TStephens wrote:
I'm not saying this in a mean context, so please don't take it that way, but I've got to know:
How long does it take to reach level 29 if you don't know what 'agro' is?
A druid can get to 29 easily with out grouping very often, if at all...
Ok. Several issues that could be the problem here. The first is that you need to understand what different classes do in a group. That will change what you should be doing. I'll get back to that though.
It's important to understand *why* folks were angry at you. When you nuked, were you taking damage afterwards? If so, then that is the agro issue people were talking about. Agro is a kind of mutilated form of "aggression", meaning getting a mob mad at you. Mobs (that's MuD talk for enemies in this case, not a "mob" of monsters) will have to pick a single person to attack. They do this by keeping an "agro list", which includes everyone they are mad at, and how mad they are at each person. If you're at the top of the list, the mob will attack you. Every action you take within range around the mob will affect this list. Healing a friend, attacking another mob (in some cases) attacking that mob, and casting spells against that mob. Spells tend to generate more agro them melee damage, which is why you want to wait before attacking.
Another critical concept is Crowd Control (CC). The basic premise is that you never want the group to take damage from more then one mob at a time. There are numerous spells that can be used for this. Root is a common one. Root will stick the mob's feet to the ground and prevent it from moving. If it's a melee mob, that means it cant attack unless someone is standing right next to it (so move away from a rooted mob). Another form of CC is the "mez" (lots of different varients of this line of spells). Basically, this causes the mob to go into a trance (he's "mesmerized"). While mezzed, he'll just sit there and do nothing. You can stand right next to him and he'll ignore you. However, if the mob takes even a single point of damage, the mez will break and he'll continue attaking whoever's on the top of his agro list.
The final major concept is assisting. What this means is that there will be a designated character in the group who will pick a target to attack. The idea is that if you have multiple mobs in combat, you will kill them faster and take less damage if everyone concentrates on one mob at a time, kill it, then move to the next mob. The person you should be assisting is called the "Main Assist" (MA). In a single group, this should also always be the "Main Tank" (MT). The reason for this is simple. The MT's job is to attack a mob and make sure he stays at the top of that mobs agro list (that way he's "tanking" instead of anyone else). If the MT is going to be attacking a mob anyway, you may as well have him be the MA as well since attacking any mob other then his means the group is fighting two mobs (and taking damage from two mobs, which breaks the CC rule above).
Thus, you want to "assist" the MA/MT. This does not mean "help out", like you may think. There is a command in EQ called /assist. If you target someone and type that command, your target will automatically change to match the target that that person has targeted. So if your MA is currently targeting a particular mob (which he should be), then when you type /assist, you will also be targeting that same mob. You can also add a name after the command ("/assist <tank's name>") and that will automatically aquire that person's target no matter who you are currently looking at. I would *strongly* suggest making two hotkeys. One should just have the command "/assist", in it. That way you can use it freely to toggle back and forth between someone and their target. I would also create a hotkey called MA, with the command "/assist <name>" in it. <Name> can be anything initially. The idea is that when you join a group, find out who the MA will be, then edit the hotkey and put that perons name into the command. Now, when a mob is in camp, all you need to do is just hit the button and you'll automatically target the correct mob. In many cases, the MA/MT will "call for assist". If so, that's when you should hit the button (and when it's ok to start attacking). Sometimes, they don't need to call for assist (there's only one mob in camp). Use your judgement as to when it's safe to start attacking...
Knowing these concepts, there are a few specific applications you need to worry about. First off, you need to understand how certain of your spells work (you can look up the descriptions of your seplls at castersrealm.com , or the spells lists on this site). There are several basic "damage" type spells that druids get (I play a wizard, so someone correct me if there's something different with druids).
Nukes These are spells that simply do direct damage (DD) to a single target.
Dots Stands for "damage over time". Every six seconds this spell will do a set amount of damage to the mob.
AE "Area Effect". Same as a nuke except it hits multiple targets at the same time. Usually hits a limit of 3 or 4 targets at a time no matter how many are in the actual area of effect.
Rain These spells hit multiple targets, but does the damage in "waves". You'll see up to 3 waves of effect. Can hit up to 3 targets in the area around where your target is. Will only actually do 4 "instances" instances of damage though, spread out across up to 3 targets in up to 3 waves. So a single target will take one hit of each wave for a total of 3 hits. Two targets will each take a hit on two successive waves for a total of 4 hits. Three targets will each take one hit on the first wave, and one will take a hit on the second. 4 or more targets are treated just like three with the three affected (and the final one hit on the second wave) determined randomly.
PB AE This stands for "point blank AE". What this does is hit *every* enemy within a short radius. However, this is a no range spell. No matter what you have targeted, the damage radiates out from you. You can hit any number of targets though.
How to use these? This depends on the group you are in and the CC tactics being used. If you have someone in your group using a mez spell, you should *never* use AE, rains, or PBAE spells. They affect multiple targets and will wake up the mobs that are mezzed (which will **** of the mezzer quite a bit since mez generates a lot of agro and he'll likely be the one getting beat on when mez breaks). Classes that can use mez spells are chanters, necros, and bards. If you have one of those in your group, pay attention to their messages. If they say they've "mezzed a target", don't use any AEs. Heck, to be safe, don't even load them. Odds are you'll just do more harm to your own group then good.
Dot's are questionable if you've got a mezzer as well. A doted mob cannot be mezzed (since he'll take damage a few seconds later and mez will break). If you are absolutely confident that the MA has selected a target and will not need to change that target, you can probably use a dot. I'd just stick with DDs (nukes). They're safer since they hit just one target, and do all their damage at once.
If you are using root for CC, you *might* be able to use rains or AEs. That's really iffy though. For them to work, you'd need to have the rooted mobs next to the other mobs you are fighting. Most often you'll want to root mobs out of melee range so they aren't hitting anyone, so this usually wont work.
In some groups, you'll use an "offtank" for adds (more then one mob). In that case you can *cautiously* use AEs. I recomend rains simply because they are most efficient against two targets and two is the most likely number of mobs that will be offtanked (most groups don't have more then 2 characters that can tank anyway).
In all cases, be aware of agro. Learn how long you need to wait before dropping that nuke on the mob. Always wait until the MA/MT has engaged and the health of the mob has dropped some level before nuking (how much will be up to you to figure out). You do not want to grab agro off the MT. If you do, the mob will run away from where it is and over to where you are. This means that everyone else has to run over and get the mob back. This wastes time and swings on the mob. Additionally, you're not nearly as tough as the tank will be so you are wasting the healers mana (you'll take more damage in a couple swings then the tank might take in 10).
It's a lot to learn, but for the most part, if you just make and use your assist keys, and just stick to assisting the MA/MT and dropping nukes on his target as needed, then you'll do fine in terms of not ******** up any CC, and not getting any agro.
Heh. Also keep track of people's health in group and heal them as needed. But that's kinda easy... :)