| Part I: Great groups
What makes a great group for exp and overall general fun you ask?
well contrary to popular belief it does not take a bunch of great players to
make a great group.
Rather it takes a balanced group of people doing an average job and nothing
more prhaps one person in the group performing above average to get great
exp and advancement and a good attitude all the way around for general
enjoyment.
Ideally a couple good tank types preferably having at least one of these
being one of the highest lvl guys in the group when possible. 1-2 healers
minimum 3 can work as well. A runie in the group can help very much as well
a nuker can add quick kills as they do very much damage very quickly while a
suppresionist can keep down the overall damage very much by utilizing fend
this can become particularly helpful when fighting much higher cons where
other spells are resisted and the mobs hit very hard a simple fend spell can
stop a hit for 300 damage for a lot less mana then it takes a healer to heal
the damage thus helping a healer when you are short one or when things start
going badly when that grape was a con or 2 graper then you thought.
Most all classes have good value to there group a spiritmaster can help mes
adds as well as some very good dbuffs that can allow all your tanks do 20 or
more damage per hit as well as some direct damage after. Many times the
effects of the dbuffs go unnoticed but with a little addition you can see
how effective they can be if you have 5 folks hitting them doing 20 extra
damage per thats an extra daamge a swing at the same time they are missing
you alot more from another dbuff by the 3rd round the sm may be doing some
direct damage now you were doing 100 damage per swing now but in effect were
only doing 80 spiritmaster is now accounting for 100damage from dbuffs per
round as well as the 80-100 from direct damage and oh look they jsut saved
your ass from adds that just came by messing one and sicking pet on another.
This class wich i once thought to be one of the more useless classes in
comparison to others is really not a bad choice at all and can be quite
effective. Did i mention that life transfer they did too oh look you go t
some heals now when both healers yelled out of mana.
Hunters can be quite helpful or not nearly as helpful depends on how they
spec and how they play if they are trying to help or just be leechers.
Hunters can do from fairly good to vary high damage and have descent
protection while not as great as tanks. When specced high in spear some
hunters can do very good damage and be very helpful to parties while perhaps
not being quite so effective for rvr. While others may be specced in
beastcraft and stealth that might not help much in parties when fighting
mobs if they dont have a pet down in that dungeon. Many times with a good
hunter this difference can be easily offset most all hunters if they are
smart have maxxed bow and can do very good damage even higher then the tanks
with less aggro if they use there bow. This can however become expensive for
the hunter in arrows and he may eventually run out of arrows and not want to
run out for more. But often it can also be attributed to a cheapskate or one
who has not invested any time in fletching which i think is a grave mistake
for an archer as we can make his own arrows much much cheaper. A hunter is
also one of the best pullers in the game.
The value of a skald is immense arguably the best party helper in midgard
the Damge buff can be huge adding an extra 20 damage or more per hit
depending on weapon type speed and skill of the skald this can be much
higher. also that buff can now be stacked with othere damage buffs of thanes
and healers and wahtnot making even far more valuable. This is not to
mention the value of speed and rest songs at the end of the fight wehn good
healers should stop healing and conserve mana while the rest song recoups
the rest of otheres hp's. Skalds Rock the House i would like to have one in
every party.
Ive just highlighted a few that i feel can be very helpful to a party and
are sometimes overlooked but all the classes canbe helpful soome more then
others to this point the only class i see as pretty weak for helping parties
when fighting mobs is the shadowblade and even some of them can be quite
effective when using poison the problem comes to the same thing as hunters
not using arrows is SB not using poison cause of cost. I rate the SB as the
lowest in party helping potential however by helping your fellow guildy out
and getting him some levels you may find he is one of the most effective
later at killing that damned healer messer or caster thats is ruining the
day for the whole party when rvring.
Part II: Bad Groups
well a bad group can be a great group with one guy screwing up
continuously or one bad attitude in the group.
The worst group is loot arguers fighting over loot is a huge downfall of
what might otherwise be a great party.
The Common rule of thumb on Loot especially used at higher levels who have
seen parties being broken up by it is Need before Greed.
Some items maybe designed for a certain class or more commonly most helpful
to one class and partially helpful to another.
and example might be something that gives piety and con anyone might be able
to use the con help but the piety can help a variety of classes of casters.
An item like this should be offered to healing classes and other primary
casters first then offered to secondary casters such as thanes and
eventually to anyone in the party that could use or want. If no one in the
party needs it then and only then should be taken for alt characters that
might be able to use it and then guildies or friends that might be able to
use it as last resort if none other needs or wants it.
priorities on loot giving should be first class that it helps the most
the level of characters within the classes that can use it to determine
priority
and if they have already received a drop
If you have an item best for a healer but could work for a thane and you
have 35 healer a 34 healer and a 37 thane in the group and the 35 healer has
already received a drop but the others have not it should go to the 34
healer because as a healer he has highest need and is the highest level of
that class that has not received the drop.
there are many things to take in consideration here the bottom line is offer
it to the highest of a class that most needs it before keeping for yourself
it may suck for the lower guys but if you stick to these ideals soon you
wont be the low guy anymore plus you might pick up some good hand me down
stuff. that might be great for you and par for them.
The best thing to keep in mind here is don't spend your time getting
frustrated and mad at a group and not having fun. Fix the problem by eithere
speaking up and making sure a group policy is clear removing those that
don't want to abid by it or just leaving and finding a better party.
Eventually if you spend your time arguing someone will pull or get aggroed
during the midst of a fight and people wind up dyeing cause they wern't
paying attention and the healer never messed the adds or something. Trust me
been there done that it wasn't pretty. I apologize to any ive ever gotten
killed cause i was arguing with someone else at the time and screwed up.
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