Tactics: Difference between revisions
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*Rescue Tanks + Hitters | *Rescue Tanks + Hitters | ||
**Two Characters with 'rescue' share tanking, while hitters hit. | **Two Characters with 'rescue' share tanking, while hitters hit. | ||
*** | ***Quaff to full, rescue your buddy, he does the same. | ||
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*Ranger Archers | *Ranger Archers | ||
**Ranger (or Ranger Army) | **Have a Ranger (or Ranger Army) fletch hundreds of arrows, fire from a room away at the mob. | ||
***Can have a tank fighting mob while archers fire arrows, or, no tank - JUST fire arrows into an un-engaged mob. | ***Can have a tank fighting mob while archers fire arrows, or, no tank - JUST fire arrows into an un-engaged mob. | ||
***May only be viable to a certain point before mob heals. Could drop HP enough to reduce Gas Breath damage though. | ***May only be viable to a certain point before mob heals. Could drop HP enough to reduce Gas Breath damage though. | ||
***Mob may chase you, | ***Arrows may not land. Mob may chase you. Mob's cannot chase you out of an area boundary. One step out, fire in, golden. | ||
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*Stun | *Stun | ||
**Warrior's 'stun' skill can be useful to knock some crap out. Not really much of a 'tactic' but something to test. | **Warrior's 'stun' skill can be useful to knock some crap out. Not really much of a 'tactic' but something to test. | ||
*Poison | *Poison | ||
**Poisoning a mob and waiting it out makes any mob a wimp. Again, not a huge "tactic" perse, but worth testing if poison lands! | **Poisoning a mob and waiting it out makes any mob a wimp. Again, not a huge "tactic" perse, but worth testing if poison lands! |
Latest revision as of 19:43, 18 June 2021
A list of general tactical ideas:
Basic Tactics
- Tank + Hitters
- Tank in a more aggressive style than hitters and focuses only on healing
- Hitters only focus on hitting. Duh.
- Rescue Tanks + Hitters
- Two Characters with 'rescue' share tanking, while hitters hit.
- Quaff to full, rescue your buddy, he does the same.
- Two Characters with 'rescue' share tanking, while hitters hit.
- Round-Robin Tanking (some mobs just switch randomly)
- While tanking, stop hitting and just heal like crazy.
- While not-tanking, hit hit hit!
- Style Control Tanking (some mobs aggro the most aggressively styled player)
- Switch styles up/down to control who is tanking, have some plan for how to do this to share the burden.
- LinkDead Tanking.
- Useful for avoiding IP Limitations.
- You can start a fight on a char that you LinkDead. Log another Killer. You are still ip1.
- LD Tank will die, but, might last long enough to allow hitters to take the edge off the mob so its more doable.
- Recall that Gas attacks are HP based. If you can drop its HP significantly, its Gas will be much more withstandable.
- Especially effective with CM Mages as LD Tanks against all-magic-attack-mobs (see below)
- Useful for avoiding IP Limitations.
- Flee/Heal Tactics
- If you cannot quaff in the room, or there is a prog or other problem preventing quaffing....
- Fight until you need to heal, flee to a safe room, heal up, return to mob. Repeat.
- (Might also want to look into edible heals if its only 'quaffing' specifically that's a problem)
- If you cannot quaff in the room, or there is a prog or other problem preventing quaffing....
- Zurg Rush
- Death may not be much of a big deal at all in a freely supplicatable area....
- Fight. Die. Quit. Log a new character who is ready to go, go to mob, Fight. Die. Quit. Repeat.
- You may only need 2 or 3 characters if you can be ip2 and reset/return the dead guy quickly enough
- Death may not be much of a big deal at all in a freely supplicatable area....
Class Specific Tactics
- Ranger Archers
- Have a Ranger (or Ranger Army) fletch hundreds of arrows, fire from a room away at the mob.
- Can have a tank fighting mob while archers fire arrows, or, no tank - JUST fire arrows into an un-engaged mob.
- May only be viable to a certain point before mob heals. Could drop HP enough to reduce Gas Breath damage though.
- Arrows may not land. Mob may chase you. Mob's cannot chase you out of an area boundary. One step out, fire in, golden.
- Have a Ranger (or Ranger Army) fletch hundreds of arrows, fire from a room away at the mob.
- CounterMagick Mage
- Path of Countermagick 'invoila magicka' spell gives full immune magic.
- Can tank magic-attack mobs super effectively for about 40 rds.
- Perhaps you can flee to re-cast invoila?
- If the penalty for exceeding the mob's IP limit is a magic attack, CM Mages nullify that. Multi CM Mages All You Want.
- Path of Countermagick 'invoila magicka' spell gives full immune magic.
- Barbarian Choke/Flee or Choke/Flee/Quit method.
- If another player chokes the mob, you can then choke again. So, 2 or more other barbs can all choke/flee/choke/flee:
- Choke Mob. Flee. Another player chokes mob, they flee. You return, choke,flee. In/out/In/out etc.
- If solo: choke mob, flee, quit, reconnect, return, choke mob, flee, quit, reconnect, return, choke mob, flee, repeat til dead.
- If another player chokes the mob, you can then choke again. So, 2 or more other barbs can all choke/flee/choke/flee:
- Immobilize Mage
- Mage of the Path of Balance 'immobilize' skill renders a mob fully incapacitated.
- Have immober cast immob while a hitter or several hit.
- Many mobs are immob'able. Some do require Nephandi spelldowns for immob to land however, test!
- Mage of the Path of Balance 'immobilize' skill renders a mob fully incapacitated.
- Stun
- Warrior's 'stun' skill can be useful to knock some crap out. Not really much of a 'tactic' but something to test.
- Poison
- Poisoning a mob and waiting it out makes any mob a wimp. Again, not a huge "tactic" perse, but worth testing if poison lands!