Yay! Some useful information. I will do my best to add to this promising
thread.
Let me use the example of Unrest. There is a long narrow passageway from
the zone to the area where most groups bring monsters to fight. If a tank
becomes overwhelmed and starts to run for the zone, all the monsters follow
into the narrow tunnel and once the tank zones (or is killed) they will
immediately attack anyone else who is in the tunnel. For a mage type, 3 or
4 level 25 skeletons will make VERY quick work of you if they are between
you and the zone. Because of this you will almost always have to gate out
if you are in a bad situation.
I also find that as a wizard you can greatly assist your group by organizing
attacks and providing information. Standing back from the group (as
mentioned below) I will report on monsters around us and possible trains
forming, as well as reminding the party which monsters to attack first (I
can't believe that there are still so many level 18+ players who don't know
how to ASSIST). Anyway, try your best to be on top of the situation and
gauge the ability of your group. Should things turn bad you can pull a few
baddies off your tank so that they can escape, and hopefully shieldskin will
last long enough for you to stay alive as well. :)
Please add your battle tactics to this thread and hopefully we will all die
less :)
-Solric
-----Original Message-----
From: Lim Dul [mailto:
sevendegrees@...]
Sent: Tuesday, June 01, 1999 2:37 PM
To:
eq_wizards@onelist.com
Subject: [eq_wizards] group tactics?
From: "Lim Dul" <
sevendegrees@...>
That's a good question. It really depends. Assuming you have a balanced
group (ie a healer, a tank or two, and some nukers) more likely than not,
you'll have enough time in the group during battles to dictate who needs to
run and when. My regular group finds it best to have the tank buffed up
with SOW so that he/she can run when necessary without jeapardizing (sp?)
the rest of the group. If it's a controlled & organized party, the
creature(s) will most likely all be attacking your "pulling" tank.
If I find myself in an unfamiliar group I kinda play it by ear. It's a lot
different playing against orcs in Oasis & CB versus training Dry Bone Skels
in Unrest. Main thing I found helpful is to call out who you're assisting
in a fight so that everybody can zero in on one creature at a time. /ASSIST
is our friend. :)
I try not to cast too early as to call attention from a tank. And I try not
to cast too little as to have left my tank high and dry. I think it's our
obligation to make sure we are not engaged in melee during battle so as to
not be interrupted during attacks and so the tanks need not chase the
creature about.
I sometimes make judgement calls if I feel that my tank is not going to make
it to zone. I have sometimes let loose on spells to draw some creatures to
me....with Shieldskin up, I can afford to absorb some blows where I can then
choose to run them away from the tank or to keep their attention while my
tank hits them from behind. This works OK, but it sometimes results in a
gory death. :) But this is no problem if you trust your party...tanks die
for you...be willing to die for your tanks sometimes.
Whoa, I've talked too much. Hope these tips help somebody. I am by no
means an expert so don't expect these to work for everybody. I'd like to
encourage everybody to express some of their battle tactics here rather than
argue all the time! hehe
-- Lim'Dul
18 Wiz Veeshan
>Strategy check: Which has the better survival rate? A group running
> >away,
>or a group that scatters? (I'm not questioning your qualifications >as a
>leader, just wanting to know which has worked better from your point >of
>view) I can see pluses and minuses on both sides of the argument.
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