Korax
Fledgling Freddie
- Joined
- Jan 9, 2004
- Messages
- 335
When a balanced FG loses a fight. Who is to blame? Bacause someone, clearly isn't doing their job. I'm no excepional group player, but I do notice how many casual players fail to do their job.
As most of you know, the CC class in a group should always lead the group. This should also be someone who knows where to run, and how to run, and also where to not stop.
A typical reason to why a group loses a fight is because they stopped in the middle of the road for some reason and gets ganked. Thats why its important to run a way you don't get enemies in from the side, but streight on. As you run in mach 5 you won't be taken from behind.
Now that the leader of the group gets his enemies streight on, he has a fair chance of mezzing the opposing group. Keep in mind that your view range is 3000, and if you have instatnt mez you should be able to mezz at more or less exactly 1500 range. If you are a sorc (or don't have instant up) you have to be extra concentrated. The moment you see an enemy, /face him, hit QC (in case of instants, like lulls etc) and tap your mez. This HAS to be done very fast to succeed. Be sure to be uner 30 years old (for good reaction) to choose this class (haha, jk)
I have been in groups where the CC'er mezzes the enemy before the rest of the group even see if they are allies or enemies (and for some before they even notice that they are there). And I have been in groups where the CC'er insist on not leading, and even getting attacked by tanks before they can mez.
Now, one of the groups are almost bound to be mezzed, and then it's work that needs to be done, and fast. If you are a class that cannot cure mez, my tactic is to wait and see who gets hit, and then hit purge (witch should be a first priority RA for just about everyone). The ones who can cure mez, for heavens sake, do it! Remember to cure key classes first.
As a healer, you must make sure to be able to cast heal through the entire battle and keep every player in the group at full health. Usually the spread heal is the best to use. Make sure noone is diseased, if they are, cure them and wait for TOA (with group cure disease).
You will in just about every battle be attacked, and this part is very important to do right. You must find some of the classes in the group that can take this bastard off you. Run (with sprint) to the nearest slam bot or to a pbae class, and expect them to do their work. Do NOT run away from the battle, then you'd almost be better of dead, as you won't be able to heal, and some tanks in your group might start following, and that would stop them from helping the group as well. On top of that you'd have to get back afterwards anyway, and then the group will be dead anyway. The best way to avoid getting hit is to hide behind a tree or a stone - this is very effective .
Mages should use the same manuver as healers when getting hit. If you have a stun, be sure to not use it on any determination class as your stun will last about 2 secounds. Slam isn't effected be determination. Also if it's a non det class, I would still recomend to not use stun if you can help it. It will only delay your death by 5-6 secounds (because of resists). Having a slam bot do your work, will stop him for 9 secounds, and then he suddenly have a new problem, he has a tank hitting him and he will probably stop chasing you as you are far away.
Defensive tanks should always carry around one small shield for slamming and a large one for blocking and guarding. Remember that you have a very nice skill called guard. This ability is very hard to use propperly in RvR as you'r usually to far away from the one you are guarding. A solution to that is switching guard target as you go. This is very difficult though, but if you concentrate, it's doable. The best defensive tank I have seen is the one in "Dem Hibbies" movie (anyone have a link?). The hero there, has a very good overview of the battle at all times, whenever a healer loses HP, he runs to him in a matter of secounds and slams everyone on him and guards him immediatly.
Offensive tanks should attack the healers\mages first. Make sure you have a determinstion class as MA that can pick the right classes as taget. And most importantly, REMEMBER to use the assist. A god tip to the MA is to make a macro that informs the group that he has changed his taget, and just spam it abit whenever its apropriate.
A few general tips:
- When you see a mage with pbae that uses MOC... RUN, FOR THE LOVE OF GOD !
- When you see a healer use MOC, slam
- Tell the group of your current status. It's hard to see if you are rooted, mezzed or diseased. In TOA (afaik) this will be fixed with color codes on the names of people in the grp. Eg. orange for mezzed, green for diseased, blue for LD, red for dead etc.
- When buffing up etc, make sure to find out who is MA and what specs people have.
- When closing in on a milegate, tell the group to be ready (you have no idea how much this helps).
- Give pointers to the group, but make sure you don't complain, insead encurrage them.
- Try to have an overview of any situation. When running, twist your camera around and look in every direction. Don't look away from your front in more then one sek. Also, try to be concentrated about what to do, don't pet your dog.
- Use your RA's
I find this to be a very interesting subject, and I belive that people might get abit use of this post. And please if you have ANYTHING to add, or have some corrections and opinions, please post them. If you know everything in this post and manage to actually do it all in RvR, you'r my hero.
PS. Savages, pbae, mezz, determination and disease is overpowered (though this isn't the subject of this thread).
Have an extreamly nice day.
As most of you know, the CC class in a group should always lead the group. This should also be someone who knows where to run, and how to run, and also where to not stop.
A typical reason to why a group loses a fight is because they stopped in the middle of the road for some reason and gets ganked. Thats why its important to run a way you don't get enemies in from the side, but streight on. As you run in mach 5 you won't be taken from behind.
Now that the leader of the group gets his enemies streight on, he has a fair chance of mezzing the opposing group. Keep in mind that your view range is 3000, and if you have instatnt mez you should be able to mezz at more or less exactly 1500 range. If you are a sorc (or don't have instant up) you have to be extra concentrated. The moment you see an enemy, /face him, hit QC (in case of instants, like lulls etc) and tap your mez. This HAS to be done very fast to succeed. Be sure to be uner 30 years old (for good reaction) to choose this class (haha, jk)
I have been in groups where the CC'er mezzes the enemy before the rest of the group even see if they are allies or enemies (and for some before they even notice that they are there). And I have been in groups where the CC'er insist on not leading, and even getting attacked by tanks before they can mez.
Now, one of the groups are almost bound to be mezzed, and then it's work that needs to be done, and fast. If you are a class that cannot cure mez, my tactic is to wait and see who gets hit, and then hit purge (witch should be a first priority RA for just about everyone). The ones who can cure mez, for heavens sake, do it! Remember to cure key classes first.
As a healer, you must make sure to be able to cast heal through the entire battle and keep every player in the group at full health. Usually the spread heal is the best to use. Make sure noone is diseased, if they are, cure them and wait for TOA (with group cure disease).
You will in just about every battle be attacked, and this part is very important to do right. You must find some of the classes in the group that can take this bastard off you. Run (with sprint) to the nearest slam bot or to a pbae class, and expect them to do their work. Do NOT run away from the battle, then you'd almost be better of dead, as you won't be able to heal, and some tanks in your group might start following, and that would stop them from helping the group as well. On top of that you'd have to get back afterwards anyway, and then the group will be dead anyway. The best way to avoid getting hit is to hide behind a tree or a stone - this is very effective .
Mages should use the same manuver as healers when getting hit. If you have a stun, be sure to not use it on any determination class as your stun will last about 2 secounds. Slam isn't effected be determination. Also if it's a non det class, I would still recomend to not use stun if you can help it. It will only delay your death by 5-6 secounds (because of resists). Having a slam bot do your work, will stop him for 9 secounds, and then he suddenly have a new problem, he has a tank hitting him and he will probably stop chasing you as you are far away.
Defensive tanks should always carry around one small shield for slamming and a large one for blocking and guarding. Remember that you have a very nice skill called guard. This ability is very hard to use propperly in RvR as you'r usually to far away from the one you are guarding. A solution to that is switching guard target as you go. This is very difficult though, but if you concentrate, it's doable. The best defensive tank I have seen is the one in "Dem Hibbies" movie (anyone have a link?). The hero there, has a very good overview of the battle at all times, whenever a healer loses HP, he runs to him in a matter of secounds and slams everyone on him and guards him immediatly.
Offensive tanks should attack the healers\mages first. Make sure you have a determinstion class as MA that can pick the right classes as taget. And most importantly, REMEMBER to use the assist. A god tip to the MA is to make a macro that informs the group that he has changed his taget, and just spam it abit whenever its apropriate.
A few general tips:
- When you see a mage with pbae that uses MOC... RUN, FOR THE LOVE OF GOD !
- When you see a healer use MOC, slam
- Tell the group of your current status. It's hard to see if you are rooted, mezzed or diseased. In TOA (afaik) this will be fixed with color codes on the names of people in the grp. Eg. orange for mezzed, green for diseased, blue for LD, red for dead etc.
- When buffing up etc, make sure to find out who is MA and what specs people have.
- When closing in on a milegate, tell the group to be ready (you have no idea how much this helps).
- Give pointers to the group, but make sure you don't complain, insead encurrage them.
- Try to have an overview of any situation. When running, twist your camera around and look in every direction. Don't look away from your front in more then one sek. Also, try to be concentrated about what to do, don't pet your dog.
- Use your RA's
I find this to be a very interesting subject, and I belive that people might get abit use of this post. And please if you have ANYTHING to add, or have some corrections and opinions, please post them. If you know everything in this post and manage to actually do it all in RvR, you'r my hero.
PS. Savages, pbae, mezz, determination and disease is overpowered (though this isn't the subject of this thread).
Have an extreamly nice day.