First, to let some of you know, I had, for lack of anything better to do at the time, posted this last week in a thread that was quickly going down-hill and has since been rated below the default threshold. I decided to go ahead and make a new post to get some actual feedback about this particular post. If there is interest I will take the time to write something a little more detailed. If there isn't any interest well, we can just let the thread die and that will be that. ^_^;;
Newest Copy, disregard the below stuff, just leaving it to show the history of it so far.
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[copy & paste job from other thread]
As far as a guide to grouping goes, I supposed I could write one. The only problem is- at this point a lot of the tactics that would be applicable in EQ2 coming from EQ1 will almost be guesswork. Sure there are main generic roles to fill. There are generic ways to fill them, but the combat mechanics are, while similar, very different than in EQ1.
It's hard to pinpoint what it is, but let me see if I can whip out some similarities, differences and possible situational tactics. If people like it I'll work on rewriting it with more detail.
I know I should start a new thread for this, but wtf this thread is useless so why take up more space due to a whim. =)
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Deykann's Suxguide to Grouping
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Groups have multiple base roles that need to be filled. Keeping in mind that I am currently at the time of writing only a level 21 ShadowKnight, here is what I have seen so far.
The main roles in a group should be divided into 4 groups. Tanks, DPS (Damage Per Second, EQ1 term for any primary damage dealer), Damage Mitigation (healers, or anyone that can offset damage via buffs, runes, heals, etc), Crowd Control. In EverQuest (1) we saw similar groupings: Tanks, DPS, Healer, Buffer, Crowd Control. I have combined Healer and Buffer into one group as EQ2 has expanded the usefullness of healer into a base class instead of a master healer (cleric) and 2 or 3 sub-par healers (druid, shaman, beastlord).
In EQ2 we see the people that make up the Tank class as the people that started with a base of Fighter. In a group these are your meat-flavored shields. They absorb damage so you don't have to. If you are a tank the last thing you should be worrying about is how much damage you do. While high damage is good, that is NOT your role. You are supposed to take damage so other people can use their high damage abilities.
Priorities for a Tank:
1) Hold Aggro
2) AC and HP, nothing else matters.
If you don't hold aggro, you die. You die because the healer is usually the next in line to get aggro and when he/she dies who is left to keep you from dropping? Noone. Beyond keeping aggro, you need to have your AC and HP as high as you can possibly afford to get it. If you can't absorb the damage then you will die and so will the rest of the group.
Moving on to healers next. A healers first and foremost concern is the Tank. You keep that person alive at ALL COSTS. If the Tank drops, you are next. Forget nukes, unless tactics call for mass nuking and DPS over anything else. In 98% of all cases you are to be healing. I have not played an EQ2 healer, but in EQ1 a healer avoided aggro at the beginning of fights (the most crucial time) by casting a low aggro "heal over time" (HOT) on the main tank. This simple cast will keep the tank alive for you to get a stronger heal off. It also gives them time to get aggro efficiently. After assuring the tank is in good condition, and only when he/she has controlable health, THEN you may worry about group heals or spot healing one of the other group members. They should never have the focus of the enemy so if they get whacked once or twice it's not going to kill them.
DPS classes, usually of the scout sub-type, rangers, rogues, bards and also mage sub-types are the stuff DPS classes are made from. You deal damage, that is your job. Forget anything else (unless you are designated to do a specific alterior job). First on your list DISH IT OUT. Even if you can't take it - give the mobs hell. It is your primary job to see the mobs die. You need to be careful however, as you do not want the attention of a mob. If necessary, space your attacks out some. This requires a bit of trial and error. If you are in a group and are spamming your most powerfull spells/abilities and you are consistantly gaining aggro from the mob that the tank is trying to hold then you are overdoing it. You need to find the balance where the mob dies fast and you stay unhurt.
Damage mitigation classes I saved for last for a reason. The reason being is that they can fall into any of the above groups. Some fighter sub-types have nice damage mitigation spells. Some scout sub-types also have important abilities to lessen enemy damage output, as do priests and mages. This is something to be decided when a group is formed. Who should do what to ensure the damage output of mobs is lowered. Shaman have, throughout EQ1, been a wonderful group addition due to their slows and hastes as well as straight stat buffs. This, in a small way, carries over to EQ2, however mroe classes have some equally usefull spells and abilities. Enchanters were also a very bigg buffing class - as were clerics and druids, and let us not forget the bards.
To close this up quickly, every class is usefull to a group, it's just a matter of figuring out what you need to be doing and sticking to that. DO NOT TRY TO DO SOMEONE ELSES JOB... YOU WILL DIE, AND SO WILL THE GROUP.
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Ok, let me know if you guys like that and I will rewrite it a little cleaner and with some further information and tactic concepts. I only scratched the surface with that, but it SHOULD help a few people not used to EQ play-styles.
Edited, Tue Dec 21 22:03:08 2004 by gxm