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High lvl basics

Random spulterings from lol minds.

If there is a rogue in the party, give him his own side. At high levels, he will do more damage than 3 other melees put together, providing that he can get and hold the creature's back. Make a button that says /assist and use it and ONLY it to select the creatures to target. Either the puller or the mesmerizer calls the targets. Everyone should attack the same creature unless they are designated some other special job. Important note for pullers--don't switch targets unless you want EVERYONE to follow! You will mess up the plan and get bitched at. Along with /assist goes 'Don't DOT random critters even if it seems like a good idea'. Enchanters hate Area Effect weapon procs and spells. Put them away unless they are specifically called out in Today's Plan. Complete Heal is MUCH more mana efficient than Superior Heal on higher level warriors. Save 'Topping Off' on warriors for downtime. A level 50 warrior has 650 hitpoints at two bars unbuffed health, which is normally more than enough time for a fizzle and a CH. This tip is both for clerics (who will run out of mana less if they use it) and for the warriors (who will whine less if they just accept they are going to get to berserk). In some circumstances, like fighting Dragons, this may not apply. If you as the puller and bring in a bunch of mobs to an enchanter, MOVE after the first is mezzed so the enchanter can target other unmezzed ones and others won't target the mezzed one. This is much less onerous if everyone has an assist button. Tanks, work out a system for letting the group know what is coming in. A macro repeated for the number of times there are creatures works, as does typing 'icn 2 glms'. Doesn't have to be fancy, just functional. Casters, work out a system of letting your tanks know the ready state. It doesn't matter whether it is a macro that says 'gtg' or typing '57.6% mana please only pull two', the point is that the person choosing the encounters need to know what is ok for him to do. You SHOULD NOT have to be prompted every time. Don't stop what you are doing to help an enchanter kill sommething unless he asks you to! Taking some damage is part of the enchanter game, because it is required to activate pets, separate critters, et cetera. That creature you are hitting may be getting mezzed, and you break mez that enchanter is going to be in a world of hurt. You will eventually learn about pull-and-pick. This is where someone with feign death pulls a bunch of creatures near the party, and someone with a ranged attack pulls one or two from the mob around the feigner. It takes practice to master, and I recommend practicing outside someplace where there is a camp of creatures. The three hardest things about pull-and-pick are (1) do not heal the puller, (2) let all the creatures go back if you can't get a good shot at only a couple, and (3) The puller should quit out before standing up too soon. High level hitpoint buffs are EXPENSIVE, at 1 to 10 platinum per cast. If you want them, your really should bring your own supply of reagents. Also expect to see a lot of money loot given away to clerics and enchanters to fund these buffs. Here are two hard things for casters in dungeons to learn: First, don't dump your mana. If you dump, you will be attacked, and at high levels if you are attacked, you will die. Casters just don't last long against 150 point hits. Secondly, don't blow your whole mana bar on ordinary combat. Keep a reserve, so that when something unexpected happens (IT WILL) you can deal with it. Don't be afraid to sit down during combat if you need to meditate. In places like Sebilis, the fight-med-pull cycle you spent 30 levels learning quickly becomes a fight-fight-fight cycle because there are just too many creatures to get ahead of the respawn. Here are a few attitude changes that I went through when I hit about level 35: 1. Expect there NOT to be a way out, and get used to it. If you have an evacer, good for you, you MAY get to use him to leave when you are done. 2. Expect to die if you are doing something hard. Expect to be rezzed most times if you die. Expect to twiddle your thumbs for a while in between dying and rez. This was one of the hardest things for me to get used to, because I had spent hours and hours running for my body in the 20s. 3. Tanks, start thinking less about binding close to where you are fighting, and start thinking about where it is most useful to be bound. Firstly, if you are a tank over level 40 and you can't get rezzed back, you probably should not have been fighting where you were. Secondly, you will want to make use of the Duel-Rez Transport System, which is the only reasonable way to make supply runs to Planes and Kunark Dungeons. 4. Expect it to be Much Harder to find pickup groups. It only takes one bozo to make a high level zone Very Unsafe for everyone, so most higher level people don't like grouping with strangers. There are some exceptions, such as the Karnor's Castle foyer. All the exceptions that I have found are Very Unsafe. 5. Expect to either learn to plan your missions or else wait around a whole lot. You don't just wander into Kedge Keep and yell for a group. With all the Key Required Kunark Dungeons, if you aren't ready, you aren't going. In the old world, 9 out of 10 Pickup Efreeti Groups end up up buying coffins. My point is that organization is required to succeed at higher levels, and that is a lot different from what you do when you are level 25 in Cazic.

GENERAL TACTICS: if your in a 2 man group with a caster, taunt 100% of the time if you are in a large group, taunt if you are not getting attacked, try and get yourself to the point of sharing equal damage load with the other tanks in the group, dont feel bad that the pet that cons blue to you outdamages you, ..... if you are in a pet heavy group you should use STUNNING techniques ALWAYS slam if you can (large races), remember : stuns do NOT break fear, stuns do NOT break darness/snare, STUNS are your friend..... when a target is stunned I have seen them take higher damage on average and get hit with every attack anyways the above is my humble opinion and I ask that you understand that and take it with a grain of salt hehe, I am a STUN fanatic, its just such a useful thing.... if necros had a stun spell.. we'd just bee too powerful (level 59 spectre pet procs stun btw),

Situationals

by group and by location, all in my humble opinion, no flaming please, hehe, group1: necro, warrior (royce), jabartik (hehe) location: outdoor zone single target tactic: warrior pulls, necro sicks pet, darks, then fears, dots etc, while the warrior proceeds to bash/slam and attack with his stun proccing weapons result: creature that doesnt get too far, and loads of fun and xp group2 : warrior (royce), warrior, warrior, warrior, cleric, cleric location : anywhere single target tactic : warriors attack, and bash/slam, clerics stun, make sure they stun!! creature will take full damage hits from all the warriors, and will drop fast, (note : I've seen many retarded clerics who never cast stun.... dont group with them if they dont use stun spells in single target situations) result : tanks that need less healing, clerics that have more mana, and monsters that die more often group3: warrior (royce), 5 other random characters general dungeon tactics : if something is attacking a NON tank, immediately switch targets and start attacking the new target(taunting it of course), do not ask 'are you ok?' or wait for a plea for help, pay attention to what is going on, dungeons are nasty, the caster cannot 'run it around for a bit' while you wakeup and help him result : happy campers.. (literally)

Thanks again Deadlie and Davood .