Ten Words Your Team Must Know
damn good guide.
give this one a sticky!!!!!!!
seriously.
But some of those have multiple words!
And actually, you're missing a few:
Anchor - I could've hugged the team leader who invited my Rad/Rad, knew he had a pair of newbies with us, and stopped the team to explain what an anchor was to them and how it looked (actually stopping us at the end of the next fight while my anchor was still alive!)
I've rarely been that impressed with someone for helping teach newbies like that. Mostly because it rarely happens!
Battery - OK,this one's somewhat rare. It seems to be mostly /Kin controllers who use it from mid-upper levels. Essentially, it's pulling a target, holding them, and using them for Transfusion and Transferrence for the ranged folks staying in back.
And as an addendum to "Pull" - adding in that things like Rain of Fire and Fireball are *not* appropriate means of pulling... though I think that's in the guide you linked.
but you didn't explain what anchoring is, or i just fail at reading
Glad you liked the guide, Medic_Brietz.
We meet again, Bill. You're right, this guide is not comprehensive. It's for the new folks and I wanted to keep it short and easy to read. For most veteran players it's all old news.
'Sides, I leveled a Dark Defender to fifty and I never bothered explaining. Easier to just put Darkest Night on a new target once it recharged.
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but you didn't explain what anchoring is, or i just fail at reading
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Anchor is an enemy that has an aoe effect placed on them to weaken, slow, or otherwise debuff them and everyone around them. Examples like radiation anchors(enervating field), storm anchors(snow storm), and dark anchors (darkest night) all have a debuff that typically you want to last as long as possible so you kill the 'anchor' last, the enemy the caster placed the aoe on. Sometimes casters will name the target, sometimes you just have to look for it. Some people prefer to put it on the toughest opponent, some on the mob furthest away(most likely to be targetted last), etc. Depending on whether or not you are playing "Bottom Up vs. Nuke the Boss" you can adjust your playstyle accordingly.
Expect some people to become irritated if you are constantly killing their 'anchor' first.
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Rally on me: sometimes the team gets separated and scattered. Your teams most effective attacking as one. With this you ask the team to gather at your position.
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I don't know if different servers have their own slang, but i only play on Freedom and have never heard someone say "rally on me". Or... really ever heard the word "rally" in any context, actually.
Instead, i'm used to hearing "gather" used. Whether the team leader is asking everyone to regroup on his/her location ("Everyone gather on me.") or a support toon is asking everyone to come to them for buffs ("Please gather, i'm using RA in five seconds.")
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Doorjam: in a constrained area like sewers or caves, the tank (or tank surrogate) prevents movement through a door (Caltrops and Burn Patches will do) while ranged units blaze away. "This is Sparta!"
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Tar Patch is also awesome at this, centred just through the door maximises area and can also do the job of pulling
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And as an addendum to "Pull" - adding in that things like Rain of Fire and Fireball are *not* appropriate means of pulling... though I think that's in the guide you linked.
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Fireball is a great way to pull when you are trying to de facto herd rather than single pull. Unfortunately people use the word "pull" both ways--to mean single pull or spawn pull.
Pinnacle
Glowworm * Brrr * Lilinoe
Protector
Kid Trance * Ms. Impala * Red Helen
Virtue
Pooka Pete
Great point about Anchoring; mine get killed all of the time. But it was implied that there's a way for someone to tell that a mob is your anchor. I've never noticed, and this is something I'd love to know. How do you tell when a mob is being used as an anchor? I usually use the first boss I come upon, but there are frequently multiple bosses in large fights, so I can't just say "I'm tagging the boss".
(Here's hoping it's not something completely obvious that I missed.)
DN= Dark cloud around anchor
Snow Storm = White glow
RI = greenish
If you move your camera straight down it's REALLY OBVIOUS who's the anchor- with rad anyway. Dark... well, nobody's good on dark. Dark defenders lose their OWN anchors sometimes.
By the way, some people get annoyed that their anchor dies, EVER. I'm happy if my anchor lives to the second half of the fight, personally. [like the "Boss rule"... if you nuke and the boss lives, that's not a problem because you have a team to take care of that.]
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I'll add a few, although they can be situational:
ZZZ: Shorthand for being slept, although it can also be used for other status effects like disorient or holds. Used as a combination warning (as in, "I can't help you") and a request (as in, "somebody dispel this, please").
Quant: Quantum, as in those guys who make Kheldians feel the pain. Used to indicate one's been spotted as well as a substitute for My Target. Sometimes used with the expectation that all non-Kheldian team members will prioritize eliminating the target or protecting the Kheldian (which is arguably the same thing).
Crack Dealer: Someone with the Kinetics power set who has gained the Speed Boost power. Any references to crack or drugs will often refer to this as well as other recovery-boosting powers. Crack may also refer to Superadine labs in those missions where these provide a recovery boost.
Stealth It: Using invisibility, teleport, or similar powers to bypass large parts of a mission. Often performed by only a few members of the team. This tactic is generally saved for timed missions or 'filler' missions between good parts in a story arc. Obviously not useful in 'defeat all' or rescue/kidnapping missions.
SK/LK/EX/Mal: Sidekick, Lackey, Exemplar, or Malefactor. These refer to the appropriate team-ups to allow people to fight at comparable levels. Although typically used outside of combat, there will be times when its invoked during battle, particularly to notify someone of a change in status (e.g., "Going to unEX to LK Fire.")
Rez/Wakie: Awaken inspirations or resurrection powers. Used either to ask for, or notify possession of.
Seriously, change the title to "Commands your team must know", compile all of these into one list and sticky this bad boy.
11: Go Away
12: [censored]
13: STOP KILLING MY ANCHOR!!!!
14: I blame <player name>
15: i SAAAAAAID come HERE! As in to my location!
See? It's 15 words your team must know, not 10
Large team management is one of the most engaging challenges in the game. Whether youre with a Pick-up group (PUG) or a seasoned team, these simple words for basic plays make life easier for everyone.
Rally on me: sometimes the team gets separated and scattered. Your teams most effective attacking as one. With this you ask the team to gather at your position.
Charge: the simplest tactic, your team simply rushes to the enemy at full speed and fights. There are times when this is the best available tactic.
Pull: the art of the pull demands an article in itself. Here's a good one. Say pull and everyone should know to get out of sight and wait in ambush for the charging enemy youre about to provoke. ( 'Port Pull is a logical variation of the Pull, useful for eliminating priority targets via Teleport Foe.)
Either tactic may inadvertantly bring large numbers of the enemy charging at you, so the team must be ready to
Run: believe it or not, theres an art to getting out of Dodge City. There are two types of departure: the Fighting Withdrawal and the Rout. You dont want the rout. Thats when everythings gone horribly wrong and everyones running for their lives. In the fighting withdrawal a member of the team keeps the enemy occupied while his comrades disengage. The tanker is ideal for this. A tank surrogate will do.
(Tank surrogates serve in a tanks place. These are most commonly brutes, scrappers or masterminds. Squishies using Personal Force Fields or Desolid can also serve.)
Herd: in herding, the tank or surrogate gathers the enemy group's full attention while the team holds their fire until the tankers order. This tactic can be adapted to force-fielders, sonics and desolids.
This tactic is very useful, but its also boring and repetitive. The tanker grandstands while placing very heavy constraints upon the team. The Devs themselves have expressed their disapproval of this tactic when used to excess, but theres no denying its effectiveness.
Doorjam: in a constrained area like sewers or caves, the tank (or tank surrogate) prevents movement through a door (Caltrops and Burn Patches will do) while ranged units blaze away. "This is Sparta!"
My Target: you have identified a dangerous enemy thats best taken down first. These are commonly sappers, sorcerers, Rikti Mentalists and Void Hunters. Its best to identify these before engaging. If one turns up unexpectedly in a fight, call out the targets name. The best qualified person will then rush to eliminate this danger.
Scouting: an invisible teammate will seek out the next group of enemies, identify priority targets and potential dangers. This is a very effective tactic that prevents unpleasant surprises. The less stealthy members must know not to stay at the players heels and give away their position. Patience!
Bottom Up vs. Nuke the Boss: when the enemy force consists of a boss and a large number of minions, those minions can often do the most damage. Theyre also relatively fragile. Sometimes its most effective to eliminate them before tackling the big boss. And sometimes the boss is fragile enough that your best bets to slam him first with everything you have. Knowing which approach to use comes only with experience but its best if everyones on the same plan.
Death From Above: it happens too often youre all fighting and some enemy that you didnt notice pounces on you from above. Thats why you seize the high ground first, so you can rain death from above upon them while the floor protects you.