Originally Posted by
GoodSyntax
I will also say that knowing how to manage your role in the party is the most important duty.
Rogues: You are around to kill things quickly. Minimize your repositioning, because all that does is shed aggro from the tank as you draw the attention of every mob in a pull.
Kill prioritization is important for the Rogue class - determine which mob is the greatest threat (either based on damage inflicted, or proc [like the snaggletooth AoE freeze, shaman stomp attacks, archers and their high DPS, etc.]), and kill the highest threats first. The spearmen are generally your last priority because the tanks can easily handle the limited damage that they dole out. Rogues should focus on killing one or two mobs at a time - a shotgun/scatter attack approach just makes it more difficult for the tank/sorc to control the mobs and doesn't make the run any faster. Focus all of your attacks on one mob to take them down quickly, and move on to the next target. Finally, keep your crit stack up! Crit kills - so, if you're busy repositioning or avoiding mobs, your crit stack is falling off, and that is a detriment to your party.
Veil - Rogues should be dropping smoke in the mob cluster to assist the tank with the buff/debuff. Don't place veil for yourself only, be mindful that this is a powerful party buff and mob debuff - it is better to place yourself in danger momentarily to buff all members of your party (while debuffing mobs) than it is to buff a single rogue dancing around the periphery. If there is a second veil rogue in your party, rotate smoke placement. Two veils popping up at the same time doesn't stack, so wait until the other rogue's smoke disappears, then pop veil.
Traps - Position the traps intelligently! Don't drop traps near other squishies (rogues/sorcs) because if they pull, you are effectively drawing mobs away from your tank and dropping them into the lap of the party members that cannot control a large group. Drop your traps in corners or choke points near your tank - you will make your tanks job easier and if done correctly and with coordination of your sorcs, is a perfect moment to drop clocks and smoke to root and debuff a large group.
Sorcerers: You are around for crowd control. Your job is to root, freeze and knock down mobs. Yes, I know your class has the highest damage and best DoT in game, but damage and kills are a secondary role for you.
Clock - Use this skill wisely and place it correctly. A clock that drops on one mob isn't helpful. A clock that drops on a huge pack is tremendously helpful! Clocks can also be used as a barrier to give your party a few extra seconds to clean up a previous pull before they have to engage the next group. Do not be afraid to run close to your tank to drop the clock. If the tank is doing his/her job correctly, they are controlling aggro, so the second or two it takes you to place the clock correctly won't be putting you in much danger. Finally, clock is a great skill to use to put up a wall behind you when making a run to the boss - especially for those fast mobs in Tindirin.
Ice - This is the best single target crowd control skill there is. In Tindirin especially, it is important to make sure the Shamans are frozen while your Rogues take them out. I have seen a single stomp from a Shaman wipe the party more than once, so be aware of single target mob control. Similar to Rogues, determine which mobs require the most control and handle that for your party. It is difficult for Rogues to kill quickly when they are getting their faces stomped into the ground by uncontrolled shamans.
Fire - Fire is a great skill that can give your party a two second reprieve. If you see your tank getting overwhelmed by a pull, a fireball can give the tank a moment to pot up, or let HoR cool down. Same goes for those "oops" moments when an arrow/pierce/lightning bolt/etc., goes the wrong way and you pull a group you didn't intend to aggro. A fireball will knock down the group, giving your party a moment to decide whether to have your tank combine the pulls and control aggro, or reset the group.
Warriors: HP and Armor! You are there to manage aggro and make sure the entire party stays alive. Use your skills (other than Jug) for the benefit of your team. Your job is to always be the last person standing, and to make sure that all mobs want to attack YOU! Make sure you have taunt upgrades on your skills - without taunts, you will not be able to do your job effectively. Keep your party alive and the mobs focused on you and the runs will be smooth.
Horn - It heals, it shields and it can save both you and your party unnecessary deaths. Use this skill appropriately and save it for the right moment. Pot through general damage and save HoR for windup attacks or when you notice party members in trouble. If you see your Sorc/Rogue coming into the group for clock/smoke placement, ensure they stay alive by shielding them with HoR. HoR is most important for boss encounters! A good example of HoR usage is against Algaran. Use HoR if George/Kelvin has their AA on cooldown. This will protect everyone that was pulled from death. Also, with the correct upgrades, HoR taunts. If you notice you are losing control of a mob cluster, HoR will bring them right back to you, so use this skill wisely!
Windmill - This skill is one of the best taunt skills you have. Any mob hit by WM will instantly turn to you. If you see a mob or three breaking out of your control to attack a squishy, move towards those breaking away and tap WM to bring them under your control again. It is worth the skill points to invest in the increased range and extended duration. This helps tremendously with aggro management. Also, while doing a run to boss, use this skill. There is nothing worse for a squishy than being ALMOST at the boss, then getting killed with no way to return to your party.
If every party member masters their role, elite runs with be smooth and easy. If any one member fails in his role, then the run could be a real struggle.
Bookmarks