Post by Avari on Oct 11, 2004 17:21:00 GMT -5
I found this article and thought it was a good reminder of how we should play when grouped. Could be a must read for new members. It was long so the rest is in the 2nd post.
This article has been published by PlanetWarcraft and the original version can be found here.
At higher levels, the most important way for a character to earn experience in World of Warcraft is to venture into elite dungeons. These dungeons offer quite a challenge and usually require a skilled party of five members to complete. I say, "skilled party" because most of the time merely having five players in a party will not assure your success in an elite dungeon. For a group to be truly successful they need to follow proper tactics and etiquette. This article is far from being everything there is to know on the subject, but hopefully these few tips and hints will help you become a more successful party member in the future.
Ethics
Loot can break up even the strongest of group bonds. Greed can be an evil, evil monster that will spell disaster for the unity of an adventuring group. No matter what your personal preferences are, set up your party's looting system before going into a dungeon. My suggestion is to use the saying, "need before greed." The in-game, "round-robin" system of looting can be used strictly in an elite dungeon, but when used alone, it is much less valuable to players. Many of the outstanding items found in WoW will be termed "bind on pickup." These items will bind to the player who loots them and cannot be traded to other players. If a party sticks to "round-robin" looting exclusively a great sword might end up being wasted on a priest, while a sweet robe might find itself being looted by a warrior. "Need before greed" is the system that I have found works best, and is as follows…
Most of the standard looting is set on round- robin. Money is automatically divided here so, that is something you will never have to give a second thought to. Any items that are white or gray in color, are usually are kept by the looter. White and gray items are often only worth the vendor money that they collect, but if a player in your party does happen to need a white or gray item that you collect, it would be wise to give him/her the item. Green, blue, and other colored items, however, are more valuable and should not be merely round- robin looted in this system. If a player can use the item, he should be the one to get the item. If more than one player in the group can use the item, then the command, "/random 100" is used and the computer rolls a "dice". The highest dice roll wins the item. Players who cannot use the item are excluded from the roll. Sounds obvious, but to many newbs who only know Diablo 2 style greed, this is NOT a common sense idea. Here is a quick example and then I will move on… There is a party with a mage, a priest, a warrior, a paladin, and a rogue. With this make-up there are two mail wearers, two cloth wearers, and one leather wearer. The rogue would get any good leather drops while the priest and mage would roll for cloth drops and the paladin and warrior would roll for mail drops. Lets say a nice staff drops, then the priest and mage (being the only two who use staves) would roll for the staff. However, the priest CAN use a staff, but prefers a mace…..need before greed dictates that the mage gets the staff without roll. Ok, it is easy enough and obvious to most so lets move on.
Party Tactics
Each character class will have its own specific roll in a party who is adventuring into an elite dungeon. Your role will often depend on the makeup of your group and so examining your fellow party members is key to success in a dungeon. The following are specific jobs I have witnessed in the beta that a class can perform to increase the effectiveness of their party.
Warlock
Warlocks are outstanding to have in a long, and dangerous dungeon where success of the party is in question. Warlocks are great to have around because they can create two very important items for their party members; soulstones, and health stones. At the very least a warlock should give one soulstone to the character(s) in your party that can resurrect. (Priest, Paladin, Shaman) This way, if your entire party is wiped out, then your soulstone can resurrect the player(s) that can bring the rest of the party back to life. Health stones are like free health potions except they have the added bonus that their cooldown timers work independently of potions. A warrior in trouble can often use a health stone and then follow it with a healing potion to completely restore his health. These two items alone can make having a Warlock in your party essential.
Warlocks also have great buffs, and curses. Bring out your (probably little used) imp and have him cast his buffs on the party. A couple hundred hit points more for casters means a lot and Warriors and Paladins will never complain as well. Also, going to travel to an underwater temple? You better bring a warlock who can cast, "breathe water." Just as important as the buffs a Warlock can offer are the curses he can place on a mob. Elite dungeons have elite mobs, and any advantage your party can get over an elite enemy is most welcome. So those are my suggestions for a warlock in the party; you should buff, curse, make items, and leave the damage and the tanking mostly to other players. Never use a voidwalker, or succubus in an elite dungeon please!
Warrior
My friend, your job is to tank. Big shock, I know, but as a warrior you were made to take damage. With that in mind…. use a shield. If you are partial to a two-handed weapon while soloing then that's great, but it is worth it to use a one-hander for elite dungeons. Equipping a shield can double your life- span. Often you will want to be in defensive stance as the tank of a group….and as such there are a great many useful shield skills to use in defensive stance. Defensive stance also offers you more armor and the most important warrior skill, "taunt."
As a tank you are not just to sit there and take damage, you have to also control monster agro. For instance, a mage in your party will most likely catch a good deal of agro with his/her high damage spells, so it is your job to get the mobs off your party and back onto you asap. Use taunt as much as possible to draw agro to yourself. I am also going to suggest that you not pull monsters unless you have a ranged weapon equipped. If a rogue in your party pulls a mob, consider it your job to get that mob off the rogue as soon as humanly possible. My suggestions for the warrior; take the hits, dish out the funk, and keep that monster agro on you and you alone.
Priest
Everyone loves having a Priest in battle, that is…. if he knows what he is doing. I will start by saying, DO NOT use your mana on offensive skills. I played the other day with a priest who had soloed his entire game career and was new to partying. He began encounters with hard- hitting spells that drew agro to him, and depleted his mana. He hardly ever healed any of us and really wasn't any more than a nuisance. Your job as priest in an elite dungeon is to heal, shield and protect yourself. Healing and shielding take enough mana as is, and for a priest to use mana on offensive spells that pale in comparison to mage spells, is down right silly. Yes, this means your job is somewhat indirect, but realize that you are doubling the effectiveness of the group as you heal and shield.
Mage
Your job is three- fold in a party: to polymorph, provide food/water, and to dish the damage. Polymorphing correctly can be a great asset to any party. Polymorphing poorly, however, can spell instant defeat for a group. The key is to keep track of your new sheep. Mobs that are polymorphed will wander around. Your job is to make sure that the sheep does not wander over and agro new mobs. When you see a sheep wandering off, I suggest hitting them with a wand bolt or instant cast spell like fire blast. Once you cast your spell, immediately begin to cast polymorph again. The mob will unpolymorph, run at you and then get re-polymorphed closer to the group. Rinse and repeat until your group is ready to engage that mob.
Food and water are items in the game that cost your party members money, but are free to you the mage. Offer water to mana users and food to warriors. The three or four minutes you take here can speed up the dungeoning tremendously.
Naturally you are also suppose to dish out the crazy damage. My only warning here is to budget your mana and to try and avoid agro. If you have to drink during combat, do so, but I suggest drinking to full before most elite encounters. Wait for the warrior or whoever your tank is to draw some good agro then start in with the spells. If a mob runs at you, use frost nova or cone of cold to slow them down until others can draw the agro back. So in short: sheepify and Sheppard your sheep closely, let the feasts flow, and nuke the crud out of mobs with minimum agro.
This article has been published by PlanetWarcraft and the original version can be found here.
At higher levels, the most important way for a character to earn experience in World of Warcraft is to venture into elite dungeons. These dungeons offer quite a challenge and usually require a skilled party of five members to complete. I say, "skilled party" because most of the time merely having five players in a party will not assure your success in an elite dungeon. For a group to be truly successful they need to follow proper tactics and etiquette. This article is far from being everything there is to know on the subject, but hopefully these few tips and hints will help you become a more successful party member in the future.
Ethics
Loot can break up even the strongest of group bonds. Greed can be an evil, evil monster that will spell disaster for the unity of an adventuring group. No matter what your personal preferences are, set up your party's looting system before going into a dungeon. My suggestion is to use the saying, "need before greed." The in-game, "round-robin" system of looting can be used strictly in an elite dungeon, but when used alone, it is much less valuable to players. Many of the outstanding items found in WoW will be termed "bind on pickup." These items will bind to the player who loots them and cannot be traded to other players. If a party sticks to "round-robin" looting exclusively a great sword might end up being wasted on a priest, while a sweet robe might find itself being looted by a warrior. "Need before greed" is the system that I have found works best, and is as follows…
Most of the standard looting is set on round- robin. Money is automatically divided here so, that is something you will never have to give a second thought to. Any items that are white or gray in color, are usually are kept by the looter. White and gray items are often only worth the vendor money that they collect, but if a player in your party does happen to need a white or gray item that you collect, it would be wise to give him/her the item. Green, blue, and other colored items, however, are more valuable and should not be merely round- robin looted in this system. If a player can use the item, he should be the one to get the item. If more than one player in the group can use the item, then the command, "/random 100" is used and the computer rolls a "dice". The highest dice roll wins the item. Players who cannot use the item are excluded from the roll. Sounds obvious, but to many newbs who only know Diablo 2 style greed, this is NOT a common sense idea. Here is a quick example and then I will move on… There is a party with a mage, a priest, a warrior, a paladin, and a rogue. With this make-up there are two mail wearers, two cloth wearers, and one leather wearer. The rogue would get any good leather drops while the priest and mage would roll for cloth drops and the paladin and warrior would roll for mail drops. Lets say a nice staff drops, then the priest and mage (being the only two who use staves) would roll for the staff. However, the priest CAN use a staff, but prefers a mace…..need before greed dictates that the mage gets the staff without roll. Ok, it is easy enough and obvious to most so lets move on.
Party Tactics
Each character class will have its own specific roll in a party who is adventuring into an elite dungeon. Your role will often depend on the makeup of your group and so examining your fellow party members is key to success in a dungeon. The following are specific jobs I have witnessed in the beta that a class can perform to increase the effectiveness of their party.
Warlock
Warlocks are outstanding to have in a long, and dangerous dungeon where success of the party is in question. Warlocks are great to have around because they can create two very important items for their party members; soulstones, and health stones. At the very least a warlock should give one soulstone to the character(s) in your party that can resurrect. (Priest, Paladin, Shaman) This way, if your entire party is wiped out, then your soulstone can resurrect the player(s) that can bring the rest of the party back to life. Health stones are like free health potions except they have the added bonus that their cooldown timers work independently of potions. A warrior in trouble can often use a health stone and then follow it with a healing potion to completely restore his health. These two items alone can make having a Warlock in your party essential.
Warlocks also have great buffs, and curses. Bring out your (probably little used) imp and have him cast his buffs on the party. A couple hundred hit points more for casters means a lot and Warriors and Paladins will never complain as well. Also, going to travel to an underwater temple? You better bring a warlock who can cast, "breathe water." Just as important as the buffs a Warlock can offer are the curses he can place on a mob. Elite dungeons have elite mobs, and any advantage your party can get over an elite enemy is most welcome. So those are my suggestions for a warlock in the party; you should buff, curse, make items, and leave the damage and the tanking mostly to other players. Never use a voidwalker, or succubus in an elite dungeon please!
Warrior
My friend, your job is to tank. Big shock, I know, but as a warrior you were made to take damage. With that in mind…. use a shield. If you are partial to a two-handed weapon while soloing then that's great, but it is worth it to use a one-hander for elite dungeons. Equipping a shield can double your life- span. Often you will want to be in defensive stance as the tank of a group….and as such there are a great many useful shield skills to use in defensive stance. Defensive stance also offers you more armor and the most important warrior skill, "taunt."
As a tank you are not just to sit there and take damage, you have to also control monster agro. For instance, a mage in your party will most likely catch a good deal of agro with his/her high damage spells, so it is your job to get the mobs off your party and back onto you asap. Use taunt as much as possible to draw agro to yourself. I am also going to suggest that you not pull monsters unless you have a ranged weapon equipped. If a rogue in your party pulls a mob, consider it your job to get that mob off the rogue as soon as humanly possible. My suggestions for the warrior; take the hits, dish out the funk, and keep that monster agro on you and you alone.
Priest
Everyone loves having a Priest in battle, that is…. if he knows what he is doing. I will start by saying, DO NOT use your mana on offensive skills. I played the other day with a priest who had soloed his entire game career and was new to partying. He began encounters with hard- hitting spells that drew agro to him, and depleted his mana. He hardly ever healed any of us and really wasn't any more than a nuisance. Your job as priest in an elite dungeon is to heal, shield and protect yourself. Healing and shielding take enough mana as is, and for a priest to use mana on offensive spells that pale in comparison to mage spells, is down right silly. Yes, this means your job is somewhat indirect, but realize that you are doubling the effectiveness of the group as you heal and shield.
Mage
Your job is three- fold in a party: to polymorph, provide food/water, and to dish the damage. Polymorphing correctly can be a great asset to any party. Polymorphing poorly, however, can spell instant defeat for a group. The key is to keep track of your new sheep. Mobs that are polymorphed will wander around. Your job is to make sure that the sheep does not wander over and agro new mobs. When you see a sheep wandering off, I suggest hitting them with a wand bolt or instant cast spell like fire blast. Once you cast your spell, immediately begin to cast polymorph again. The mob will unpolymorph, run at you and then get re-polymorphed closer to the group. Rinse and repeat until your group is ready to engage that mob.
Food and water are items in the game that cost your party members money, but are free to you the mage. Offer water to mana users and food to warriors. The three or four minutes you take here can speed up the dungeoning tremendously.
Naturally you are also suppose to dish out the crazy damage. My only warning here is to budget your mana and to try and avoid agro. If you have to drink during combat, do so, but I suggest drinking to full before most elite encounters. Wait for the warrior or whoever your tank is to draw some good agro then start in with the spells. If a mob runs at you, use frost nova or cone of cold to slow them down until others can draw the agro back. So in short: sheepify and Sheppard your sheep closely, let the feasts flow, and nuke the crud out of mobs with minimum agro.