I finally hit 60 with my hobbit burglar the other day. First thing I did was train up and the second thing I did was get to the bank to equip the new level 60 burglar gloves a kinship mate sent me. Since then, I’ve been milling around the game a bit seeing what other 60s have been up to.

Turbine’s LotRO: Shadows of Angmar (SoA) contained raid instances. One of the great things about the old content was that it was not particularly gear-intensive. Purple gear (excellent quality – the equivalent of WoW’s blue gear), good trait selections and perhaps some scroll or food buffs would be sufficient for most roles in a raid. You probably wouldn’t want to be the main tank in purple gear, but being DPS or crowd-control would be fine.

Raiding in the Mines of Moria expansion is a bit different. There are several instances (four to six of them, I’m not sure the total count) where players can run in either “easy” mode – where they can complete quests, get deeds, and get some alright gear – or “hard” mode where players can follow certain criteria to complete the instance. Hard mode may include timing (down the second boss ten minutes after downing the first), special skills (not being detected by any guards) or only killing certain mobs. The point of running instances on “hard mode” is to get a special gear drop at the end of the run.

The special gear is gear which adds to a player’s hope (radiance) rating. Radiance keeps a player’s health up and reduces effects of dread. The Watcher, the final raid boss in MoM, has so much dread that players without buffed hope ratings will be at a severe disadvantage.

I’m ambivalent about the new system. One the one hand, it’s neat that the same content can be seen by both raiders (working in hard mode) and casual players (running in normal mode). Fights in either case are the same; it’s the way players go about accomplishing them that differs. I also like the idea of smaller groups in these instances to get some potentially really nice gear.

On the downside, I don’t like some of the class requirements for some of the fights. One fight I was in had so many high damage disease debuffs that to attempt it without a lore master with a certain spec was crazy. Prior to MoM, most instances could be accomplished with a fairly eclectic set of classes. Not having a tank or even a minstrel wasn’t necessarily a deal-breaker as long as some other classes would fill in the gaps with more crowd control or healing. In SoA, a captain, a lore master and a burglar could effect the same outcome as a guardian and a minstrel in addition to putting some other options on the table (burglar conjunctions at will, captain healing or power restoration, lore master chain mezzes, etc).

The renewed emphasis on gear and the focus on certain classes with certain specs give me flashbacks to my days in WoW’s raiding scene – a scene I no longer intend to be part of. I’m hoping future patches with reemphasize teamwork over player spec and reduce the need for raid gear farming to play with ones friends.