gaps with the hybrids depending on the colors I need.

That gives those with inductions a chance to finish their heal or bow-shot, and still contribute. Also, since melee classes are typically near the target mob, they can usually contribute any color, while the ranged classes can only contribute BLUE or GREEN, without first closing on the mob. (Though hunters and rune-keepers can contribute any color at range.) One exception to this guideline: if you're relying on the the tank to maintain aggro on a boss mob, you may want him to be near the end of the order. This allows him to continue fighting until the last possible moment.

Here's an example. Let's say you have a group with the following classes, and you want to do a RBYGRB - Wings of the Windlord straight. I would probably assign the players in this order:
  1. Burglar - Burgs are usually first; they often have the quickest reaction time since they probably opened the FM.
  2. Lore-master - Easier to contribute BLUE or GREEN.
  3. Champion - Can usually go anywhere in the order, with any color.
  4. Guardian - As far back in the order as we can put him (so he can maintain aggro), but still before hunters and minstrels. Although any color is ok for Guardians, GREEN or BLUE are usually good choices, since he'll still get morale or power even if the FM gets mixed up.
  5. Hunter - Allow time for shot-induction to finish. Hunters can contribute RED from far away.
  6. Minstrel - Allow time for heal-induction to finish. Minstrels can contribute BLUE from range. If the Minstrel is too busy healing, you still get 5.
With that order, and a decent group, you would almost always get at least 4 contributed in the right order. Getting 5 or 6 would be a nice bonus. If we're trying for a straight, and if I know the players well, I will usually put the most reliable contributors first (regardless of class), to give us the best chance of getting the longest straight. If we're trying a more difficult FM such as Hope of Men (GYRRYG - where all 6 are required to complete it), then I'll usually arrange people by what class can most easily contribute the necessary color.

Book 12 added the ability to select a "preferred" FM, which is displayed whenever an FM is opened. The fellowship leader can set the preferred FM using the Skills Panel on his Character Panel. There's a Fellowship tab (at the bottom); simply select the FM you want to use. Note that you can only select FMs you have "learned" (that is, you must have completed it at least once before).

Our kinship uses this, but we don't rely on it too much. There are too many different circumstances for a single FM to be the best choice in all cases. Early in the battle, you may want YYYYYY. Late in the battle, you may want BBB-GG for example. Normally, we allow the burglar to choose the first color, and then we follow suite. This allows us to have four "pre-selected" FMs - usually RRRRR-B/G (minstrel chooses the last color), YYYYYY, GGG-BB, or BBB-GG.

One last important tip: under the Key Mapping Options, you can bind the four wheel options (up, down, left, and right) to keys -- I use the arrow keys. For me, it's a lot easier to hit the key, than to try and find my mouse cursor, and click on the right color. You can also bind a key to change your target to the right mob when the bulls-eye indicator pops-up.

Last edited by Beleg; May 06 2009 at 04:22 PM.
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Old Mar 29 2007, 11:49 PM
GOTHIC GOTHIC is offline
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Re: Conjunction Junction

nice .. i still have it from the CB too lol thanks for posting .. was going to post later .. um.. did someone post the songs.. i have that one too ..??
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Old Mar 29 2007, 11:52 PM
Nifty Nifty is offline
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Re: Conjunction Junction

Thanks, Beleg! One old link re-added to my signature, two to go!

Oh, the numbers on the one long ones are probably level dependent, if not more than just level dependent. Never really examined it.
A few informative links (hopefully, these will be reposted so I can relink them!)
A Basic Combat Primer for Fellowships | Conjunction Junction
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Old Mar 30 2007, 12:17 AM
Beleg Beleg is offline
 
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Re: Conjunction Junction

I need those other two, also! I hope their authors saved them for us
Mosby, Leader of The Palantíri kinship (Landroval) - KinCharts

As glides in seas the shark, Rides Mosby through green dark. -Melville

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Old Mar 30 2007, 12:31 AM
steelsnake steelsnake is offline
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Re: Conjunction Junction

Quote:
Originally Posted by Beleg View Post
I need those other two, also! I hope their authors saved them for us
I have the combat primer saved, but I'd rather the original poster would re-post it as it's not my creative work and I don't want the credit. Except that I don't know if the OP is still around...
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Old Mar 30 2007, 01:51 AM
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Elfheart Elfheart is offline
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Re: Conjunction Junction

I'm glad someone saved this list. With a burglar as my main I'm going to have to memorize it.
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Old Mar 30 2007, 02:59 AM
Beliehn Beliehn is offline
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Re: Conjunction Junction

Awesome info, I never go to see a few of those...Thanks for the post!
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Old Mar 30 2007, 03:32 AM
lcpieper lcpieper is offline
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Re: Conjunction Junction

It looks like terrific work, but for the life of me I don't have a clue what it is.

Would someone mind explaining what the heck a conjunction is, and what this application is all about ?
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Old Mar 30 2007, 06:58 AM
Kubila Kubila is offline
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Re: Conjunction Junction

A conjunction is a "Fellowship Manuver" you'll hear that phrase out of the Devs mouths before you'll hear the word Conjuction.


A fellowship manuver is a specail attack that only fellowships can do..
1 person in the fellowship wil start, then each player(in random or pre-emptive) chooses a skill colour.
This in turn gives the fellowship at that time, a chace to win the battle.

It's confusing isn't it?
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Old Mar 30 2007, 09:25 AM
jackotamo jackotamo is offline
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Re: Conjunction Junction

Most of the 6 slotted conjunctions are very difficult to pull off unless you play with a team of 5 others CONSISTENTLY. So if anyone is going to Brandywine and has good experience with this, and you have been to angmar PM me.
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Old Mar 30 2007, 09:39 AM
rfodish rfodish is offline
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Re: Conjunction Junction

Quote:
Conjunction junction...
What's your function?

Great post! If anyone needs any more information click here.

This thread deserves to be stickied? /call dev
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Last edited by rfodish; Mar 30 2007 at 09:44 AM.
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Old Mar 30 2007, 10:14 AM
Beleg Beleg is offline
 
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Re: Conjunction Junction

Updated the OP to explain what conjunctions are, and to add a link to a video I made showing a few.

Normally I would add a soundtrack, but I thought you might want to hear how I (as the burglar) tried to organize the fellowship (of 3 players) to select a particular conjunction.
Mosby, Leader of The Palantíri kinship (Landroval) - KinCharts

As glides in seas the shark, Rides Mosby through green dark. -Melville

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Old Mar 31 2007, 08:49 PM
sneaks sneaks is offline
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Re: Conjunction Junction

here are the proper six straights:
BRGYBR = Wings of the Windlord
RGYBRG = Thunder of the Oakenshield
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Old Apr 01 2007, 04:47 AM
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koala koala is offline
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Re: Conjunction Junction

Could we get this thread stickied as well? To make it easy to access.
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