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谁能详细介绍下盘子的组合 [复制链接]

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只看楼主 倒序阅读 楼主  发表于: 2009-11-12
谁能详细介绍下盘子的组合,

最实用的,
最强大的,
最难组合的?
哥不懂操作,也不会连击……哥只能猥亵了。
ts

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只看该作者 沙发  发表于: 2009-11-12
http://lotro-wiki.com/index.php/Conjunction

A Conjunction (also known as a Fellowship Maneuver) is a Fellowship-based group attack that can be very powerful if coordinated well. Different ordered contribution combinations will result in different Conjunctions. You can find more information about your available contribution skills and the Conjunctions you have been a part of in the Conjunction Journal portion of the Character UI.
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. Note that only players at level 12 or above will be able to participate in a conjunction.
The Assist ButtonIf 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)
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



Bags of Marbles
A Burglar can use 'Bags of Marbles' to initiate a Conjunction. These items are crafted by a Weaponsmith.
Item Level Description Cooldown
Tiny Bag of Marbles 20 Knock down for 4s 15m
Small Bag of Marbles 30 Knock down for 5s 15m
Medium Bag of Marbles 40 Knock down for 6s 15m
Large Bag of Marbles 45 Knock down for 7s 15m
Big Bag of Marbles 55 Knock down for 8s 15m




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. The first color in a straight determines which conjunction will trigger.
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. (An Oathbreaker is summoned.)
  • Hope of Men - Your fellowship cripples your opponent and crushes all foes, filling your hearts with hope.
Types of Conjunctions
There are several types of conjunctions, ranging from very simple to relatively complex: Flushes, Straights, Two Pair, Full House, and Uniques. The power of a conjunction is related to both the number of contributing members and the complexity of the pattern. Additionally, an individual participant in a fellowship maneuver may experience different effects than his/her fellows depending on what color he/she contributes:
Red is associated with doing direct damage to the target by the player who selected it.
Yellow is associated with doing damage over time to the target by the player who selected it.
Blue is associated with a recovery of power, both to player who selected it, and to entire fellowship in most combos.
Green is associated with a recovery of morale to player who selected it, and heal over time to entire fellowship in most combos.
For more details on each color, see Maneuver Types
Flush
The simplest and second most common conjunctions are Flushes. All fellowship members must select the same colour. Flushes are available in 2-, 3- and 4-person maneuvers. When no specific maneuver has been declared, it is generally wise to attempt a flush; most players will catch on and do the same. A flush is successful regardless of the total number of party members, meaning that a group of 5 or 6 people are still able to execute 2-, 3-, or 4-person flushes. A 2-fellow flush is only successful if it occupies slots 1 and 2, 3 and 4, or 5 and 6; The sequences RRGR or RGRR will successfully trigger Clash of Arms (RR), but the sequence GRRG will not.
Straight
The most common conjunctions are Straights. A straight is any sequence that follows the order of the colors as they appear around the wheel. Straights are available as 3-, 4-, 5- and 6-person maneuvers. Straights in five and six man fellowships are extremely challenging, because they must be entered in the correct order in a short amount of time. However, they are also among the most powerful. A straight is successful regardless of the total number of party members. This is very useful, because even an uncompleted attempt at a straight will generally trigger a lesser straight.
All straights can be performed around the wheel in either a clockwise or counterclockwise direction. Depending on the length of the straight, either the first color chosen or the quantity of colors in the overall sequence will determine which skill triggers and which effects will be strongest.
  • In a 3-person straight, the combination of colors used determines which skill will trigger. A 3-person straight can be performed exactly in reverse: RGY has the same effect as YGR.
  • In a 4-person straight, the first color determines which skill will trigger (and the strongest effect): RGYB has the same effect as RBYG.
  • In a 5-person straight, the first color, which is repeated as the last color, determines which skill will trigger (and the strongest effect): RGYBR has the same effect as RBYGR.
  • In a 6-person straight, the first two colors, which are repeated as the last two colors, determine which skill will trigger (and the two strongest effects). These may be performed exactly in reverse: RGYBRG has the same effect as GRBYGR.
In general, the first two colors in a straight should correspond to the effects that are most strongly desired, and will always include one form of damage and one form of recovery. If a party desperately needs morale and prefers instant damage, for example, the straight should be started as "GR," which can lead to GRB (moderate heal), GRBY (strong heal), GRBYG (very strong heal), or GRBYGR (very strong heal & very strong instant damage). Alternatively, if DoT (Y) is needed most, and extra power (B) is desired over morale, starting with YB can lead to YBR (moderate DoT), YBRG (strong DoT), YBRGY (very strong DoT), or YBRGYB (very strong DoT, very strong power regen).
Two Pair
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 YYBB conjunction, Deadly Whispers, can also be done as BBYY. Any pairing of colors will result in a successful maneuver. Executing a Two Pair is only possible with exactly 4 people. A successful Two Pair is almost as powerful as two 4-fellow Flushes combined!
Full House
All five-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 R&Y or G&B. That is, a Full House is either entirely devoted to damage (eg RRRYY), or entirely devoted to recovery (eg BBBGG). Either the triple or the pair may come first, so RRRYY can also be entered as YYRRR. A Full House is possible with 5 or 6 players.
Uniques
Uniques only exist for full fellowships (six members), and must be entered exactly as written. Three unique conjunctions follow the pattern RRRRR-X, where X can be either Y, B, or G depending on the desired effect. These three conjunctions are often referred to as "Flush + 1" or "Chain + Kicker." Two unique conjunctions follow the pattern G-X-X-X-X-B, where X can be either all Y's or all R's (but not a combination of the two). A particularly unique conjunction, RRRYYY, is often thought of as an "Extended" Full House (RRRYY+Y), but *must* be entered in that order (YYYRR+R only triggers a regular Full House).
The other two known unique conjunctions are symmetrical: BRYYRB, GYRRYG. It is worth noting that both of these conjunctions sandwich damage between a type of recovery, and that neither conjunction contains a straight. These moves do follow a specific pattern, however, which can be helpful to remember: When performing BRYYRB, start on B, make one full turn clockwise (skipping G), and then return counterclockwise (skipping G again). When performing GYRRYG, the pattern is the same, but starts on a different color: start on G, make one full turn clockwise (skipping B), then return counterclockwise (skipping B again).
Fundamental Tips for Success
Fellowship Maneuvers, when used successfully and intelligently, make an enormous difference in combat. This is particularly true in full parties of six. Unfortunately, organizing a party of six can be difficult, particularly when members are "pick-ups" who are not experienced with working together. In order to have the highest rate of success possible for Fellowship Maneuvers, there are several tips and concepts to keep in mind:
The "Kicker" Chains
When adventuring with a full fellowship (6 people), the following combinations are among the easiest to execute with all six party members, and therefore the most popular, particularly in lower-level instances. They are very simple to coordinate, and will still grant damaging flushes (RR, RRR, RRRR) in the event that not all fellowship members are able to contribute in time.
Before battle, determine who will have the role of entering the last color in the sequence, which is commonly referred to as the "kicker." Generally, the best candidate for the kicker-picker is the Minstrel, if one is present, due to a combination of factors:
  • The Minstrel generally knows what the party needs (damage, power, or morale)
  • Summoning an Oathbreaker can cause pets to bug (Captain and Loremaster); Minstrels do not have pets, and therefore can contribute B for Hew the Stone without worry
  • Minstrels are unable to contribute Red or Yellow unless they are within melee range, but can contribute Blue or Green from a safe distance.
  • Putting the Minstrel at the end of the sequence gives the player extra time to finish casting before locking in a FM contribution.
Common Do's and Don'ts of Fellowship Maneuvers
When trying to successfully execute Fellowship Maneuvers, there are basic guidelines that, when followed, can greatly improve the rate of success.
Stay close! With the exception of Minstrels and Hunters, do not stray from the center of battle. Burglars, Guardians, Captains, Champions, and even Lore-Masters must be within melee range of the target to contribute Red or Yellow to a conjunction. This is especially important to remember if the fellowship is attempting any of the RRRRR-kicker conjunctions.
Be mindful of stuns! Fellowship Maneuvers require that the target be stunned or knocked down. If a monster has recently been stunned or knocked down, it will be granted temporary "Stun Immunity," during which time it cannot be stunned or knocked down again. For this reason, skills that stun the opponent (or otherwise trigger Stun Immunity) should not be used on the fellowship's primary target(s), for a poorly-timed stun will cause any Fellowship Maneuver attempts to fail.
Finish or cancel your current action immediately. Your contribution the the Fellowship Maneuver must be queued up just like any other skill; you cannot make a contribution while you are performing another move. In the case of skills with long induction times, it is sometimes necessary to cancel the move (default key is Esc) so that a contribution can be made to the Fellowship Maneuver immediately. This is especially important to remember if you have been assigned an early position in the sequence.
Do consider using hotkeys. Every second counts when attempting a Fellowship Maneuver, so consider binding a key to the assist button (eg Caps Lock). Also, the colors of the wheel can be bound to keys, such as the arrow keys. Another recommendation is to use your keypad to match the color wheel by assigning 8 (red), 6 (green), 2 (yellow), 4 (blue), and 5 (fellowship assist).
Watch and listen carefully. Over the course of a battle, group leaders will often call out specific Fellowship Maneuvers either by voice or in chat. Missing out on this information can be detrimental to the entire group, so be vigilant!

External links:
Guide: What conjunction to use, depending on group size
A more condensed table, showing maneuvers and effects at a glance (English/German)
Retrieved from "http://lotro-wiki.com/index.php/Conjunctions"

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只看该作者 板凳  发表于: 2009-11-12
没有最强大,只有更合适
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只看该作者 地板  发表于: 2009-11-12
我现在好象 只差  6人轮子  人类的希望  没出。。。 都不用这个轮子。。。。

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只看该作者 粪坑  发表于: 2009-11-12
TS的好详细。。。
新浪微博:http://weibo.com/u/2658695841
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只看该作者 粪坑边缘  发表于: 2009-11-12
恩队伍的默契就是在任何时候都开最合适的组合

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只看该作者 前排围观  发表于: 2009-11-12
TS你还真去复制了WIKI的介绍过来。。。太热情了。。。
EQ is like your first kiss. You'll never get that feeling back again!
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只看该作者 7 发表于: 2009-11-13
谢谢,有中文版的就更好了
哥不懂操作,也不会连击……哥只能猥亵了。

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只看该作者 8 发表于: 2009-11-13
google翻译
金山词霸
谢谢
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只看该作者 9 发表于: 2009-11-15
风王是怎么组合出来的,就是召唤2个幽灵的那个盘子
哥不懂操作,也不会连击……哥只能猥亵了。
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只看该作者 10 发表于: 2009-11-15
貌似齐了   
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只看该作者 11 发表于: 2009-11-15
引用第9楼刀哥于2009-11-15 07:53发表的  :
风王是怎么组合出来的,就是召唤2个幽灵的那个盘子


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