OnnMacMahal
Systems Designer
The Lore-master
Bullroarer 1 > 2 changes in yellow.
Bullroarer 2 > 3 changes in blue.
Bullroarer 3 > 4 changes in purple.
First off, thanks to everyone who chimed in to prior discussions about the Lore-master class. I’m going to dive straight into an outline of some upcoming class changes, so please keep in mind that most of these changes have not been implemented and they are subject to change. With that said, I thank you for your continued engagement with these changes and for your ongoing feedback of these proposals.
Pets
Fundamentally, Lore-masters are a pet class, and there are no plans to remove pets entirely from any trait lines. That said, these changes aim to better differentiate the roles and playstyles of the three different LM specializations, and pets play a big role in that. Overall, pet summoning-skills will likely retain their current cooldown timers (meaning you can always re-summon any pet at will in combat). In yellow-line, pets would still play a role in debuffing, but without supporting endless/rapid pet cycling the way players currently do. In red-line, pets are still be present, but with a reduced impact on player output. In blue-line, pets are the star of the show, with gameplay revolving around buffing your pets and using your pets to deliver most of your output.
Return to Master
This skill should be usable in combat, with a 15s cooldown. This skill’s cooldown will be reset when you summon a new pet, so it should always be available for you if your pet somehow gets summoned in a stuck spot or somehow paths into a bad location.
Dismiss Pet (new, 1s cooldown)
This is a new, baseline Lore-master skill which simply dismisses your active pet. This is a minor addition that simply saves new LM players from being required to set up an alias/hotkey to manage pet dismissal. (A couple players reported that using this skill takes just a smidgen more time than the alias/shortcut. I couldn't easily identify any reason for this, but the reduced rate of pet cycling in yellow should limit the absolute speed at which you feel you need your pets to be dismissed. In any case, you're welcome to continue using the alias; this skill is largely meant to help new LMs more than anything).
Pet Skills
We’re still working out a few minor technicalities with pet skills, but pet skills across the board have changed in a major way: they are now driven by player skills. This means you will have player skills that correspond to each manually-activated pet skill, and those player skills will manage (and enforce) the cooldowns of pet abilities. Re-summoning a pet will still reset skill cooldowns on that pet, but your player skill cooldown will prevent your pet from re-using any skills before their cooldowns have elapsed.
When actively executing a pet skill, your pets will negate 30% Incoming Damage. This means your pets won’t be completely immune to damage, but if you’re smart about your skill use, you can ensure your pets are able to successfully execute their skills without being vaporized.
Major Pet Skills
60s cooldown
Spirit: AoE HoT
Bear: Challenge: Taunt (10 target AoE 5s force taunt, no copy)
Raven: Fear No Darkness: AoE Cleanse and Modest Heal for the Fellowship
Eagle: Frontal AoE that burns enemies and tiers up Burning Embers if it is present
Bog-lurker: Bursting Root (Fellowship Manoeuvre)
Lynx: High Damage, AoE attack
Feline Hunters: AoE strike, tier up +5% Damage per target hit for 20s
Inductions
You may notice in the traits outlined below that several sources of -Induction Speed have been removed. Lore-master baseline inductions have been reduced across the board by 30-60% concurrently with this change, so you should not notice the absence of those traits. The goal here is to both reduce the number of trait points you must sink into Induction Speed, and reduce the ‘expected’ Lore-master Induction modifier to a lower value, as the current traits make it possible for Lore-masters to hit -100% Induction Duration in some contexts (hitting -100% causes some wonky technical issues and can break some animations).
Traceries
In light of the changes below, a number of traceries have slightly different effects or slightly altered potency. No new traceries are being added and no traceries are being removed.
Burning Embers Initial Damage > Burning Embers Damage
Burning Embers exists for its DoT, not its initial hit. This tracery now affects all BE damage.
Test of Will Damage and Critical Multiplier > Test of Will Cooldown
This reflects the fact that Test of Will's value is primarily due to its stun, not its damage.
Air Lore Reflect Potency > Air Lore Potency
This reflects the fact that Air Lore is most valuable for its damage negation, not its reflect. The tracery now improves both aspects equally.
Potency reduced slightly.
Light of the Rising Dawn Damage and Critical Multiplier > Retribution Damage
With LotRD now being a low-damage interrupt skill, Retribution is a better fit for this damage bonus.
Signs of Power Durations and Debuff > Knowledge of the Lore-master Duration
These debuffs have been consolidated into the KotLM debuff, and no longer gain tiny potency increases from this tracery.
Sticky Gourd Direct Damage > Sticky Gourd Damage
Like Burning Embers, Sticky Gourd is about the DoT, not the initial hit. Sticky Gourd and its subsequent DoT both now benefit from this tracery (though it does not impact Burning Embers, even if it was applied or tiered up via Sticky Gourd).
Storm Lore Damage > Storm Lore Cooldown
Like Test of Will, Storm Lore is not used for its negligible damage. This tracery now reduces its cooldown, which has a real impact on the skill for you.
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