LOTRO free to play going ahead.

The impression given before release was that you'd be able to level through all the starter areas and into Breeland (where you're funnelled after the individual staring areas) before you'd have to start paying for quests. That would be about level 15-20.

You can still level by killing mobs, and travel to any area of the original game, but you have to shelve out for points to actually be able to take quests in the later areas.

Levelling is fast enough that you could do it maybe to 30, but god it would be dull :)
 
You get access to Moria, and to the Warden and Runekeeper classes (I think) but still don't get to do the quests in there without paying.

Basically, there's no way you're playing the full game for free. You can access the areas and kill the mobs and level that way, but if you want to play the game as was intended, you are going to have to either buy quest packs or subcribe.

It's basically a much extended trial, specifically designed to get you as into the game as possible before you're asked for money, and then it asks you for it in small amounts, so you don't realise how much you're actually paying.

Edit - course, you can be smart if you already know the game, and buy a few specific adventure packs that will cover the zones you need to get yourself levelled, but they're constantly going to be introducing new zones now (as they do in DDO) so that you'll never be ahead of the curve.
 
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Funnily enough, dwarves are the only ones I can roleplay with without feeling like a tit :)

They're already short and vaguely disturbing, so you don't look out of place acting like you wish they would go away :D
 
Yeah, the skeleton horse looks awful! My favourite was the dark gray horse from the spring festival. Only managed to get it on one of my characters though because the mount vendor was broken for most of the event :(
 
I'd have gone two hunters I think, or hunter minstrel (minstrel dps is quite decent when they're in warspeech mode), and then you can fall back to healing mode when you want to tackle something particularly tough.

I can see the champ getting frustrated running after mobs when the mobs rubberband back and forth between the hunter and champ as they out-aggro each other.
 
One of your melee skills does a slight snare on everything in front of you too, so if you do get in over your head you can usually get away. Or you could throw down a quick trap if you can make them.

Also one of your bow skills does a major snare when you're using either light or fire oil (can't remember which) which is another getaway button. And of course there's the just stupidly overpowered teleport-me-instantly out of here one :)
 
How good can a minstrel be if in the hands of someone who has MMORPG experience when grouping with just a noob hunter?

I might rethink rolling a captain if I can still keep my gf from dying as a minstrel...

Captains only get one direct heal though, and it's a heal over time. They get a lot of other abilities that keep groups alive, but direct healing isn't one of them. Just so you know that if you need to burst heal damage a minstrel is the only way to go.

I'd still look at captain though, they're almost specifically designed to enhance the other player in a two person group. They can buff their damage, hit points, power regen, how well they get affected by incoming healing, remove fear effects, res them in or out of battle, and generally make people adore you :)
 
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