Tips to those new in grouping.


Aett_Thorn

 

Posted

Those of you experienced in MMO land will find grouping more flexible and forgiving vs the old tank,healer, fillers builds. Though it isn't necessary to have a Tank (Brutes for instance) or healers. It does help progress in xp.

Now on to my tips.

As a group leader.
Communicate with your team. Give guidance on your objective. To wait for others to load in the instance. To rest....simply put keep your party in check. A silent leader will get hesitant behavior or the opposite. Your squishy may pull when nobody is prepared...resulting in his death or everyone else (causing loss of players out of anger). Hesitant players who should be charging in sitting back and doing the wait and see thing...and if a healer...problematic.

You have a Brute on your team (Villain side). Ask if he has Provoke...this can determine how your team will run. A person with good defense and provoke can turn your run into a smooth one if you use them correctly. Provoke is a AOE taunt...which means your aoe dps can go nuts without fear. Your healer can move in to support the provoke man without worry someone is going to nuke him outa his boots.

Two things I have noticed besides leaders not leading.

1. Not designating or establishing who is point man to follow.
2. Not designating who pulls. Depending on situation sometimes a dom pull could be better. Or even a corrupter using max range strike to sucker mobs around a corner for the brute.

You have a team that lacks guidance...you invite problems by mr.hesitant or mr. antsy .....resulting in instaces where more than one group gets pulled. Even party splitting in two directions cause they don't know who they should follow.

Flex your Kick ability after fair warning (or not if you are just Villainous!). If you are guiding and setting base ground rules for the group. Don't tolerate the non team player.

For example: Party is moving and pulling groups of mobs...then mr.Stalkerimcool goes off to a entirely different set of mobs and does his stealth attack thing...what happens? Your main group gets pummeled by the second group thanks to MR.Ithinkimcoolstalker.

Warn them to stick with team and to support your puller...they dont comply..KICK!

one bad apple can cause a party to lose its cohesiveness. No reason to tolerate such ignorance after fair tactful hints and or warnings of behavior. It is no fun to lose people due to dumb members...and at the same time spend time rebuilding your teams.

Anyone else like to add to this...I know there are stickies..but lately it seems there has been an influx of clueless or poor leaders....So I had to get this out... I already posted this in my home server but I think this is a better place to get this out there.


 

Posted

Quote:
Originally Posted by DogTags View Post
You have a Brute on your team (Villain side). Ask if he has Provoke....
You mean Taunt there I think.


 

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Quote:
Originally Posted by Mr_Body View Post
You mean Taunt there I think.
No I have provoke and its aoe. It's in the 3rd power pool unlock under presence. Pretty sure it's Provoke and it does hit multiple mobs.

Currently using it on my new brute. Works great...minus everyone is beating me to death.


 

Posted

Quote:
Originally Posted by DogTags View Post
No I have provoke and its aoe. It's in the 3rd power pool unlock under presence. Pretty sure it's Provoke and it does hit multiple mobs.

Currently using it on my new brute. Works great...minus everyone is beating me to death.
So... are you advising them to pick Brutes that have Provoke instead of Taunt?


 

Posted

No not at all. Just an example if they have some other useful skill it can help. In other words know what your tank brings is what it comes down to. This way you can roll your party with better success.

Now at higher levels these tips are not really necessary since most have enough experience by then to understand do's and don't stuff.

I am mainly targeting those new to the group thing in this game. Taunt though is single target is it not? I chose provoke myself for the Aoe on it. this way my Cor's and Dom's can aoe to their hearts content .. as a secondary tank in parties I use it to pull mobs off the ranged pack in the back of the team to.

Even without taunt or provoke. It's good to know if your Main Tank so to speak is able to hold agro by multi mobs or not.

it's only tips....no hard lined template on how to play...only tips.

I would like to emphasize this is only tips to new to the game and grouping. And I used examples above. It isn't a Brute must have X skill or fail. I would never exclude someone just because I think the build is wonky. I try to adapt to what I have and play accordingly.


 

Posted

Quote:
Originally Posted by DogTags View Post
No not at all. Just an example if they have some other useful skill it can help. In other words know what your tank brings is what it comes down to. This way you can roll your party with better success.

Now at higher levels these tips are not really necessary since most have enough experience by then to understand do's and don't stuff.

I am mainly targeting those new to the group thing in this game. Taunt though is single target is it not? I chose provoke myself for the Aoe on it. this way my Cor's and Dom's can aoe to their hearts content .. as a secondary tank in parties I use it to pull mobs off the ranged pack in the back of the team to.

Even without taunt or provoke. It's good to know if your Main Tank so to speak is able to hold agro by multi mobs or not.

it's only tips....no hard lined template on how to play...only tips.

I would like to emphasize this is only tips to new to the game and grouping. And I used examples above. It isn't a Brute must have X skill or fail. I would never exclude someone just because I think the build is wonky. I try to adapt to what I have and play accordingly.
Taunt is Targeted AoE


 

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It's auto-hit as well, isn't it? I think Provoke still has an accuracy check.


 

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Quote:
Originally Posted by Toasted View Post
Taunt is Targeted AoE
So what is the difference between the Taunt and Provoke in Presence???? I went with Provoke and didn't look at anything else.. it was labled as a aoe target taunt ...

Now I am confused....

Sorry this has gone into a power definition confusion thread...which wasn't the purpose.


 

Posted

If I remember correctly, Taunt is an auto-hit power. Meaning that every time you use it, it will hit everyone in the area up to the maximum number (8 or 12 or 16, I honestly can't remember). Provoke is not auto-hit, so you must slot accuracy in it.

Now, I'm not sure if Taunt works the same for Brutes as it does for Tanks... but I think it does.


 

Posted

Quote:
Originally Posted by DogTags View Post
Taunt though is single target is it not?
It is not. Scrapper versions are ST, but tanks and brutes are 5-target AoEs. In addition, Taunt is autohit and provides a range debuff on the mob, where Provoke requires a hit check and applies no debuff. Provoke lasts a shorter time. Provoke is in all relevant ways inferior to Taunt on brutes and tanks.

EDIT* Deleted cause everyone has a different playstyle and mine isn't the only right one. Sorry for bein' a jerk.


 

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Quote:
Originally Posted by Psychoti View Post
If I remember correctly, Taunt is an auto-hit power. Meaning that every time you use it, it will hit everyone in the area up to the maximum number (8 or 12 or 16, I honestly can't remember). Provoke is not auto-hit, so you must slot accuracy in it.

Now, I'm not sure if Taunt works the same for Brutes as it does for Tanks... but I think it does.
Hmm tonight I will evaluate the skills descriptions. And post here my findings. I never play Heroes so I don't know about those guys. I was one of those COV cd set guys.


 

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Quote:
Originally Posted by Emberly View Post
It is not. Scrapper versions are ST, but tanks and brutes are 5-target AoEs. In addition, Taunt is autohit and provides a range debuff on the mob, where Provoke requires a hit check and applies no debuff. Provoke lasts a shorter time. Provoke is in all relevant ways inferior to Taunt on brutes and tanks.

EDIT* Deleted cause everyone has a different playstyle and mine isn't the only right one. Sorry for bein' a jerk.
I have zero problem with someone with a different opinion. The post was perfectly fine Emberly.

I certainly agree there is Not one way to play in a team. Tank and Healer style play doesn't fit in this game like what most may be used to if they were in other MMO's.

I was only providing examples....if you could provide your examples of leading a low level team around for a newbie. I only suggested some guide lines that I felt would help.
If you have a different way, Please do share to help the influx of the new players I have been seeing.

This new expansion has drawn in new blood and returning newbs like me. So its a good thing...My entire idea here was to be helpful. So if something is wrong..do fix it by posting your opinion or ideas.


 

Posted

Try this:

Taunt

vs.

Provoke


This should be the same information found in game. Taunt is better than Provoke in every way. Also, both powers have a maximum target cap of 5.

At launch Taunt was single target so most tanks took Provoke instead, although I'm pretty sure that was changed before CoV launched. I'm not sure if the short descriptions were fixed to match, but Real Numbers should tell you the whole story.


 

Posted

Well thank you for the links. I swear by my short descr. in game it had no mention of aoe on taunt.

Thanks for the info. I will switch over to taunt when I can. Could me using COV install have something to do with the descriptions outa wack?


 

Posted

Quote:
Originally Posted by Psychoti View Post
It's auto-hit as well, isn't it? I think Provoke still has an accuracy check.
Auto-hit except vs. Players, yes. Provoke still has an accuracy check.
Quote:
Originally Posted by Emberly View Post
It is not. Scrapper versions are ST, but tanks and brutes are 5-target AoEs. In addition, Taunt is autohit and provides a range debuff on the mob, where Provoke requires a hit check and applies no debuff. Provoke lasts a shorter time. Provoke is in all relevant ways inferior to Taunt on brutes and tanks.

EDIT* Deleted cause everyone has a different playstyle and mine isn't the only right one. Sorry for bein' a jerk.
Eh, except perhaps in edge cases, it IS inferior.

And not only is the scrapper versions single target, but are named different as well.
Quote:
Originally Posted by DogTags View Post
Thanks for the info. I will switch over to taunt when I can. Could me using COV install have something to do with the descriptions outa wack?
Nope, because the game is the same either way.

Mayhap you are thinking of the Guantlet/Punvoke effects? Tanker attacks have a minor version of Taunt (5-target aoe effect), but brutes attacks have only a single target (unless the power itself is AoE) taunt effect.


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Posted

And going back to the original topic, as a frequent team leader myself, I can attest to the fact that communication is key to a team's success and enjoyment.

That said, I also try to be as light as possible on orders. Some teams are steam-rolling death machines, acting autonomous, without any outward input. Others require meticulous planning in order to succeed at your objective. With that in mind, unless I see that the team is struggling a lot, I don't consider it necessary to appoint a lead man or designated puller.

And while we're on the subject of differing team potentials, you never know a PuG's difficulty treshold until you've already done a mission. For that reason the first mission I run is always +0. Nothing is more frustrating than going into a high-difficulty mission only to see that you cannot complete it without huge amounts of frustrating. Generally, though, every team can do a +0 mission with relative ease, and from there I can raise the difficulty to something more appropriate. If the team had a couple of close calls, I'll stay at +0. If the team beat everything in a decent tempo and everything went smoothly, I'll go to +1, and if we just brutally steam-rolled everything, it'll be time for +2 or maybe even +3.

In other words, always adjust the difficulty to the team, don't expect the team to adjust to the difficulty. By having an easy first mission you have a chance to see how good a team is and can pick a difficulty that is challenging without being frustrating and everyone's much more likely to enjoy themselves.


 

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Could you please stop refering to healers? There is no AT in game called a healer, and no sets that are dominantly healing.


 

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While we're on this subject. While I was doing stuff in Grandville yesterday, I saw someone broadcasting for an "SB corruptor" yesterday. It broke my heart to see a powerset reduced to just one power like that.


 

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Quote:
Originally Posted by Noxilicious View Post
While we're on this subject. While I was doing stuff in Grandville yesterday, I saw someone broadcasting for an "SB corruptor" yesterday. It broke my heart to see a powerset reduced to just one power like that.
TWO powersets reduced to one power. No mention of what the primary was either. Which is exactly why I have no patience for playing kinetics, some people seem to think that you exist for the sole purpose of speed boosting them and have no business doing anything else.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

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Quote:
Originally Posted by Dying_Breath View Post
This should be the same information found in game. Taunt is better than Provoke in every way. Also, both powers have a maximum target cap of 5.
In general, the rule for this sort of thing is if you have a bunch of powers that all do the same thing, the one in the primary powerset will be the most effective, followed by the secondary powerset and lastly the pool powers.

Case in point, Quick Recovery in the regen secondary powerset is more effective than Stamina.

You're almost always going to want to go to your primary/secondary rather than the pools if they offer something that duplicates a pool power.


 

Posted

Quote:
Originally Posted by Noxilicious View Post
And going back to the original topic, as a frequent team leader myself, I can attest to the fact that communication is key to a team's success and enjoyment.

That said, I also try to be as light as possible on orders. Some teams are steam-rolling death machines, acting autonomous, without any outward input. Others require meticulous planning in order to succeed at your objective. With that in mind, unless I see that the team is struggling a lot, I don't consider it necessary to appoint a lead man or designated puller.

And while we're on the subject of differing team potentials, you never know a PuG's difficulty treshold until you've already done a mission. For that reason the first mission I run is always +0. Nothing is more frustrating than going into a high-difficulty mission only to see that you cannot complete it without huge amounts of frustrating. Generally, though, every team can do a +0 mission with relative ease, and from there I can raise the difficulty to something more appropriate. If the team had a couple of close calls, I'll stay at +0. If the team beat everything in a decent tempo and everything went smoothly, I'll go to +1, and if we just brutally steam-rolled everything, it'll be time for +2 or maybe even +3.

In other words, always adjust the difficulty to the team, don't expect the team to adjust to the difficulty. By having an easy first mission you have a chance to see how good a team is and can pick a difficulty that is challenging without being frustrating and everyone's much more likely to enjoy themselves.
Thank you for the contribution. I am sure someone new to the game will appreciate the input. A lot of things here people take for granted.

Quote:
Originally Posted by Diggis View Post
Could you please stop refering to healers? There is no AT in game called a healer, and no sets that are dominantly healing.

PS> *in response to the nitpicking* I say "healer" because more than one class can carry a secondary that heals. It is most easy to lump it into one word vs naming off the secondary power skills. if you don't like this reference, give me a better one then. Seriously I think you are being too critical here.


Topic of taunts,provokes , and the like:::::

OK I found out some stuff last night before the big reset.
Brutes have a Taunt at around 14 I think. It is AOE. Before that unlocked I picked up provoke,because I wanted to use it for once. In the past I never had that power on my Brute I made in 2006.

Now there are some powers that I confused the single taunt with.

Presence power:
Challenge - single target ..rescue type taunt.
Provoke- Weaker version of Brutes Aoe Taunt skill.


 

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Quote:
Originally Posted by Frost View Post
You're almost always going to want to go to your primary/secondary rather than the pools if they offer something that duplicates a pool power.
And yet whenever I consider making a spider in Mids, I cannot help but consider getting twice the leadership and then proceed to cackle maniacly.


 

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Quote:
Originally Posted by DogTags View Post
PS> *in response to the nitpicking* I say "healer" because more than one class can carry a secondary that heals. It is most easy to lump it into one word vs naming off the secondary power skills. if you don't like this reference, give me a better one then. Seriously I think you are being too critical here.
"Support", or "buffer". Heals are a panic button. Buffs and debuffs make heals useless.


@Roderick

 

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Quote:
Originally Posted by Roderick View Post
"Support", or "buffer". Heals are a panic button. Buffs and debuffs make heals useless.
A bit extreme view that it makes heals useless. Maybe less frequently needed. The suggestion to say LF1m "Support secondary" needed. Is good and I like it.


 

Posted

Quote:
Originally Posted by DogTags View Post
PS> *in response to the nitpicking* I say "healer" because more than one class can carry a secondary that heals. It is most easy to lump it into one word vs naming off the secondary power skills. if you don't like this reference, give me a better one then. Seriously I think you are being too critical here.
As Roderick said above. I think Controller is the only AT that has team heals in the secondary and Defender have them in the primary. My concern was more that you were talking about healers at all. In this game they are a VERY minor set of powers far outweighed in use and number by Buffs and Debuffs. Support would be a much better term.

Edit:

Quote:
Originally Posted by DogTags View Post
A bit extreme view that it makes heals useless. Maybe less frequently needed. The suggestion to say LF1m "Support secondary" needed. Is good and I like it.
Forget the secondary part. Defenders have a support primary.