Any Anchor reads?


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Posted

Hello all

I recently started a Rad/Sonic Corrupter and I could use some help with using my anchors. I looked around and found one thread about understanding anchors but it seemed to me to be more about how groups can benefit from understanding them then what I needed to know. Like most people I'm sure I'm having the common issue of understanding who and where to anchor. I'm doing storyline quest at low levels and the same issue comes up each time I toss out RI/EF. If there is a group of three or four let's say, then either (1) my anchor rushes up to me and the others stay behind and range me (2) The anchor stays and the others melee, or three (and this one is the worst) they all run in four different directions and range me. Can anyone recommend a good read on using anchors properly for someone who needs basic help with them? thank you in advance


 

Posted

At first, I was going to simply suggest throwing Sonic's -Res toggle on whomever seems to be the most survivable melee character on your team; then I realized that you're actually talking about Sonic/Rad, not Rad/Sonic.

Speaking to your specific issues (range/melee and spreading mobs), the simplest fix is to use terrain and obstacles to your advantage; whether you anchor your debuff(s) on a melee opponent or a ranged opponent becomes less important if they're all grouped up at a corner. You'll still get some runners, specifically the melee ones who want to run over and punch you in the face, but there are ways around that as well, such as Hovering over the mobs.

Another important consideration in choosing anchors is "flight risk". Anything that teleports (Tsoo Sorcerors, Sky Raider, uh, Porters, etc.) is a terrible choice, since they'll take the debuff with them, both negating its effect on the mobs in front of you and potentially aggroing mobs you haven't even met yet. Also, some enemies like to run all over the place (Tsoo Blue Ink Men, Council Wolves); those are equally poor choices.


 

Posted

Quote:
Originally Posted by Jeava View Post
Hello all

I recently started a Rad/Sonic Corrupter and I could use some help with using my anchors. I looked around and found one thread about understanding anchors but it seemed to me to be more about how groups can benefit from understanding them then what I needed to know. Like most people I'm sure I'm having the common issue of understanding who and where to anchor. I'm doing storyline quest at low levels and the same issue comes up each time I toss out RI/EF. If there is a group of three or four let's say, then either (1) my anchor rushes up to me and the others stay behind and range me (2) The anchor stays and the others melee, or three (and this one is the worst) they all run in four different directions and range me. Can anyone recommend a good read on using anchors properly for someone who needs basic help with them? thank you in advance
If I'm reading this correctly, you're referring to the tanker-like character as the anchor, basically the point man. 'Anchor' has (before super side kicking) had many meanings and many people use it differently. I've seen it used referring to needing padders for the team, or as an aspirant for a lower level toon on a team farming, to name a few, so just wanted to be clear.

If you're looking for 'the' correct strategy for teams, I'm affraid you're not going to get a single 'right' answer. Its completely variant based on the enemies being faced and skills, powers, enhancements, and level of the other players. Sometimes a team is fine with everyone just charging in and stomping the opposition. Sometimes a little more strategy is needed that may involve a ranged toon pulling a few mobs away from a larger group to make the group easier before moving on, or sometimes having a character herd the mobs around a corner to the rest of the team where the stomping occurs, or many other strategies that your and/or your teammates think could work.

The best is if you're unclear which strategy to use on a group, communicate with your point man with how they want the team to proceed. If you are the point man, express your desired strategy to the rest of your team and go from there. Sometimes a more experienced player may have a better idea if you're running point. Sometimes you'll have to teach a less experienced player.

Someone also seems to bubble up to take the leader role (not always the point person) on long running teams. The biggest problem I've seen is when you get a team with 2-3 players wanting to take the 'leader' role and disagreeing and not cooperating, which usually leads to team wipes and issues. Listen and communicate (politely) to your teammates as you play and work with eachother. Don't let any 'I wanna be leader' ego mentalities get in the way. After all its only a game.

EDIT

Nevermind, I see now from other replies that you're calling the mob that gets the toggle mez. What StormDevil says is good advice there.


 

Posted

Besides using terrain to your advantage, remember that *you* are also mobile.

If your anchor closes on you and the others stay at range, take the fight to those others by closing with them. Yes, that will aggro them on you, but now they are all in the debuff, because your original anchor has followed you over to them.

Take out the other baddies, then your anchor last.


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Posted

I typically pick whichever one seems the least threatening at the time when solo.

When teamed I try to pick the one that will probably live the longest.

As far as getting them to hold still....good luck with that. I usually just run around a corner and get them to clump together when they follow me. This tactic is almost mandatory when fighting Council, because they never seem to want to bunch up on their own.


Quote:
Originally Posted by Dechs Kaison
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Posted

As others have suggested, use terrain to force the baddies to clump up. Easier solo, on a team you usually can't get everyone else to duck behind a corner. Zoom out to the extent you can, and maintain good situational awareness in case you get an anchor runner. Put each debuff on a different anchor, so if one runs you still have SOME mitigation, and you don't have to turn both off and reset.

Your other main option is to take and use the slow that comes with the toggle debuff; Lingering Radiation, in the case of a Rad, Tar Patch in the case of a Dark, etc. That will slow their running out of debuffs (except in the case of those Council wolves, again, its pretty much pointless, if not actively dangerous, to use toggle debuffs on them unless you have a tank pinning them in place). Down side as a rad is that its sometimes nice to save that for an additional spawn that may be taking a bit too close an interest in your group, its your only pre-epic mitigation once your toggles are tied up.

I recommend the Psi epic for a rad, by the way, Mass Hypnosis is easy to make permanent, recharges for every spawn, and debuffs don't break sleep so you can set up your whole debuff string on the spawn before waking them to a nice batch of damage.

Finally, just as a note, over the years the devs have added more AI to cause mobs who are missing too much, or otherwise being debuffed, to scatter. In particular I've seen anchor mobs turn and run from their spawn, then as soon as the debuff is turned off, back they come. Having a bit of recharge in your debuffs isn't bad for that reason. I don't entirely blame the devs for doing that, it not only "makes sense" for the baddies (who aren't supposed to be idiots, after all) but also keeps toggle debuffs from being the complete Easy Button they would otherwise be. You know, "With Great Power Comes Great Responsibility blah blah blah".


 

Posted

Some really good advice above.

I'll add, once you hit lvl 18: Siren's Song the mob first.

For lower levels, hover, dragging the anchor around and pulling to corners tend to be my lynchpins.

And, if you're in a team and still having these issues, let someone else get the aggro before using your toggles.


 

Posted

Keeping the advice simple - just see what lives longest on your team through a couple of spawns and start using that.

Some teams really focus fire on bosses, this means a lieutenant is a good choice.

Some teams have incredibly heavy AoE and/or Knockback, this means bosses are the best choice.

Some enemies need to be taken out of the fight quickly, in those cases anchor them first.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

I'm not sure I'd toss an anchor on a mob that's a priority for being taken out first; I guess you mean, "make sure that one gets the debuff(s)", but if it's a truly dangerous mob, and the team is tactically proficient enough to defeat it first, then you've got to retoggle.

Which is actually a good segue. (Thanks, StormDevil. Hey, no problem, StormDevil.)

Different folks have different strategies for the twin toggles; some like to cast them both on the same mob, some like to RI one, and EF another. They're both viable options; the former perhaps lends itself better to, "make sure we kill (...you are on Redside, right?) that guy last", while the latter is more of a, "we're ripping through these guys pretty fast, nothing lasts that long anyway" kind of thought process. Learning to retoggle quickly can be key for +3 and +4 mission teams; those few seconds without either or both of the toggles can get sketchy pretty quick.


 

Posted

Quote:
Originally Posted by Jeava View Post
Hello all

I recently started a Rad/Sonic Corrupter and I could use some help with using my anchors. I looked around and found one thread about understanding anchors but it seemed to me to be more about how groups can benefit from understanding them then what I needed to know. Like most people I'm sure I'm having the common issue of understanding who and where to anchor. I'm doing storyline quest at low levels and the same issue comes up each time I toss out RI/EF. If there is a group of three or four let's say, then either (1) my anchor rushes up to me and the others stay behind and range me (2) The anchor stays and the others melee, or three (and this one is the worst) they all run in four different directions and range me. Can anyone recommend a good read on using anchors properly for someone who needs basic help with them? thank you in advance
Run behind a object as your putiing on your first debuff. In order to hit you they'll all have to come to that object to look around it. Walls are best to run behind as they're like on big object with only one way to come.

Next is debuffing the mob most likely to live the longest, you can quick target by /Macro T, "$$targetname <>"

Don't type <> as that's just where the name goes. You hit that macro or bind but but macros are better to edit imo. Then hit the debuff preferably RI and move behind a wall. You can slap on two or 3 debuffs before pulling behind a wall as the enemies may take time to move away from the anchor.

On teams where someone does their best to make sure the anchor dies first I sometimes have a anchor for every debuff.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

One way to set up an anchor is to target your intended "anchor" mob, leap through the air to behind an obstacle that blocks the target's view of your character, and then initiate the toggle as you are in mid-air.

The effect is that your targets become aware of the anchor in their midst once you're behind an object. They can't see you, so they all come by to say "hi there!"