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Grouping Basics   |   Grouping Strategy   |   /assist
Grouping Strategy
Note: These are all just general rules and tactics learned
by one player and are all just opinion. These tactics
are not the be-all and end-all for every situation
and group.

If you play differently that's fine. Use whatever works.

What is a PC?
PC stands for Player Character. A player character is basically you
and other human players or rather your character avatars in the game.

What is an NPC?
NPC stands for Non-Player Character. These are the computer
controlled characters in the game. These are all the monsters,
merchants, Guild Masters, bankers, etc. in the game.

What is a MOB?
A MOB is an NPC that is controlled by the server computer. The term
"MOB" came from old computer MMOGs(Massive Multi-Player On-line Games)
called MUDs(Multi-User Dungeons/Dimensions) MOB stands for "Mobile OBject"

What is OOM?
OOM means Out Of Mana. Casters use this shorthand to let the group know
that they are out of mana and not ready to do battle, or if a battle
is engaged then the group knows not to expect any more spell casting
from this group member.

What is an Aggro Range?
An Aggro Range i.e. Aggressiveness or Notice Range is an invisible
range/area around a MOB that is where they can basically notice PCs. This is
the invisible boundary that if passed will cause a hostile MOB to attack.
This area can be affected by spells such as Lull and Harmony which
reduce the range to a smaller diameter around the MOB. This is also the
range that MOBs can call to other MOBs for help. For instance, if you
attack or aggro a MOB that is within the aggro range of another MOB
that is friendly to the MOB you attacked the second MOB will join the
fight.

What is a Tank?
A tank is generally the character in the Party that is the main
target for MOB attacks. The main tank classes are Warriors, Rangers,
Shadow Knights and Paladins. Other classes can sometimes fill this
role if none of these classes are available, pets can also be the
tanks. Tanks are generally the ones that have the highest AC and
hit points in the group since they are the one that have to take
the most punishment from an attacking MOB.

What is a Pull or Pulling?
A pull is a technique used to fight MOBs. Basically a relatively
safe spot is set up as a 'base' area where MOBs are 'pulled' to
to fight. Basically setting up an ambush to outnumber and kill
the MOBs.

'Safe spot' is a relative term in EQ, there are very few truly
safe spots. However, usually there are spots that are safer than
others. For instance, the edge of an outdoor zone is generally
safer than the middle of the zone as there are less wandering
MOBs that will attack and the party can have its back to the
virtual wall.

Pulling allows the spell casters to meditate and gain their
mana back in relative safety while the puller is out scouting
an area to bring back some MOBs to fight.

What is a Puller?
A puller is a person that gets MOBs for the group to kill.
Generally this is a melee/tank class but any class can pull.
Some classes are just better equipped with abilities and spells
to accomplish this. Good pulling classes are Rogues, Rangers, Monks
and Shadow Knights.

Generally only one person should be the puller. Some groups
and situations can handle 2 pullers but its generally safer
to stick with one.

What is a Taunt?
A taunt is 2 things:
1) A Melee/tank class ability that Warriors, Rangers, Shadow Knights
and Paladins have that basically increase the anger/hate of the
targeted MOB to entice the MOB to attack the tank. Remember that
Monks and Rogues don't have this taunt skill, their taunt is
sheer damage.

2) A taunt is also anything that angers a MOB. Such as casting
a spell on a MOB or sitting down near one.

What is group kiting?
Generally a technique used to solo but can be used by a group.
The MOB is pulled and then slowed or snared. Generally one or
more casters nuke and cast on the MOB to really make it mad and
get it to chase them. The MOB will then chase them while the tanks
are beating on the MOB from behind. Note: Tanks should not use taunt
in this situation as the idea is to keep the MOB's attention on the
spell caster kiting. This technique is best used with big MOBs that
hit hard like giants and griffins, or when the tanks have lower
AC. This technique can also be used to 'Ping-Pong' a MOB back
and forth between 2 or more casters. This technique is only
recommended for outdoor use. Do it near a deserted zone border to
lessen the chance of training other people and lessen the chance
of a wandering MOB joining.

What is fear kiting?
This technique is best used outdoors. Basically a MOB is pulled,
snared or slowed and then feared. This lets the tanks beat on a
creature's back and the spell casters cast with being attacked.
Not recommended for indoor use as this can create a train really
fast.

What is multi-kiting?
Multi-kiting is when you use area effect spells to kill multiple
enemies at once. Primarily a soloing tactic, but it can also be used by
a careful group. Basic strategy is to snare several mobs, then run around
the mobs in a circle. Keep circling around the mobs chasing you, until
all the mobs end up very close together, and still chasing you. Now you
start casting area effect spells on one of the mobs. All the mobs
chasing you should take damage. Wizards are particularly suited for
this tactic because of their excellent AE spells, and AE snare. When
multi-kiting solo, it is probably best to stick to easy blue mobs. Also
try to multi-kite mobs of the same type if possible. They will have
similar HP levels, and resistance. Ideally, you want to finish them all
off at once.

How do you use Area of Effect (AE) spells in a group?
Using AE in a group goes against the common fighting strategy used by
many players, and as such AE groups can be exceedingly rare. In an AE
group, you want to fight a large group of mobs all at once, as opposed
to the general tactic of taking down one mob at a time. AE groups work
best when they are fighting non-casting mobs. The general strategy is
to have a tank pull a large number of mobs (train), back to the
fighting location. Ideally, an AE group will have 1 or 2 enchanters,
that can area effect stun, or AE mez all the mobs at once. Once mobs
are stunned, or mezzed, AE casters unload on the stack. Rinse and
repeat. The AE casters, and the crowd controllers alternate between
stunning, and nuking. Point blank AE spells like Tremor and Earthquake
are good for this, because they affect an unlimited number of mobs at
once. Any tanks taunt mobs that get on casters. The whole fight should
be over in moments, with a whole lot of mob corpses all over the place.

AE can also be used in more generic groups. The keys to remember are
that the caster should stand as far away as possible to help reduce
agro. Also, it's not a bad idea to pop off an AE snare on the stack,
just in case you do aggro a mob. Another thing that may help is to apply
a damage shield to the tank BEFORE the pull. Do not apply damage shield
after the fight starts, as this tends to aggro mobs onto the caster.
With damage shield on the tank, this should help to keep the mobs angry
at the tank, and off the casters.

What is a MOB hate list?
One of the more subtle and difficult things to understand
in EQ are MOB hate lists. Understand how they work,

A hate list is basically a list of PCs that have
gained the notice and hate of a MOB in one of several ways:

1) Entering its Aggro range if you have bad faction with
a MOB i.e. the MOB cons 'glares threateningly' or
'scowls ready to attack'

2) Attacking it. Note: Even if you miss and don't cause any
damage to a MOB you will still anger it and it will still
attack you.

3) Attacking a friendly MOB that is close to this MOB.

4) Casting any hostile spell on it. Note: even if the MOB
resists the spell it will still hate you for it.

5) Casting any hostile spells on a friendly MOB that
is close to this MOB.

6) Casting any beneficial spells on a PC that is
already on the MOB's hate-list. Including buffs and
heals.

Now the hate list has an order to it and also each PC
on the list has a certain 'weight' factor to them.
Which is basically how much this particular MOB hates them.
Several things influence this weight factor:

1) Proximity. The closer you are to a MOB the more it hates you.
2) Sitting or meditating.
3) How much damage you have done to it via melee.(or its friends)
4) How much damage and harm you have caused by spells to it.(or its friends)
5) How much you have healed/buffed a PC on its hate list.
6) How much you have taunted it (Taunt skill)
7) How low a PC is on hit points.

The PC with the highest 'weight' factor will be at the
top of the list and the one the MOB will try to attack.

What is the /assist command?
The assist command is one of THE most useful commands in the
game. Make a hot button for it. Target someone and use /assist
and your target will automatically switch to what the first
target was attacking. This works on players and MOBs. A good
technique is to use this command when you have both buff and
de-buff spells is to assist the tank, de-buff the mob then assist
on the MOB and buff the tank. This is also good for clerics to
check the health of the tank versus the health of the target.
Same thing again for pet casters checking on their pet's health.

-------------------------------------------------------------
Targeting:
Targeting in EverQuest can be problematic at best and maddeningly
frustrating at worst. Use your hot keys as much as possible for
targeting. (note: These keys may be different if you have changed
the key assignments under options|keyboard the list below shows
the defaults)

F1-F6 targets group members, F1 being you and F2-F6
are the party members in the order listed in the group window on
your screen.

You can also target party members by clicking on their names
in the group window on your screen.

You can also target yourself by clicking on the window
that has your character's name, health, mana, and stamina bars.

The [Tab] key switches between you and your target. This is
very useful for things like short duration combat spells (like
Fleeting Fury) if you wish to cast upon yourself and also for
heals and the Lay-on-Hands ability of paladins.

Always keep the battle area clear of old corpses. Nothing
is more frustrating than having accidentally targeted a corpse
when you need to cast on or attack a mob. Precious time is wasted
maneuvering around and clicking furiously trying to target a MOB.
This is especially frustrating for enchanters who need to cast
on the extra mobs and will not be /assisting the tank.
If the corpses have junk loot on them then loot and destroy it.

Remember that MOBs have an invisible cube around them that
will target them if you click on it. You do don't even have
to click the mouse exactly on the graphic of a MOB, just
near it. Many times clicking on something on the screen will
not target or miss-target, because something else is in the
foreground, sometimes its not even visually overlapping the
intended target. This is why corpses must be kept clear of the
battle area. Other party members, pets and the MOBs themselves
can prevent you from targeting the correct MOB.

Practice targeting MOBs and players while watching another
group fight. Try and target all players and MOBs from one
spot then move around them to try clicking different places
to target. Get a feel for how big the invisible box is around
mobs. This will help you in the long run. Enchanters really
need to be able to target effectively.
[Note it is also very effective to use /assist to target]

Damage shields:
Damage shields are buffs that are put onto the Tanks that make
the MOB attacking the tank take damage every time they hit him.
Spells like the thorn shield series of the Druid and the fire
shield series of the mage.

At the lower levels these spells are a very mana efficient means
of doing damage to mobs. Always cast it on your tanks. Use it in
a few battles and count the damage it does and you will see. This is
also a way for a caster to do damage to a mob without aggroing it.

At the higher levels it becomes more effective to not let the MOB
hit anyone in the first place, by having very high AC tanks, slowing
and weakening the mobs down with de-buffs, and stunning it with
spells and bashes. So damage shields become less effective.

General over all tactics:
When you are grouped switch to the groupsay channel by right-clicking
on the chat window (in windowed mode NOT full-screen HUD mode)
and check the box marked group. The chat window will now
default to groupsay instead of say. This saves you keystrokes
when communicating with your group.

When joining a group find out what role you will be playing. Some
classes have pre-defined roles and some classes can switch roles
depending upon the group's makeup and what they are fighting.
Generally a group can have these roles: Puller, Main Tank,
Secondary tanks, Primary Healer, Secondary Healers, Nuker, De-buffer,
Crowd controller. Know your class and know what roles you can fill.

A general rule is if more than one MOB is attacking the party, kill one
MOB at a time. All attackers should concentrate on killing one MOB,
/assist the Main Tank! Spreading the damage out amongst several MOBs still
lets all those MOBs attacks keep coming in on your party. Some exceptions
are area-of-effect spells, killing an enemy spell caster, and
Enchanters mezzing the extras.

Watch the mana and hit points of the group after a few battles.
If one caster is constantly OOM and the others are close to
full change your tactics. If the healer is constantly casting
heals on the non-tanks change your tactics. All casters should
be around the same mana level after a battle.

KEEP THE TANKS BUFFED! Especially any AC and speed buffs, this
will actually save mana in the long run. Tanks are the first line
of defense. The longer they stay alive the longer the group stays
alive and keeps the downtime to a minimum. Know your buffs and know
how long they last. Also, Tanks if your buffs run out let the buffers
know!

1. Haste buffs. The more damage the tanks do the better.
2. AC buffs. The less tanks get hit the better.
3. HP buffs. Making Tanks a larger HP cushion to absorb the damage.
4. Ability buffs. These buffs have a limited use as there are
diminishing returns the higher the abilities get. The effect is
not great but every little bit helps. If you have the mana
use them in this order:
a) Agility. Increases AC.
b) Strength. Increases the Max damage a tank can do
c) Stamina. Increases Hit Points.
d) Dexterity. Increases the chance that weapons Proc.

For casters:
a) Wisdom and Intel. Increases the mana pool of casters.
b) Charisma. Increases effect of charms from a caster.

Kill the enemy spell casters first. Their Wizards/Necros/Enchanters die
first then kill the healer/priests/shaman. Learn the MOBs in the areas you
are fighting and learn which are the spell casters. Nothing can kill
you faster in the game than a wizard NPC, and there is no point beating
on the warrior MOBs when the healer is just going to erase all
your hard work. Stuns are your friends against casters. Party casters have
a quick stun spell memorized when in areas with spell casting MOBs. Tanks
bash/slam those enemy casters as soon as they start to cast.
Note: This is open to interpretation depending on the group and MOBs. If
your Enchanter has Theft of Thought or someone else has a similar non-aggro
mana drain type of thing the casters are usually killed last. Nothing like
finishing a 6 mob fight with your Enchanter at 90% mana (or more).

If you are in a dungeon and a MOB gets away DON'T chase it
unless its almost dead and you are sure you can kill it in
a couple of hits (rogues are good for this). MOBs only run a certain
distance away and stop, but they will keep running if you keep chasing
them. They will run through the dungeon bringing a train back down on
you. A good trick to use is to sit down, this will bring the running
MOB back to you. Nukers don't be shy about dropping those runners,
better that you over burn on them than to let them bring a train
back on you.

Snare! Use it. I can not say enough about this spell. Snare is a spell
that slows the movement of a MOB. When some MOBs get down to about 20%
of their health left and are alone(no similar type MOBs to help them)
and their current target is near full health they will turn to run.
Snare stops them cold when this happens, effectively rooting them.
But snare has an advantage over root here because a rooted MOB will
fight back, a low hp running and snared MOB will not. This will save
some hit points on the tanks. A slowed mob will also take longer
to agrro on a caster because the mob has to take a longer time
to reach the caster. These Snared runner MOBs are also good for weapons
practice since they don't fight back.

Designate one person to make the decision to run or Evac,
this is usually the main tank or leader. Even a perfect group
sometimes has to run. Other players can train you, spawns get
miss-timed, lag and link-deaths and many other things can go wrong.
If you make the decision to run then RUN. If everyone runs except
one person that person will most likely die. Have a plan for escape
, know the route to the zone or who will be evacing and move
close to them when evac is called and keep the MOBs off of the
evacer while he is casting. Running includes gates, Evacs
and Feigning death. Enchanters and Clerics sing out Loud and
clear when you are OOM! as this is usually the key clue to run
if there are still strong enemies left to fight.

When fighting a MOB and another MOB wanders by or spawns
to join the fight let the group know by saying "ADD!" meaning a new
MOB has just added itself to the fight. This lets everyone know that
may be meditating or facing the wrong direction that a new enemy is
here. Even make a hot key for it, because it happens a lot. If you see
this message make sure the new MOB is not beating on your back or
someone else's.

If you have to go AFK LET EVERYONE KNOW! Just a simple message
and time estimate of when you will be back. "AFK 1 min" Then
let everyone know when you get back to the keyboard. Try to
only have one member of the group AFK at a time please.

Casters general tactics:
At the lower levels casters can join the melee, in fact they
should join to keep their defense skills maxed out. However, at the
higher levels you'll just end up getting yourself killed or
the healer will waste mana on trying to keep you alive. Generally
it is more efficient to cast a few spells and then sit your ass
back down and meditate to recover more mana while the tanks finish
off the MOB. I know it may seem like you are not contributing but
an OOM caster is of no use to anyone. Your melee skills pale in
comparison to the effect of your spells. Your spells are your
armor and your weapons!

Casters KEEP REPORTING your mana levels! The puller needs to know
how everyone is doing on mana so they know what and how much to
pull. The puller should not have to ask for a mana report. A good
rule of thumb is to make it a habit to report your mana at each
bubble. You may even want to make hot keys like this: 1) Out of Mana!
Don't even think about pulling! 2) 10% or lower mana, Pull at your own
risk!, 3) 20% meditating my eyes out! 4) 40% good for a little one,
5) 60% good for a pull 6) 80% ready an willing! 7) Full Mana! Ready
to Rock! At the very least warn when you are low or OOM.

When the puller comes back with a pull casters DON'T start casting
on the MOB right away. Let the tank beat on it a little bit to
get the MOB good and mad at the tank. Then cast on it.
Exception to this is an enemy spell caster in which case
you cast earlier. Another exception may be an enchanter that
wishes to get their pet to attack.

If you are a nuker get a good feeling for how much damage
your tanks are doing and try to keep pace with what they
are doing and don't exceed it. If the tank has put 200 points
of damage into a MOB and you nuke the MOB for 500 guess who
the MOB is going to attack now? That's right YOU! Sometimes
casting several smaller nukes instead of one big one is
a better idea.

Nukers and de-buffers: Use /assist [Tankname] to target the MOB
your tank is currently attacking.

Nukers remember to stay back from mobs. Remember Proximity is
a taunt!

If you are a caster and you want a MOB off of you:
1) Don't run around like a chicken with your head cut off!
If you run the MOB moves out of melee range of the tank
and he has to turn and run around after it. Also you may
run out of the range of the healer trying to heal you.
Let the tank stay in range of the MOB.

If you are outdoors you have a little more room to move
then move in a circle. Keeping the other group members
in the center and drag the MOB around them so that the
casters are all still in spell range of the MOB and you.

2. STOP attacking it! And STOP casting spells on it!
This is important! Don't panic! The tank can't get
the MOB off of you if you keep pissing it off. The tank
has to move himself up the hate list and he can't do
that if you keep angering the MOB.

3. Face the MOB and don't turn your back on it.

4. Give the Tank or Rogue a chance to take a few swings on the MOB
then back away a short distance. If the mob follows you
stop and try again.

Tanks general tactics:
For equipment Tanks should always go for the highest AC
gear they can get. AC is King! Go for AC first and stat
increasers second.

Always remember that casters less than 35th level
can not see when they are meditating! Always keep
them informed of the situation, when you are moving, etc.
If a caster is sitting always assume he can't see even
if he is above 35th level as he may be changing spells.

If you are the puller make some hot keys to let the
group know what you are bringing back. For example:
/gsay Bringing back %T ! Get ready!
/gsay Bringing back %T ! AND some of his friends! Get ready!

Make sure the MOBs stay on you. Try not to let any MOBs
beat on your back. You WILL take more damage from a rear
attack. Learn how to maneuver around the MOBs so they are
facing you and you are facing them. Also, you stand a higher
chance of being stunned from a rear attack. If the MOBs are
beating on your casters they can't heal you or cast on the MOBs.

With multiple tanks/attackers everyone space themselves
out around the MOB so that it is clear who the MOB is
currently attacking. This helps Rogues position for backstabs
and helps other tanks know when they have taunted the MOB
successfully. Also, with everyone facing different directions
other MOBs can be seen incoming and people can watch each
other's backs. This is also helpful in situations that don't
have a rogue. When you're attacking a MOBs back they don't
riposte/block/dodge/parry so your damage dealing amount
increases as more of your blows will land.

Also, if you are a tank and you are trying to pull/taunt
a MOB away from someone else MOVE CLOSER TO IT! Proximity is
a taunt!

If the group is tank heavy then the tanks must remember to
spread the damage out amongst each other. Lay off the taunt
if the MOB is really pasting you. Even stop your attack for
a few seconds and back up to let the other tanks absorb some
damage.

Notes on Rogues:
What the tanks should know about Rogues:

If there is a rogue in your group your primary function in
life is to Taunt. Taunt hard, taunt long, and then when it's
all over taunt some more. Do whatever you can to get that
mob to face you. A rogue with a mob facing him is operating
at about 70% effectiveness. And for hybrids taunting isn't
just limited to the taunt button.

If you're a Paladin: blind, stun and heal throughout the battle.
If you're a Shadow Knight: DoT, darkness, and drain.
If you're a Ranger: DoT, Snare, Root and Bomb.

Even if it doesn't land you get the full taunt effect of
that spell.

Pull targets away from walls/doors/lava so that the Rogue
can maneuver behind it. There is 90 degree angle behind the mob
where backstab works.

What the casters should know about Rogues:

Hold out as long as you can before dropping that bomb or
throwing that heal. A rogue may not be the greatest tank but
he can take more damage than you. If the battle is going well
then wait until the mob is at half. If it's not try stuns
and roots.

With his sheer ability to taunt a rogue can be a casters best
friend. In the unfortunate event that you do get a mob on you
DON'T RUN AROUND. Give the rogue a chance to take a few swings
on it then back away a short distance. If the mob follows
stop and try again.

During downtime, DO NOT CAST ON A ROGUE unless you can see him
and he is not invisible.

What everyone should know about Rogues:

The Rogue will position himself behind the target for
backstabbing. Once the fight has begun, avoid moving around
as this makes it much harder for a Rogue to keep in backstab
position. All other group members should stay on the same side of
the target so Rogue can maneuver behind.

The bane of a rogue is the NPC caster. We rarely interrupt
their spells. A high green caster can end our lives in no
time. Bash, Slam, Stun or Nuke just keep that thing from
casting.

In most zones rogues are the best corpse recovery class in
the game: kedge, lower guk and solb being the exceptions.
Hide/sneak never wears off but Mobs that see invisible and
undead can however see a hide/sneaking rogue. Even so their
aggro range is smaller because of sneak.

You don't have to remind the Rogue to use backstab, if you
don't see them doing it it's because the backstab keeps
missing or the mob turns on them just before they attempt it.

If a mob runs let the rogue have room to backstab, don't
need the whole group chasing or wasting mana on it (unless
its for snare or root). This holds especially true for large
races, we can't run through you.

Rogues CAN now walk invisible, but it is VERY slow (Imagine
walking with half bubble left of health).

Rogues shouldn't be pullers if there are tanks in a group.
If a rogue pulls it makes it much harder to have things taunted
off him.

Keep in mind Rogues have about the same HP as a Shaman.

What a rogue should know:
Learn to circle strafe. Practice it until you can do it with
as few 'you can't see your target' messages as possible.

Know the spell effects for stuns (red dots) and when you see
it circle around, backstab and return to your position.

When a NPC mob begins casting circle around and backstab and
return to your position.

If there is a chance in hell that that mob is going to turn
it's back on you save that backstab, if not use it as an
extra pierce.

Nobody taunts off you like another rogue, the most effective
groups I'm in feature two rogues opposite each other or three
rogues in a triangle.

You are a group only class, on the rare occasions you can solo
you are not nearly as effective as you could be at that moment
in a group.

Always be aware of what's happening to the casters. If they
can't cast your most likely to die. Make sure that they are
always opposite you and if a mob breaks off unto them it's
the tank's and your job to get it off.

Enchanters notes:
Enchanters are the best at crowd control. They are the ones
that will Mesmerize (basically a long stun) any extra mobs that
are brought by the Puller.

Everyone must learn that attacking a mezzed MOB will wake it up!
So don't attack them.

The main rule you have to follow when playing with an Enchanter is that
everyone MUST assist the Main Tank. If every tank and caster is on a
separate MOB, you might as well not have an enchanter there. After you get the first
MOB down, the enchanter may point out the next MOB to take down. This is
important,after selecting the next MOB do NOT attack right away, the tanks that have
Tauntanyway should taunt the MOB at least 2 to 3 times before engaging the MOB.
Thishas a very real effect of keeping the MOB off of the enchanter. I know some
people don't agree, but I have seen it with my own eyes. Try it sometime
(with your enchanter's knowledge of course), try taunting first then attacking
and it has a much higher rate of not immediately pouncing on the
enchanter, and try attacking without taunting first. You will see a
difference and you will make your enchanter happy when he isn't constantly
attacked. I know I have been sort of long on this subject, but I have
seen this little trick not used and the enchanter dying many times.
The main reason for this is that the MOB will REALLY HATE the enchanter
for mezzing and casting spells on it so the tank has to work hard
to piss off the MOB more than the enchanter.

If the Enchanter does not call the next MOB to attack then the
Main Tank should choose the next group target and everyone should
/assist them again. Kill the mobs that are awake first.

When a puller gets back with a group of MOBs a good technique is
for the Enchanter to AE mez the MOBs and then the Main tank will
step back a few paces which will pull his current target forward
leaving the mezzed MOBs back and separated from the main target.
This lets everyone have an easier time seeing which MOBs
resisted the AE mez and which ones have woken up. The Main
Tank and Enchanter should work out some chat signals or hot
keys to communicate the timing of this.