[Amorphist | Aracno |
Dubbeltje | Endy |
Explicit | Purge | Sepe]
Parties - Observations of a midbie
Written by Endy
Just because equipment (eq) and experience (xp) parties are quite different,
I
have divided this article into those two separate sections.
1.1 Forming an xp party
1.2 Leading an xp party
2.1 Forming an eq party
2.2 Leading an eq party
2.3 Practical eq
1.1
Forming an xp party
-------------------
This is something anyone can do. You don't have to be a protter or tank, in
order to create a party. General rule is, though that you yourself contribute
something to the xp making. Heals, damage, protection spells for example.
Forming a party is fairly simple: ask around, either directly or on the
channels. If you are a newbie you will have a better chance of finding fellow
xp-hungry partyers via the newbie channel.
The size of the party and the level/guilds of the party members pretty much
dictate how big monsters you can and can not kill. Without proper healing
and/or protection you are limited to monsters your tank can handle without
them. Medium xp monsters require either or both, big monsters both. Charging
into battle with the unknown can and propably will get you and your party
killed.
Protection is usually provided by abjurers, or paladins. Abjurers have an
arsenal of protections against all possible damage types in the game, and can
cast vulnerabilities on monsters to speed up your killing. They also have some
limited healing ability, so they are good for xp monsters of all sizes.
Paladins have their armour of god, which provides protection against
evil-aligned monsters plus some healing ability as well. Paladins are also
divided into three subguilds, hospitalar being the one focused on protections.
The power of the armour of god varies inside these guilds.
Note: if you party with a paladin, you cannot have a warlock in your party,
and
vice versa.
For damage, any guild goes. Monks are good stunners, fighters, rangers,
samurais do good and most caster guilds do awesome damage, though they have
to
regen their spell points once in a while. If you plan on going for the biggest
monsters, or just want some extra protection, grab a healer too. A bard can
boost the statistics of everyone in your party, they are very useful as well.
1.2
Leading an xp party
-------------------
The tank is the leader. In most cases the tank forms the party. He commands
everyone, tells them when to jump and how high. He is also mostly responsible
for the rate (xp per minute), since he is the one recruiting the members. If
the rate is low, he is usually the one who gets the blame.
Tank handles party movement. If it takes a lot of time moving from a monster
to
the next, the rate will suffer. This is why the tank needs knowledge of
monsters and areas that fit the current party (often referred to as "runs").
If
rate goes too low, people might leave your party to solo. If you see party
members idling and doing nothing, you should propably get rid of them or at
least try to get them to do something.
Mind what your party members are saying. If someone needs a break, take one.
Be
patient with your members, some might be trying out some new guild they have
just reincarnated to and are not familiar with it.
Tanking xp is quite fast to learn and isn't hard at all. You need some basic
skills like parry/dodge, and a shield. If you have these or at least some of,
you can tank. Just do it, and you will learn as you go.
2.1
Forming EQ parties
------------------
Eq parties require a lot more than forming an xp party. You need at least
a
tank (usually fighter or ranger), protter (abjurer, paladin) and a healer.
In
an eq party damage is usually done by casters; mages, sorcerers, druids or
psionicists. A bard in an eq party is also a common sight. Cleric is also a
must, since you will be dying a lot. Just to be on the safe side, keep the
cleric out of the party and out of the battle. In case your party wipes
completely, which is quite common, and there are no unidle clerics to save
you,
your party is over.
An eq party is very hard to make on the fly. It is easier to make one with
proper planning. Recruit members to your party first, and when you have the
required people willing to join, settle some time that fits everyone and get
together. You need to plan ahead what monsters you are going to do at a given
day, and need to know where they are and how to get to them. Most eq monsters
are behind puzzles and traps, so just knowing "it's somewhere that way" isn't
nearly enough. Don't try too big ones, start with the smallest and then go
up
slowly. Trying to kill Lucifer on the first go is literally impossible.
Eq takes time. It can take hours and hours to take down one single monster,
so
make sure your party members have enough time and plan accordingly. Just when
that big juicy monster is close to death and your tank or protter has to leave,
the party is over and everyone will be pissed off.
Knowledge of the monsters themselves is important. Just directions to the
monsters isn't necessarily enough. Most things, such as required damage and
protection types, can be found out when you get there, but some monsters have
special features that can prove unbeatable to your party. Also mind that your
protter need to have protection against the specific damage type your eq
monster does, otherwise it'll be impossible to keep your tank alive even with
the best healers.
Ok, I killed the monster. Now what ?
Do more. If you have 8 members in your party, you need 8 pieces of eq for
dicing. You can plan to make some specific eq and then dice them later when
they have all been made, but everyone wants something from the party. Dicing
itself is fairly simple; have everyone in your party and have the party leader
throw "party dice". The one with the highest dice picks first, the
one with the
next highest second, etc.
2.2
Leading an eq party
-------------------
As in xp parties, the tank is the commander. He can discuss strategies with
the
healer and protter, but everyone else are just damage-makers and will do
exactly what the tank says and when. The tank handles the movement, decides
what monsters to do, takes the party in and out of the battle.
Since you are the leader, all the planning and recruiting is up to you for
the
most part. You decide on members and monsters. You are responsible for the
partys' success. If you fail to bring down a monster, you have tried a too
hard
one and your planning hasn't been good enough. If you do too easy monsters
with
a good party, people will whine. It's hard to find a good balance between
monsters and the "quality" of the party, but this is something you
can only
learn by just doing it.
Learn from your failures. Memorize things you learn well. You can't be a
know-it-all on the first, second or even 10th attempt. Even the mightiest fall.
But without trying, you will never become one of them.
2.3
Practical eq
------------
Try with small first, then go up. Learn as you go. If you fail to bring down
a
monster it can be due to several factors: your tank lacks resistances, your
protections are not strong enough, your healer can't heal efficiently enough
or
your are simply not doing enough damage
Have the cleric stay out. If your cleric dies, and you die, the party is over.
Bards can boost all statistics, heal and give awesome bonuses to your skills
and spells with their songs. A bard is almost a must.
Make sure you put the eq in a trader bag or chest it immediately when the
monster is dead; there are thieves about !
Make sure everyone involved in the making of the eq get something. Throw extra
dices for those that have left the party earlier and pick something something
for them. They will remember this.
Take hitters in your party for damage if you are missing a caster. "Hitter
eq"
is considered a no-no by most, but it works, just not quite as efficiently
as
with casters.
Try to learn as much as possible before you start. Know your guild, your skills
and spells. Study resistances, damage preferences, and the other guilds' skills
and spells. Ask around, it's free !
[Amorphist | Aracno |
Dubbeltje | Endy |
Explicit | Purge | Sepe]
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