Guide/Tips to "Full Party PVE Mob Runs"
im collecting as many guides as I can, and here's one made by my very own dear guildie:
First, I would like to say that this is my own work and opinions and that there are several other approaches to PVE Mob Runs. Please feel free to add your inputs and comments on these tactics; also, you can create your own guide; as I would love to read how other view this subject as this is my first guide, and I hope to be adding more soon.
*This is intended to be a basic starter guide. Created with the idea that this guide may act like a base or stepping stone to improving other’s experience and helping others to come into their own playing styles.
Tips on Full Party PVE Mob Runs
“Balance it is not necessary to have the perfectly stable party of Bird, Bear, Mage in my opinion, but it defiantly helps.”
- Buff: help you and or your party by adding an increase to Stats
- Mob: a group of enemies
- Debuff: Decreases Stats of enemies making them more vulnerable and or causing them to deal less damage
- Spam: To do repetitively and quickly
- Full Party Runs: a group of 5 players that is focused on a common goal (XP, Boss Drops, or Clearing Rooms)
- Kite: stay on the fringe of enemies attacks so that you remain out of their range but can still attack them, works well with Root, Stun or Freeze skills
- Class: Meaning either Bird, Bear, or Mage
My preferences in Party balance for PVE “Mob” runs:
1. 1 bear, 2 mages, 2 Birds
a) Bear> buffs and enters Mob to Group together enemies with pull, then can either unload their slashes and scream OR go for the instant bear combo. Personally, I like to Pull enemies and keep them close to me as a Bear and away from the mages in the party, and usually this works best for a bear if the mage can spam heals IMO. Use Single target power slashes on bosses after Buffs and Screams, Pull can be helpful against bosses but be aware of stomping Bosses too far from your party. In addition, you can use Pull and Stomp to defend members of your party by either drawing the Boss or mini boss to you OR stomping them away from stunned party members.
b) Mage> Buffs (Rev has a small buff that last a minute from what I’ve seen, so use it if you would like). Enter after bear and Spam Debuffs as the bear Pulls, you can also use the debuffs while you run through Mobs as mages debuffs cast for a couple of seconds, this can help maximize the enemies in your area of effect. After defuff and between constant spam heals I like to ice storm( not frost bite) +lightning+ Fire for the max area damage deal and “Hot Flash” Combo; and then use I use remaining skills usually saving Drain life until I need heath. I also like to leave my shield unused so that when we enter a new Mob I can use it in place of Buffs that are still cooling down. Spam single target skills (drain life, frost Bite: use after you Buff and debuff enemy for Combos) on high-powered enemies and bosses and kite around them to avoid damage if you are un-buffed.
c) Bird (I don’t have as much Mob experience as a Bird)> Buffs enters after Bear, and usually can deal a huge amount of damage with Combo and then can finish killing (any evil mages fist then other enemies) with the remainder of Roots and Arrow skills (Will add to this if someone who has Bird experience would like add input). Use the advantage of kiting, Bows and Arrow Skills to Snipe out high-powered enemies and bosses.
d) Party Combos: once you and your party runs through a Mob or 2 is the best time in my opinion to start timing Party Combos. Watch for the timing of other people and position plant your piece of the Party combo into their routine. While there are other ways to organize these combo I use this method personally because it saves time trying to coordinate your attacks.
2. 2 Bears (helping one another dual combo), AND either 1 or 2 bird(s) OR 1 or 2 mage(s)
a) Apply the same Class concepts that I mentioned above,
b) Bear have to dual combo or have some way that they work together otherwise the Mob can get really spread out and take longer to kill as a group.
c) What I mean by dual combo is take turns on Pulling to group enemies and also with stomping enemies away. It is beneficial to have one bear that leads by always entering 1st and the second bear finishes the Mob with Pulling and Grouping creating a kind of back and forth between which bear is tanking the Mob; it helps if the second bear does their Pull to relieve the first bear if their health gets low. Or both bears can tank in sequence by pulling enemies into the same group. In addition, it helps if the second bear does their Pull to relieve the first bear if their health gets low
d) the heavy tanking from 2 bears makes it easier for a one mage party to survive if the mage primarily focus’ on debuffs and healing team, in place of aggressive attacks
e) Birds can really provide a great damage input especially if there are 2 of them Runs can move really quickly.
f) Having 2 mages can produce twice the amount of Debuffs, heals/Revs, and area of effect attacks.
g) There can be parties without the presence of all three classes, and I will be looking into doing a guild to Mob Runs with more unbalanced Parties soon.
Please provide any questions, comments of feedback that you have about my guide. Thank for reading and Enjoy.
Additional note on Birds tactics:
An elite pro pure dexbird and a bird should focus, follow the bear in, shattering scream when he sees the bear beckon, thorn wall once the mobs are gathered (it sets up the nature strike combo when the mage lightnings), blast shot (for his own self combo) and evade. If the bear hellscreams after the nature strike then you will activate a mega combo. Provided by a viewer
*Note: edited or additional text is written in italics
Last Edit: 1-20-2012
THANKS TO SKEO FOR THE ORIGINAL POST