Marsgodofwar wrote: »Not sure if it's already been mentioned but if you are an archer make sure you stand behind the healer at all times, if they back up you back up. Bonus points if you can get far enough to be out of their fov.
visionality wrote: »SPECIAL TANK RULES
- If your DDs place static AOEs, quickly pull the boss somewhere else. This rule overrides even the "red cicle"-rule!
@Magdalina, this is good, but I'd like to expand on a little.I've seen a new one recently...
Universal squishy rule:
If you get agro, even if it's a skeever agro, RUN. Everyone knows being hit hurts(and then who knows those rats could have rabies!), so that's your only solution. Run as far away as you can, out of range of heals and taunts, as your team proceeds onto boss, and stay there heroically fighting your own battle and then dying to the last skeever standing. If asked what you were doing there and why didn't you follow the group, say that that's where the mobs chased you. If someone dares to imply you should follow the group, not the mobs, tell the stuck up jerks to mind their own business.
In most cases, the boss will focus on the first thing that attacks it.
Wtf is a soft taunt??
Bwahahaha. This is good.
Universal pull rule:
Always pull everything(unless you're the tank. In this case, be cautious and stick behind, everyone knows tanks take most damage so you better be careful out there).
I had one tank that insisted that fiery grip was a taunt because someone told them so. Couldn't convince them otherwise for the life of me. They said that even though it doesn't say in the description it does anyway...
I recommend 29 meters for all ranged non-bow attacks.visionality wrote: »Oh, so much new and beautiful input! I realize there are even more rules than I realized!
Group positioning rule #1: Spread out as much as possible (preferably over several rooms) to minimize group damage. Ideally, the healer stands in front and tank and DD fight for the back positions. This is ofc because the tank will want to pull the boss through the whole group when taunting so that everybody can get add some proper damage, and the DDs will need a good distance for their bow-light attacks. (Also, the healer can obviously heal himself, so he's never in danger)
@visionality , @aaisoaho , both excellent suggestions. How else can you be sure the health bar indicators of the group are working properly if they never go down?Mechanics rule #N: If you are followed by red circle, remember to drag it to your teammate, so the damage it deals is spread evenly. Also, if there's portals etc., do not destroy them, only focus on the boss.
It's all about dps rule: You get more dps only by using skills that deal damage so there is no reason to use skills that do not deal damage. Do not use buffs or debuffs because they don't add more dps.
True meaning of group pve rule: group pve is not about co-operation, it's about who is the best in your group.
Synergy rule: Never activate synergies. They do not increase your dps and in worst case scenario they increase your teammate's dps.
Mechanics rule #N: If you are followed by red circle, remember to drag it to your teammate, so the damage it deals is spread evenly. Also, if there's portals etc., do not destroy them, only focus on the boss.