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Grouping Basics | Grouping Strategy | /assist
Grouping Basics
This is the start of the grouping page. Its a start for the grouping page because, I'm still rather inexperienced doing it. So right now its just stuff that I do and things that I've learned in my quest for experience and fortune. I welcome any additions to this page. Send me an email, or better yet, post it on our message board.
Specify Roles
Its important to stop and define the roles of each member of the group.
Group Leader - This person is the administrator of the group. The group leader will facilitate discussion about whats going on in the group. A group consists of individual players who all have a say in what happens in the group, but the group leader helps in keeping group unity and set group direction.
Main Tank - A tank is usually a warrior or a paladin. Sometimes monks and rangers can fill in as tanks. The idea of the tank is to take damage for the group. Also know as the 'meat shield', they decide what the group attacks primarily. For the main tank pick the person who can take the most damage. This is determined by AC, hit points and level.
Puller - Usually the group will set up in a good defensive position and let a single person go forth and get 'mobs' to 'aggro' on them. The puller will then run back to the group with the mob chasing. The idea for the puller is to pull single mobs in a steady stream to the group. Monks are really good at this when they learn their feign death skill. Druids have some spells that work with pulling, and rangers and palidins can use arrows. Unless there is a player with some special pulling skill, like feign death, the main tank is the best puller.
Secondary Tank - This is the main tank's 'right hand man.' The secondary meat shield is responsible for assisting the main tank and sharing damage with the main tank. Sharing damage is done through the use of the 'taunt' skill or spells that taunt.
Melee Damage Dealers - Monks and Rangers are good melee damage dealers. They probably don't want to take too much damage because of lower ac, but they have skills that allow them to dish out good damage. Monks can dish out more damage in a battle than any other class. Rangers have the same skills as fighters, but just a lower ac. Fighters don't fit this class because of thier higher ac and hitpoints, they will always be the meat shields.
Healers - Well clerics are the best durn healers around. This guild has a shortage of clerics and I don't see many in the game either. That means that other players have to be healers as well. Paladins and Druids get the minor heal that works on us lower level people if its cast enough. Paladin can do this good 'cause he/she is primarily a melee fighter and can limit spell casting to this minor heal, while when its heal time, the druid may be almost out of mana because of using other combat spells.
Buffer - The person with the best buffs does this. Cough, thats the cleric again. Some buffs will stack. Stacking means that you can have more than one buff cast on you at one time. Find out who has buffs and designate people to be responsible for buffs. If you are a designated buffer, try to remember to ask, "Who needs buffs"
Nukers/Spellcasters - Wizards, Necromancers, and Magicians fit into this. They deal out the direct damage spells and some damage over time spells. Magicians and Necromancers have pets that can do good melee damage. But the nukers/spellcasters really need to stay behind the meat shields. Instead of assisting in melee they should meditate so they can do some more nuking. Well placed nukes are very important and can change the tide of battle. They always need to be concerned about their mana usage. If you only have enough mana for 4 nukes, then use them wisely. The reason why they should avoid melee and med instead is because even thought they can do some melee damage, they run the risk of getting a mob to attack them. This causes a tank or melee damage dealer to disengage their target and try to save the spellcaster. This causes group fragmentation.
Crowd Control Enchanters are the kings/queens of crowd control. The idea of a crowd control is to stop trains. Through crowd control spells this role can allow for one at a time attacks. I've never played with an enchanter before, so I really don't know too much about this.
Taunting
Taunting is too often overlooked. I personally keep mine maxed out by constantly using it, even if I'm soloing. I place it right next to my melee attack button and once the battle commences, I start clicking it.
Buffs
AC Buffs AC buffs need to go to the tanks first. Everyone should get one though. They usually last a while and the buffer can meditate for mana when done buffing the entire group. Courage and Skin Like Wood do not stack. Its better to use Courage because it saves druid mana.
Strength Buffs Warriors and Rangers need strength buffs. Strength effects the max damage a player can generate. I believe that it also helps Fighters and Rangers get their special critical hits. The tanks and melee damage dealers profit from this the most. The max damage a player under level 20 can get is 29hp per hit. If a player gets that without a strength buff, then giving that player one will be wasted mana. Click here to read more about that.
The Assist Command
To use the assist command you target someone and type /assist. For example before going into battle you target the main tank. When battle is engaged you type /assist. When that mob is dead, you retarget the main tank and type /assist again. This enforces the order of attack and is essential to the nukers/spellcasters to use. The best way to do this is to program a social button to do this.
Group Communication
The group really needs to communicate with each other. I'm not the best with this, but I'm working on it. Pullers need to say "Incoming" when a pull is coming in. Pullers need to say "I'm pulling now." Spellcasters need to say "OOM" for out of mana. Since the beefcake meat shields might not understand what that means say " I have to meditate, please watch my back." MOST IMPORTANTLY THE PRIMARY TANK NEEDS TO TELL THE GROUP WHO HE/SHE IS TARGETING! In the heat of battle, communication is very difficult to type. In order to be an effective communicator in the group you need to have some social buttons programmed. Click here to go to the social button tutorial.
Getting Your Groups Attention
If your group isn't listening to you, then TYPE IT IN CAPS!
Meditating
Tanks are notoriously bad for not considering the spell casters mana needs. The spell casters really need to speak up and say, STOP! I NEED TO MEDITATE AND GET MANA! So tanks and pullers, if you can continue to pull and can let the spell caster meditate, then do it. Spellcasters, get your mana back and let the tanks and pullers handle things while you med.
When its time to group RUN! When its time to think about yourself.
Your hit points can get a lot lower when in a group. When soloing and your hp's get below two bubbles, you really need to consider running for a zone. With a group, I've lasted many battles fighting both with the mobs and my desire to turn tail. (Please don't call me the yellow paladin, just telling you what I feel, not what I usually do) Many battles I've been left with about a bubble of HP's left. But sometimes its just better for the group to run then continue attacking. This is how that strategy works, the primary and secondary tanks stay and the rest of the group runs. Those tanks will probably die for the good of the group. Is that a good strategy? I don't know for sure. There is another strategy. The entire group stays and fights till the bitter end and those dieing put every bit they got into damaging the mobs. They die, but more in the group lives. Its just a big grey area, and it should be discussed.
Attack Order and Group Fragmentation
The biggest badest goes first. If there is a mob spellcaster, they get attacked first. If everyone in a group attacks the biggest badest mob then it will die first and the quicker it does, the less damage it will do to the group. As a tank, I might be able to have several mobs hitting me at once, if the biggest badest doesn't get taken out quickly, then I will die and the group will have one less meat sheild.
The main tank will target the biggest badest mob and start attacking. Everyone else uses the /assist command to target what the main tank is targeting. Then everyone lay the smack down. Beat that thing down! When its dead, the main tank will move to the next biggest badest thing. Everyone needs to /assist the main tank again and beat that thing down. This is repeated until no mobs left.
Group fragmentation occurs when the above process fails. This often happens when a spellcaster gets a mob to aggro on them. Someone like the secondary tank or the melee damage dealers need to break from attacking the main tank's target and take care of that situation quickly. For people with taunt, use that to get that mob to attack you instead of the spellcaster. If taunt skill doesn't work use an spell that makes a mob aggro on you.
Sometimes group fragmentation cannot be helped. Things become a free for all. If group members can remember to try to get back to /assist the main tank, it will be for the better. This really takes skill and people ability to adapt to a quickly changing dynamic situation while under pressure. I don't like for my group to get fragmented, but thats one thing that makes grouping so much fun!
Soloing in a Group
Some people just won't do any of this stuff. They played solo a lot and don't get the idea of group dynamics. They end up attacking what they want and look out for only themselves. You can work and play in a group with group soloers, but expect to die. When you play with people like this, you often ask yourself, "What the hell is that person doing."
Taunt Spells
Taunt spells are not really taunts. They are spells that cause a mob to go aggro on you. Non melee fighters do not get the taunt skill. But that does not mean they can't taunt. At lower levels for a Paladin that spell is Flash of Light. If your tank is getting beat down and needs some help, spellcasters remember that you can trade some of your hit points to help. If I'm really hurting and I need help, use a taunt spell to get the mob to attack you. The idea is that when it turns to attack you, I will still be doing damage to it and it will die before you get any serious damage.
Druids and Harmony
I've been grouping with some druids who are trying to use the harmony spell. Harmony is a crowd control spell. This is Casters Realm description of the spell: (Visit the link to see the other players tips on using it)
"Reduces the agro range of any mob within range of the target to almost 0. This spell is THE BEST druid spell, period. You can pull many things one at a time that otherwise would require you to pull them all. What's more, it cannot be resisted. Ever. As such, there is no chance whatsoever of provoking anything into attacking you simply by using this spell, unlike Lull, Soothe and other spells from that line. The only way other mobs will agro on you with this spell is if the mob you are attacking touches the mob you have harmonized, or if you yourself actually touch the harmonized mob. This spell works in the outdoors only, and has quite a wide area of effect."
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