Misty_NA

Citizen
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  1. Do you know if there is a MAC version?! I was so excited to see that I could save my hero data, but am using an iMac.
  2. Over the course of the past three-ish years of playing this game we all love, I've come to discover that there are a few people out there who need a smidge of help with "knowing their role" on a team. I have to admit...I'm probably the last person who should give any type of "playing" advice - considering my idea of "best player on the team" is the one who gathers the most glowies and looks the best while doing it, but *shrugs* - I actually think (and this should scare us all) - that I might, indeed, know a wee bit more than some of these random people we play with seem to know about playing the various archetypes on a team.

    So...here's Misty's quick and easy guide to "knowing your role" and playing well with others (teaming). Obviously - your role changes when you team vs. when you solo - so part of this guide is basically meant to serve as a reminder that:

    YOUR ROLE CHANGES WHEN YOU PLAY WITH A TEAM VS. PLAYING SOLO!

    Tanks = Despite what many seem to believe, the tank's job on a team is not to stand on the dead bodies of his team members, cackling loudly and bragging about how untouchable he is. Indeed, a tank should do more than just run into the middle of the baddies and stand there watching the team die all around him. A tank should lead the team into the fight, grabbing the aggro to ensure the team can attack without fear of dying. Obviously a tank won't be able to keep the "village idiots" alive, who we sometimes find ourselves stuck with when we play with randoms...but if a tank is playing with a smart team who know their roles - people shouldn't be dying. If they are - the tank should be asking himself why. A tank without taunt is no more than a prop...we might as well paint him into the background images like any other tree or building...he becomes - POINTLESS. A tank should taunt at all times. Taunting and holding aggro is more important than punching and killing (let the damage peeps take care of that). A tank should be able to compensate for the "random village idiot" by paying attention to what is happening on his team. If he notices a team member is getting low on life, he should be looking for where that person is and determining if he is able taunt the aggro away and therefore save a life.

    To sum up = Tanks must taunt and hold aggro; we are neither impressed nor excited by your ability to stand around doing nothing while the rest of us die.

    Defenders = IMHO, defenders are often the most mistreated archetypes in the game. Having played all types of heroes, I personally have found playing a defender to be the most stressful role on the team and have been on the receiving end of brutal and cruel comments from angered (dead) team members who basically expect the healer to keep them alive no matter how stupid they are. A defender should never - let me repeat this - never - play on "auto heal" unless they are in a Hami Raid or other such "everyone can go on auto-pilot" nonsense. To be a great healer is to figure out the strengths and weaknesses of each member on the team - and you pretty much need to do so within the first few fights. A healer has to recognize that the tank is the key member to keep alive (if that tank is playing his role well). A healer should realize that a blaster will need focused heals when he is sniping or pulling, and a controller will need focused heals after they throw some control over the crowd. A healer has to play close enough to the action to be effective, but be smart enough to keep themselves alive in the process because - much like a tank without taunt - a dead healer is basically just floor decor. I put this next comment here in tribute to all of the great healers I've known who have kept my butt alive despite my best attempts to die: In most cases (if the healer knows their role and plays it well), when someone on the team dies - IT IS NOT THE HEALER'S FAULT. A healer, no matter how much of a miracle worker, can never make up for the sheer stupidity of a good village idiot.

    To sum up = Healers have to stay awake and alive; team members should figure out what they are doing wrong when they die - rather than immediately placing blame on the healer.

    Scrappers = Scrappers. Ya gotta love them tough little toots.

    To sum up = Yum.

    Blasters = As long as blasters either use their snip to pull (with the healer on standby ready to heal), or allow the tank to grab aggro before they open fire...they should be okay. Blasters are probably the easiest of all archetypes to play...and quite possibly should therefore be designated as the "preferred archetype" for the village idiots. I mean come on, it's basically just: KABOOM!

    To sum up = KABOOM!

    Controllers = Goodness, where would we be without good controllers? Heaven knows the countless times a good controller has stepped in to play one or more of the team roles and cover the hineys of many a beloved village idiot. Much like the blaster, the controller either needs to secure "focused heals" if he is moving in on the baddies first, or await a good tank that grabs the aggro before tossing out holds, etc. But let's face it, a controller can sometimes do whatever the heck he wants, since basically he's in complete control. What we find quite often is that the controller can easily be seen as the "mastermind" behind any good team...controlling all situations for the best possible outcomes (even if that sometimes means sacrificing the village idiot to save the team or complete the mission).

    To sum up = Don't worry about it - the controller can keep the team alive even if you are the village idiot. p.s. Village idiots should never play controllers.

    A final thought: In a world where people team and there are missions with glowies, just remember...no matter which archetype you play - none of the glowies will ever belong to you. All your glowies belong to Misty!