I've noticed that many team leaders out there seem unaware of how to successfully run a pickup team. Many more seem unaware of what makes up a successful team. Although many of those people probably don't read these forums, I'll post what I've learned as the leader of teams and task forces (up to level 25) from the perspective of someone that's played every archetype (my main is a level 25 storm defender).
Basics:
The commands you need to know as a team leader are:
/invite (name) - this command invites the person with (name). You can also invite people with the find button on the team menu or by right clicking on them.
/sk (name) - invites a person to be a sidekick. You can also right click on them.
/findmember - not as useful for the team leader, but it allows others to access the find menu of the team section. I've found it very useful. Others cannot use the invite button, but they can relate names of people to the leader for inviting.
Leadership:
In most pickup teams I've been in, there has been a real ambivalence on what to do. This doesn't work, the group will waffle, and probably fall apart if noone moves things along. You need to suggest something; people will probably go along with anything, but you have to suggest something to start the conversation. Running missions, hunting, whatever. When you're in the mission, make sure everyone knows who to follow so you don't end up pulling multiple groups. If things are going badly, you need to make sure people understand that they need to assist one another. Whether you like it or not, as the leader, you are usually in charge. On the other hand, I've seen successful teams where someone not the leader is leading the team. That's fine too, as long as everyone knows who's calling the shots. (wouldn't it be nice if we had a change leader command?)
Keeping it moving:
If you want to keep a team going, you need to recruit. Constantly. Between every mission or every few minutes in a hazard zone, check the find menu. This is really the only way to keep the team size up. Otherwise it will attrition away as people leave. Its a constant struggle to keep enough people involved in the group. Try to keep the downtime between missions to a minimum. If you have to go AFK, at least pick the next mission so people can start heading there. A word on starting battles. Never start a battle with an AoE unless you're a tank. You will die. Maybe not the first time, but you will. I see it all the time. No archetype except a tank can survive the counterattack from the enemy (maybe some scrappers could, but their AoEs are generally small). If you have an AoE, wait to use it until after the first volley of single target attacks has gone through or the tank has aggro. If you have controllers/defenders, let them get off a few debuffs/holds before letting all hell break lose with your AoE. This will save you lots of debt.
Team Building:
Although with pickup groups you often can't pick and choose what you want (with tf groups its more important), you can try to aim for a successful group. Be sure to travel to other zones to look for people if you're still short of the number you're aiming for. First off, you don't need a full time healer. No, you don't. Really. Some of my best teams have had no healer and some of the worst have had 3. What you need is diversity. I had a team with 7 blasters and 1 empath once. We were horrible. Absolutely terrible, people died all over the place. Some guiding points for teams with 6+ people.
- You need meleers. Two scrappers work well, or a single tank. If you can't find meleers you'll need 3-4 controllers/defenders to keep the enemies debuffed and held.
- You need one blaster or two scrappers at least. Ever seen a team of 6 without any damage dealers? Too slow, the controllers could probably solo faster.
- Multiples are not good in some cases. Two of the same blaster, scrapper, or tank is ok. Two of the same controller or defender is less so. Having two different controllers or defenders is much more powerful than two of the same kind. Its really a huge difference.
- If someone mentions a friend online, grab them. Why? There are several reasons. The two friends probably will work well together since they know one another's abilities. Also, the person has friends, so the likelyhood they are a well adjusted human is better. And of course, it'll make your teammate happy, which is always good.
- Sidekicks are underrated. You can safely sidekick someone up to 10 levels lower than you. Below that is a bit problematic because it means they have far fewer enhancements and powers. When recruiting a sk, you should tell the person that before inviting them so they don't look around and say, "I think I'm in the wrong group".
- You should sidekick people who take damage first. This means blasters that are aggro-magnets first, then scrappers, then tanks, then whoever else. Its unnecessary to sk people three levels lower (especially with the purple patch fixed) unless the team is having a very hard time.
- A team should probably be all within 4 levels (after sking).
In smaller teams, its easier to make a team. With 4 or less, you can get away with just about any combination and do just fine. Also, if your team is a mismatch and not very effective, you're better going to hazard zones where the number of mobs is limited than trying missions (where the number of mobs scales with team size).
Managing Missions:
As leader, your main job (after recruiting) is managing the missions. First, you select missions from the team mission screen. If you click on the mission, without hitting select task, the mission icon will appear on your nav bar if the mission is in the same zone as you. This will save you having to continually hit select mission while looking for one in the zone you are in. Also, if you select a different mission after you have entered and left a mission, then reselected the current mission, the mission will be reset. It will be readjusted for the current number of people on the team, and all the mobs will be restored (i.e. you will have to restart the mission). This can be useful to lower the difficulty after people quit, or to raise the difficulty after people join. Also, if everyone alive leaves the mission (leaving only dead people), the mission will sometimes reset. I'm not sure about the specifics of this, its been erratic in my experience. Also note, that if you have started an instanced mission, and the person who holds the mission quits, you can complete the mission normally.
The level of a mission will depend on the level the mission holder was when he got the mission and the team size. The enemies in a normal mission will be either the mission level, or if the team has 5+ people, the enemies will be the mission level+1. If the mission is front loaded, the enemies at the front will be 1 level higher than normal, and drop off to up to 8 levels lower than the mission level. Given all this, it seems to be ideal to pick missions of people within 0-2 levels of the highest level person in the group, assuming the whole group fits within a 4 level span after sking. If most of the team is lower or uncoordinated, pick a lower level person's mission. Sidekick's missions will always be too easy for the group.
Are you ready to lead a team?
The things you need to lead a team are:
- A stable connection (an unstable leader is a bad thing).
- A good command of English (or whatever language the team is speaking, I've only been in one non-English team, a group of French people who were very nice to use English for me).
-The ability to type well. This can be underrated, but its really needed.
-Patience.
Good luck out there, hope to join your team some time. Add your comments if you feel something is missing (or plain wrong). Anyone adding high level post-25 content would be appreciated.