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Origine inconnue de moi :
Here is a HUGE list of grouping wisdom. Grab a drink it's a long one. -------------------------------------------------------------------------------- Mindset; Let people know before you join how much time you have. Group's you join often already have a plan / target, Wait till that goal is done before pressing your needs. You should be joining groups that have the same goal as you. Know your classes role in a group. There are many resources that talk about strategy, Find them, read them. Listen to the group leader. If you have other thoughts on what needs to happen, send a tell to the leader with "suggestions". Don't confuse people with your ideas in group chat. Obey the group leaders directions. The GL [Group Leader] is trying to do many things and can't always explain everything that is going on. If you can't follow the GL find a different group. If you refuse to listen to any GL... learn to solo really well. If you think you can do things better, if you feel the GL is a moron, if you hate people in the group, if all you end up doing is dyeing or wiping [whole group death]... Make your own group, or find a new group. Understand sometimes a goal will take more then one try to do. Sometimes you and others will die trying. This will happen more often if no one has tried this goal before. Know that the GL is trying to make you all happy, keep you all alive, all while completing a goal. It is not easy. If you are a GL and not trying to do the above, or can't... be a group member. Know this... People HATE being told what to do. Ask them. Pay attention, be there and ready. Don't ever chastise anyone. Communication is the single hardest thing anyone can do. It may be you who doesn't understand. Give the GL a chance to reply. Many times the GL has a lot of tells, remember that you are always the last person to send a tell. Wait your turn. GL's, reply to everyone or make a general in group statement that will fill everyone in. -------------------------------------------------------------------------------- Be part of the group; Always call when AFK [away from keyboard] and make sure someone answers that they saw it. BRB BIO means I am going to the bathroom and can't hold it any more so please stop and wait for me. Respect that. When AFK, place a non pulling safe member on AF [Auto Follow] The group may need to run, at least you will have a chance this way. Let the group know who your AF on. I like Templars for this. Stay with group, don't wander off, or fall behind. You will die, and may get the whole group killed. Make someone who knows the zone best, the groups PTF [person to follow]. NO ONE else try to make people follow you. You WILL end up with half the group here and half the group there, with 100 angry mobs between you. If you are the PTF make sure the whole group, even those that are AFK, is with you the whole way, all the time. Once a Puller has been set, dont pull if that is not you, not even a grey mob, not even if it's the rarest mob on the server and the puller missed it, don't, ever. Pullers, make sure everyone is ready before you pull. If you want a certain target to be pulled, let the GL know in tell. Puller, let the group know when a mob is found and on the way [aka INC!], if you can the amount and type. Pullers should use a spell or ranged skill to pull. Always be sure of what you'er going to get. In other words, if 5 are there and you only have 2 targeted, be sure the other 3 will not jump in. When in doubt ask for pacify type spell from an enchanter. -------------------------------------------------------------------------------- Battle Time; ALWAYS /assist the group member that is designated the MT [Main Tank]. Main Tanks, if you are not pulling, find the most deadly target fast people are waiting to assist you. Everyone, paint ASSIST! on your mouse, tatto it to your hand, put a post it note on your moniter, make a macro, just don't forget. The MT will call for assist Stay on one target till its dead. MT will sometimes switch around to grab aggression then come back to the main target. MT, always go back to the main target after you have aggression back. Sometimes the MT will die. Have a SA [Second Assist] set up just in case. SA, stay on / get on main target. Only if the MT dies should you be assisting the SA. SA should be someone who has taunt. If no other taunter is available go with the person who has the second highest HP [Hit Points]. SA's other job is to OT [Off Tank] when MT calls it. That means take on a different target then the MT. This splits the damage if the MT cant handle all the damage alone. Call out what you are OT on. EVERYONE, learn GHO's [Group Heroic Opportunity's] Do your best to know everything about them. Set a GHOC [Group Heroic Opportunity Conductor]. GHOC should be the one who knows GHO's the best. Don't use any skills or spells unless the GHOC tells you too. The only people who can ignore that, are the MH[Main Healer], MT and a Enchanter. Even then only if the MT needs to taunt a target off a group member, if the MH needs to heal, or if the enchanter needs to mezz. Never use a weapon you lack skill in when grouped. Let scouts disarm traps. NBG [Need Before Greed] is the way to loot. This means if you don't need, want or can't even use yet or ever, make sure someone else in the group doesn't need it. Need = something better then what you have by a large standard, that you plan to use right now, and all the time. Want = something slightly better then what you have, that you can use now, or even in a level or two. Can't use = something that you will never use, already have better then, your class can't make use of, you will not use often, you can not use in even 5 levels. Need is stronger then want. If no one wants it, it is gravy and open to everyone to loot. -------------------------------------------------------------------------------- When Things Go Bad; Know where to run if group gets in trouble. If you are looking like the only one who is going to die, take one for the team. Stand there and give the mob [monster / badie / target] hell as you die like a hero. The damage you did while dyeing may end up saving the group. Only run as a group when the GL calls it or the MT calls it. Once run is called, book it, don't stand there watching people die before you decide to escape. You are next to die. Only run to the predetermined spot. PTF, point out the nearest safe spot, GL tell people ahead of time where you want them to run. DON'T PANIC!!! running around makes it impossible to heal you, and take aggression off you. Often you will pick up adds [extra monsters] and find your self lost in a dead end with them. If you need to leave a group, it is good form to find your replacement first. At the very least let the GL know ahead of time. Not right before you have to go. Don't sucker a poor sap into taking your spot in a bad group Don't just click revive. Ask the GL what to do if your dead. Realize everyone will screw everything up and get everyone killed at least once, even you. -------------------------------------------------------------------------------- Healers: Healing is two things. #1 Replenishing lost HP. #2 Removing ill effects. Always make sure everyone can res [resurrect] the MH. In other words make sure everyone gets a Divine Essence or a feather, and that they know how and who to res. Make sure everyone has food and water. Saves mana during down times therefore speeding up the group. Buff before the battle, not during. Even if your not the MH [Main Healer] people expect you to heal. If you see the MH's mana get low, start healing. Let the group know who you are healing so that the other healers can switch to someone else. MH, save all your mana for healing. Even if a battle is going well at the start it don't assume it will be at the end. Always heal the MT first. Unless the MT is getting killed very fast, heal at a minimum. The % to heal at will depend upon your spells, and amount of HP the MT has. Don't let the MT fall under 30%.. EVER. The MT will die, maybe not the first time you do this but it will happen. Waiting till 30% to heal puts you behind and you have to burn a lot of mana to get the MT back up to snuff. This also nets you a lot of aggression. 90% of the time after the MT dies, you will too. Always watch the groups heath,its up to you to save them from a untimely death -------------------------------------------------------------------------------- Tanks Wait until you have the mobs full attention and that it hates you a lot before you call for assist Always call for assist when you get full aggression Always watch the groups heath,its up to you to save them from a untimely death If you find the heals cant keep up with the damage, tell the group to run BEFORE you die. Give the group time to get away. If you are not the MT, your DPS [damage per second] /assist the MT. If you are the SA and the MT is alive and has not called for a OT, you are also DPS, /assist the MT If you are the SA and the MT calls for a OT, pick the next most dangerous mob to attack. Sometimes as a MT you can't get aggression off a another group member. When this happens call for an assist shift and take out the mob that is not letting up on the helpless member Above all else protect the cleric Remind group members when you lose buffs, check to make sure they are not going to drop in battle -------------------------------------------------------------------------------- Casters Wait till the mobs is at 80% before you drop the big bomb on it. This should keep you aggression free. If you get aggression stand there and take it till a tank gets on it, then take small steps back Make sure you will have mana through the whole battle Don't forget not to cast unless the GHOC says you can If there is more then one mob around you not in the current battle don't use an AoE [Area of Effect] that blasts the whole room. Stick to AoE that only hits in battle mobs. If you don't many a foe may descend upon your group killing them all. Its hard to make friends that way Don't use an AoE if, #1 its going to get you aggression, #2 its going to wake up mobs a Enchanter / Illusionist put to sleep. Its hard to make friends that way too -------------------------------------------------------------------------------- Scouts Stand behind the target Become very comfortable with GHO's know what Flip means. Use poison or other activatables for added DPS If you are the puller use a ranged attack. Keep aggression evading skills close at hand. Use them if you have aggression. Don't forget you are DPS, don't try to out do the tank for aggression. It takes more skill and gets more respect if you try not to get aggression. Keep an eye out for named mobs on track. Let the group know of any. Learn to use track as a radar, it can tell you if a wandering mob is headed towards the group. Let the most skilled disarm traps. Wait till the group is full on health and the healers have mana to undo anything that may happen if you fail. If the trail ahead is unknown scout it out. Keep the group posted on what you see, and don't go to far. There should be no suprises with a scout in the group. Try to live up to that, its is easier said then done. -------------------------------------------------------------------------------- Group Leaders Know the goal inside and out. Keep the group informed of progress, and plans. When in doubt, stop the group. Wait until you have a clear plan before proceeding. Set each persons job prior to heading out. Test the group on a few grey mobs before tackling major targets. This will show you the weaknesses and strengths of the group. Address them before moving on. If you don't know something, ask. Not just in group. It shows intelligence to ask for help when needed. Blindly leading people is the fastest way to lose a group. Wait for people to return from AFK before you have the group head out or pull again. You are the one who has to find new members. Keep the group as full as you can. Try to build well rounded groups. The most popular is Healer, Tank, CC [Crowd Control], Nuker, DPS and another DPS. Slowly moving forward can be just as deadly as moving forward to fast. Think, back pops [mobs that respawn behind your party] Moving forward to fast will not give people the time they need to replenish lost mana / health. If you can, find a mob free place to camp the group. Have the puller [person who is adept at safely bringing mobs] bring the targets to the group. Don't be afraid to kick people who will not pay attention and listen. You wont end up with them as a friend, but the group will thank you later when you succeed. Better to find new people then struggle with undedicated, sloppy people. They'll just get you all killed. Remember people can leave too. Be nice. Don't be full of yourself or the tiny amount of power you have. There is no shame in making someone who is better at leading be the group leader. It lets you learn from them. Even if all they know is this one goal. Best to succeed then fail. If you don't have everyone's best interests in mind, If you don't care what they want, If your only going to be on for another 20 minutes... don't start a group, don't join one either. Establish loot rules ahead of time. Lotto is the best way unless your going to be the ML [Mail Looter]. That means you loot everything and sell it at the end. You then give the group thier share. Make sure everyone knows your loot plans. -------------------------------------------------------------------------------- Great Message From One Enchanter To Norrath As an Illusionist (Enchanter) it's my duty to do three things above all else: Create a situation where the group is only being hit by one critter at a time (aka Crowd control). Manage aggro for group members who's hitpoints are not in the quadruple digits and/or don't have a way of managing it themselves (aka keep the cleric alive) Buff the group and de-buff the critters 1. Crowd Control In adventuring around Norrath, you'll find that most creatures have social structure in place that makes them work together. You hit one of them and his 4 brothers decide to come beat on you. Now in a non-crowd controlled situation you have a total of 5 critters banging on you. Quick illustration: 5 critters X 20 points of damage per attack = 100 points of damage each attack. Quite quickly we've got a situation where your tank is taking 5, 6, or 700 points of damage! Damage leads to healing. Healing leads to aggro. Aggro leads to dead cleric. Dead cleric leads to the dark side. Or something. Now what if we could put every other critter in that encounter to sleep except the one we want to kill? Your friendly enchanter puts all the extras to sleep and keeps them in that state while you kill off the main target. Now we've dropped the amount of damage being taken to 1 critter X 20 points of damage. Your tank is only taking maybe 100 points of damage where he would have taken 500 if the critters weren't put to sleep. The advantages are obvious. The group can quickly and quietly finish off the critters without the complications of killing them all at once. So... how can you help with crowd control? Already talked about it. Assist, assist, assist. As long as you are on the right target, you can't go wrong. By following the lead of your main tank, you're doing your part. Don't use AoE spells, procs or skills. AoE (Area of Effect) spells will kill an enchanter quicker than a cleric can say 'OOM'. I just spent 30-60 seconds mezzing all the extra mobs and in one fell swoop, you woke them all up. Now, there's a small chance that you did enough damage to make them all wake up and jump on you but more than likely, I'm surrounded and being treated like the 'new guy' in a maximum security prison. DoT (Damage over Time) spells and skills are fantastic but should only be put on your main target. Put one on a critter we want out of the fight and I won't be able to put him to sleep. That usually signals my upcoming death and our group debt. Friends don't let friends DoT mezzed critters! 2. Managing the Aggro levels of group members During a fight, enchanters spend a lot of time watching. We watch the mobs we have asleep and time their next dose of 'shut the hell up and sleep'. We watch the surrounding areas to check for mobs that may wander in to the fight we are currently engaged in (adds). We also watch the health bars of other mages and priests for sudden drops that may indicate they've got a baddie on them. So even though we're standing there, looking like we're doing nothing we're actually quite busy. At some point in a >insert random class here< 's play life, they will accumulate too much aggro and be jumped on by 1 or more critters. In most cases, 1 is too many. Clerics get this sometimes simply because of the nature of their work. When, not if, this happens stay calm. Back up a few feet if you know you won't aggro something else behind you. Your enchanter already knows you've got a critter on you and he's casting a spell to put the critter out again. Have faith and stand firm! You'll be out of harm's way in no time. Also, if for some reason you are attacking that critter, turn off your attack or he'll just be back on top of you once the mezz is broken. 3. Buffs and De-Buffs Enchanters have a few really good buffs that they like to share with the group. The always famous 'Breeze' (assists character to regenerate their power quicker) and Alacrity (Haste Buff) are both fantastic buff spells. If you've been in a group with a 'chanter of level 20 or higher before, you've probably had one or both put on you. We have others as well but if you want a complete listing hit up eq2.allakhazam.com. I won't go into detail here. We've also go spells which will strip critters of their magical attributes, lower their magical resistance or stun them so they stand their drooling instead of beating on you. Both of these items are important but not as much as Crowd control. Buffing occurs before a fight and De-Buffing usually occurs after the enchanter has a good handle on the critters involved in the encounter. So... what does this mean to you? When you put all this together, it means you should love your chanter. Love him and squeeze him and hold him and tell him you love him. Or her. But mostly me. :-) I hope this is a little helpful for those of you that haven't played the original before. As you progress and get to areas where critters can kill you in 3 or 4 hits, you'll begin to understand why enchanters are important to the higher level game and how they can't do their jobs properly if people aren't informed of how they work. If you have any questions on why you should group with an enchanter, I'm happy to answer. Gnome Power! Thanks, Shortly |
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Citation :
Te foule pas un neurone, hein ? Ca arrive souvent quand on manque d'exercice. ![]() |
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Je dirai, le plus important dans tout ça : Soyez attentifs lorsque vous êtes en groupe, évitez les semi afk sans prévenir.
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Super traduc mortiis
![]() Turlog> bis repetita |
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Bravo d'avoir pris le taureau par les cornes
![]() Quand à la conversation coupée, pas d'inquiétude à avoir : j'ai l'impression qu'il n'y en a jamais eu, de conversation, justement ![]() |
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