|November 30th, 2004, 10:56 AM||#1|
Join Date: Oct 2004
How to Hunt in Teams
I made some decisions on how I want to team the other day after being repeatedly killed in many teams which most of the time was totally unnecessary.
How I like to manage my Team:
When I am Team leader I have 3 rules when fighting.
1) The designated team leader leads the team and all the team members follow his lead.
2) The desginated lead tank chooses the mob targets and sets the pace of fighting in a specific area. The lead tank is responsible for keeping an eye on the healers stats and choosing to rest when he sees the healers require rest for sap or hp etc.
3) There must be a minimum of a tank and a healer in a team.
You'll notice that there is a lead tank. Where there is more than 1 tank the lead should go first and take the hits while the other tanks chop from relative safety behind.
You'll also notice the lead tank sets the pace. This is so that when there are a lot of mobs he can quickly run from mob to mob killing. The whole team can clearly see which target is next whithout much confusion and there is less chat about it in the team chat required so its much quicker.
Again you'll notice that the lead tank keeps an eye on healers stats - this is because the healer is busy looking at all the tanks stats and it's much quicker for the person setting the pace to know when to stop killing and when to rest. This is based mainly on when the healers run out of sap or hp and need to rest and be healed/sapped up.
The healers responsibility is to keep an eye on the tanks health and keep healing !
Obviously everyone keeps an eye on their own health as well as its a good habit. But time is saved when you dont have to keep typing in the chat channel that you need to rest or have no sap. Everyone should know exactly what is going on.
The team leader is responsible for organising the team. He tells the team how to organise and establishes before hunting who is doing what role. Each team member should know who is who and introductions should be done if required. The leader also responsible for keeping the team in order and providing leadership. The team leader most of the time will lead the team to the correct mob spots for the ability of the team.
What NOT to do in a team:
Players in my team are expected to fight as a team. If one players suddendly rushes off and kills things without the rest of the team it causes confusion and usually the rest of the team gets no xp becuase the mob is only hard enough for that player to solo and its dead by the time the team try to join in.
If a player runs off from the team and starts killing things often the player will either endanger the rest of the team by attracting a herd of social mobs to themselves and almost getting killed. At this point usually a healer will try to help by healing which brings the mobs over to the healer and thus the rest of the team has to jump into the fight to save everyone. If the mobs are quite hard this could mean the whole team gets killed.
Anyone risking the teams safety will get kicked out of my team - as my goals are to level up fast and efficiently and not to get killed for some stupid reason.
I only have a limitied time to play and so when i do team I like to kill fast. This is how I got from level 55 to 85 in a few days. The more fluid the team works the quicker the kills the faster the XP.
Fighting Location and Strategy:
I like my team to be 3-5 players so we kill fairly easy things quickly and for maximum XP. But it depends on the level of the teamed players and the team leader should be able to decide which mobs to kill based on the team they have.
Non-social mobs are easiest to kill fast. Timmarie are excellent and they die fast. So a good mob spot would be an area packed with non social mobs that is also relatively safe from Torbaks and Kincher etc.
Fighting social mobs takes much longer as the team has to find a safe spot to stand to that the lead tank can 'pull' the mobs to the team. Using taunt is best here but sometimes more than one mob will arrive. Now if the rest of the team see the lead tank running towards them with a tons of mobs - someone should tell the tank this !!! and the leader should assess if the team can handle the incoming mobs. If not a escape and recovery strategy must be employed.
Escape and Recovery Strategy:
In the case where there tank is leading a ton of mobs to the team and the team leader decided the heat is too hot to handle. The Tank should be instructed to run away from the team and get hinself killed a short distance away. The rest of the team can them safely revive him. Thisonly works if noone attacks the incoming mobs or tries to heal the tank as he runs in.
In the case where for some reason the team is in danger of dying the strategy is a litte harder but this has worked in the past. the strongest player who can heal needs to run away from the danger and the other team members need to herd the mobs away from this player so he can run away. All the team members will die. The player who ran away should return 50 seconds later and revive the rest of the team.
This can also work in reverse with the strongest player leading the most dangerous mobs away from the team towards some village guards if close by. If no village guards close he could run past the team and each time the team grabs a mob to kill while the player runs off again and this continues till all mobs are dead.
Finally if there is danger and the team is quite big and a team member has not yet joined the fight. Then this memeber should not join the fight and he should let the whole team die and revive them when the danger has gone. As long as the mobs are non aggro. about 50 secs seems to be the time when the mobs loose interest.
Last edited by xorte : November 30th, 2004 at 12:08 PM.
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