View Full Version : grouping
Adead Body
12-18-2006, 11:20 PM
Would you post what you do in a group please? I have done almost all my lvling as a kiter, and I am still trying to figure out what to do when in a group. I am not sure what spells to use and how much damage people expect out of me. I have a felling that since people have played so many different classes, some peeps are sitting there looking at me like I'm an idiot.
Thanks
Adead
65 necro
DPS DPS DPS. Snare even if they tell you not to...you can never be too sure. I keep my best tap, dot/hot, Soul Orb, dot, dot, dot, MW, pet haste loaded when in group. clicky snare item at the ready. this is how I roll.
Quezquotyl
12-19-2006, 12:46 AM
It's pretty simple, do DPS like you would as if you were kiting. Don't use as many dots, but do use your largest damage ones. Do snare and do mindwrack. Also make sure you FD so as not to get aggro.
You might also be expected to pull. Don't use snare if pulling over a large distance. Use a debuff then snare right as the mob gets to the group then FD aggro off onto your tank, or cleric if you want to get it through their thick skulls not to be sitting when mobs are being pulled. :lol:
FCseven
12-19-2006, 04:47 AM
DPS! When a mob gets to camp start out with
snare
feign death
*stand up
dot with your highest dmg dot per tick at your level
feign death
*stand up
second highest dmg dot at your level
feign death
*stand up
Mind Wrack
feign death.
*stand
If mob is still around 70ish % at this point add another dot.Im not sure if the fd aa is usable at 65 but if you make it into a hotkey and add the hotkey to one of your mouse buttons (assuming you have more then 2 keys) you can do the fding with just a click of your thumb.
Straydour7191
12-19-2006, 12:23 PM
the fd aa is lvl 66 amd 6(?) aas, im pretty sure. i usualy cast my dmg dots, usualy Pire of Mory (yeah thats not spelled right....) and Dark Nightmare. then i usualy had snare and MW. the groups i usualy grouped with usualy had the mob dead my then. if the tank has a good handle on the agro, ill only fd after the second dot. unless is like rss or something where i still get 1 rounded /wink
1 rounded in RSS...../lol just jokes Stray...hehe
Jebasiz
12-20-2006, 06:14 AM
DPS and fd...heh. That dismisses a lot of ability and versatility. Necro dps in groups is ok..but solo'ing and raiding are better environments for that. I usually pull for my groups. If it's needed I'll root adds. On undead we can mez and attack slow(pending level of content). If you're geared well enough, pending content you can tap tank adds(if they summon), if they don't summon you can kite them until the group is ready to take them off you.
There's a lot we can do other then just dps. I'd encourage you to learn how to effectively apply all our tools, so if you ever start raiding and are asked to do something other then dps(/gasp) you won't be standing around wondering what the hell your Guildleader is asking you to do. Anyone can learn how to apply dots effectively. Atleast be able to confidently to more then that. It'll make you a better necro..and increase your understanding of how things in EQ work.
nephayres
12-20-2006, 06:40 AM
very much agree with jeb, pulling and CC (and other utility stunts) are great tools at our disposal.. some advanced pulling maneuvers are actually really fun and exciting when you get the hang of it- to hell with monks! Some of the most fun i've ever had in (xp) grouping was chain pulling 70.1s, or using tricksy pet pulling/ribbon stunts in qvic/tob and some other dodh missions (mourn). we really do have a great arsenal of tools at our disposal, and while it's not always needed- the right tool at the right time will have people remembering your name for a while.
Jebasiz
12-21-2006, 01:06 PM
Those still work neph...if you have enough space.
Pet guard here away from the group. Go back to the group, fd..send pet(with calliav on) against mob..fd your pet after agro. Summon pet/ribbon and have him stand..he'll go back to his guard point and wait for the mobs to come. All the mobs will come, but when they return to their spawn point, you can usually snag one or two and seperate the camp a bit.
The only time I do something like this is when mobs(like giants in valdeholm) have an annoying stun, which usually the FIRST thing they do when agro'd and it makes for pulling in tight quarters more difficult with darkness/fd splitting. Basically, your pet eats the stuns for you, and acts like a monk being coh'd over short distances.
Just be sure to fd quickly after summoning your pet.
Xislaben
12-21-2006, 01:39 PM
Sometimes I'm the puller, sometimes not.
snare on inc, fd, let tank get agro (if not an sk, sometimes they like to snare for agro).
If they dont like early agro, snare later.
DPS the mob, mind flay it, repeat.
You can play cc, but if you have a compitent puller nobody will need to.
Jebasiz
12-21-2006, 01:57 PM
I hate groups like that! So boring (
nephayres
12-21-2006, 06:35 PM
Originally posted by Jebasiz@Dec 21 2006, 08:06 AM
Those still work neph...if you have enough space.
Pet guard here away from the group. Go back to the group, fd..send pet(with calliav on) against mob..fd your pet after agro. Summon pet/ribbon and have him stand..he'll go back to his guard point and wait for the mobs to come. All the mobs will come, but when they return to their spawn point, you can usually snag one or two and seperate the camp a bit.
The only time I do something like this is when mobs(like giants in valdeholm) have an annoying stun, which usually the FIRST thing they do when agro'd and it makes for pulling in tight quarters more difficult with darkness/fd splitting. Basically, your pet eats the stuns for you, and acts like a monk being coh'd over short distances.
Just be sure to fd quickly after summoning your pet.
Aye, i fully am aware of pet mechanics such as that, but i was referring to things like pulling m`sha's out of the building without clearing or aggroing any trash along the way, and all manner of other tricksy stuff without the aid of bda and the like.(r.i.p)
still, pet pulling/warp pulling/ribbon pulling were cool for stunts like that, but for all of the 2 groups i've been in since i have been playing again, simple maneuvers like root splitting/dispell pulling (<3 abashi) have been enough. i still can't get over how nice things are as as a puller with death's mask these days.
Xelgadis
12-21-2006, 06:57 PM
Originally posted by Xislaben@Dec 21 2006, 09:39 AM
snare on inc, fd, let tank get agro (if not an sk, sometimes they like to snare for agro).
If they dont like early agro, snare later.
Snare will generate the same initial hate (regardless of which spell in the Darkness line is used) whether or not it takes hold. Which is why most sks will use Clinging Darkness (fast cast, low mana cost), if all they're concerned about is generating hate with the snare. All they're missing out on, from a snare that doesn't take hold, is the hate generated per tick from the dot component (which isn't all that much, even with Festering Darkness).
daephyx
12-22-2006, 05:14 AM
I used to be really efficient, do good dps, mind wrack if needed, snare all the runners, pull the hard rooms - generally be a badass. Now I just drink cokes and play guitar or something until the group wipes and needs me to rez.
Raidjin
12-22-2006, 12:16 PM
Originally posted by daephyx@Dec 22 2006, 06:14 AM
I used to be really efficient, do good dps, mind wrack if needed, snare all the runners, pull the hard rooms - generally be a badass. Now I just drink cokes and play guitar or something until the group wipes and needs me to rez.
ROFLMFAO!
Xislaben
12-22-2006, 05:10 PM
Originally posted by Xelgadis+Dec 21 2006, 07:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Xelgadis @ Dec 21 2006, 07:57 PM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-Xislaben@Dec 21 2006, 09:39 AM
snare on inc, fd, let tank get agro (if not an sk, sometimes they like to snare for agro).
If they dont like early agro, snare later.
Snare will generate the same initial hate (regardless of which spell in the Darkness line is used) whether or not it takes hold. Which is why most sks will use Clinging Darkness (fast cast, low mana cost), if all they're concerned about is generating hate with the snare. All they're missing out on, from a snare that doesn't take hold, is the hate generated per tick from the dot component (which isn't all that much, even with Festering Darkness). [/b][/quote]
Yeah but some of them get their panties in a bunch anywyas >< Like a mob's snare will wear off before it dies!
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