Game Forum / Role Playing Games / EverQuest / March 2004
Newbie Group question
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Ben F. - 27 Mar 2004 12:45 GMT Since I got so much help on finding my corpse, I will ask another "how to" question.
I have 2 Froglocs, a Pal 10 and a Cler 6. (I just started the Cleric since the new update) Both of these Classes work well with others according to everything I read, especially the Cleric. I am not against being in a group, altho usually I get asked when I am getting ready to quit, but I am not sure what I need to do when I am in a group. I mean this in the most basic sence. I have told people that I am new at this, and they say go attack something Blue and they will do the rest. I can do this, but I am not really sure what I am suppose to do. Attack and let the others in the group come to me? attack and lead the attacker back to the group? attack from a distance with spells and let others be up front? etc. (Like I said, I have no knowledge on this, a true newbie)
I hate the fact that maybe I am not the best person to group with, but with some help I think I might be of some assistance to a group. If there is a place I can go and read on this, or a Zone that is good for newbie groupies I can will that a try.
Thanks again for all I have learned on this board,
Ben aka Friben Pal 10 on Nameless
Andy Pear - 27 Mar 2004 15:15 GMT > Since I got so much help on finding my corpse, I will ask another "how to" > question. [quoted text clipped - 19 lines] > > Ben aka Friben Pal 10 on Nameless The traditional way to handle it is to have the group find a safe place to stay and have a puller attack a mob and lead it back to the group. That way you have the best chance of dealing with mobs one on one in a relatively safe environment. The puller can run up and physically attack the mob, then run back to camp, but if you have spells available it makes more sense to use those to aggro the mob from a distance. "Pulling" works much better than a helter-skelter "follow the leader" approach, which is what my friends and I did when we were newbies. People were always getting lost and the casters were always running instead of sitting and medding.
Chris Stolworthy - 27 Mar 2004 17:02 GMT > > Since I got so much help on finding my corpse, I will ask another "how to" > > question. [quoted text clipped - 33 lines] > and I did when we were newbies. People were always getting lost and the > casters were always running instead of sitting and medding. My advice is going to be primarly for your cleric as that is my main. First off, as a cleric you (almost)*never* want to pull. At least to begin with. Learn your char first, you want to have Divine Aura memmed at ALL times. THis spell has saved me numerous times. When you accidentally pull aggro and are getting whacked on are about to die, cast this and you have 18 seconds of invulnerability. Next thing is do NOT chain heal. You will pull aggro, just like when someone does too much damage to the mob they pull aggro, if you heal too much you will pull aggro. I recommend getting your heal over time spell as soon as you can. This spell will help enormously. Cast that on the PC taking the beatings and watch theri health. When they get low cast an actual heal on them to bring them back up in health. I always have 4 healing spells memorized. Superior Healing, Complete Heal, Celestial Heal, and Word of health. Now you will usually want a root spell memmed too, if you do pull aggro cast this on the mob and back away until your MT can pull the aggro back on himself. That leaves you with 2 Spell gems for whatever else you want to use them for. I typically have something like stun, and flash of light memorized in them. Something to help pull down the AC of the mob or make it hit worse will be greatly appreciated by your group mates. But remember the life of the cleric is as follows, *sit, stand, heal, sit, wait,wait, stand, heal, sit* YOu will also want to get your Rez spells ASAP people will greatly appreciate them even when in their lowbie state. I mean if you can only get a 15% rez versus none, it's still 15% regained Xp right? Also you are the lifeblood of a group, especially in higher lvls, if your group keeps running to the brink of destruction because they will not let you regain your mana and you are the only healer, don't feel responsible when they die. One last thing, a common misconception by most people is that you want to keep people at 100% health, this is ENTIRELY wrong in fact I usually don't start healing my MT until he gets in the 50's if you try and keeep them at 100% you *WILL* pull aggro, rmember your HoT(heal over time) spells they are a great friend. But do not rely on them completely, here is a link to a flash animation that will show you what happens if you only use HoT spells. http://home.att.ne.jp/surf/mirage/agent_sinzan_2.html
Just my personal Experience... -Chris Eaman Moonglade 42 Cleric
Aruvqan - 28 Mar 2004 00:43 GMT > I mean if you can only get a 15% rez versus none, it's still > 15% regained Xp right? Also you are the lifeblood of a group, especially in [quoted text clipped - 12 lines] > -Chris > Eaman Moonglade 42 Cleric Triage, learn the word, take it to heart. Tanks exist to soak up damage while DPS takes down the mobs. Casters serve to provide DPS but are made of tissue paper. Tanks can put out very large amounts of damage that when combined with disciplines, weapons procs, clicky effects and buffs serve to keep the agro off the tissu\\\\\the casters. Our job is to keep the tanks tanking along. Sometimes we clerics have to take healing agro, or even step in and thwap a mob with our gimpness to get it off a caster. Someone WILL die in your group. Hopefully it isnt you =) Tanks other than the main tank can die, and casters will die if it is between a tank that can keep agro off me until i can pop a rez on a caster, or a caster. I cant battle rez anybody if something is hitting me upside the head=\ HoT spells are excellent for casters, as are blast heals like remedy/divine light.
Depending on the group style, you actually can keep your group up and not get agro at higher levels, mid 50s and up as you get better mana costing heals. Do keep in mind that you do need to be a touch away from the mobs when you heal, and never sit down immediately after...but a heal over time is fairly low agro, and something like celestial healing [level 44 spell, 180 per tick, 6 ticks, 225 mana] is great as it will slowly heal the casters damage when you get the agro off them. You can use the same spell on the non-main tanks also - it is great for rogues if they know their class and are good at staying behind the mobs=)
Wouldnt recommend the same healing tactics in raids as groups, they are VERY different...
 Signature Aruvqan, Cleric of 56 seasons Avengers Federation, Solusek Ro http://www.geocities.com/aruvqann/index.html "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." --George Orwell
Tyas_MT - 27 Mar 2004 17:20 GMT > Since I got so much help on finding my corpse, I will ask another "how to" > question. [quoted text clipped - 19 lines] > > Ben aka Friben Pal 10 on Nameless Grouping 101: How to make friends and get lotsa lewt. First thing is to decide if you are a sit at home group, or a roaming group. sit-at-home's tend to do better, and become the norm after 15-20th. Basically, the group finds a spot, and everyone with the exception of one player (the 'puller', who is not necessarily the 'tank' but can be) stays there, while the puller goes and finds things, gets their attention, and brings them back to be slaughtered.
There are many many 'roles' in a group, some classes fit strongly in one niche and no others (Wizard=Non-tanking damage dealer), some do well on the swing shift (Druids can be damage dealers, healers/buffers, or primitive crowd control.) Know your role. Roles: Puller: You go out and find things for the group to kill. A Puller has to have the mental ability to navigate, I've grouped with paladins you had to lead everywhere, but they could tank like noone's business. A puller on the other hand, can't afford to get lost on his way back to the group. Lost=dead and could= nasty Corpse Recovery. Classwise, it helps if the puller has ways to control the number of creatures it's pulling, or if it can pull at a distance. Crowd control characters can
Tank: You've got time to bleed. It's your job. The 'main tank' is the person designated to take as much damage as possible from the mobs. I leave a discussion of the methodology of being a tank to others more qualified. A tank can also be puller, but in a fast group having a separate puller speeds things up even more. The classic tanks are Warrior, Shadow Knight, and Paladin. Other classes can make do in a pinch, and at lower levels the Ranger, Monk, Beastlord, and Rogue can make do better than most others.
Non-tank damage dealer: Most characters can do this role. You DOT it, nuke it, beat it with a stick, sic your pet on it, poke it in the back with pointy things, make it a pin cushion. Once you get into the teens, and especially the 20s, most classes can no longer stand up to the pounding of a dark blue con mob, but some can dish out enourmous damage.
Snarer: Druids, rangers, and necromancers (shadowknights too?) can 'snare' their targets. Lacking those classes, you can get it rooted by others, but snare is better. At around 25% health many mobs will turn to run. This can be bad. With snare, they tend to turn to run and not be able to move, meaning everyone gets to pound the targets for free.
Crowd control: My specialty, crowd control is the art of having the puller come back with several mobs, and getting all but the one the group is going to concentrate on out of action for a bit. This can be by charming, mezzing, rooting, snare/fearing, off tanking with pets or tough tanks, dropping a spell on them and kiting them around, whatever, but the concept is that the fight will go better if you can concentrate your firepower as much as possible on one target at a time.
Healer: People bleed. Healers make them better. Most healers also 'buff'.
Buffer: Buffers contribute more indirectly to the cause. My enchanter may do less than 1% of the damage the group does personally, but his haste spells on the tanks, and mana regen spells on the nukers, mean his effective contribution probably approaches half the damage the group is doing. The cleric makes the tank better with his AC/HP buffs. Makes me a better Crowd controller too, as I can take a few hits now. Most casters have at least a few buffs. Shamans can load a person down, and are in high demand because of it.
Debuffer: What buffers do to players, debuffers anti-do to mobs. My enchanter, along with that nice 70% or so haste, has a 50% or so slow, which means the mob swings half as often. Snare is technically a debuff but is important enough to get it's own section above.
Supply sergeant: The mage has a special skill most other classes don't have in any quantity, the ability to summon lots of odds and ends the group can find useful. Bandages, arrows, throwing knives, levitation rings, food, water, vision items, weapons, armor, (good for pets), and caster focus wear... at high levels a mage can outfit an entire group for that nasty corpse recovery. A few other classes get food and drink, and a few miscellaneous items. There are other roles, but that gets the major ones I think
For the two classes you listed: Cleric: Traditional duty: Healer/buffer. Other roles: Nuker, especially against undead. For all that they wear plate they really cannot tank. As a low level cleric you will spend most of your time with your rear end on the ground, medding back that oh so precious mana. What you want to do: Figure out what are your hp buffs. Those need to be cast on the main tank (at your low level however, there may not be a well defined tank), and anyone else that regularly takes hits. If you have the mana available to do it the good way to do this is to cast it on yourself, then each other character that is going to get it in turn. Then when yours starts blinking you know everyone is about to lose their buff. Pay attention to everyone's hitpoints... When they get low, heal them. Learn how much of the 'bar' your heals do on each player... it will be different based on gear and class! Only 'top off' people's health during a lull when you have full mana. Mana reports: Sometimes you will get a group, and you will see the tank ask 'Mana?' or 'mr?'. He wants to know the percentage of mana you have available. Each bubble is 20%, and you can eyeball to about 5%, so report in 10s or 5s (eg /g 70) Each person has their own style. Some report in bubbles (70% is 3.5), others actually roleplay it a bit ('meez gotz 3 mugs of sparklies left' for a troll shaman... that's 3 bubbles) Another is frequency. I vary. Some groups that grind my mana hard up and down the bar, I report every time the puller is going out to get more munchies. Some groups when my mana is just hovering between 40%-80% most of the time, I'll only warn at 20%. (actually I usually say /g 20% at 30%, but that's just my conservative side kicking in) or announce when I'm full mana (/g fm) so they know we need to kill faster cause they are not pushing me at all. (terminology info, some will use /g lom and /g oom for low on mana, out of mana. For my troll I prefer the more in character 'Me gotz no more sparklies!')
Paladin: Paladins can be a puller (the lull line helps them there, and stun pulling gives you a head start back), and are designed to be a tank. With heavy armor and lots of hitpoints, plus their own buffs and the ability to heal themselves some, they make good tanks. Learn to love the 'taunt' button. Depending on what you are fighting and how things are going, you may be spot healing yourself, stunning, or just using your mana for pulling. Lay on hands is your 'fix me now!' key, and also good when the wizard gets agro and is folding like wet cardboard. You can be a pocket healer if necessary, but there are several better alternatives out there. Still it's better than Mr. Monk can do for others.
Basically in most groups your job will be to go get things for people to kill, attack targets, try to maintain agro so you bleed the most, and spend your mana reasonably (If you're not using any of it you're not using your class to it's fullest.) Note do not just step in and try to take over agro if you join an existing group with an existing tank. Figure out which one will be bleeding the most... the other should generally not taunt, though stunning, etc is useful.
Hope this helps -- Tyas
Frinka - 27 Mar 2004 21:17 GMT > Grouping 101: How to make friends and get lotsa lewt. > > [rest of wonderful post snipped] Thank you. Really really really -- thank you for the wonderful post
I've soloed my main and pretty much only character, a Druid, all the way to 46 with no meaningful group experience. (Please, I'm a nice person, don't rant on me about this....) Mainly this is because when I've tried to group, and explain to folks that I need them to really explain what I should do, they *never* do. And of course, it gets harder the higher you go. It seems rude to me at this point to group when I don't have the slightest clue what to do.
someone@msn.com - 28 Mar 2004 09:49 GMT >> Grouping 101: How to make friends and get lotsa lewt. >> [quoted text clipped - 9 lines] >rude to me at this point to group when I don't have the slightest clue what >to do. I wouldnt worry to much about that. Ive been playing for a few months now and my main is up to lvl 42. I notice that most of the people dont know how to group properly yet. Ive done some ldon's lately where the group can barley handle a MistMoore normal and Ive been in some where the people are so good we can go to Marr(not sure what its called but much harder then MM) and handle it with ease.
Diminutive - 29 Mar 2004 18:48 GMT <snip>
> I've soloed my main and pretty much only character, a Druid, all the > way to 46 with no meaningful group experience. (Please, I'm a nice [quoted text clipped - 3 lines] > harder the higher you go. It seems rude to me at this point to group > when I don't have the slightest clue what to do. Maybe I can help you out a bit here.
Allthough Druids can serve as a main healer (this is entirely dependent on group composition, level, and the mobs your are fighting), Normally your job is to snare, dot, nuke, buff (most of your buffs are really not needed if a shaman is present, but buffs like DS's are always in demand), evacing, and back up heal.
Always keep some available mana to help out the cleric in times of crisis. Also, topping off the health of your group mates between pulls can help out the cleric tremendously.
Never snare before the tank has firm aggro (my rule of thumb is that the mob's health is down my 20%), as snare tends to make the mob quite mad
:) Also, don't sit down right after either, allow a few moments for your hate to diminish a bit.
Druids, as you know, have some very nice dots at later levels, use them, but be smart about it. They also generate a lot of hate.
The touchiest job we may have to do is evacing the group when the sh.t hits the fan. Evac too soon, and you have a mad group. Evac too late, you have a dead group. This is usually a learning experience that you gain after grouping for a while. So you may have to get a few tongue lashings from your group now and again :)
Basically it comes down to watching the group, and learning what its needs are. Druids can do alot of things, so percieving what is actually needed in a group is very important.
If I have missed anything, I am sure I will be corrected :)
Hope this helps.
 Signature Diminutive Loweninski 55 Preserver, Torvonnilous
"Arguments over grammar and style are often as fierce as those over IBM versus Mac, and as fruitless as Coke versus Pepsi and boxers versus briefs." -- Jack Lynch
Equinol - 31 Mar 2004 08:04 GMT > > Grouping 101: How to make friends and get lotsa lewt. Summary at the end, I wrote a bit much...
Just thought this might clarify the role part of the post a bit. Basically same info, just a different format, I just perfer it this way =p. (This is the role in a group, not necessarily soloing, or raiding.):
Bard: The bards purpose in a group is the assist others. in both DPS (damage per second), mana/hp regenartion, running speed, tanking at low levels, pulling, crowd control (unless there is an enchanter) and anything else you can think of. One of the most unique classes, you'll have to play one to really understand them =).
Beastlord: The Bastlords help in two big ways, DPS and buffing. Beastlords get most shamans spells, although at later levels, and some ones of their own. This can help the others in the group greatly. The other part, DPS, is accomplished through their pet. The more things beating on the mob the better (as long as the tank keeps the agro) ;-).
Cleric: Main healer, objective is to keep the tank alive. Also has some buffs to help raise the tanks hp/ac. This is tied for the most important class in a group, tied with the tank.
Druid: Druids can not only buff, but also heal in a group. Although not as good as a cleric, they can still keep the tank alive in most grouping situations. As far as buffs go, they have a couple HP/ac buffs, along with DSs (When you take melee damage you return a certain amount), and what have you.
Enchanter: Can we say, crowd control? Especially in high end, when the puller messes up and pulls to many mobs, the enchanters will mezz all but the one the tank is attacking. This will prevent it from attacking, and just stand there staring. (Bards can also do this, however not nearly as well). A few other roles are haste, to assist in DPS, and the clarity line of spells, aka: Crack. The more mana regen, the less downtime between fights, idealy none.
Magician: The magicians specialty is summoning. This can vary from pets (Great additions to DPS), to items used to regen mana (High end spell, you can worry about that later). They can also nuke, root, the basics.
Monk: Monks are often the pullers in groups. This is because of their special skill, fiegn death, which, if the pull goes bad, stops all mobs from attacking them, and wander back to where they were pulled from. They also assist in the groups DPS quite well. Can tank in low end groups aswell.
Necromancer: As the other pet classes, Necro's get a pet skelly that helps greatly with the groups DPS. They also have great DoTs (Damage of time), which help kill the mob, along with some spells that tansfer hp to mana, and mana from them to others.
Palidan: A cross of a warrior and a cleric. They can tank quite well, even in high end, and can heal decently. They also get most cleric buffs and some unique ones.
Ranger: Ah, another DPS class ;-). Rangers have a specialty in bows, especially in high end, where they can deal great quantities of damage. They also have much of the druid line of spells, along witha few unique ones. They can tank low, mid and sometimes even highend mobs.
Rogue: DPS, DPS, DPS. Rogues get a skill called backstab, which deals great damage to the mob, along good normal melee damage. They also are useful pullers, with special stealth abilities to keep away extra mobs on pulls, or just while traveling.
Shadow knight: Shadow knights are a kind of mix between necros and warriors. They get pets, although weaker then necro pets, and some of the necro line of spells, while still maintaining good tanking abilities. Shadow knights can often tank highend mobs.
Shamans: Shamans can not only buff, but heal quite well too. If no clerics are avaliable, groups usually look for a shaman to heal. They also have many, many buffs to help with players stats. They also get a pet, although it's considerably weaker then other pet classes pets.
Warrior: They are almost always they are the tank/meatshield in the group. The warriors job is to make the enimie hate him so much that he is the only person to ever be attacked. Warriors have some abilities to help them do this (taunt), and high hp so they don't die. Often pull for the group, for ease of the group, that way they don't have to steal agro before the puller dies.
Alright, here's the bare bones: Bard: DPS/songs Beastlord: DPS/buffs Cleric: Healing+/buffs+ Druid: Healing/buffs Enchanter: Crack/Crowd Control Magician: DPS/summons Monk: DPS/pulling Necromancer: DPS/buffs Palidan: Tank/heals Ranger: DPS/buffs Rogue: DPS/pulling Shadow Knight: Tank/DPS Shaman: Healing/buffs+ Warrior: Tank+/pulling
Basic group set up:
Slot 1) Tank: Warrior+/Palidan/Shadow Knight Slot 2) Healer: Cleric+/Druid/Shaman Slot 3) Crowd Control: Enchanter+/Bard Slot 4) DPS: Pretty much any not already there. Slot 5) DPS: ^ Slot 6) DPS: ^
Some cases require different setups, but that's a basic one.
Enough of my rambling.
__________________________________________________________ Submitted by: Equinol This message was submitted through the Erollisi Marr Forum
Annie Benson-Lennaman - 30 Mar 2004 19:56 GMT
> Grouping 101: How to make friends and get lotsa lewt. Indeed, a great post. I'm adding most of it to the FAQ, with a few minor changes to make it a general point of view rather than an enchanter's. Thanks for writing this!
> First thing is to decide if you are a sit at home group, or a roaming group. > sit-at-home's tend to do better, and become the norm after 15-20th. [quoted text clipped - 128 lines] > http://www.newsfeed.com The #1 Newsgroup Service in the World! >100,000 Newsgroups > ---= 19 East/West-Coast Specialized Servers - Total Privacy via Encryption =---
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Graeme Faelban - 30 Mar 2004 20:20 GMT > Tank: You've got time to bleed. It's your job. The 'main tank' is the > person designated to take as much damage as possible from the mobs. I [quoted text clipped - 4 lines] > pinch, and at lower levels the Ranger, Monk, Beastlord, and Rogue can > make do better than most others. Just one nit, the main tank is not disignated to take as much damage as possible, but rather he is the only one who should be taking any significant portion of the damage from the mob.
> Non-tank damage dealer: Most characters can do this role. You DOT it, > nuke it, beat it with a stick, sic your pet on it, poke it in the back > with pointy things, make it a pin cushion. Once you get into the > teens, and especially the 20s, most classes can no longer stand up to > the pounding of a dark blue con mob, but some can dish out enourmous > damage. I tank dark blues often, just have to be a bit picky about it.
> Snarer: Druids, rangers, and necromancers (shadowknights too?) can > 'snare' their targets. Lacking those classes, you can get it rooted by > others, but snare is better. At around 25% health many mobs will turn > to run. This can be bad. With snare, they tend to turn to run and not > be able to move, meaning everyone gets to pound the targets for free. SKs yes, add Wizards too, in a pinch, although theirs is AoE snare.
 Signature On Erollisi Marr in <Sanctuary of Marr> Elder Graeme Faelban, Barbarian Prophet of 65 seasons Tainniel Fleabane, Halfling Warrior of 32 seasons Giluven, Wood Elf Druid of 26 seasons Graeniel, High Elf Enchanter of 25 seasons
Diminutive - 31 Mar 2004 03:12 GMT >> Tank: You've got time to bleed. It's your job. The 'main tank' is the >> person designated to take as much damage as possible from the mobs. I [quoted text clipped - 8 lines] > as possible, but rather he is the only one who should be taking any > significant portion of the damage from the mob. Actually I would define the tank as the character who should be taking ALL the damage, which of course, can be equated to as much damage as possible.
That is why a tank, is a tank.
Who else in a group should be expected to take damage?
 Signature Diminutive Loweninski 55 Preserver, Torvonnilous
"Arguments over grammar and style are often as fierce as those over IBM versus Mac, and as fruitless as Coke versus Pepsi and boxers versus briefs." -- Jack Lynch
Remington Stone - 31 Mar 2004 03:30 GMT Diminutive said: }Graeme Faelban <RichardRapier@netscape.net> wrote in }> "Tyas_MT" <tyas_mt@hotplonkmail.com> wrote in }>> Tank: You've got time to bleed. It's your job. The 'main tank' is the }>> person designated to take as much damage as possible from the mobs. }> Just one nit, the main tank is not disignated to take as much damage }> as possible, but rather he is the only one who should be taking any }> significant portion of the damage from the mob. }Actually I would define the tank as the character who should be taking }ALL the damage, which of course, can be equated to as much damage as }possible. }That is why a tank, is a tank. }Who else in a group should be expected to take damage?
The shaman, and the enchanter. And probably any wizards or necros that happen to be around. In an ideal world, true, slows would never be resisted, and always land at the earliest-possible not-aggro-getting moment, as opposed to the latest-possible aggro-getting moment. But this world is far from ideal. Similarly, some of those adds are gonna have to be tashed before mezz/root will stick. Who do ya think's offtanking unslowed mobs til mezz finally sticks?
Also, you should expect DPS classes to take damage. They are trying to do the most possible damage they can without getting aggro. It's a fine line. Sure, they could always just do less damage, but then the mob dies slower and the cleric's mana runs out faster anyway. It's a tough balance.
The main tank should take as much damage as possible. Everyone else should avoid taking a 'significant' share, if they can. But expecting the tank to take -all- the damage every time is living in a dreamworld, and the cleric's gonna go OOM rezzing everyone.
Note: I'm not talking about a raid, since the question is about groups. If the tank's trying to corner AoW, back the f.ck off and hold your tash.
:) [37 Enchanter] Zinphandel Chianti (Gnome) Firiona Vie
Diminutive - 31 Mar 2004 03:52 GMT > Diminutive said: > }Graeme Faelban <RichardRapier@netscape.net> wrote in [quoted text clipped - 36 lines] > > [37 Enchanter] Zinphandel Chianti (Gnome) Firiona Vie You have some good points. I guess I was speaking more from the raid perspective. My fault for not paying more attention to the conversation at hand :)
Cheers.
 Signature Diminutive Loweninski 55 Preserver, Torvonnilous
"Arguments over grammar and style are often as fierce as those over IBM versus Mac, and as fruitless as Coke versus Pepsi and boxers versus briefs." -- Jack Lynch
Graeme Faelban - 31 Mar 2004 16:52 GMT >> Diminutive said: >> }Graeme Faelban <RichardRapier@netscape.net> wrote in [quoted text clipped - 38 lines] > perspective. My fault for not paying more attention to the conversation > at hand :) Even on raids, many mobs will have AoE spells, rampage, and inevitable adds. The job of the MA is to keep the aggro of the current raid target solidly on himself, not to take ALL the damage.
 Signature On Erollisi Marr in <Sanctuary of Marr> Elder Graeme Faelban, Barbarian Prophet of 65 seasons Tainniel Fleabane, Halfling Warrior of 32 seasons Giluven, Wood Elf Druid of 26 seasons Graeniel, High Elf Enchanter of 25 seasons
bob - 31 Mar 2004 06:49 GMT > >> Tank: You've got time to bleed. It's your job. The 'main tank' is the > >> person designated to take as much damage as possible from the mobs. I [quoted text clipped - 16 lines] > > Who else in a group should be expected to take damage? i take damage for my group all the time. and by group i mean a necro (me) and a rogue. the way i see it, i got DoT spells going on every monster in the mob and to cast more is probably a waste of mana cuz we'd have to stop and rest too much, so i just cast leach on a few monsters and run up to soak up damage while drawing attention away from the rogue, after all, the leaches do bring in a fair amount of HP every six seconds. i call it my living shield technique.
Graeme Faelban - 31 Mar 2004 16:49 GMT >>> Tank: You've got time to bleed. It's your job. The 'main tank' is the >>> person designated to take as much damage as possible from the mobs. I [quoted text clipped - 16 lines] > > Who else in a group should be expected to take damage? Well, no, there is a difference, if he wanted to take as much damage as possible, he'd strip off his armor first, sit between swings, and such. He is most definitely not the one who should be taking ALL the damage, others will take damage for a variety of reasons. Rampage, AoE spells, adds...
 Signature On Erollisi Marr in <Sanctuary of Marr> Elder Graeme Faelban, Barbarian Prophet of 65 seasons Tainniel Fleabane, Halfling Warrior of 32 seasons Giluven, Wood Elf Druid of 26 seasons Graeniel, High Elf Enchanter of 25 seasons
bob - 31 Mar 2004 06:37 GMT > Since I got so much help on finding my corpse, I will ask another "how to" > question. [quoted text clipped - 19 lines] > > Ben aka Friben Pal 10 on Nameless been reading the posts and have heard alot of great suggestions, but i think (notice i say think, i too am kinda new) that it really depends on the group. me and my friend, for example, just go bomb around lavastorm looking for whatever we can find and then beat the hell out of it. this works for me cuz i am a necro and can cast DoT spells and then just meditate while him and my pet do the rest. i guess this would be your "roaming" group. my other favorite group is with me (necro), a couple of my beastlord friends, and a cleric. we all go to the west commonlands and sit by a camp (i think its called cut throat??? anyway, a camp of all light blues, blues, and an occasional yellow). we wait for them to spawn and then we tell someone to "pull," knowing quite well that its next to impossible to pull just one and in about 2 seconds we're gonna have about 5 or 6 cut throats (or is it deathfist? oh, wait...that's the orcs...) attacking us all at once, with the occasional young kodak who was just passing by. ANYWHO...by the end of the fight we are all out of mana and at about 40% health and saying things like "damn!" and "close one" or even "that was hella fun!" after that, we all sit and meditate until we're at full health/mana and the enemies have respawned. then go at it again. (there are quite a few deaths in this kind of group, but you can still rake in the xp)
so i guess my point is this: we could sit here for days posting back and forth about different kinds of groups, but i think the best kind is the kind where you just hook up with some friends and beat the shiitake mushrooms out of anything that comes your way. HAVE FUN!!!
PS whats the name of that camp in the West Commonlands with the ogres and barbarians (or are they humans??? i can't tell the difference)
Hamsterface - 31 Mar 2004 09:02 GMT > Since I got so much help on finding my corpse, I will ask another "how to" > question. [quoted text clipped - 19 lines] > > Ben aka Friben Pal 10 on Nameless Best thing to do if you are inexperienced in a group is LISTEN.
All but the most obnoxious groups will not have a problem with you being new to grouping. They'll generally try to be very helpful.
You are going to make what they perceive as mistakes and they'll tell you so. It will be hard at first to judge whether what you are doing is wrong or whether it just doesn't fit with their particular play style.
Take an example: We've had new people crowding the person calming mobs. This often results in mobs getting pulled too early when they are not all calmed. If you listen and stop doing that then fine. If you do it on every pull after being asked many times and eventually cause a serious overpull that wipes the group ... well lets just say that ain't the way to make friends.
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