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.

Work in Progress...