Race

Frequently one of the most asked questions, Does Race Matter? Each race has built in "strength" and "weaknesses" and each race comes with traits that can be equipped for use. Here they are as follows:

Hobbit – Has access to a second flop, a skill which allows you to lose aggro from mobs, so they can either return to their spawn location, or back to the tank. This can be convenient if you are a solo player, which most that play this game are until they reach end-cap. This skill was previously very useful in instances however they have been disabled in newer instances, so there is less impact. Here are your available passives:

  • Hobbit Courage: +1% Fear Resistance.
  • Hobbit-toughness: +15 Vitality.
  • Rapid Recovery: +60 Non-Combat Morale Regeneration.
  • Resist Corruption: +1% Shadow Mitigation.
  • Small Size: -7 Might.

Here are the traits and skills you can get such as the play dead skill:

  • Stoop for a Stone skill: Throw a stone, a short ranged attack (cause this is useful, not)
  • Guile and Conviction Bonus: +5% to Fellowship Manoeuvre damage-over-time and healing
  • Hobbit Club-damage Bonus: +5% to 1H & 2H Club damage
  • Hobbit-stature: +20 Might
  • Return to Michel Delving skill
  • Hobbit-resilience: Non-stacking +2 Hope buff to fellowship for 10 min, 30 min cooldown
  • Hobbit-stealth: -3 to Stealth ability every 30 minutes
  • Hobbit-silence skill: Feign death every 30 minutes
  • Virtuous Hobbit: +1 Empathy, Honesty, and Idealism

Men – Have a nice 5% incoming healing self-buff which makes healing yourself a bit easier. They also have the skill Duty Bound which increases the morale of you fellowship by 5% (significant amount at level cap) for 10 minutes, you can use this every 30 minutes.

  • Diminishing of Mankind: -7 Will.
  • Easily Inspired: +5% Incoming Healing.
  • Gift of Men: +15 Fate.
  • Strong Men: +15 Might.
  • Upper-cut skill: short distance punch
  • Grants a Melee ability
  • Tactics and Might Bonus: +5% to Fellowship Manoeuvre healing and damage
  • Man Sword-damage Bonus: +5% to 1H and 2H Sword damage
  • Man of the Fourth Age: +20 Will
  • Return to Bree skill
  • Duty-bound: +5% Maximum Morale buff to fellowship for 10 min every 30 minutes
  • Balance of Man: + (8.08 * Level) to Block, Parry, and Evade ratings
  • Strength of Morale skill: Restores 2200 - 3000 Morale every 30 minutes
  • Virtuous Man: +1 Confidence, Justice, and Patience

Elf – Their skill that is useful is Eldar’s Grace, which allows them to parry 75% of attacks for 10s, which can be nice defensive tool. The downside is that it has a significant cooldown of 30 minutes before you can use it again. Here are the passives available:

  • Agility of the Woods: +15 Agility.
  • Fading of the Firstborn: -7 Fate.
  • Sorrow of the Firstborn: -20 Max Morale, -60 Non-Combat Morale Regeneration.
  • Suffer no Illness: +1% to Disease Resistance and Poison Resistance.

The same with every race there is a set of traits you can choose to equip.

  • Silvan Shadows skill: -3 to stealth every 30 minutes
  • Tactics and Conviction Bonus: +5% to blue and green Fellowship Manoeuvre skills
  • Elf Bow-damage Bonus: +5% to Bow damage
  • Friend of Man: Increases Fate
  • Return to Rivendell skill
  • Eldar's Grace skill: +75% parry chance every 30 minutes
  • Elf One-handed Sword-damage Bonus: +5% to 1H Sword damage
  • Power of the Eldar skill: +2% to maximum power every 30 minutes
  • Virtuous Elf: +1 Wisdom, Patience, and Charity

Dwarf – They have a similar defensive tool like the elves with Endurance of Stone which provides negates 50% incoming damage for 10s. This is a decent buff in instances and groups as some bosses often can’t be parried or do significant damage. This skill also has a cooldown of 30 minutes. They have these passives built in:

  • Lost Dwarf-kingdoms: -7 Fate.
  • Stocky: -7 Agility.
  • Sturdiness: +15 Might, +10 Vitality, +1% Common Mitigation.
  • Unwearying in Battle: +30 In-Combat Morale/Power Regeneration, -60/30 Non-Combat Morale/Power Regeneration.

Then there is some traitable skills/abilities that become available to you:

  • Head-butt skill: 3s Daze
  • Guile and Might Bonus: +5% damage to red and yellow Fellowship Manoeuvre skills
  • Dwarf Axe-damage Bonus: +5% 1H/2H Axe damage
  • Fateful Dwarf: Increases Fate
  • Return to Thorin's Gate skill
  • Endurance of Stone skill: -50% incoming damage every 30 minutes
  • Dwarf-endurance skill:
  • Shield Brawler: Increases Block rating
  • Virtuous Dwarf: +1 Fidelity, Honesty, Loyalty

High Elf – This is a new race introduced to lotro and great for soloing as a minstrel. They have a bonus of 5% light damage, and light damage is almost all of minstrel’s attacks, and a skill that gives the fellowship a bonus 5% damage for 10 seconds. Here are the passive's that are part of the high-elf race.

  • Fading of the Firstborn: -7 Fate
  • Peace of the Eldar: +20 Maximum Morale, +60 non-Combat Morale Regen
  • Sorrow of the Undying: -7 Will
  • Suffer no Illness: +1% Disease and Poison Resistance

They also have a 10% out of combat run speed and some bonus Will. It isn't important for a minstrel, but they also have a resurrect skill that can be used every 30 minutes. Here are the traitable skills and bonuses available to the race.

  • Blade Dancer: +5% 1H/2H Sword Damage
  • Enmity of Darkness: +5% Light-type Damage
  • Glory of the First Age skill: a 3s stun available every 30 minutes
  • Grace of the Firstborn: +10% Out of Combat Run Speed
  • Grace of Valinor: Revive a fellow every 30 minutes (not useful for a minstrel)
  • Those Who Remain: Increases Will
  • Travel to Caras Galadhon skill
  • Virtuous High Elf: Grants +1 Wisdom, Confidence, and Justice
  • Wrath of the Firstborn skill: +5% damage every 30 minutes

Stout-Axe - The latest dwarf race introduced into lotro and they have drawbacks to being a minstrel class, but they also have some in their favor. I would say with their abilities these guys would make great Rune-Keepers or Guardians.

  • Unyielding Will: + 15 Will, +1% Common Mitigation
  • Wrought by the Black Land: +1% Shadow Mitigation, +1% Disease Resistance, +15 Might, +5 Agility
  • Shadow of the Eye: -7 Vitality
  • Doom of Drása's Folk: -10 Fate

The mitigations and resistance might be helpful throughout your play, but the bonus could be negligible in the grand scheme of things. You do have the following skills/traits that you can equip that could be helpful.

  • Flame-tempered: +1% Fire Mitigation
  • Fortitude of the Stout-axes skill: + 1% Shadow Mitigation every 30 minutes.
  • Heart of Fire: +3% Fire-type Damage
  • Needful Ingenuity: +10% Craft Experience Modifier
  • Nimble-handed: +5% 1H/2H Axe Damage, +1% Dagger Damage
  • Return to Thorin's Hall travel skill.
  • Stout-shield Skill: +75% Block Chance every 30 minutes
  • Unwritten Destiny: Increases Vitality
  • Virtuous Stout Axe: Grants +1 Wit, Determination, and Fortitude

All in all, which class you pick really comes down to personal preference. Pick what you will enjoy most aesthetically rather than trying to pick the very best as no one judges you for your race usually.