Tactics

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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.


  • 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)


  • 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)


  • 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

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.


  • 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.


  • 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.


  • 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!


  • 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!