Fellowship Maneuvers

From Echoes of Angmar

A Fellowship Maneuver (FM) is a powerful coordinated group attack that's usually triggered through the actions of your team's Burglar. During combat, if a FM goes off, the enemy targeted by the FM is momentarily incapacitated until a brief timer expires. During this timer, everyone in your fellowship has a chance to choose one of four colors: yellow, red, green, or blue. If all players choose a color in time, a powerful effect will occur.


In addition to a Burglar's charm, conjunctions occur randomly in any group encounter with a signature or higher enemy (You'll get the message "X has broken the defences of Y"). Burglars and Guardians also have special skills that initiate conjunctions. When the conjunction is started, each player within the area will get a color wheel on their screen to choose one of four skill contributions. Only players at level 12 or above will be able to participate in a conjunction.


If you have targeted the wrong target, when a conjunction starts, you'll get the assist button instead of the wheel. Pressing the assist button will give you the correct target and brings up the conjunction wheel. Note that when you have the right target selected (orange wheel at its feet) but are not attacking it (red wheel at its feet), this will result in an error and you will not be able to participate in the conjunction.

Maneuver types

Color Name Effect
Ent's Strength Deals direct common damage. As it increases in power, it does more damage and at 6th level of power it becomes an Area of Effect (AoE) attack with a range of 10 meters.
Stallion's Spirit Restores power. From 2nd level of power it becomes a fellowship only AoE power heal. At 5th level of power it will summon a noble spirit and at 6th level of power it will summon a greater noble spirit to aid you in battle.
Spider's Guile Deals direct damage + a periodic damage. At the 5th and 6th level of power, it also applies a 15 second countdown effect that will damage the target's power and slow it down after the countdown is completed.
Eagle's Cry Restores morale. From the 2nd level of power, it becomes a fellowship only AoE overtime morale heal. At the 5th level of power it also cures fear and at 6th level of power it cures fear and wounds.

In general, blue and green colors can be used from a distance, while red and yellow require you to be in melee range. However, there are exceptions for some classes: for example, the hunter can use red and yellow as ranged. If your red or yellow icons do not look like the ones in the conjunction wheel above, but have an arrow through them instead, you can use those colors ranged.

Certain combinations of individual players' maneuvers (colors) such as pairs, flushes, or straights will increase the maneuvers' strength (level). The damage dealt by red and yellow maneuvers remains associated with the player who selected those colors, and can be tracked in their individual combat logs. Successful combos simply strengthen the individual players' maneuvers' strength. On the other hand, green and blue maneuvers gain an AoE effect practically in all combos, and therefore benefit every member of the fellowship. The more people participate in a named maneuver combination, the higher the potential level of each individual maneuver. For a list of known fellowship manuever combos, see Combinations section below.

Selecting the maneuver is like any other combat action of your character. This means that you must face the target in order to be able to select your color. Moreover, selecting a maneuver does not interrupt skill induction (casting) timers, but instead your color will not get into the maneuver queue until your current skill is completed.

Once you select your maneuver (color), your contribution will appear in the first empty slot in the maneuver queue. Your character will freeze in a maneuver stance, and a color indicator icon will appear above your head. Your character will stop its auto-attacks, and will not be able to use any skills until the conjunction is completed. If you try to move your character, your maneuver will be canceled. You will still be able to participate in the combo if there is any time left, but any color you now select will be added to the next empty slot in the queue (at its end), not to your original position.

Depending on the order of the colors that result from fellowship members selections after the short timer has expired, various effects can be produced ranging from massive burst damage, huge bleeding damage over time, full group Power Regeneration, life-saving group morale regeneration over time, or a combination of all four.

Skills that Start Conjunctions

Ability Class Level Description Cooldown
Exploit Opening Burglar 12 Also stuns the target. 5 minutes
Trip Burglar 28 Also knocks the target down (Only usable from Stealth). 5 minutes
Exposed Throat Burglar 41 Third skill in the critical response chain, has a chance of starting a conjunction. Requires the Exposed Throat legendary trait. 10 seconds (and crit chain required)
Small Bag of Marbles / Medium Bag of Marbles / Big Bag of Marbles Burglar 20 / 30 / 40 Items made by a Weaponsmith. Chance of an FM improves with better marbles. 15 minutes (shared)
Turn the Tables Guardian 36 Knocks the target down in response to the guardian being knocked down. 5 minutes
To the King Guardian 45 Only starts a conjunction on a critical hit. Requires the To the King legendary trait. 5 seconds

Most Conjunction-Starter abilities stun or knock down your target. This will give the target the Temporary State Immunity-buff (lasts for 10 seconds), which usually means you can't open another conjunction until it wears off. Moreover, attempts to start a conjunction using the burglar skills will also fail if the target has a stun immunity for any other reason (for example, if it just broke from lore-master's blinding flash).


After every conjunction attempt, whether it leads to a named combo or not, the target will also receive a one minute temporary immunity buff from coordinated attacks, indicated by the shield icon. A new conjunction can not be started on the target until this immunity wears off.

Combinations

The following are the different conjunction combinations that can be used to increase the strength (level) of individual maneuvers. To be executed correctly, the conjunction must use the specified colors in the specific order they are listed, with the exception of straights, which may be executed either clockwise or counterclockwise around the conjunction wheel.

Length Two Flushes

Clash of Arms - You and your fellow smash your target as if caught between a hammer and anvil.

Misdirection - Working together with a fellow you both are able to cause deep wounds in your target.

Planned Attack - Your superior coordination with your fellow energizes you both.

Rallying Cry - You and your fellow let out a piercing rallying cry invigorating yourselves and all other fellowship members around you.

Length Three Flushes

Resounding Strikes - Striking together you and your fellows tear your target asunder.

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.

Three Pronged Assault - Your superior coordination with your fellows energizes you all.

Mustering of the Troops - You and your fellow let out a piercing rallying cry invigorating yourselves and all other fellowship members around you.

Length Three Straights

Wrath of the Righteous - Working with your fellows you are able to crush and wound your target while also rallying your fellowship members.

Strength of the Pure - Working with your fellows you are able to crush your target while also rallying and energizing your fellowship members.

Sinister Plan - Working with your fellows you are able to slash and wound your target while also energizing your fellowship members.

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

Hail of Blows - Striking together you and your fellows tear your target asunder.

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.

Power in Numbers - Your superior coordination with your fellows energizes you all.

Call to Arms - You and your fellows let out a piercing rallying cry invigorating yourselves and all other fellowship members around you.

Length Four Straights

Ent's Stand - Like an Ent pooling all resources, your fellowship can crush and wound your target while also rallying and energizing all.

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.

Silent Path - Working with your fellows you are able to crush and wound your target while also rallying and energizing your fellowship members.

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.

Pairs

Pounding Echoes - Your fellowship's pounding blows echo in the distance and your foes new wounds are great.

Planned Charge - With a well planned charge, your fellowship crushes the enemy while being energized.

Ent's Heart - With an Ent's resilience and strength, your fellowship crushes your target as they rally back.

Deadly Whispers - Your fellowship's deadly whispers herald a deep wound in your foe and an energizing triumph.

Silent Glory - Your fellowship's silent wound and worthy glory rally everyone.

Noble Lineage - Like ancient nobles, your fellowship is able to crush your target while also rallying everyone's morale.

Length Five Straights

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 other.

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. (Two Oathbreakers are summoned.)

Leaves of Lothlorien - Swirling like the leaves of Lothlorien, your fellowship strikes from all sides, leaving wounds that slow while rallying and energizing all.

Valour Unashamed - Your fellowship crushes and wounds your target with unashamed valour, which removes fear, restores morale and enegizes all.

Full House

Ent's Rage - With an Ent's strength and with your fellowship's blows, crush and wound your foe.

Whispering Leaves - Working with your fellows you are able to crush and wound your target.

Noble Blood - Like those of true noble blood, your fellowship rallies and energizes from all past loss.

Pure of Heart - The pure of heart fear no foe and your fellowship can rally and energize in the midst of any battle.

Length Six Straights

Thunder of the Oakenshield - A truly flawless display of fellowship coordination, all fear and wounds are removed as all enemies are crushed.

Wings of the Windlord - A truly flawless display of fellowship coordination, two oathbreakers are summoned as all enemies are crushed. (Two Oathbreakers are summoned.)

Dawn on the Deep - A truly flawless display of fellowship coordination, two oathbreakers are summoned as your target is heavily disabled. (Two Oathbreakers are summoned.)

Whispers Under the Mountain - A truly flawless display of fellowship coordination, all fear and wounds are removed as your target is heavily disabled.

Length Six Unique

Break the Door - You fellowships fury cripples your foe and crushes all nearby enemies.

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. (An Oathbreaker is summoned.)

Roll the Drums - 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.

Tramp of Doom - Your fellowship tramples your foes, inflicting deep wounds.

March of Ents - Like the nigh unstoppable march of the Ents, your fellowship rallies and energizes as they crush your foes. (An Oathbreaker is summoned.)

Chill of Bone - Your fellowship strikes deep, bone chilling wounds on your foe, rallying and energizing each other as they fight. (An Oathbreaker is summoned.)

Breath of Freedom - Your fellowship strikes with the conviction of freedom, defeating your foes and rallying your allies. (Two Oathbreakers are summoned.)

Hope of Men - Your fellowship cripples your opponent and crushes all foes, filling your hearts with hope.

Types of Conjunctions

  • The simplest conjunctions are Flushes. All fellowship members must select the same color. Flushes are available in 2, 3 and 4-person maneuvers.
  • The other conjunctions are much harder to pull off without pre-planning and in-game voice communication. The Straight (any sequence of Red, Green, Yellow, and Blue) needs to be done in the correct order. This is hard to do since there is very little time to make your choice.
  • Note that reversing the color sequence does work (so the Red, Green, Yellow conjunction, Wrath of the Righteous, can be done as Yellow, Green, Red. Straights in five and six man fellowships are extremely challenging. Straights are available as 3, 4, 5 and 6-person maneuvers.
  • Note that in straights, the effects of a successful conjunction are different for each person depending on the color they selected! All members of the fellowship will benefit from the AoE heal over time and AoE power restore (all maneuvers in a straight are at least level 2, even if the color appears only once), but damage is dealt only by the players selecting red or yellow, and in straights that include level 5 or 6 blue, only the players selecting blue will summon noble spirits.
  • Two Pair is when your fellowship selects two matching colours, followed by another pair of a different color. Reversing the order of the pairs produces the same result. So the Yellow, Yellow, Blue, Blue conjunction - Deadly Whispers can be done as Blue, Blue, Yellow, Yellow. The two pair is only possible in a 4-person maneuver.
  • 5-person maneuvers are either straights or a Full House. A full house consists of three of one color and a pair of another color. The colors used must be either Red with Yellow, or Green with Blue. Either the triple or the pair may come first (so Red, Red, Yellow, Yellow, Yellow can also be done as Yellow, Yellow, Yellow, Red, Red).
  • 6-person maneuvers are either straights (difficult to pull off without a lot of practice) or they are some other combination of colors. The color order of all the six-person maneuvers must be matched exactly, but as with all other straights starting from beginning clockwise is the same as starting from the end counterclockwise.

Charts

This is an extremely old, but very useful table for deep diving into the specific effects of the conjunctions.

Conjunctions/Fellowship Maneuvers(German version)