10 Habits That Will Save Your Life Someday
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#+4: Mitigation of aggro is always better than concentration of aggro on one hero. Pulling and controlling (mez, holds, etc.) are prime examples of mitigating aggro.
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I'd have to disagree here too... I'd rather have 10 mobs beating on a tank in a futile manner, than have 10 mobs aggroed on a Controller whose hold could miss and cause him to die in two hits... It's just more reliable to use a tank.
10.1) If you have a Dev blaster, let them atleast get ONE trip mine down before you pull
10.2) Never go far w/ 0 Awakens.
10.3) If you die...please...PLEASE don't release until AFTER asking if anyone has Awaken.
10.4) After Dev's go nerf-crazy, fight some green/blues to make sure your not shooting blanks (Or punching, healing, or controlling blanks)
10.5) Controller + Tanker = You Don't Die! Grav, Illusion, and some other controllers get a nice AE hold early. Ice, fire, and earth take a bit longer...but never underestimate the power of a good controller (And I'm a blaster :P)
10.6) NEVER TELEPORT FOE ON A PROXIMITY BOMB (All but me and our tank were killed when someone did teleport foe on the proximity bomb in TV Respec TF)
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4.a) Do not turn on your travel power before entering a fight if it is Super Jump. Turn on Combat Jumping instead - it costs less end, gives you a Def bonus, protects you from Immobilization, and Super Jump has no discernible activation time.
4.b) Turning on Fly while fighting is probably also a bad idea.
4.c) You can't turn on Teleport because it's not a toggle.
4.d) Rule 4 really only applies to Super Speed.
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4.d.2) In fact, it's generally a good idea to have Superspeed on anyway because it prevents random things from aggroing you as often, so maybe you shoudl just disregard rule 4 completely.
By the way, most of these rules seem to be geared toward team play. Nothing wrong with that, but, as someone who really likes to solo, it would be good to see a big set of rules/guidelines to help in solo play as well.
Infinity:
Ellen, 50 MA/Inv Scr
February Night, 14 Ice/Ice Blstr
Guardian:
SilverSwordmaid, 29 Kat/Rgn Scr
Vicious Killer, 33 Emp/Enrgy Def
Electromagness, 40 Rad/Rad Def
Sense of Humor, 50 Fire/En Tank
Virtue:
Kickfest, 50 MA/SR Scr
Freedom:
Glorious Ending, 29 EM/DA Bru
13a) Try to keep within Aura radius of your defenders and controllers, else you wont be part of thier group powers, especially Healing Auras and Force Fields.
13b) If you can not stick close, stay in line of sight.
13c) If you can not stay line of sight or close to your empath, don't start complaining and telling the empath what to do... empaths dont like being told how to do thier jobs cause they can't chase one person while they are protecting the rest of the team.
13d) Dont tick off your empath, or you will DIE!!!
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Turn off your AOE toggles on a runner so you don't agro mobs he runs through. Learned this the hard way with my rad/rad def!
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An extension to this rule is never target a TPer with an AoE toggle. You won't be able to turn that toggle off before he TPs into the middle of the huge group of bad guys around the corner and brings them all back with him for debt-fest.
Warm up any new team and build chemistry before taking on tough fights. It only takes a few battles, so you save a lot of time on debt reduction.
Ask the leader what your team's alpha strike is- If he doesn't know, you might need a new leader.
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#+4: Mitigation of aggro is always better than concentration of aggro on one hero. Pulling and controlling (mez, holds, etc.) are prime examples of mitigating aggro.
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I'd have to disagree here too... I'd rather have 10 mobs beating on a tank in a futile manner, than have 10 mobs aggroed on a Controller whose hold could miss and cause him to die in two hits... It's just more reliable to use a tank.
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As long as the 10 mobs are beating in futility, sure.
Mitigate: To lessen or to try to lessen the seriousness or extent of.
If the tank is mitigating the aggro by withstanding all attacks, then the seriousness of the aggro/attacks is lessened. If the tank is affected by the attacks however, then the team is toast. If a controller and a tank are present, would it not be best if the controller tried their hold, and if they missed some, the tank drew their aggro? Worst case scenario, you would only be as bad off as if only a tank were present. BTW, the Taunt power mitigates aggro by pulling...
So, I stand by the statement. It is best to mitigate the aggro, however you like to do that, rather than to concentrate all aggro on a single HERO (didn't say tank).
Always be looking for an SG to join. It might take a few tries. But once you've been part of a stable, like-minded SG for a couple TFs or game sessions, you'll never go back to pickup play (and even solo will lose its charm). When a TF takes five minutes to put together and you finish it in half the time with a fraction of the debt when the average level is 1-2 lower than any team with which you've ever completed that TF before.... you'll know you're home.
Find something more than solo powerleveling to keep you in the game. You'll burn out after a few hundred hours (and if you make it longer than that, then you've just got more of nothing when you finally give up). Find something to make it interesting again, like badgehunting, trials, movie-/screenshot-making, guide-writing, or my personal favorite, serious, concept-oriented SGs.
Virtue: Steel Cherub - em/inv brute | bad romance - fire/kin corr | Sudden Chill - ice/kin corr
Freedom: Sad Sam - ss/da brute | Tommy Atomic - em/el brute
If you are running around a Hazard zone and you see 3 heroes running toward you and each of them has red health, begin the following process.
1. stop running.
2. flip on your travel power if it wasn't on
3. turn the hell around and go.
I've died 3 times in the Hollows while saying, "why are they run-- CRAP!"
Level 50 is a journey, not a destination.
▲Scrapper Issues List - Going Rogue Edition▲
How about
x) Learn you team mates powers / tactics
Inv Tanks/Scrappers and Stone Tanks can not move when in Unyeilding Stance / Rooted. So whilst the combat is going be aware that although the Tank is acting like the Anvil that you will crush the bad guys on - that Anvil may not be moving far. If you run away from them they will be unable to taunt/provoke the bad guys that you have aggroed onto yourself off you.
It is better to aggro someone on the far side of the tank to draw them through the tank to you, or if you have someone's attention try jumping/flying over to the far side of the tank to draw them back to your aggro magnet.
X+1) Don't stand too close to your tank when the enemies use AoE attacks.
X) If you have a problem with a teammate, wait until between battles to argue with them. You'll do worse if everyone is busy typing rather than fighting.
X) Insulation field and steamy mist can make the Hollows a cakewalk.
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7. In an indoor mission, never get ahead of the tank.
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Oh, if I could have that written on the back of my tanker's shirt I would.
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Or too far ahead of the Defender.
If one member of your team charges in ignoring the who-goes-first-for-the-team decision (*normally* a tanker, your mileage *will* vary) or ignoring the readiness state of the team (ie, someone said "afk" and hasn't come "back" yet) take your pick of just standing back and watching them die, or kicking them from the team.
An unready group is just chain debt collection waiting to happen. Better just him than him and everyone else, too.
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Related to above... if you have a player who chases a runner into the next spawn group, especially on a larger team... kick them. Another case of debt waiting to happen. I have yet to witness a case where this did *not* result within at least one player's death within 10 minutes.
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Recognize situations that are debt waiting to happen for what they are.
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As long as the 10 mobs are beating in futility, sure.
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Well, that's what a tank is there for...
You could say the same about the controller missing all their holds.
Maybe your sentence would be better as: Mitigation of aggro is always better than concentration of aggro on one hero, unless that hero is able to handle it.
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10.6) NEVER TELEPORT FOE ON A PROXIMITY BOMB (All but me and our tank were killed when someone did teleport foe on the proximity bomb in TV Respec TF)
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LMAO...
I laugh only b/c I learned this same lesson during my first group encounter w/ Embalmed Cadavers... OOPS.
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If you are running around a Hazard zone and you see 3 heroes running toward you and each of them has red health, begin the following process.
1. stop running.
2. flip on your travel power if it wasn't on
3. turn the hell around and go.
I've died 3 times in the Hollows while saying, "why are they run-- CRAP!"
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Bwahahahaha!
Honest, not laughing at you.
Syphon Strike
Prophet of The Ancients Returned
50 Kinetics/Psychic Defender - Virtue
Back after two years of WoW!
X1 - Adapt. Figure out the strengths and style of your teammates and adapt your playstyle to fit there's. Some teams rush in for an alpha strike - others pull. Some lead with blaster AOEs - others lead with tanks and controllers. Some groups need to knock around foes to be most effective (energy torrent, repel, etc.) and others want mobs in tight groups for maximum effect (fire tankers, spines scrappers, AOE blasters). Figure it out fast and adapt your style to the style of the group at large. Working at odds to the team strategy is stupid.
X2 - Assign one field lead. Follow that lead. A team that is divided is a team that will suffer deaths. A team that is united behind one person will survive. You don't need the perfect plan - you just need a plan that everyone is implementing.
X3 - Let your buffbots buff you before starting a fight. It might take an extra 5 seconds as they cycle through the team hitting everyone with Increase Density and Speed Boost, but it makes fights that much easier.
X3.2 - If you are the buffbot, buff your teammates as soon as you start lining up for the next fight so everyone is at maximum efficiency when the fight begins.
X4 - Teamwork can overcome everything.
Syphon Strike
Prophet of The Ancients Returned
50 Kinetics/Psychic Defender - Virtue
Back after two years of WoW!
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12) Pulling is slow and inefficient. I remember in the TV trial my group wanting to find ways to solo pull the Freak Tanks. I explained that you won't be able to solo pull them in the reactor. Charging in and controlling a fight is the best part. (ok, I'm a controller)
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There's the problem right there. Rule:
Don't pull the boss. It'll bring the whole group. Peel off minions.
Rule:
It's better to kill a minion than damage a boss. 4 or 5 whites will kill you faster than 3 yellows.
Rule:
The scariest looking enemy isn't always the most dangerous.
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2.a) Don't go afk outdoors if you can avoid it. Duck into a nearby store, City Hall, or other building instead.
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2.b) If you can fly, go up on the ledge of the war wall to go afk. Quick and safe.
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11) Invite a controller to your group. They are good people and the mystical gods will smile upon you.
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If there's a controller on your team, figure out what his hold looks like. That done, you won't waste time on the one enemy who's utterly helpless!
For some reason, Blind draws scrappers like a magnet!
An addendum to the one about checking your map frequently to know where the exits are...
10b) ...and so you don't go down an entirely different tunnel fork from the rest of the team and aggro a completely different group from the one everyone else is fighting.
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"Never get involved in a land war in Asia..."
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The second though not as well known is "Never bet a Sicilian when death is on the line!! HA HA HA HA urp?......
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Its "Never go against a Sicilian when death is on the line!! HA HA HA HA H*dies*"
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Wow, I have to correct this one...YOU ARE WRONG. GThe correct quote IS:
"Never go in against a Sicilian, when death is on the line."
Geez...if you're going to make a correction, BE RIGHT.
Ok...for my tip, ALWAYS ALWAYS ALWAYS hit "Z" to clear your power queue after a fight, so you don't inadvertantly fire when you walk up to the next mob and target before the group is ready!
If a Scrapper running Stealthed stops short of going into an area, for the love of (Diety of your choice), do not charge in where the Scrapper feared to tread!
This was kinda stated earlier, but to make it more clear...
*/Regen scrappers don't need downtime. They heal and regain end like mad. If you need a break, take one, but don't be offended if they take off and tackle the next mob. If he/she is a decent scrapper, he/she will tell you he/she is taking off and he/she won't die. I can't remember the last time I needed a team to help me with any mob, period, that spawned in any mission regardless of the team size. I often just took longer to kill the mob. If the scrapper is an idiot and is dying, well, just boot 'em from the team. Any decent */Regen scrapper will just be earning you exp during your normally scheduled downtime. As you can see, I think Regen (especially DM/Regen) rules...
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7. In an indoor mission, never get ahead of the tank.
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Oh, if I could have that written on the back of my tanker's shirt I would.