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#13441305 Sep 15, 2017 at 02:04 PM · Edited over 4 years ago
40 Posts
Following are very general grouping guidelines RKC uses. Replying to this post informs us that you have read and understand these guidelines but that you also wish to be included and work towards challenging endgame content.

1a. PREPARE YOUR CHARACTER: You never know when a fellowship will form so try to keep potions (morale, power, poison, disease, wound and fear), scrolls, food (cooked: in-combat, trail and fortifying), and tokens on hand. For scheduled raids, instances and skirmishes have previously mentioned items ready and have armor repaired with bags empty at start time. Don't underestimate the importance of consumables; they give a nice boost in group situations. (For crafting help see RKmart)

1b. PREPARE YOUR SETTINGS: When it comes to high-level group play there are many in-game settings that need to be turned on. In-game voice (or discord), target assist, target forwarding, selection’s vitals, directional indicator, chat window, and lag are things you can change with settings. (Setting Instructions)

2. LISTEN: Pay attention to fellowship/raid chat and/or what the leader is telling the group. If you don’t have a microphone you should type your responses in the appropriate channel so the leader knows you heard. Having the ability to listen and communicate effectively in a group is very helpful.

3a. KNOW YOUR CLASS: (Pick your Main) Each class has their own strengths and weaknesses so figure out how you can best help the group with your class’s skills. Learning more about your class is always good. (Go to: Guardian, Champion, Captain, Warden, Hunter, Burglar, Minstrel, Runekeeper, Loremaster) How you use your skills is different in solo play than in group play so be ready to learn.

3b. KNOW YOUR ROLE: There is a great saying about grouping in MMOs: "If the tank dies, it's the healer's fault. If the healer dies, it's the tank's fault. If DPS dies, it's their own fault." Group members will be assigned a role that will help the fellowship succeed. (Role Instructions) Carrying out your role to the best of your ability and class makes for a very effective group.

4. UNDERSTAND AGGRO: Aggro/threat is what the game program uses to figure out who the bad guys should attack. In summary, threat is the measure of how badly an enemy wants someone dead. Everything in battle from tricks, to damage, to healing causes threat. If you get attacked it is because you have aggro for that guy which can be random at times. Area of Effect (AoE) attacks cause threat on everyone in the area of effect so avoid those early in battle or when new enemies join (called adds). This way the tank has time to build up some threat and is able to hold aggro. (Threat 101)

#1 reason DPSing people should not to attack enemies attacking the healer: Enemies attack whoever has the highest threat. If the healer gets attacked it means he/she has more threat than the person the enemy was attacking before them (which should be the tank). To get the enemy to attack someone different they need to get more aggro than the healer. If, say, a hunter gets that aggro it only means the tank has to get even more aggro on that enemy before it starts attacking him/her. This is aggro the tank could/should have been using to keep other enemies attacking him/her instead of the healer. Which because the healer was attacked in the first place means that aggro was already on the low side and can lead to a wipe. However if the main assist is looking for a new troublesome target the one on the healer can always be the next one to be mowed down. Crowd Control people could also do something but they need to let the tank know because stuns and dazes don't last forever. Flexibility and understanding how things work makes for even more effective game play.

5. KNOW THE STRATEGY: Let the tank begin battles. The reason the tank starts the battle is because whoever attacks first gets initial aggro from the whole group of enemies and this is good for the group. The general strategy is to have all the enemies attack the tank (usually the top person in the assist window) while everyone else except the healer focuses on eliminating enemies as fast as possible. The main assist (usually the second person in the assist window) is the main damage person and is in charge of focusing the attacks of the group. DPS and support roles should attack whoever the main assist attacks (assist window is very helpful for this) without getting attacked themselves. The reason for all this is because having 6 enemies attack the person with the most armor makes for the least amount of total healing, thus less healing aggro and less chance the healer dies. The reason we focus attacks on one target is because 4 half dead enemies cause more damage than 4 enemies where 2 have full health and 2 are dead which means also mean less healing aggro. The main assist is assigned to select targets because the tank will be switching targets a lot to keep aggro. Summary – keep the healer alive which means letting the tank do his job so that DPS/support can do theirs without dying. (Read More)

6. KEEP A POSITIVE ATTITUDE AND HAVE FUN: This is a game and it should be fun. If you are not having fun find something you enjoy and do it. Dying is part of on-level group play and that is why 5 classes are able to revive people and some can even do it in battle (captains, minstrels) so don’t get discouraged. If your repair bill is too much I will cover your repair bill (Bitz). Take every death as a learning experience and recognize that we can always try again. Our goal is to have fun and in RKC we enjoy teaching and learning how to play in a groups which is another reason you should sign this so we can include you more often. Some raids/instances take a wipe or two (or five) to learn how to beat so never give up until play time is over!

7. WHEN IN DOUBT ASK: There is a lot of information here and even more to be learned so if you have any questions just ask. No one will be kicked out of ta group for asking stupid questions all they might get is stupid answers. Links and other content are provided for your own future study. Highly recommended is the Role Instructions. It is great to have you in Runic Knights!
#13441369 Sep 15, 2017 at 02:55 PM
529 Posts
Read and signed -- please keep me in the loop for RKC stuff!
#13445082 Sep 18, 2017 at 11:17 AM · Edited over 4 years ago
491 Posts
Read and signed too!

I wanted to add two things.

-- aggro: As the post makes clear, aggro determines who the bad guy attacks; and therefore, who the bad guy does not attack. Because of this, handling aggro is essential to handling the tactics of a difficult fight. It is easy to say that it's the tank's job to manage aggro. For sure, the tank has the main task of using her skills to draw attacks to herself.

But managing aggro is the group's job. Healers need to draw attacking mobs towards the tank, to make it easier for the tank to grab them. DPSers need to attack the targets on which the tank has established aggro and not draw aggro by attacking bad guys randomly. All classes need to use whatever aggro reduction items or skills they have to lower their aggro: minstrels should use lute strings, RKs and hunters their aggro reduction skills, etc.

-- positioning: I might recommend adding this to the list, Bitz. Each role faces different considerations about where to stand in a fight. Obviously, the tank has to stand in the middle of the fight; less obviously, the tank needs to be aware of the mechanics of a fight and draw bad guys to where they take the most damage and do the least.

Healers have to stand where everyone is in range, preferably close to the tank so that tank can draw unwanted aggro. At the same time, healers and DPS should stay out of range of a bad guy's AOE attacks. Ranged DPS should stay away; melee DPS should usually stay behind the bad guy, where (on average) the bad guy's AOE dps doesn't reach.

Everyone needs to be conscious of line of sight. I can't tell you how much time I have lost as a healer trying to establish line of sight on a player who decided to stand behind a tree or rock.

The mechanics of some fights throw all these guidelines out the window. For example, the first troll in ToDT requires players to stay right on top of each of other to minimize damage by distributing it evenly within the group. In other fights, players get "eyes" that persist then end in dropping a damaging cloud; players with an eye will need to move away from the group before the eye drops, preferably to a pre-arranged location.

Finally, stay alert and keep moving! If you're standing in a puddle of goo or an ominous circle, chances are your health is going down, your healer is distracted (by you!), your tank about to die, and the group about to wipe. Just move outside the area of the puddle/circle, then go back to what you were doing. It can help to have graphics settings that are high enough so you can see the puddle or circle; at some settings, there's a faint red box surrounding the dangerous area. Step outside the box and go back to what you were doing.

In short, while there is a standard position that's good for most fights, know the mechanics of the instance you're in and respond accordingly.

Ryleth (main of Ryl*)
#13448738 Sep 20, 2017 at 08:31 PM
40 Posts
Great comments Ryleth and well said about positioning. I'll think about how best to incorporate position in case people don't read replies.
#13508502 Nov 01, 2017 at 06:22 PM
1 Post
Read and signed. Look forward to endgame raids and instances with kin!

Berelok (Runekeeper main)

Kyladen (Captain alt)
#13508670 Nov 01, 2017 at 09:30 PM
1 Post
Im in Lodhandir (Champ)
can do mostly fridays and weekends nights
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