Group Combat Guidelines
Posted: Wed Oct 26, 2011 7:20 pm
In the last few events I was part of, I couldn't help to notice we are lacking in organizational skills when it comes to group hunting. Perhaps I'm glorifying the past a little but I recall us being more of a well-oiled, mobs-thrashing machine. So for the sake of our glorious memory (and our future wellbeing), I've decided to write a not-so-short manual to group hunting. Please feel free to lay it on me if you disagree or feel I've missed something.
The following is a list of common sense guidelines to follow when fighting in a group setting. This is not a guide to being the best warrior or mage that you can be. Everyone has their own personal preferences when it comes to combat. But fighting in a group means adapting your playstyle to compliment your teammates strengths and (hopefully) mitigate your own weaknesses. It also means being considerate of other people’s needs and wishes. And the first step is to realize that . . .
1. Everyone has a role to play.
When fighting solo, you do it all yourself—attack, defend, heal. But in a group, you shouldn’t do it all. Tanks don’t always deal the most damage but they sure can take a beating. Mages are easily overwhelmed in hand-to-hand combat but their ability to heal, buff, and curse greatly compliment the melee fighters’ skills. It is up to you to decide if your character build allows you to be on the frontline taking damage or in the rear working your magic.
Of course, not everyone falls neatly into these two categories. It is more helpful to think of your character’s primary method of dealing damage—close or ranged combat, including spellcasting. Tanks are obviously melee fighters but a tamer with a pet would also be considered a melee fighter. Likewise, bards would be considered ranged fighters because they don’t usually engage in hand-to-hand combat, at least not very effectively.
2. Warriors advance first.
Simply put, if you can’t take the heat, get behind those who can. It does not help anyone if the group’s mage is constantly being attacked because he or she can’t stay behind the advancing line. And related to this rule is the implied understanding that there is such a thing as a frontline. A disorderly advance will result in multiple mobs locking on to multiple players, which will make it harder for mages to keep up. [Note: Mages are not the only effective healers. Warriors can heal others with bandages when they're not taking damage. However, this is not advisable when facing firebreathing mobs.]
3. Mages are good for more than just buffing and healing.
Just because you are a spellcaster doesn’t mean you won’t be dealing damage. It just means you need to be judicious in your choice of spells and timing. Assuming that your warriors are handling the mobs well and don’t need healing, you can begin with a barrage of curse spells since they won’t draw attention to yourself [note: spellcasting mobs cast reflect each time they switch targets]. Use mana vampire constantly to replenish your mana supply [hint: don’t use on mobs with high magic resistance] and always keep your reflect up. Summoning, or dead raising (if a necromancer), non-spellcasting pets can also be very helpful. Finally, be ready to deliver the coup de grâce.
Remember that lower circle spells (e.g., magic arrow, harm, fireball) are better, in terms of overall effectiveness and mana consumption, than higher circle ones. Also, to conserve mana, you shouldn’t begin casting offensive spells until the mob is more than half injured. NEVER let yourself run out of mana. It is near impossible to meditate when you are completely drained and you can’t start a campfire in the middle of combat.
4. Use archery.
Any character can use bows and archery is effective even at 60 skill. Arrows/bolts cannot be resisted or reflected the way spells can and their range of damage is the same whether you have 100 archery or 60. However, the primary purpose of using bows is to lure your attackers to you instead of walking up to them. This is especially important when there are hidden mobs. A bow attack lures only visible mobs thus making your fight more manageable. Also, bows allow close combat fighters to attack archers/marksmen and spellcasting mobs without chasing them [hint: warriors can use wands and exploding potions for ranged damage too but should use the latter judiciously].
5. Use leadership.
No, not henchmen—they can be a real nuisance and hard to keep alive in a group. The ability to taunt, however, is VERY handy in a group. Like archery, taunting is effective even at 60 skill. Taunting allows a warrior to take the heat off of a fellow player just when he or she needs it the most. Imagine a scenario where a group of three warriors and a mage are fighting an ancient dragon. Instead of one fighter taking the full brunt of the damage, with taunting, they can take turns being the punching bag. This means that their health won’t drop so precipitously that bandages become useless and the healing mage can spend a bit less mana. There’s also the obvious benefit of warriors being able to taunt a mob off of their mage(s).
6. Do not use area effect spells or attacks.
This seems like an obvious thing but people often forget. They also forget that spellcasting summons and exploding potions cause area effect damage. There are a few instances where area effect attacks could be useful such as using exploding potions to ‘reveal’ hidden mobs or casting earthquake to damage mobs on the other side of a wall. But as general rule it is best not to rely on these. It is not hard to accidentally kill one of your fellow players with area effect damage, mostly because they’re not expecting the attack to come from YOU. [Note: tamers, don’t forget to give “battle orders” to your firebreathing pets.]
7. NEVER run ahead or give chase.
This is another obvious rule that is too often forgotten or ignored. There’s nothing worse than an inconsiderate player who draws a large throng of mobs and gets people killed unnecessarily. Instead of chasing a dying mob, switch to a ranged attack like a bow or a wand. Or just let it be. It won’t get very far. [Hint: when the mob is close to dying, position yourself facing the direction that you want the mob to run to. For example, if the rest of the spawn is east, put yourself east of your attacker so that it flees west.]
8. Designate a fallback zone and a rebuff break.
Sooner or later you might need to retreat and take a minute to heal and/or meditate. If people run indiscriminately in every direction, which sometimes they do in their haste to stay alive, they can make matters worse. Related to this is designating ‘rebuffing’ breaks. Ideally, everyone in the group would refresh their buffs at the same time so that you don’t need to stop your advance every five minutes. I believe Nature’s Bless is the shortest lasting buff (10-12 minutes), assuming you have a druid. So you can choose to rebuff every 10 minutes or just let that one buff wear off and recast it the next time.
9. Take a minute to strategize.
Every so often you come across an enemy (e.g., a quest boss mob) that calls for a unique type of strategy. Running ahead guns blazing is likely to get people killed unnecessarily. Take a minute to figure out a strategy that works for everyone involved. This means acknowledging your strengths and weaknesses. The character(s) with the highest magic resistance will handle the magical attacks better than the full plate tank(s) who specialized in parry. By the same token, hardhitting mobs like dragons are best left to the AR specialists. You may very well decide to cycle your attack so that the mana draining part is handled by one character, while the hand-to-hand finish is handled by another. Also, realize that people may die not matter how flawless your strategy was. It happens.
10. Be patient and gracious.
We all make mistakes. That player who keeps running ahead may not be doing it on purpose. Part of being in a group is teaching inexperienced players how to work together. Chastising another player in anger for their lack of etiquette is not likely to yield positive results. Plus, it’s just a game. People’s feelings are more important than virtual stuff.
The following is a list of common sense guidelines to follow when fighting in a group setting. This is not a guide to being the best warrior or mage that you can be. Everyone has their own personal preferences when it comes to combat. But fighting in a group means adapting your playstyle to compliment your teammates strengths and (hopefully) mitigate your own weaknesses. It also means being considerate of other people’s needs and wishes. And the first step is to realize that . . .
1. Everyone has a role to play.
When fighting solo, you do it all yourself—attack, defend, heal. But in a group, you shouldn’t do it all. Tanks don’t always deal the most damage but they sure can take a beating. Mages are easily overwhelmed in hand-to-hand combat but their ability to heal, buff, and curse greatly compliment the melee fighters’ skills. It is up to you to decide if your character build allows you to be on the frontline taking damage or in the rear working your magic.
Of course, not everyone falls neatly into these two categories. It is more helpful to think of your character’s primary method of dealing damage—close or ranged combat, including spellcasting. Tanks are obviously melee fighters but a tamer with a pet would also be considered a melee fighter. Likewise, bards would be considered ranged fighters because they don’t usually engage in hand-to-hand combat, at least not very effectively.
2. Warriors advance first.
Simply put, if you can’t take the heat, get behind those who can. It does not help anyone if the group’s mage is constantly being attacked because he or she can’t stay behind the advancing line. And related to this rule is the implied understanding that there is such a thing as a frontline. A disorderly advance will result in multiple mobs locking on to multiple players, which will make it harder for mages to keep up. [Note: Mages are not the only effective healers. Warriors can heal others with bandages when they're not taking damage. However, this is not advisable when facing firebreathing mobs.]
3. Mages are good for more than just buffing and healing.
Just because you are a spellcaster doesn’t mean you won’t be dealing damage. It just means you need to be judicious in your choice of spells and timing. Assuming that your warriors are handling the mobs well and don’t need healing, you can begin with a barrage of curse spells since they won’t draw attention to yourself [note: spellcasting mobs cast reflect each time they switch targets]. Use mana vampire constantly to replenish your mana supply [hint: don’t use on mobs with high magic resistance] and always keep your reflect up. Summoning, or dead raising (if a necromancer), non-spellcasting pets can also be very helpful. Finally, be ready to deliver the coup de grâce.
Remember that lower circle spells (e.g., magic arrow, harm, fireball) are better, in terms of overall effectiveness and mana consumption, than higher circle ones. Also, to conserve mana, you shouldn’t begin casting offensive spells until the mob is more than half injured. NEVER let yourself run out of mana. It is near impossible to meditate when you are completely drained and you can’t start a campfire in the middle of combat.
4. Use archery.
Any character can use bows and archery is effective even at 60 skill. Arrows/bolts cannot be resisted or reflected the way spells can and their range of damage is the same whether you have 100 archery or 60. However, the primary purpose of using bows is to lure your attackers to you instead of walking up to them. This is especially important when there are hidden mobs. A bow attack lures only visible mobs thus making your fight more manageable. Also, bows allow close combat fighters to attack archers/marksmen and spellcasting mobs without chasing them [hint: warriors can use wands and exploding potions for ranged damage too but should use the latter judiciously].
5. Use leadership.
No, not henchmen—they can be a real nuisance and hard to keep alive in a group. The ability to taunt, however, is VERY handy in a group. Like archery, taunting is effective even at 60 skill. Taunting allows a warrior to take the heat off of a fellow player just when he or she needs it the most. Imagine a scenario where a group of three warriors and a mage are fighting an ancient dragon. Instead of one fighter taking the full brunt of the damage, with taunting, they can take turns being the punching bag. This means that their health won’t drop so precipitously that bandages become useless and the healing mage can spend a bit less mana. There’s also the obvious benefit of warriors being able to taunt a mob off of their mage(s).
6. Do not use area effect spells or attacks.
This seems like an obvious thing but people often forget. They also forget that spellcasting summons and exploding potions cause area effect damage. There are a few instances where area effect attacks could be useful such as using exploding potions to ‘reveal’ hidden mobs or casting earthquake to damage mobs on the other side of a wall. But as general rule it is best not to rely on these. It is not hard to accidentally kill one of your fellow players with area effect damage, mostly because they’re not expecting the attack to come from YOU. [Note: tamers, don’t forget to give “battle orders” to your firebreathing pets.]
7. NEVER run ahead or give chase.
This is another obvious rule that is too often forgotten or ignored. There’s nothing worse than an inconsiderate player who draws a large throng of mobs and gets people killed unnecessarily. Instead of chasing a dying mob, switch to a ranged attack like a bow or a wand. Or just let it be. It won’t get very far. [Hint: when the mob is close to dying, position yourself facing the direction that you want the mob to run to. For example, if the rest of the spawn is east, put yourself east of your attacker so that it flees west.]
8. Designate a fallback zone and a rebuff break.
Sooner or later you might need to retreat and take a minute to heal and/or meditate. If people run indiscriminately in every direction, which sometimes they do in their haste to stay alive, they can make matters worse. Related to this is designating ‘rebuffing’ breaks. Ideally, everyone in the group would refresh their buffs at the same time so that you don’t need to stop your advance every five minutes. I believe Nature’s Bless is the shortest lasting buff (10-12 minutes), assuming you have a druid. So you can choose to rebuff every 10 minutes or just let that one buff wear off and recast it the next time.
9. Take a minute to strategize.
Every so often you come across an enemy (e.g., a quest boss mob) that calls for a unique type of strategy. Running ahead guns blazing is likely to get people killed unnecessarily. Take a minute to figure out a strategy that works for everyone involved. This means acknowledging your strengths and weaknesses. The character(s) with the highest magic resistance will handle the magical attacks better than the full plate tank(s) who specialized in parry. By the same token, hardhitting mobs like dragons are best left to the AR specialists. You may very well decide to cycle your attack so that the mana draining part is handled by one character, while the hand-to-hand finish is handled by another. Also, realize that people may die not matter how flawless your strategy was. It happens.
10. Be patient and gracious.
We all make mistakes. That player who keeps running ahead may not be doing it on purpose. Part of being in a group is teaching inexperienced players how to work together. Chastising another player in anger for their lack of etiquette is not likely to yield positive results. Plus, it’s just a game. People’s feelings are more important than virtual stuff.