I’ve heard Lore-masters complain from time to time that they don’t like being thought of as nothing more than a battery for their group, as if they are only there to supply power on demand. Well, now they can rest easy because captains can now step up to the plate and be generators for their fellowship.
After playing around with various trait lines and builds in the past week, I’ve found that if I make an effort to do so, I can keep my entire fellowship at full power (or close enough) most of the time. Under the right circumstances (meaning, at least four defeat responses per minute), I’ve found that I can generate approximately 2,600* power per minute for every member of the fellowship, with my Song-brother target receiving around 3,900* power per minute. Here are my tips for how to keep your fellowship (and yourself!) powered up to take on whatever comes your way.
I won’t go into every single trait you should slot or legendary item legacy you should use, as I feel that’s up to the individual player and their play-style. These are just the portions of my build I use to get the most out of my power generating abilities.
At the very least, you need to be using Fellowship-brother if you want to be generating power for your group. This will allow the effects of your “Brother” skills to extend to your entire group and not just the Shield/Song/Blade Brother target. The benefits received by your fellowship will be of lesser strength than to the Brother target, but it all adds up rather quickly. You can target the person who needs your direct assistance most (or who will be able to make the greatest use of the greater heals and other benefits) and still be assured that you’re not neglecting everyone else.
Hands of Healing is not absolutely vital to this, but you will get the greatest effect from having increased heals, as well as the added benefit of getting the full effects of Song-brother for yourself, along with your targeted ally. The +10% bonus to Inspire and Rallying Cry Healing is also useful to this healing strategy.
The Deeds before Words trait gives a +25% bonus to morale healed from Inspire. Unfortunately, you will not get the full bonus from this trait when using Inspire (Song-brother) for the power over time. As far as I can tell, this trait will give +12.5% power healed.
Now for Wrath will add a power over time heal to Rallying Cry, in addition to its already impressive heal over time.
The trait, Tactical Prowess, will increase the duration of your To Arms buff. With this trait alone, you can get the skill duration up to 15 seconds.
For your weapon, it’s always a good idea to have To Arms Duration. Combined with the Tactical Prowess trait, a fully leveled To Arms Duration legacy will give you 30 seconds of this skill (with a 1 minute cool-down).
For your emblem, look for Rallying Cry Healing, Rallying Cry Cool-down, Melee Skills Healing and Vocal Skills Healing. For a power healing build, I’d go with the order listed as priority for spending points in your emblem (after ranking up your Tactical Healing Rating, of course). For general use, though, I’d probably level Vocal Skills Healing before Melee Skills Healing. If you’re unable to get an emblem with 4 major legacies on it, I’d prioritize Vocal Healing over Melee Healing.
For a swap or buff emblem, you may want to consider Time of Need Cool-down and Time of Need Morale Cost. The cool-down on Time of Need has recently been reduced to 5 minutes, and the legacy will further reduce that to 2.5 minutes. The morale cost of Time of Need is 20% of your maximum morale, and the legacy will reduce that to 10%.
Now we get to the part where all the magic happens. Using the previously listed tools and the following skills will allow you to provide your group with nearly limitless amounts of power. Remember how I stated that I can provide around 2,600* power per minute to most of the fellowship? For many classes that’s most, if not all of, their entire power pool. Add in the fact that the group members in question will already have their own In-Combat Power Regen (ICPR) from traits, gear and other sources, and your group will be pretty much never have to worry about running out of power, let alone making sure they have enough power pots to get through a fight.
Song-brother is the cornerstone of this whole power healing strategy. Using this on an ally will automatically increase their ICPR, as well as reduce their threat from healing. I tend to use this on the healer to help increase their heal output, or if I’m the main healer, I’ll put this on the person having the most power issues. Using this on a warden is a good idea, although wardens aren’t quite the power hogs they were before Rise of Isengard.** The reduction in healing threat won’t cause a problem for a warden tanking since the only group-wide heal they have (Conviction) is also a threat leech. With the Hands of Healing legendary capstone trait, using this skill on an ally will apply the song-brother buff to yourself as well.
Once you have Song-brother active, you’ll be able to use Inspire (Song-brother). This melee skill will give power over time to your whole group for 15 seconds. Using this skill every time it is up will give each member of your group an average of around 900* power per minute(ppm) and your Song-brother will gain about 2,200 ppm*. If you are using Hands of Healing, you’ll also benefit from the higher power return of Song-brother.
The defeat response, Rallying Cry (with the trait Now for Wrath), will give a strong power over time as well. This is the part where things can vary greatly, since generally speaking you can only use this skill after an enemy has been defeated. However, critical hits with Devastating Blow or Pressing Attack will also allow you to use Rallying Cry. Assuming you can keep this heal up every 15 seconds, you’ll be able to provide your group with about 1,700 ppm*.
If things aren’t dying fast enough, or you aren’t getting enough critical hits, there is another option for gaining a defeat response that will allow you to use Rallying Cry. Time of Need can be used to generate a defeat response at the expense of some of your morale. As mentioned before, this is usually 20% of your max morale (total, not the amount you have currently, so use with caution), but the legacy can reduce it to a cost of only 10% of your max morale. If you have an extra emblem with the Time of Need legacies on it, you should add that to your quickslots so you can swap to it long enough to use the skill so that the cooldown and morale cost will be lowered. Using Rallying Cry immediately after this should be more than enough to make up for the damage you took in using the skill.
To Arms (Song-brother) will allow your Song-brother to heal for 25% more (for 30 seconds if you have the trait and legacy to increase the duration). With Fellowship-brother, the rest of the fellowship will be able to heal for 10% more. Of course, not all classes will be healing, but it is worth noting that this will also work for power heals and any self-heals used by fellowship members as well.
Generating Power for a Raid***
So, what if your raid can’t afford two captains or only one captain feels like playing generator? Well, there’s still hope! If your raid happens to have a lore-master around who doesn’t mind sharing some of their power, you may want to make sure the LM is in your group. You’ll be able to supplement their ICPR to an extent that they’ll more easily be able to assist the other group in gaining power. (If your raid has two lore-masters, you can ask the LM in your group give power to the other LM, as that way the second lore-master will be able to get more power than they’re giving out.)
As much as I love power healing, I probably wouldn’t run traited for this for the Draigoch raid, though. There are several points where you are out of combat during this fight, so your group should be able to regenerate power on their own without a lot of extra help. The need for power healing is certainly situational, and this is one situation where you’d be better off focusing on DPS support or morale healing.
In many instances*^, a properly prepared captain can heal so well you’ll barely notice there isn’t a “real” healer in the group. In 3-mans, I’ll usually opt to use Shield-brother instead of Song-brother on the tank for most of the fight so that they are getting increased incoming healing from Strength of Will and reduced incoming damage from To Arms. If power becomes an issue, I’ll swap to Song-brother long enough to get a few hits of Inspire going. For 6-mans, I usually just use Song-brother all the way through (with SB on the tank).
Disclaimers and such
*These numbers are based solely on my current build. Your results may vary. I’m currently sitting at about 34% outgoing healing, so that factors into the amount of power I’m able to “generate” for my group. Also, I did not factor in the effects of To Arms (Song-brother) for these numbers. The actual output may be as much as 12.5% higher (+25% healing for 30 seconds of every minute).
**Elb and I have tested this out with his warden. The 10% reduction of warden power costs have been extremely helpful for him. Before Isengard, he regularly needed ICPR from the Focus buff, in addition to frequent shots of power from a LM. With me playing generator, he’s able to use a parry buff and still have more than enough power.
***I’m referring to a 12-man raid here. I suppose the same strategies would work for a 24-man raid as well, but you’d want a minimum of two power healing captains for that.
*^Just wait, Glinghant. One of these days, I will captain-heal the poop out of you and your ridiculous boss fight…