Misc

Here’s all your misc skills..

· Herald's Strike: Melee damage

Effect: This is the only special melee attack Minstrel get. After hitting successfully with this, any healing done to you is increased by 10%. This skill works well when used in conjunction with the skill "Noble Cause"

· Noble Cause: Adds group heal recourse to next 3 Herald's Strikes;

Effect: This is a bit weird and may seem a little useless at first, but this move can be useful when used correctly. After using Noble Cause, your Herald's Strike can be used 3 times in quick succession, with no cooldown, and each hit doing a little extra damage. With every hit you make successfully while under the effects your whole fellowship gets a small heal. You have 60 seconds.

· Cure Fear: Cures Fear

Effect: This removed a fear effect off of your targeted fellowship member, it takes a little bit to cast, so it can be bothersome, the target usually removes it with a pot or the captain does, before you get a chance to.

· Still As Death: Feigns death

Effect: This essentially is playing possum! All creatures, monsters and enemies with stop attacking you almost instantly to attend to their next target, but wait a little bit before you “come alive” again, or they will pounce strait back onto you. This skill usually saves you from dying and your entire group lives on to see another battle! (Hobbits have an extra one of these, with a one hour cooldown.)

· Lay of the Hammerhand: draining power instead of morale

Effect: This is an awesome toggle ability. When active, this ability does two things: First all damage on you is halved. Second, it all goes to power instead of morale. For every 1 point of morale damage you take, it is transformed to .5 power damage. Be careful that this skill doesn't drain you completely of power, like when you forgot to turn it off and are in the middle of a battle. (OOoooooops. Its also great for sparring)

· Gift of the Hammerhand: Sets a protect on ally for 10s

Effect: This puts Hammerhand on a fellowship ally for 10s, they take “power damage” instead of morale damage.

· Piercing Cry: Ranged Attack

Effect: Instant ranged light damage. This is great for pulling, since its range is bigger than your ballads.

· Cry of the Valar: Fears your target

Effect: This instantly causes the target to run in fear of you. It only works on things that are evil so don't try scaring the near-by animals. This is good for when you’re being interrupted or just taking lots of damage, or any other case when you just want the enemy off of you.

· Call to the Fellowship: Increases effectiveness of fellowship maneuvers

Effect: This is a bit of a different skill, not many minstrel EVER use it! Before or during a fellowship maneouver, use this to get a 10% bonus to all damage done and

all healing done. Difficult to time, but it can help in a pinch.

· Call to Greatness: Inspires a player to greatness

Effect: This is an interesting and very unique skill. It lasts 15 seconds, and its effects differ depending on the class of the target. Here are the specifics:

  • Burglers: +15% damage to positional attack skills. Surprise Strike is recovered every 5 seconds.
  • Captains: Grants a defeat event. Grants the Battle-readied state every 5 seconds.
  • Lore-masters: −3% chance for enemies to resist Blinding Flash. Recovers Blinding Flash every 5 seconds.
  • Minstrels: +10% to healing done. Recovers Chord of Salvation every 5 seconds.
  • Guardians: +25% threat generation. Grants the Guardian's Ward effect every 5 seconds.
  • Champions: Grants a defeat event and 2 Fervor. Grants 1 Fervour every 5 seconds.
  • Hunters: −10% threat generation and grants 3 Focus. Grants 2 Focus every 5 seconds.
  • Unknown for Runekeepers and wardens.

Potentially very useful, but it has a very short duration. Warn the target before using it on them if you can.

· Cry of the Chorus:

Effect: This skill unlocks all your locked skills, opening them up for use. Basically, unlocks all tiers instantly as if you had done a tier 1, 2 and 3 ballad normally. This also cures silence on you. Helping you get back to healing faster than waiting for the time to expire, but since of its small cooldown, I would only use it to de-silence yourself if the fellowship or a member needs heals desperately. It is your choice.