group strategy
Jan 15, 2005 9:35:14 GMT -5
Post by Ulmo 1997-2011 on Jan 15, 2005 9:35:14 GMT -5
As last night showed us we need to all agree to play by some kind of agrred up strategies
I want to start with some definitions, many of them you may already know, but to assure we are all on the same page.
Group Leader/ Raid leader aka GL/RL is an agreed upon leader for any given quest or adventure. This person makes the decisions. Suggestions can always be given, but in the end this person decides. Many situations need a decision made quickly. Right, wrong or otherwise this guy decides and all live or die together .
MT aka Main Tank is the meat shield of the group or raid. This is the guy we all want taking the beating .
MA aka Main Assist is the guy we all use our assist macros for to assure we are all attacking the same mob. It is often the same person as the MT but not always. The macro "/assist name" will target you on the same mob as name. You need to reword the macro for any person playing the role as MA. The macro "/assist %t" will target you on the mob of whoever you are targetting at the time you hit the macro button. This is not nearly as practical though in many situations as it takes longer to do and mistargetting gets you in trouble sometimes. .
CC aka Crowd Control is the act of dealing with a bunch of mobs, often that you wished you didn't have all at once. Polymorphing one of them per mage is an important part of this. Kiting or luring a mob away from the group and rooting it is another. If you have a lasting root spell, this can be very usefull. But you need to know which way to lure it to avoid aggro on more mobs. Using assist to kill one mob at a time quickly gets the group to a safer situation faster than several people each killing their own mob slowly. This is especially true when the group has only one tank class. Off-tanking is where a second or more tank class toons take a mob on them selves while the rest of the raid or group concentrates on assisting the MA with another mob. Which of these strategies you should use depend on the make-up of your group. But what-ever you decide stick with it to avoid confusion and wipes. Decide as a group what will be done if 2 mobs are pulled, if 3, if 4, and who will do what as part of this strategy. Having the mage polymorph and the hunter break it isn't a good choice
Rooting is the use of some immobilizing spell to keep a mob away from the group
Kiting is the use of some aggro method and maybe a snare spell to get a mob to follow you somewhere while taking little or no damage from it.
Snare is a spell that slows the mob's movement.
Puller is the agreed up person to initiate each battle by bringing the mobs to you. There are several classes that can do this. Any class with a ranged attack can. Different strategies will be developed as your class and playstyle dictates. Especially indoors it is important to keep some room between the group and the mobs being pulled. This allows the puller more room to sort out his/her methoids, and if a bad pull is made he/she can choose to just die instead of completing the pull. In EQ the monk and shadow knight can "feign death" and break aggro if a bad pull is initiated. Maybe some such evasive skills are available to a WoW toon we don/t know about or have yet?
Bad pull is a pull too large for the group to handle.
Gonna stop here for now. I will add more as I think of it and I invite everyone to add their thoughts and/or ask questions. As we become more skilled and experienced in our play we can also discuss ideas here. It is the planned use of group skills that make mmorgs fun for me. Soloing can be fun, but this is why games like EQ and WoW have me coming back for more. Add playing like this with friends from long ago and new ones and it gets really special.
I want to start with some definitions, many of them you may already know, but to assure we are all on the same page.
Group Leader/ Raid leader aka GL/RL is an agreed upon leader for any given quest or adventure. This person makes the decisions. Suggestions can always be given, but in the end this person decides. Many situations need a decision made quickly. Right, wrong or otherwise this guy decides and all live or die together .
MT aka Main Tank is the meat shield of the group or raid. This is the guy we all want taking the beating .
MA aka Main Assist is the guy we all use our assist macros for to assure we are all attacking the same mob. It is often the same person as the MT but not always. The macro "/assist name" will target you on the same mob as name. You need to reword the macro for any person playing the role as MA. The macro "/assist %t" will target you on the mob of whoever you are targetting at the time you hit the macro button. This is not nearly as practical though in many situations as it takes longer to do and mistargetting gets you in trouble sometimes. .
CC aka Crowd Control is the act of dealing with a bunch of mobs, often that you wished you didn't have all at once. Polymorphing one of them per mage is an important part of this. Kiting or luring a mob away from the group and rooting it is another. If you have a lasting root spell, this can be very usefull. But you need to know which way to lure it to avoid aggro on more mobs. Using assist to kill one mob at a time quickly gets the group to a safer situation faster than several people each killing their own mob slowly. This is especially true when the group has only one tank class. Off-tanking is where a second or more tank class toons take a mob on them selves while the rest of the raid or group concentrates on assisting the MA with another mob. Which of these strategies you should use depend on the make-up of your group. But what-ever you decide stick with it to avoid confusion and wipes. Decide as a group what will be done if 2 mobs are pulled, if 3, if 4, and who will do what as part of this strategy. Having the mage polymorph and the hunter break it isn't a good choice
Rooting is the use of some immobilizing spell to keep a mob away from the group
Kiting is the use of some aggro method and maybe a snare spell to get a mob to follow you somewhere while taking little or no damage from it.
Snare is a spell that slows the mob's movement.
Puller is the agreed up person to initiate each battle by bringing the mobs to you. There are several classes that can do this. Any class with a ranged attack can. Different strategies will be developed as your class and playstyle dictates. Especially indoors it is important to keep some room between the group and the mobs being pulled. This allows the puller more room to sort out his/her methoids, and if a bad pull is made he/she can choose to just die instead of completing the pull. In EQ the monk and shadow knight can "feign death" and break aggro if a bad pull is initiated. Maybe some such evasive skills are available to a WoW toon we don/t know about or have yet?
Bad pull is a pull too large for the group to handle.
Gonna stop here for now. I will add more as I think of it and I invite everyone to add their thoughts and/or ask questions. As we become more skilled and experienced in our play we can also discuss ideas here. It is the planned use of group skills that make mmorgs fun for me. Soloing can be fun, but this is why games like EQ and WoW have me coming back for more. Add playing like this with friends from long ago and new ones and it gets really special.