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I'm trying...but very confusedFollow

#1 May 15 2004 at 8:26 AM Rating: Decent
Was in a party yesterday, and everybody got mad at me because I was 'nuking' (using my stronger spells) to kill vampires and other very high leveled monsters. (They were high leveled to me.) I play a human Druid. (Level 29 then.) My melee tactics aren't at all powerful. I'd suffocate in a wet paper bag before I hit daylight. I have my spells that I use. Some spells do a little damage over time...not much, my other spells do quite a bit of damage, quickly...........but those in the party got mad when I used the stronger ones. Most of the party was higher levels, but only by 3 to maybe 6. Please, what am I doing wrong? I thought we were supposed to kill these creatures. Thanks for any input.
#2 May 15 2004 at 8:43 AM Rating: Decent
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druids have been known to overnuke (doing too much damage too fast) and get agro from the mob , then quickly die when the mob starts beating on them . use a couple of smaller nukes while the tank builds up agro and the dps folks take the mob down to about 75% of it's health and then start to fire the big guns .

If you didnt actually take agro at any time then they were making a big fuss over nothing unless you were supposed to be the mail healer , in which case you should have saved your mana for heals .

i cant think of any other reasons to yell at someone for doing their job
#3 May 15 2004 at 8:57 AM Rating: Decent
Ouch! Head hurts. I've heard the term, 'agro', but I don't know what it means. (I thought it was a Latin term or something for 'soil') Some of them wanted me to get in there and fight...I think...not sure. I think I was supposed to fight and heal...I don't know. I only zapped the ones that were doing the most damage to the other players. Thought I was doing pretty good until two horrible creatures came out of nowhere and attacked me. This place mobs constantly. It was the Castle Mistmoore. Thank you for your time. I have two spells that do a little damage over time. (Very little.) I'll try that. I don't think that they want me to use my stronger spells at any time. I do like your plan. 75% then blast them.
#4 May 15 2004 at 9:04 AM Rating: Decent
Well you should wait before bombing anything until the tank has substantial agro...meaning the monster hates him the most and won't hate anyone else more then him(75% is a safe bet). Did anyone die? If not you prolly had a healer so that wasn't it...did you get hit alot after nukes? if so you need to give your tank more time to get agro. Some terms for positions in groups that might be helpful to you(MH = Main Healer if they say your mh get your heals ready that's all you'll be doing)(MT = Main tank he's gonna take all the damage)(MA = Main assist this is the guy your gonna assist on making kills, whatever he's fighting your fighting) Thats really all you'll need to know until higher levels. For druid get used to terms MH and MA.
#5 May 15 2004 at 9:26 AM Rating: Decent
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Next time you group ask the group what role you should play. More times than not a Druid will be the healer if there isn't a cleric. If there is a cleric then the Druid will be a back-up healer. Also, Druids are typically expected to be on stand by for "evac" when a mob goes bad. If you have used all your mana for fighting there isn't a way to evac the group to safety if it needs be. Also, Druids have buffs everyone likes and most groups want you to have instant mana for that. If the tank takes agro and you haven't nuked and then jump in to melee typically you won't be hit on. It will work up you skill not that you will ever be a melee toon. However, there are some fineweapons will great procs that are enhanced by a decent skill at higher levels. Ex. Orb of Forgotten Magic (Unsure the actual name.) This is a 1hb weapon and the higher your skill and better dexterity you have the more often it will land a 320 proc at the right level. This is a great mana saver in a pinch I use it a lot in a group that has things under control.

#6 May 15 2004 at 9:51 AM Rating: Decent
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If they were expecting you to "get in there and fight" as you put it then either they are complete idiots or they mistook you for a ranger.

I find it a little bit sad that people can reach 29 and still be unsure what they or others are supposed to be doing in a group.

As an earlier reply said, if you are at all unsure of your role in a group, ask.

Part of this is knowing the classes of the other players. If there is a ranger check which of you is doing the snaring (him preferably). Who is doing the healing, who is the MA etc, etc. If the group has made a mistake then it is better to find out immediately than in the middle of a fight.

I once got invited to a group as a healer when my best heal was 10hp. I told them straight away. Better to lose the group than get everyone killed because some nitwit thinks paladins can heal groups at level 12.

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#7 May 15 2004 at 10:22 AM Rating: Decent
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Since druids can fill several needs in a group, it's a good idea to ask the group what they expect you to be doing. As someone mentioned..in many cases the druid will subsitute for a cleric, and keep the group healed. Druids are also typically expectd to have evac, root, and snare ready to go. If you weren't main healer, I see no reason NOT to nuke, as long as you do it in a way that doesn't get the mob's (or mobs') attention on you. In other words...wait till the main tank as all of the mobs attention, don't sit immediately after casting, and if there are multiple mobs, make sure that any that the main tank isn't hitting are either mezzed (if there is an enchanter or a good necro in the group) or rooted so they don't come after you. If they were expecting you to melee, they are either clueless, or thought you were a ranger. Your other skills are much more usefull to the group than your melee skills.
#8 May 15 2004 at 10:23 AM Rating: Decent
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In looking over this thread, it appears to me that this is what happened - your spells did enough damage to the target that you got agro away from the main tank (agro refers to who the target feels is causing it the most harm and as a result will focus its attacks on that person until someone else does something to gain agro (attention) back).

In a group, the idea is to have the Main Tank keep agro for a couple of reasons - first that is their job and they should have enough AC/hps to withstand it, second reason is that if someone else gets agro, the mob will move off to attack them, which means that everyone will have to chase target (bad if you have a rogue trying to backstab or if the pathing to you pulls in an add), third it is much more efficient for the main healer to only have to worry about healing the Main Tank and grabbing agro likely means casting heals on you, Fourth potential problem is that by grabbing agro, the mob may hit you and then go hit someone else (like a sitting caster who is medding) which tends to get everyone running around and makes targeting difficult.

Note that nuking along with healing can grab agro, and most nukers do not cast their bigger spells until the target is down at least 50% (75% is better) - if you are nuking, it should be to finish off the mob and not establish early damage (damage over time spells cause less agro and work better early).

A real key to being a good group player is to understand your role in this particular group (since it changes depending on makeup) - if you were the main healer (likely if there was no cleric in group), then your job is to heal others and not nuke.

In this case, for example, the group is counting on you to keep them healed, not do damage. If you did have a cleric, then nuking is ok, likely just doing it to early.

Learning how to fit in and how best to help your group will pay big dividends in finding long term groups. Good Luck and keep learning.
#9 May 15 2004 at 12:09 PM Rating: Decent
Untill 50% @_@, no I want it dead not, not tomorrow. You should be fine when nuking. If you stick to the 75% rule you can almost never go wrong. Just do not chain nuke without pausing. That means do not nuke, nuke again right away. nuke some more right away. Instead do this: nuke, wait abit for the little melees to build up a little aggro again, then nuke again if you want. If you want a little ego raiser, learn to judge when to put in your last nuke to get the *so and so has been slain by so and so* credit.
#10 May 15 2004 at 1:53 PM Rating: Good
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?

I KNOW there are huge gaps in my EQ education, but I thought that this was something everyone picked up on, so I'm curious about the road you took to reach level 29.

#11 May 15 2004 at 6:25 PM Rating: Decent
You can also look through the various links to the left, there is a ton of information on the various classes and tactics that can be used, also another site to check out is www.eqdruids.com I remember the first day I played EQ, there was so much going on my head was swimming, but after you read up a bit and find a few friendly players to ask questions you will get it. Good luck,
#12 May 15 2004 at 7:26 PM Rating: Excellent
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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... :)
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#13 May 15 2004 at 8:07 PM Rating: Excellent
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#14 May 15 2004 at 8:57 PM Rating: Decent
Very well done gbaji *claps*

I never knew about the /assist command. Then again I never really needed it because I'm usually the main tank anyways.

However if my perception is wrong and it turns out I do need it, please tell me. I am eager to learn Smiley: grin
#15 May 16 2004 at 12:29 AM Rating: Decent
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As a MT, you should also have an /assist button.

As you get higher, you'll less often be the puller. Key here is, group puts you on the /assist, and you put the puller. (Makes it much much easier to pick a target out of a group, also, in case the puller doesn't reassit it keeps them on teh same mob.)

It also comes in handy in offtank situations, so you can grab themob the offtank is on to peel it off of him.

One last thing that anyone working with a Mezzer *MUST* do (and it's best that everyone does it). Next time you log in, type /assist off. By default, autoattack turns on when you /assist. This could be bad if you assist in range of a mezzed mob (read, MA has not broken the mez). A broken mez on an untaunted mob, has a high chance of going after the mezzer. There is a chance for the hate list to be erased on a mez, but in that case, it'll probably go after the healer ;).

You will only have to do this once as it stores your selection (making it not attack on assist) in your settings files (eqclient.ini to be exact).
#16 May 16 2004 at 3:00 AM Rating: Decent
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Quote:
If you are attacking the wrong mob, you are causing the group to take more damage then it should.


I did wonder if this was the problem of the OP. It isn't clear but the comment

Quote:
I thought we were supposed to kill these creatures.


made me wonder if it was not the nuking itself but the choice of target that caused the problem.

The comment reminded me of a trip to Droga before they uprated it when the druid consistently, conscientiously and methodically DoTted each and every mezzed mob. He gave much the same kind of comment when shouted at.

If it was then the "learned treatise" Smiley: smile will have given the answers they needed.
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