Conjunctions

A Conjunction (newly 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 Conjunction Wheel
The Conjunction Wheel
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. 
The Assist Button
Assist Button

Maneuver types

Color
Name
Effect
Red
Ent's Strength Deals direct common. As it increases in power, it does more dmg and at 6th level of power it becomes an Area of Effect (AoE) attack with a range of 10 meters.
Blue
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 spirits to aid you in battle.
Yellow
Spider's Guile Deals direct dmg + a periodic dmg (DoT). At the 5th and 6th level of power, it also applies a 15 second countdown effect that will dmg the target's power and slow it down after the countdown is completed.
Green
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' manuevers (colors) such as pairs, flushes, or straights will increase the maneuvers' strength (level). The dmg 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' strenght. 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 manuever. 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 originl positin.

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 dmg, huge bleeding dmg 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
Exploit Opening Burglar 12 Also stuns the target.
Trip Burglar 28 Also knocks the target down (Only useable while in Stealth)

 
Temporary_State_Immunity-icon.png 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 (lvl) of individual maneuvers. To be executed correctly, the conjunction must use the specified colors in the specific order they are listed.


Combo Name
Type
First Attack
sec Attack;
Third Attack
Fourth Attack
Fifth Attack
Sixth Attack
Two Person
Clash of Arms Flush Red Red
Misdirection Flush Yellow Yellow
Planned Attack Flush Blue Blue
Rallying Cry Flush Green Green
Three Person
Resounding Strikes Flush Red Red Red
Deception Flush Yellow Yellow Yellow
Three Pronged Assault Flush Blue Blue Blue
Mustering of the Troops Flush Green Green Green
Wrath of the Righteous Straight Red Green Yellow
Strength of the Pure Straight Blue Red Green
Sinister Plan Straight Yellow Blue Red
Will of the Strong Straight Green Yellow Blue
Four Person
Hail of Blows Flush Red Red Red Red
Chaos in the Ranks Flush Yellow Yellow Yellow Yellow
Power in Numbers Flush Blue Blue Blue Blue
Call to Arms Flush Green Green Green Green
Ent's Stand Straight Red Green Yellow Blue
Noble's Honour Straight Blue Red Green Yellow
Silent Path Straight Yellow Blue Red Green
Eagle's Eyrie Straight Green Yellow Blue Red
Pounding Echoes Pairs Red Red Yellow Yellow
Planned Charge Pairs Red Red Blue Blue
Ent's Heart Pairs Red Red Green Green
Deadly Whispers Pairs Yellow Yellow Blue Blue
Silent Glory Pairs Yellow Yellow Green Green
Noble Lineage Pairs Blue Blue Green Green
Five Person
Entish Justice Straight Red Green Yellow Blue Red
Wrath of the Oathbreakers Straight Blue Red Green Yellow Blue
Leaves of Lothlorien Straight Yellow Blue Red Green Yellow
Valour Unashamed Straight Green Yellow Blue Red Green
Ent's Rage Full house Red Red Red Yellow Yellow
Whispering Leaves Full house Yellow Yellow Yellow Red Red
Noble Blood Full house Blue Blue Blue Green Green
Pure of Heart Full house Green Green Green Blue Blue
Six Person
Thunder of the Oakenshield Straight Red Green Yellow Blue Red Green
Wings of the Windlord Straight Blue Red Green Yellow Blue Red
Dawn on the Deep Straight Yellow Blue Red Green Yellow Blue
Whispers Under the Mountain Straight Green Yellow Blue Red Green Yellow
Break the Door Unique Red Red Red Red Red Yellow
Hew the Stone Unique Red Red Red Red Red Blue
Roll the Drums Unique Red Red Red Red Red Green
Tramp of Doom Unique Red Red Red Yellow Yellow Yellow
March of Ents Unique Green Red Red Red Red Blue
Chill of Bone Unique Green Yellow Yellow Yellow Yellow Blue
Breathe of Freedom Unique Blue Red Yellow Yellow Red Blue

Types of Conjunctions

Red is associated with doing direct dmg to the target by the player who selected it.
Yellow is associated with doing dmg 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.

The simplest conjunctions are Flushes. All fellowship members must select the same colour. Flushes are available in 2, 3 and 4-person maneuvers.

The other conjunctions are much harder to pull off without pre-planning and in-game voice communication. The Straight (any sequence of Red, Green, Yellow, and Blue) needs to be done in the correct order. This is hard to do since there is very little time to make your choice.

Note that reversing the color sequence does work (so the Red, Green, Yellow conjunction, Wrath of the Righteous, can be done as Yellow, Green, Red. Straights in five and six man fellowships are extremely challenging. Straights are available as 3, 4, 5 and 6-person maneuvers.

Note futher that in straights, the effects of a successful conjunction are different for each person depending on the color they selected! All members of the fellowship will benefit from the AoE heal over time and AoE power restore (all maneuvers in a straight are at least level 2, even if the color appears only once), but damage is dealt only by the players selecting red or yellow, and in straights that include level 5 or 6 blue, only the players selecting blue will summon noble spirits.

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 Yellow, Yellow, Blue, Blue conjunction - Deadly Whispers can be done as Blue, Blue, Yellow, Yellow. The two pair is only possible in a 4-person maneuver.

5-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 Red with Yellow, or Green with Blue. Either the triple or the pair may come first (so Red, Red, Yellow, Yellow, Yellow can also be done as Yellow, Yellow, Yellow, Red, Red).

6-person maneuvers are either straights (difficult to pull off without a lot of practice) or they are some other combination of colors. The color order of all the six-person maneuvers must be matched exactly, but as with all other straights starting from beginning clockwise is the same as starting from the end counterclockwise.