Guardians of Destiny
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Guardians of Destiny

Guardians of destiny is a friendly guild dedicated to help all those in need. We are a guild without strict rules on participating wich means that there are no playtime demands, but also means that moving up through ranks is strictly subjective.
 
HomeGalleryLatest imagesSearchRegisterLog in

 

 Instancing tips

Go down 
5 posters
AuthorMessage
Darktemplar

Darktemplar


Posts : 2
Join date : 2008-03-25
Age : 40

Instancing tips Empty
PostSubject: Instancing tips   Instancing tips EmptyTue Apr 01, 2008 9:11 pm

Need before greed! Always discuss your needs before entering an instance, so that everyone knows what items ppl are trying to get, so there are no problems when an epic weapon appears and 3 ppl are interested in it.

When you are about to roll need always ask politley if you can roll need on that item!
You can roll need only if you can equip it instantly or at least when you get the next level.
It is forbidden to roll need for alt farming! Try to roll need only on one item per instance run.

Loot when you are safe, do not run off to open chests, mine, harvest herbs, or do other activities during battle. Unless you are the one pulling monstersback to the group,stay with everyone else and dont wander.

Dont run.Most of the time running gets you killed in instances anyway. Unless your group leader orders everyone to ditch, hold your ground. If you are going to die, die with honour.


INSTANCE ROLES

TANKING
A tank is a character designed to take a lot of physical damage/abuse from monsters while still fighting on! Just like..uh..a.. tank? True tanks include Warriors, Paladins, Druids in Bear Form, and certain Pets. If any character is fighting with a monster with their melee attack with the monster attacking them they can be said to be "tanking".

Purpose: The purpose of a tank in a party is to absorb and deflect damage from other weaker party members, such as casters. A tank is much more capable of taking physical damage than other party members. Remember this, because lot of ppl think that tanks are damage dealers. it is wrong. Their only purpose is to hold aggro on themselves.

Another usual role for the tank is to pull monsters for the group. The tank typically has a lot of hit points and can withstand more damage. Tanks should have some ability or weapon that allows them to pull with a ranged attack.

The tank should be the first person into battle under most circumstances. If the party is forced to run, the tank should stick around taking more damage and possibly even die in order to buy time for the other party members to escape. The other party members can then resurrect the dead tank.


PULLING

The idea is a player in a party, known as "the puller", scouts ahead, finds the next monster or monsters, and brings them back to the waiting group. The party fights and kills those monsters and then the process repeats. This is a much safer method than the whole party wandering around together in dangerous locations where they could wake up too many monsters.

The existence of pulling in the game doesn't indicate that there is a lot of camping. Typically as a group is advancing in an area or dungeon they will stop and pull nearby monsters to a safe area. Once those monsters are cleared they will advance on. Players aren't typically sitting in one location waiting for monsters to respawn.

Pullers are generally tanks such as a Warrior or Paladin. This is because they have the most hit points and armor and can take a real beating. This is required because they have to lead the monsters back to the party. A casting class could be used as a puller if the monsters are easy or are not able to hit them with ranged attacks.

Another reason a squishy mage type class is often not a good puller is due to the hate/aggro balance you try to achieve in party pulls.

If a Mage pulls with a long distance ability, the monster will come running in perhaps more easily than with a Warrior/Paladin running up and body-pulling or letting it aggro on them. On the other hand, once it reaches the party, its first target will be that soft squishy Mage type who will generally take a beating until the heavy tank class can taunt it off the puller.

Not only does the squishy puller take a beating they are not designed to take, the healers in the group will have to waste more power by healing someone, and then have to switch targets to heal a different person each time a person pulls.

Not to mention that the special heals and other abilities designed as 'group saves' will need to be used more often and won't be available when they are really needed. (For example, if you have pulled and are fighting monsters ok and then something else aggros into the party like a wandering monster).

This is a main factor in why a tank often becomes the puller so that aggro/hate originates on the person who is going to 'tank' (poetic isn't it?) the monster while the party beats it to death.

Hunters are also typically used as pullers in dungeons and raids. They can use Feign Death and also use their pets to pull monsters. They can also mark the targets for the raid with Hunter's Mark.

First you need to pick a camping spot. This will be the area where the party sits and the puller leads the monsters back to fight. It's best to pick a spot that is not patrolled by monsters. You also don't want to choose a spot that is in the middle of a monster camp. A monster camp may respawn (monsters spawn again) while you're already fighting monsters, which can shift the battle to the monsters' favor. Experienced pullers will know which spots are good to camp. After the camping spot has been determined, instruct the party to remain here: "/v stay." After the party has stopped, it's now the puller's turn to go fetch the monsters.

It's also important not to bring back too many monsters and kill the whole party. As you gain more experience at pulling you will learn what a safe "pull" is.

After you have woken up the monsters, turn around and run back toward your party. You may have to run past your party's location to drag the monster to your party members. Make sure you tell your camping party members to stay where they are. After the monsters are killed, go out and grab some more monsters.

The puller should have some sort of thrown weapon or ammunition they can use to "wake up" the monster at a distance. This will allow you to pull monsters much more easily than just walking up to them. Even Warriors can use Thrown Weapons of some type.


CROWD CONTROL

Can be described as the process of efficiently dealing with multiple monsters attacking you or your party at the same time. This is the case whether the attack is expected or unexpected. Essentially this means disabling extra monsters and fighting just one monster. Battles can be much safer because you're fighting a smaller number of monsters. For example, you can pull two monsters, disable one, and only fight one monster at a time. Also, you could pull four monsters and disable two.

Some packs of monsters are too numerous to use crowd control, but generally it is an important skill to utilize when fighting. Groups that are good at crowd control can typically accomplish much more in a shorter amount of time than those that have no crowd control ability.

How to Control a Crowd

First, identify party members with specific spells or abilities that can disable monsters. There are many of these immobilization abilities. We will identify a few of them for sample purposes.

Mage - Polymorph - The Mage polymorphs a monster, changing it to a sheep so that the party can fight the other monsters.

Rogue - Sap - Rogue disables a humanoid monster. You must sneak up and Sap the monster before it is attacked.

Druid - Entangling Roots - Druid entangles one monster while the party fights additional monsters.

Warlock - Fear - Sends a monster running away. This is sometimes not the best to use because they can bring back help.

Warlock - Banish - Disables a Demon or Elemental for a short amount of time.
Priest - Psychic Scream - Similar to Fear with restrictions.

Priest - Shackle Undead - Priest holds an undead in place while party fights other monsters.

Hunters - Freezing Trap

Item - Engineers Make/Sell: Target Dummies.

Put the Abilities into Action
Inform everyone in your party that you'll be using your crowd control abilities. Then tell them what to do and when. You may have to be the person who pulls for the party, depending on which ability is used. The procedure is for you to cast your spell, or use your ability, on the monster you don't wish to fight. This may wake up an additional monster(s) near the disabled enemy. The other monster will typically come running when you disable its partner, if both monsters are aggressive.

Make sure your party members do not attack the disabled monster, which will "wake them up". This can be difficult to do if your party members are not experienced players. Thus it may require some training. Pay attention to which player "woke up the monster", point them out, and chastise them. Remind party members that 'area of effect' spells will wake up sleeping monsters, so they should be used with caution, if at all.

Remind party members not to cast a DoT (damage-over-time) on a monster. Otherwise you won't be able to sleep them.

When fighting higher level monsters you may have a much more difficult time disabling the monster due to spell resists.

Drag the Awake Monster
Once one of the monsters is disabled, drag the other attacking monster away from its sleeping counterpart. That way, it will be clear to everyone in the party which monster they should be attacking. It is also then clear to players that the other monster is disabled, and it will be easier to notice when the immobilized monster has woken up. To drag the attacking monster, have the person who has attracted its attention back away from the other disabled enemy. The monster will then follow the player away from its immobilized counterpart. You might have to explain this concept to players who have never seen this method used before.

Protect the Player doing Crowd Control
When a player disables a monster, they typically generate a lot of hate or aggression from the monster being disabled. Once the monster "wakes up", it typically runs after the person that disabled it. Tanks need to be aware of this and should taunt the offending monster off the person once it "wakes up". The player being attacked also needs to inform the party that a monster is on them, as is standard procedure for non-tank characters.

Keys to Good Crowd Control
Having and properly using abilities that disable monsters
Disabling the correct or best monster
Having a party that does not attack disabled monsters
Having tanks in the party that can taunt the monster once it wakes up
Communication with party members
Other Uses for Crowd Control
Traveling: Crowd control abilities are also useful for traveling. Simply disable the monster to allow you to travel without fighting.
Escape: If you run into unexpected monsters, disable them. This can allow you to escape a battle that might not be possible without a crowd control ability.
Duels: Disable the other player while you heal or regenerate mana.

MARKING MOBS

This is very important. Tank should always be palty leader, so he can mark mobs. This is done by right clicking on mobs portrait and assigning them an icon-these icons are: skull, x, moon, square etc. Usually these marks show order in wich targets will be killed. Mob with skull bove his head is usually first target and that means that everyone shoul attack him untill he is dead. Mob with 'x' above his head is usually target that is going to be attacked second and mob with moon above his head third, etc. If there is more than one mob ttckin group you should try to do crowd control. For example, if there are three mobs,party MUST wait for tank to mark them and MUST wait for tank to pull them to the group-always let tank recieve few hits so he can build aggro before rest of group attacks mobs. When the innitial pull is done, mage (for exmple) should throw polymorph on mob that is going to be attacked last,usually one with moon above his head. This way group will be fighting only two monsters at a time. If a mage casts polymorph on mob before tank can pull them,all mobs will rush to attack that mage.
Back to top Go down
Gitblack
Lore master



Posts : 4
Join date : 2008-03-25

Instancing tips Empty
PostSubject: Re: Instancing tips   Instancing tips EmptyThu Apr 03, 2008 7:12 pm

Very nice artikel Darktemplar.

In addition to what has been said about pulling and holding aggro, I think its vital that everybody in the group has Omen installed. Omen is an addon to WOW which will tell you how much threat is being generated by the tank and other team members. If you surpass the tanks threat the monster will stop attacking the tank and will start to attack you.

In play you see this happen to classes that use ranged attacks to do damage, Hunters, mages etc. The tank pulls aggro and a player uses his or hers most damaging spell and pulling aggro off the tank immediatedlly. To avoid this I think its best to keep the most damaging spells until the aggro is at half health, so if u pull aggro the monster is almost dead.
Back to top Go down
Silma
Lore master
Silma


Posts : 9
Join date : 2008-04-02

Instancing tips Empty
PostSubject: Re: Instancing tips   Instancing tips EmptySun Apr 06, 2008 3:09 pm

That unwanted aggro can be lowered by spells like Paladin's Blessing of Salvation.

Essentially, this blessing allows whoever has it to get away with doing approximately 30% more damage before pulling aggro off a tank, and makes healers safer by making it less likely they will pull aggro through healing.
There is greater version, but it works only on same class, so in this case paladins.
Back to top Go down
darkcaller




Posts : 1
Join date : 2008-05-06
Location : Birmingham, England

Instancing tips Empty
PostSubject: Re: Instancing tips   Instancing tips EmptyTue May 06, 2008 9:08 pm

very nice write up, just one point. A Warlocks succubus pet can use seduce on humanoid mobs as a form of crowd control, you didn't mention that. Smile
Back to top Go down
Admin
Lore master
Admin


Posts : 13
Join date : 2008-03-25
Age : 40

Instancing tips Empty
PostSubject: Re: Instancing tips   Instancing tips EmptyFri May 09, 2008 10:23 am

Kid you are blessing for sore eyes!!! Finally someone!

None of us is warlock so...that is why no one remembered succubus.
Back to top Go down
https://guardiansofdestiny.board-directory.net
Sponsored content





Instancing tips Empty
PostSubject: Re: Instancing tips   Instancing tips Empty

Back to top Go down
 
Instancing tips
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Guardians of Destiny :: General discussions-
Jump to: