A fledgling guide to Teaming
Ok I am trying to put together a quick guide to teaming. This is what I have so far. Any input would be appreciated.
Guide to Teaming.
Ok the following is information that I have picked up whilst reading various posts around the web. As far as I can tell there are 5 jobs in a good team. They are as follows.
The Jobs/Classes.
Healer
Puller
Tank
Crowd controller
Damage Dealer
For each of these jobs there are a couple of suitable character classes. The most suitable class for each job may change as you level up. For example Enforcers make great tanks, but Engineer bots are far better at higher levels.
I will just list the abilities that I believe each job requires rather than actual classes.
Healer - Individual Heals, Heal over time (Don’t forget to zone after casting), Team heal
Tank - Good defence and lots of Hit Points, aggro attraction
Crowd Control - Roots, slows, charms
Damage dealer - High damage guns or nukes
Puller - Fast
Ok once you have assembled your team take sometime to sit down and talk, don’t just rush straight off and start killing because you will probably just start dying.
The Talking
The most important thing you need to do is assign a Leader, this is the guy that will make all the decisions. More importantly make sure you are ready to do what he says.
Assign job roles and familiarise Character Classes /Roles with Names. This is very important especially for the Doc. Eg an enforcer on 1/2 health isn't as needy as an NT on 3/4 health.
Ask how long everyone is playing for. This will have a big impact on where you hunt.
Decide where to hunt. Note the nearest save terminal. Arrange a meeting point halfway between the hunting ground and reclaim terminal, if necessary.
Talk tactics, eg does the puller call the targets or does the Leader, what do we do if we pull a train, what happens of we get adds.
Check stock levels, stims, med kits, rechargers, bullets. A good team can easily end up spending twice as much time hunting as they thought and nothing ruins a role more than running out of one of the essentials.
Tactics
More Info on its way
Useful Notes.
Docs really appreciate humidifiers.
Enforcers really like casting the life saving MONGO. If they run out of nano then recharge em.
Re: A fledgling guide to Teaming
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Originally posted by Cyberbane
For each of these jobs there are a couple of suitable character classes. The most suitable class for each job may change as you level up. For example Enforcers make great tanks, but Engineer bots are far better at higher levels.
Maybe if you are looking at an outdoor playfield and you put a wall of pets up in front of the people but as a general rule I avoid mission teams with pets, unless I know the pet owner and know them to properly control and direct the pet. I've also found the high level (demon+) MP pet to be better behaved than the comparable Engi pet. Crat pets (expecially charmed MOBs) I avoid like the plague in missions.
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Healer - Individual Heals, Heal over time (Don’t forget to zone after casting), Team heal
Tank - Good defence and lots of Hit Points, aggro attraction
Crowd Control - Roots, slows, charms
Damage dealer - High damage guns or nukes
Puller - Fast
Comments directed to mission teaming, not outdoors. Puller does not have to be fast. A team with the Enforcer as (1) puller (2) tank (3) biggest consistent damage dealer (4) aggro manager is just the best I've participated in. Worst (and pet peeve) includes NTs who have to use their biggest baddest nukes all the time and get aggro'd non stop and doc's who insist on shooting and hold the aggro (or break a calm or root) because they are not aggro down enough to not shoot the blasted gun. Again, I'm talking mission teams, and missions 190+
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Ok once you have assembled your team take sometime to sit down and talk, don’t just rush straight off and start killing because you will probably just start dying.
So true, so true. Also, if you you have been designated a specific role by the group, don't whine about it and constantly beg ... "CAN MY UBER PET TANK?" "I CAN PULL FASTER LET ME PULL." blah blah blah.
If you have a non-traditional role, accept it or find another group. For example, my 117 Enforcer is used to taking the lead on things. Sometimes though she's neither the biggest nor baddest in the group and plays a support role, emergency or trade-off mongo, don't mongo at all cause the pets need to hold the aggro ... that's not a role she is used to but accepts gladly because it makes the team work better.
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Check stock levels, stims, med kits, rechargers, bullets. A good team can easily end up spending twice as much time hunting as they thought and nothing ruins a role more than running out of one of the essentials.
Please please please. And don't be a cheapskate. On my doc I grouped with a soldier Level 100+ who every few minutes sat down and said "fill my nano." After about the 100th time the team started giving him a hard time. His reply was paraphrased, that it was too much trouble to go shopping. :::scribble, name added to do not team with list:::
Under the heading of how to team and play well with others: Don't ding and run. How ungodly rude. Everyone understands emergencies and that someone has to boogie sometimes. But to be going along with no forewarning, mid-mission, and suddenly say "Ding, gotta go, bye." is unforgivably rude.
Re: Re: A fledgling guide to Teaming
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I avoid mission teams with pets, unless I know the pet owner and know them to properly control and direct the pet.
Start pulling to the pet in the exit room. Clean all peripheral rooms before moving in. The pet is ok if he doesn't move. :)
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Puller does not have to be fast.
Fixer or NT can do great job pulling a single mob out of 4.
Everything else was very well pointed. :)
Basic recommendations : be sure that your group knows your macro. I usually target once the mob and make a /macro INC >>> %t <<<, I then ask rdy? if everyone is ok then I pull and send 3 or 4 /macro INC >>> %t <<<.
I also have my crowd-controller make a nano that says %t CALMED DON'T HIT.
Have an agreement on evacuation macro can be ok too. :)