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Moncro
09-28-2004, 09:05 AM
10 Habits That Will Save Your Life Someday (http://cityofheroes.gameamp.com/tip_library/viewTipLibraries/120.php)

Feel free to add more!

eSteve
09-28-2004, 10:33 AM
"Never get involved in a land war in Asia..."

Some good ones in there.

8 b) When you have one, let your Rooted Status-Proof Tank exit the mission first.

11) Inspirations are cheap... use them. Only one of them is even semi-useful when you are [censored]-up on the floor ;)

12) When SK'd, be aware of where you teleport... especially if your Mentor is Hovering/Flying above and behind you. TP goes 100 yds, and losing your mentor by being 103 yds away really hurts.

Cheekers
09-28-2004, 10:37 AM
0) PULL rather than charge

Jade_Dragon
09-28-2004, 01:19 PM
Very good tips, and ones you might not think of right off.

For me, the one about never going into the center of the room first really hit home. I've been doing that all along without even thinking about it. I'll skirt the edges of the room, clearing out anything lurking there, before heading into the center.

In short, know the layout of the enemy before you attack.

Boscoe
09-28-2004, 01:42 PM
[ QUOTE ]
"Never get involved in a land war in Asia..."

[/ QUOTE ]

The second though not as well known is "Never bet a Sicilian when death is on the line!! HA HA HA HA urp?......

NeoClassic
09-28-2004, 02:00 PM
...you don't mess around with Jim!

KaLogain
09-28-2004, 02:02 PM
[ QUOTE ]
[ QUOTE ]
"Never get involved in a land war in Asia..."

[/ QUOTE ]

The second though not as well known is "Never bet a Sicilian when death is on the line!! HA HA HA HA urp?......

[/ QUOTE ]

Its "Never go against a Sicilian when death is on the line!! HA HA HA HA H*dies*"

Screwloose
09-28-2004, 04:43 PM
If you see a mob you haven't encountered before open the action menu and click on Info.

You will learn something about the mob, maybe something that will effect how you fight it.

regards, Screwloose.
"If everybody is thinking the same, then somebody isn't thinking.

wyldfury77
09-28-2004, 05:35 PM
Pull? Your kidding right? CHARGE IN!!! Full speed ahead and bring a world of hurt in with ya. You may think I'm a scrapper, but I'm not. I'm a controller. I charge cause 2 seconds after I charge all the enemies stand there, clutching their heads, cursing for looking up when I said "say cheese" *FLASH*

DarkChilde
09-28-2004, 07:52 PM
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! :o

Wolf42
09-28-2004, 10:53 PM
[ QUOTE ]
0) PULL rather than charge

[/ QUOTE ]
not when you have an invul and a fire tanker in your group! :cool:

(and the mobs are usually purp to the invul too!)

SostiTR
09-29-2004, 01:59 AM
DONT be too brave! Ok you are a hero, i know. But you'll be needed on the back too.

Mr_Multiplicity
09-29-2004, 04:42 AM
Top 10 is good, but why not a top 100!

My contribution: Slow and steady saves debt. Fools rush in where Heroes fear to tread. You can play a good tactical team of 3/4 (and get better xp) where a bad team of 8 would die everytime.

SBeaudway
09-29-2004, 06:04 AM
Never invade Russia in Winter...

Seriously, all good ideas.

11. Stealth/Invis is also your friend. Scout the room before you engage & draw less aggro.

FirePlug
09-29-2004, 06:09 AM
Heal up between battles.

Really! I know people like to get on a roll and keep it going, but if you don't have a healer in your group, then you are going to have to wait and heal now, or later. You may as well take a lot of short breaks and be fully up snuff each time in case things go south, than to go into a lot of battles progressively more injured, then take a LOOOONG break to heal.

Ingot

AnotherDeadHero
09-29-2004, 06:45 AM
X) Communicate: Tell your teamates what your intents are. You may know what you are doing, but if you are planning to snipe/infect/tp the boss and your teamate is planning to snipe/infect/tp you are working at counter purposes.

X) Never target a teleporter as the "center" of an AoE attack, unless it involves a hold. Nothing is more frustrating than when your anchor is 100 yards away from the other mobs.

Ian_Of_Moore
09-29-2004, 07:11 AM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
"Never get involved in a land war in Asia..."

[/ QUOTE ]

The second though not as well known is "Never bet a Sicilian when death is on the line!! HA HA HA HA urp?......

[/ QUOTE ]

Its "Never go against a Sicilian when death is on the line!! HA HA HA HA H*dies*"

[/ QUOTE ]

Actually it's "Never go in against a Sicilian when death is on the line!! HA HA HA HA H*dies*"

More good advice: "get used to dissapointment"

Ian Moore

_Zironn_
09-29-2004, 08:02 AM
Rule #21421:

Scrappers like to charge into groups of stuff whether it will get you, me, them, us killed. Sometimes a little reminder for us to slow down a bit will let the rest of the group heal up before the next herd of mobs. Although, being able to keep up with the scrappers can make missions go alot faster....:D

And no....I don't speak from experience.....that often.... :p

Dark_Mave
09-29-2004, 08:36 AM
[ QUOTE ]
My contribution: Slow and steady saves debt. Fools rush in where Heroes fear to tread. You can play a good tactical team of 3/4 (and get better xp) where a bad team of 8 would die everytime.

[/ QUOTE ]

Don't be too afraid of debt. Taking on risky groups that net you 5000 xp/hour, but losing 1000 xp/hour to debt is still quicker than playing it safe with groups that never kill you, but only pull in 2000 xp/hour. More fun, too. Plus you may be surprised to learn that you can actually handle a lot tougher groups than you think you can...

Dark_Mave
09-29-2004, 08:45 AM
[ QUOTE ]
Rule #21421:

Scrappers like to charge into groups of stuff whether it will get you, me, them, us killed. Sometimes a little reminder for us to slow down a bit will let the rest of the group heal up before the next herd of mobs. Although, being able to keep up with the scrappers can make missions go alot faster....:D

[/ QUOTE ]

Rule #21421a:

If you need a break and the scrapper charges into the next herd of mobs, take your break anyhow. A lot of scrappers (especially regen scrappers) don't really need much (if any) downtime and would rather take on a tough fight solo than sit and wait for everyone else. (IOW, most scrappers seem to have ADHD.) If he dies by not waiting for you, it's his own fault, but he probably doesn't mind much - most scrappers are used to dying, so there's no reason for you to get yourself killed by charging in with low HP and no End trying to save them.

(For the record, I mostly play hyperactive regen scrappers...)

Dark_Mave
09-29-2004, 08:56 AM
2.a) Don't go afk outdoors if you can avoid it. Duck into a nearby store, City Hall, or other building instead.

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.

[ QUOTE ]
8 b) When you have one, let your Rooted Status-Proof Tank exit the mission first.

[/ QUOTE ]

8.b.2) Status-proof scrappers also work well. And those with mobile status protection are even better.

Chaste_Daily
09-29-2004, 08:58 AM
Don't look a gift horse in the mouth.

11) Invite a controller to your group. They are good people and the mystical gods will smile upon you. :)

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)

PotatoKing
09-29-2004, 09:13 AM
11a) No, seriously, invite a controller. :D

Also, as an alternative to being careful when elevatoring and/or exiting missions - go stealthy instead.

Gemini_II
09-30-2004, 06:20 AM
#+1: Never run/sprint around a corner on an indoor mission

#+2: Never let a Fire/* blaster fire first on a mission. There are not enough healers....

#+3: Reduction of damage is always better than healing damage. Reduction is preparation (control, buff/debuff, bubbles) while healing is reaction.

#+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.

#+5: An AoE hold is usually superior to an AoE attack. Unless the AoE attack eliminates the entire enemy force, a hold is superior. If the AoE attack does eliminate the entire enemy force, then that blaster should be solo'ing :p . AoE attacks coupled with a buff/debuff fall under #+3 above.

ThundarrDoom
09-30-2004, 06:34 AM
[ QUOTE ]
4. Before going into a tough fight, activate your travel power (so you can get away in a hurry if you need to).


[/ QUOTE ]

No. In a tough fight where every bit of Endurance counts, you need to turn off non-essential toggles like Sprint and Travel Powers. Turn them on again if you decide you need to flee, not before.

Bloodshot
09-30-2004, 06:47 AM
[ QUOTE ]
7. In an indoor mission, never get ahead of the tank.


[/ QUOTE ]
Oh, if I could have that written on the back of my tanker's shirt I would. :)

ThundarrDoom
09-30-2004, 06:52 AM
[ QUOTE ]
#+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.


[/ QUOTE ]

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.

Phantasm
09-30-2004, 07:06 AM
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)

Hephaestus
09-30-2004, 07:25 AM
[ QUOTE ]
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.



[/ QUOTE ]
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.

boxhead6177
09-30-2004, 07:33 AM
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!!!

FuglyDude
09-30-2004, 07:59 AM
[ QUOTE ]
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! :o

[/ QUOTE ]

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.

GravitoBandito
09-30-2004, 08:14 AM
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.

Gemini_II
09-30-2004, 09:17 AM
[ QUOTE ]
[ QUOTE ]
#+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.


[/ QUOTE ]

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.

[/ QUOTE ]

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).

Tommy_Atomic
09-30-2004, 10:56 AM
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 (http://tinypic.com/5zku8).

Stupid_Fanboy
09-30-2004, 09:56 PM
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!"

British_Lion
09-30-2004, 10:39 PM
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.

Co3O4
09-30-2004, 11:43 PM
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. :)

Vae_Victis
10-01-2004, 01:25 AM
[ QUOTE ]
[ QUOTE ]
7. In an indoor mission, never get ahead of the tank.


[/ QUOTE ]
Oh, if I could have that written on the back of my tanker's shirt I would. :)

[/ QUOTE ]

Or too far ahead of the Defender.

Aphid_Man
10-01-2004, 06:21 AM
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.


--

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.

--

Recognize situations that are debt waiting to happen for what they are.

ThundarrDoom
10-01-2004, 08:57 AM
[ QUOTE ]
As long as the 10 mobs are beating in futility, sure.


[/ QUOTE ]

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.

eSteve
10-01-2004, 10:27 AM
[ QUOTE ]

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)

[/ QUOTE ]

LMAO...

I laugh only b/c I learned this same lesson during my first group encounter w/ Embalmed Cadavers... OOPS.

SyphonStrike
10-01-2004, 11:07 AM
[ QUOTE ]
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!"

[/ QUOTE ]

Bwahahahaha!

Honest, not laughing at you. ;)

SyphonStrike
10-01-2004, 11:13 AM
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.

Stomp_NA
10-01-2004, 11:19 AM
[ QUOTE ]

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)

[/ QUOTE ]

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.

Stomp_NA
10-01-2004, 11:21 AM
[ QUOTE ]
2.a) Don't go afk outdoors if you can avoid it. Duck into a nearby store, City Hall, or other building instead.


[/ QUOTE ]

2.b) If you can fly, go up on the ledge of the war wall to go afk. Quick and safe.

Stomp_NA
10-01-2004, 11:33 AM
[ QUOTE ]

11) Invite a controller to your group. They are good people and the mystical gods will smile upon you. :)


[/ QUOTE ]

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!

Robotech_Master
10-01-2004, 11:34 AM
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.

davinvegas
10-01-2004, 03:34 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
"Never get involved in a land war in Asia..."

[/ QUOTE ]

The second though not as well known is "Never bet a Sicilian when death is on the line!! HA HA HA HA urp?......

[/ QUOTE ]

Its "Never go against a Sicilian when death is on the line!! HA HA HA HA H*dies*"

[/ QUOTE ]

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!

Arcadian_Hunter
10-01-2004, 07:04 PM
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!

Rastman
10-01-2004, 07:06 PM
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...

Lazarus
10-02-2004, 03:43 PM
[ QUOTE ]
[ QUOTE ]

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)

[/ QUOTE ]

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.

[/ QUOTE ]

Unless you're an invincibility scrapper, then you must have the minions around you while fighting the boss in order to get the full buffs.

Zloth
10-04-2004, 05:10 AM
[ QUOTE ]
Don't pull the boss. It'll bring the whole group. Peel off minions.

[/ QUOTE ]
Unless you are pulling with Wormhole. (Which can also be pretty nice with those proximity bombs.)

DrLazarus
10-04-2004, 05:35 AM
[ QUOTE ]
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!!!

[/ QUOTE ]


LOL! 13d is great! Boy did I cause a big uproar in my team once when I got really ticked off. :)

Dr. Lazarus.

DrLazarus
10-04-2004, 05:37 AM
[ QUOTE ]
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.

[/ QUOTE ]

This is sooooooo true! I hate when I have to repeatedly teach a team this! If the team can't remember a 4 step battle initiation plan (that only consists of 2 steps of prep and 2 steps of attack), then you need a new team or need to only attack easy groups of mobs.

Come on people! Its only 4 steps. Its not like its an AA 12 step plan.

Dr. Lazarus.

DrLazarus
10-04-2004, 05:48 AM
[ QUOTE ]
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.


--

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.

--

Recognize situations that are debt waiting to happen for what they are.

[/ QUOTE ]

Such intelligence and wisdom. Wish everyone followed these rules. Wish everyone would learn from them too. Unfortunately there are some hopeless people. *sigh*

What I also hate is when a team member aggros a mob, realizes they can't handle it, runs around like a mad man, and then runs right by an AFK team member causing the team member to die. GGRRRRR....

Dr. Lazarus

DrLazarus
10-04-2004, 05:53 AM
[ QUOTE ]
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.

[/ QUOTE ]

Where the hell are all you guys! I love this! Wish I could find some guys like you all on Champion!

When I hunt with a team in a dangerous area (i.e. mobs are +1 to +2 or more above the highest level team member, or +2 / +3 above team average), and I am the team leader, I always have 2 simple rules for them all to follow:

A) Only one person calls the target group, i.e. only one person selects which group to attack. This is your X2 of having only one field lead. This is to make sure that the entire team KNOWS which group to attack, instead of going off and attacking multiple random groups expecting the whole team to be there.

B) Do not chase fleeing villians - When hunting in relatively open areas, chasing fleeing villians can mean the death of not only yourself but the entire team as buffs and auras may drop while fighting the second group. Or, you might encounter a higher level group that you can't handle.

Dr. Lazarus

DrLazarus
10-04-2004, 05:55 AM
[ QUOTE ]
[ QUOTE ]

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)

[/ QUOTE ]

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.

[/ QUOTE ]

This is an important lesson for low to mid level players to learn. (if you don't know this by the time you are in your 30s.... something is seriously wrong).

My rule when pulling is to pull from the bottom up. Underlings, minions, LTs, then bosses.

When in a team with a team member who can tank and keep the boss busy, I like to have the boss isolated by this team member while everyone else cleans up the minions. Then after minions are gone, beat up on the boss.

Dr. Lazarus

Comrade Hero
10-04-2004, 06:10 AM
No matter what the level of the heroes in your group never assume that a Tanker can safely start a mob encounter by leaping in and hitting provoke, or that a Blaster can finish it with a well placed Nova or Inferno.

It's humbling when the level 50 Tankers in your group get b-slapped by a mob of Rularuu and your Energy or Fire Blasters get snotted by the same foes when they try to sneak in with Stealth/Cloaking Device + Super Speed to set off a Nova/Inferno.

Adapt - Improvise - Survive :)

Manifest_Force
10-04-2004, 06:44 AM
-- Never go into rest mode when a Freakshow Tank is near. One grenade and boom your in debt!! This happened to my wifes scrapper. We were catching our breaths between mobs in the IP TF and someone aggro'd the tank accidentally and his mortar round blew her away, one shot one kill. She was a little PO'd.

Luna_Wedge
10-04-2004, 06:47 AM
Don't know if someone wrote this or not already ---

Don't follow your Stealthed scout too closely! ! !

Furry_Saint
04-13-2007, 02:34 PM
[ QUOTE ]
Don't know if someone wrote this or not already ---

Don't follow your Stealthed scout too closely! ! !

[/ QUOTE ]
A-freaking-men! I can't tell you how many times I've gone looking around corners and into rooms with Stealth going and some blaster follows me in and aggros the whole group. >_<

American_Knight
04-20-2007, 05:31 PM
[ QUOTE ]
[ QUOTE ]
Don't know if someone wrote this or not already ---

Don't follow your Stealthed scout too closely! ! !

[/ QUOTE ]
A-freaking-men! I can't tell you how many times I've gone looking around corners and into rooms with Stealth going and some blaster follows me in and aggros the whole group. >_<

[/ QUOTE ]

This happens a lot when I shoot flash arrow as well. Team thinks I am attacking and starts before everyone is ready.

My tip:

Info all controllers and defenders on your team and see what form of mitigation they have and annouce your findings to the team.

Example:
"Excellent, a rad. Save teh anchor for last."
"Nice a kin. Stay near the scrapper/tank for heals"
" Yay, bubbles."

I do this to avoid the in mission comments from others yelling HEAL!! HEAL!! to the trick arrow defender.

Netwyrm
04-20-2007, 05:48 PM
[ QUOTE ]
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.

[/ QUOTE ]

You win the thread. I bet you win a lot of fights in the game, too. :)

Peregrine_Falcon
04-20-2007, 07:50 PM
My version of this list:

1. Communicate with your teammates:
A) Be polite to your teammates. Treat them the way you want them to treat you.
B) For those of you that are under the age of 18 either physically or mentally reread A and then get up from your computer and go have someone explain it to you.
C) Talk with your teammates, break the ice and get to know them a little.
D) If you can't type fast then make some macros or keybinds that say stuff like "Behind us!", "Incoming!" etc. And use them.
E) Let your team know what you can do. Let them know what your Buffs and Debuffs do before the battle begins.

2. Be a good leader or give up the star:
A) Recuit a balanced team. All of the ATs can contribute to survivability and damage output.
B) Deal with the team you have not the one you wish you had. Adapt your tactics to what your team can do.
C) Make your intentions and planned tactics clear to everyone.
D) Make sure everyone knows who the "Point Man" is. Usually the Tanker or buffed Scrapper.
E) Listen to your teammates when they offer advice. Judge said advice based on how it sounds not on how many veteran badges they have.
F) If one member is causing problems send him a tell, let him know politely yet firmly to stop doing whatever is causing the problem.
G) If that doesn't work say it again. Politely and even more firmly, and say it in the team window so your teammates know you're addressing the problem.
H) If that doesn't work kick the troublemaker before he drives the rest of your team away.

3. Don't aggro the enemy until you're ready:
A) Never chase a runner.
B) Check corners before going around them.
C) Always take the back elevator.
D) Don't enter the center of the room until you've checked its edges.
E) Pan the camera out and around as much as possible.
F) Look up.

4. Don't get in over your head:
A) Pull when necessary.
B) Don't get ahead of the Tank.
C) Always let your mentor go through any door or elevator first.
D) Always make sure all defensive toggles are on before clicking on any door or elevator.
E) Make sure everyone is ready (not resting or AFK) before taking that next mob on.

5. Think of the team before thinking of yourself:
A) Give Inspirations that you don't use to your teammates.
B) Warn your sidekick before leaving the mission or going to the hospital.
C) If you're having a problem with a teammate argue about it after the battle. If you can't resolve it leave the team.
D) Follow the team leader's orders.
E) If you don't like the way the leader is doing things or the way the team is acting say something.
F) If that doesn't work quit the team and either find a new one or make one of your own.
G) Unless it's an emergency let everyone know that you're going AFK.
H) Unless it's an emergency don't go AFK during a battle.

6. Look out for yourself too:
A) If it is an emergency do what you have to do and remember this is only a game.
B) Go into a building or down the elevator before going AFK.
C) If you have to go AFK outside stand near a drone or on top of a tall building.
D) Click on your teammates and find out what their powers are.
E) Always make sure your Teleport Prompt is ON when you're in a PUG.
F) Heal up between fights.
G) Always stay within range of the Defender's powers, whatever they may be.
H) If someone yells; "Run!" and you're not a Regen Scrapper then run!
I) If your mentor and one or more team members is down and you're not a Regen Scrapper then run!
J) If you see the Tanker running away and you're not a Regen Scrapper then run!

7) Knowledge is power:
A) Check the map frequently, know where your teamates are, know where the exits are.
B) If you encounter a mob that you know nothing about click on it and find out about it.
C) If someone can stealth ahead always let them, even if you don't plan on porting to the end of the mission.
D) Ask your teammates for advice. If you're RPing the arrogant know-it-all then do it OOC.

8) Use good tactics:
A) Use all of the buffs you have. If you have to wait a few seconds until AM or Fort is back up then wait.
B) Let all of the debuffers do their thing before you go in. If you need to wait a few seconds for Flash Arrow or Trip Mine then wait.
C) Stay back around the corner unless you are the one pulling. No really! All the way around the corner!
D) Let the Tanker go in and get the aggro before you open up with your AoE monster.
E) Don't go out in front of the caltrops your teammate just layed down.
F) Don't immoblize targets whose attacks you can't resist, hold them or knock them down/back.
G) Don't use an enemy who can teleport as your "anchor".
H) Don't leave the rest of the party to save that errant Scrapper.
I) Tankers are nice to have, but you still need to watch your own aggro.
J) Tankers and Scrappers should jump over the enemy as they engage them, so enemy cone attacks don't hit the rest of the team.
K) If you're squishy stay away from the Tanker, the enemy has AoE's too.

Combat
04-20-2007, 08:02 PM
X) If you see any character of mine asking if they could solo the room, let them.

X) Masterminds are Tankers too.

Steel_Inferno
04-20-2007, 10:53 PM
There's some impressive necromancy going on here. 2 and a half years between posts...

Molecular_Man
04-21-2007, 07:18 PM
"Never steal a wheel belonging to the bat mobile."

ok i knew all of those, but i guess the target is the low levels who don't know lol

keep your team window up, sometimes it's hard to distinguish if an npc just died or a teammate in a large mob..

learn how to look at the screen while typing or don't type during a battle

NEVER PULL A LIEUTENANT OR BOSS SURROUNDED BY ENEMIES! <-- That's a given, but it's ok if they're a straggler and a good deal away..

Never get team teleport in the hopes of saving your team if they start to die, it's too much of a hastle unless in an open area with no enemies except what you're fighting, I did it once and brought my whole group (all red health) into ANOTHER group, completely full, so no chance of reviving and killing off the rest..

in a PL group, the leader, tank, your mentor, are always right, if they're grouchy people that could be the difference between being PL'd and being kicked..

New_Era
10-23-2007, 03:13 PM
[ QUOTE ]
"Never steal a wheel belonging to the bat mobile."

ok i knew all of those, but i guess the target is the low levels who don't know lol

keep your team window up, sometimes it's hard to distinguish if an npc just died or a teammate in a large mob..

learn how to look at the screen while typing or don't type during a battle

NEVER PULL A LIEUTENANT OR BOSS SURROUNDED BY ENEMIES! <-- That's a given, but it's ok if they're a straggler and a good deal away..

Never get team teleport in the hopes of saving your team if they start to die, it's too much of a hastle unless in an open area with no enemies except what you're fighting, I did it once and brought my whole group (all red health) into ANOTHER group, completely full, so no chance of reviving and killing off the rest..

in a PL group, the leader, tank, your mentor, are always right, if they're grouchy people that could be the difference between being PL'd and being kicked..

[/ QUOTE ]

lolwut

blacktomcat
10-23-2007, 05:30 PM
[ QUOTE ]
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.

[/ QUOTE ]

Update! For new players JUST getting to learn the game, the bold part above is no longer true. Stone Armor Tanks and Brutes are able to move albeit slowly and Invulnerability Tanks, Scrappers and Brutes don't have movement penalties at all anymore.

However, it is important to know the capabilities of your team.

EX 1:If you're teamed with a level 10 tank, and he/she only has one power out of their primary, chances are it's a bad thing to let them lead a charge into an enemy group.

EX 2:Be aware of what your controllers and defenders are capable of so that you aren't disappointed later if your expectations are, for whatever reason, not met. (i.e. if you are expecting an AoE control from your controller, make sure they have it; also, don't look for healing or a rez if you have a Sonic Resonance defender)

SeriousGeorge
10-25-2007, 11:00 AM
Know what you can scout against. Rikti Drones, Nemesis and Crey Snipers, and Rularuu (eyeballs) ALL have a tendancy to see through Stealth AND Invisibility. If one of them hits you, Stealth/Invisibility loses effect and then the whole room sees you.

If the tank declares "Herding to HERE", don't stand and watch. The difference between soft and hard aggro caps means some mobs will attack you if they see you before they get to where the tank is trying to park them. While they are attacking you, they spread out. AoE debuffers hate spread out mobs. AoE blasters hate spread out mobs.

If YOU are the tank and you declare "Herding to HERE", don't change your mind and suddenly take them to the other side of the doorway.

If you can't help doing knockback, and the fire blaster has just hit Aim - Build Up (it is a distinctive sound, plus there are icons on his status bar), DON'T DO ANYTHING for a few seconds. If he is going to nuke, he does not want the mobs scattered. Aim - Build Up - Fireball - Firebreath is almost a nuke without the crash. He certainly doesn't want his target moved between Fireball and Firebreath.

If you are a Kinetic, slot your Speed Boost with END Mods. All of that attack rate is useless without the blue bar to run it.

If you are an Empath, Adrenaline Boost slotted with at least one SO END Mod can eliminate the blaster nuke crash. He will recover END immediately after the nuke, and may not even have toggles drop.

If you are an Empath, and you are fighting Ghost Widow in the Statesman Task Force, your tank needs Clear Mind. LOTS OF IT. Do not hit him with one or two and then leave off.

TribalArtist
10-25-2007, 11:07 AM
[ QUOTE ]
I do this to avoid the in mission comments from others yelling HEAL!! HEAL!! to the trick arrow defender.

[/ QUOTE ]

Unless of course the trick arrow defender picked the "heal arrow" power! :p