View Full Version : Group Roles & and general questions?
Soulcrates
01-26-2010, 04:06 PM
Probaly some dumb question at this point, but being out for like 5 years i am still clueless about some things.
How do you assign group roles? is this function apart of the leadership AA deal? My cleric merc following me around when i pull is driving me nuts.
Also potion belts, whats this all about? I got 2 slots on the left, i put some in there and they show up. If i put some potions in the right hand 3 slots they just go into a bag, not understanding the purpose of those.
Spirit shrouds, seen these them in PoK, clueless as to what they do as well.
Also what do you do with old no drop armor, can we turn it in to someone for anything, or just delete it? I got 3 or 4 bags i dont need anymore.
I've learned a whole lot from this site already, but still in the dark on alot of things LOL.
Thanks again, for all the great info, Sc.
Kuursed
01-26-2010, 05:11 PM
I can tackle some of these responses.
Group roles. The leader of the group (name will be in green text) can right click a person's name in the group window and a menu will pop up. From there you can assign the main puller, tank or assist. If you want your merc to stay put, I recommend you get to camp, change yourself to puller and go pull. The merc "should" stay at the camp. There is a certain range from camp that the merc will heal from tho, so as you pull for groups, be aware of that as the merc will heal before you fd to split and will train the group.
potions belts: You start with 2 active slots you can use. They are on the left side of the potion belt UI. You can drop items into that area and their icon will remain there (they are still in your inventory). You can click them from there to avoid opening your inventory all the time. Plus it will total up all the potions of a given type into 1 slot (I carry 40+ hot potions typically) and the potion belt will tell me how many I have remaining in inventory.
You can use AA's to open more potion slots for use. I believe there are also some waist items them also bump your available potions slots up.
Spirit shrouds: were devised to allow higher level toons to "shroud" down to a lower level so they could play with lower level friends. The shrouds are weaker than a lower lvl person for a given class, and not many folks used them for that. There have been multiple experience exploits from folks shrouding in the past. One possible feature is you can take a rogue shroud and get passed mobs you can't normally if you are on an explore mission.
Old Armor: I personally just delete old armor. You can always go check the tribute master in your home town and see if he'll give you any tribute for it, but I suspect he will not.
Someone else can add more info, but that's the basics of what you are asking about.
Soulcrates
01-26-2010, 06:16 PM
Hey thanks, thats a big help.
Killed myself pulling once, cleric not on passive, healed me. So will have to figure out with grou roles assigned.
Potion belts, cool addition.
Leadership AA's worth investing into at all?
Thanks Sc.
Vivamort
01-26-2010, 07:28 PM
Leadership AA
http://www.necrotalk.com/showthread.php?t=10906
I like it a lot. But it is mostly fluff.
I like HoTT and having a few extra hps and mana and regen doesn't hurt.
I don't know your situation, but if you are typically solo or molo, you can not get leader AAs and if you had them you can't use them. You need 3 or more toons in zone in your group (merc counts) to earn leaderAA xp.
Soulcrates
01-26-2010, 07:44 PM
Usually, when hunting in SoF i am duoing with a shaman friend of mine, and we generally have mercs going. Pull 2 or 3 at a time for AA xp, and faction. Were trying to get the factions up, for spells and crystallos access, as well as MMM access.
Although were gonna start on SoD stuff soon i think as well.
All my leveling XP comes from MM's, and gear. Currently level 83, and moving along, with 600 AA's.
So if mercs count, i may collect a few leadership AA's to help the Cleric merc regen mana. At least unitl i can get a better merc, t4 or so.
Sc.
i may collect a few leadership AA's to help the Cleric merc regen mana.
Just to be clear...the mana regen leader AAs are a little bit down the list for me usually. HoTT, inspect buffs, spell awareness all come to mind just off the top of my head.
If you're just returning to the game after 5 years, alot has changed with mana regen/flowing thought. OOC regen negated the usefulness of the effect quite a bit. Even the AAs to raise the cap lost quite a bit of importance in the overall scheme of things.
Kuursed
01-27-2010, 01:23 PM
I may be mistaken, but I do not believe there are any mana regen LAA's. There is hp, mana, and hp regen.
I agree with Zeli.
Hott (health of target's target) is always good. It's nice to see who has aggro.
And Inspect Buffs is now godly. It lets you see the buffs (and debuffs) on a target. You can see what dots you have on the mob as well as when they will fade. Invaluable to me when kiting multiples and checking when snare is going to fade.
Spell Awareness is nice as well to see what spells are being cast upon you from NPC's. But I rarely do anything actionable from that information.
I'd focus on Hott and Inspect buff and stop LAA for a while. Effectively cutting down your normal AA rate by 20% isn't worth it in my mind for the other LAA's. Especially if you have been gone for a while and have some work to do to catch back up.
I may be mistaken, but I do not believe there are any mana regen LAA's. There is hp, mana, and hp regen.
You're right.
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