Modification of PVE Party tactics in PW's

Discussion in 'General Archive' started by BigPapa, Sep 20, 2015.

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  1. BigPapa

    BigPapa Forum Overlooker

    There has been a general lack of need for tactics in parties Pre155 because the additional threats were usually easily tackled by even a moderately weak grp. Considering the additional damage and HP of mobs now in PW's, and the likely continuation of this when PW's are reworked, if parties want to avoid unnecessary death and wasted time, some modifications to tactics will be helpful. This is by no means meant as a be-all thread for parties as each will have it's own dynamics, strengths and weaknesses based on character class make-up, number of members and strengths of individual toons. But, generally expected behavior of all classes needs to be agreed on as new characters are now learning bad habits from vets that continue to avoid any real tactics because they don't know them, or worse, don't care that they are causing others die. Remember although you may be a complete beast and can handle anything thrown at you, to help keep ALL party members alive we need to make some changes.

    Pulling/agro'ing mobs: This is the biggest factor in causing unneeded death. Currently when a priority target is spotted for example a Mortis Priest or a summoning Nef, toons jump/dive/teleport to it to kill it as a priority. The problem is, when you position your toon on the map to a new location it also draws agro of new mobs. These adds now attack whoever hits them. Chaos ensues and now someone is running back from the door. There is no need to fight 5 priests at the same time EVER. There was originally only 1 or 2, but by closing the gap and diving onto them, you agro'd the other 3 that were originally out of range. Instead--Did you ever notice that mobs come toward you when they see you? When priority mobs are spotted wait for them to be drawn to you. Whoever has assumed the tank/agro (T/A) roll should draw mobs to the party, not draw the party to the mobs. Ranged mobs are the issue here as they will require you to withdraw until they are out of range of other mobs. This requires a bit of patience from all. Ranged toons should not attack pulled mobs until they are attacked by the T/A. Doing so causes melee toons and attacks to sit idle slowing down the kill. The T/A should set the position to attack with his character and all others should withdraw behind this position waiting for the T/A to attack. Once the T/A attacks, all classes should use appropriate skills to remove the threat focusing on the targets the T/A is attacking.

    Positioning: DPS toons should stay in close proximity behind the T/A. Staying together allows mutual benefit from CC (see below) and avoids pulling adds. In no case should the DPS ever proceed past the T/A deeper into the map. If at all possible the T/A should turn the target so its back is to the DPS. This allows DPS to avoid front quarter AOE attacks from the target and allows melee attacks from the DPS without taking damage.

    Focused Fire (FF):
    Mobs are removed quickest when everyone attacks the same mob. DK's ever notice that you dive on a HOD Deathknight and you are the only one attacking it? That's because you dove over all the archers and soldiers to get to it and now everyone else is having to clear the traffic you skipped while scrambling to avoid getting killed. Stop it! If you have pulled agro correctly as described above, everyone should be able to attack the same target. This should be the target that the T/A is attacking. If there are other mobs aggro'd they should be CC'd (see below) while maintaining FF on the T/A's target.

    Crowd Control(CC): All classes have some method of CC, some have several. Once mobs are in position and the T/A has attacked: simple targets can be removed quickly without CC; difficult targets and masses should be crowd controlled. There are 2 options here:
    1. CC on Target-this is used to stun or debuff the mob the T/A is attacking. It is used to minimize damage to the T/A. CC on target should be applied as cool downs allow WITHOUT redundancy. It does no good to throw a net on a target that is frozen.
    2. CC on Crowd-This is used to deny other mobs the ability to fight so that FF is maintained. It is used to delay entry into the fight or minimize potency. Do not CC and divert damage away from main target.

    Maximizing Damage: This is the difference between a good grp and the other kind of grp. The biggest factor in maximizing damage beyond the individual capabilities of its members is timing. Timing of armor break, timing of CC, and appropriate combinations of skills. i.e exploding thicket/nebula=devastating. Armor break is the optimal tool for maximizing damage. If possible come to an agreement on initial order. After this cooldowns and resource pool wiwill affect order and require observation for opportunity. Avoid as much as possible double application and periods of absence.
     
    Troneck86 and silverseas like this.
  2. silverseas

    silverseas Count Count

    Well said, Big. The mob pulling thing has always pushed me towards soloing maps so I control exactly how much stuff is chasing me around at any time. :D

    That said, I find it immensely helpful to put the lure on my guardian. It may seem like a waste of 3 talent points, but if it keeps me alive longer, can't say I care too much. Helps a lot when you get those people who go running so far ahead the mobs in between are left nibbling on the squishies. XD
     
    BigPapa likes this.
  3. BigPapa

    BigPapa Forum Overlooker

    The guardian is an outstanding CC tool when it has that skill and it basically turns into the T/A. Same with the SM's Jack-in-the-Box. Question: When you use it in a grp do the mobs agro'd to it come to you after it fades or does their agro reset?
     
  4. silverseas

    silverseas Count Count

    I'm not entirely sure actually. I usually solo, so of course they switch right back onto me since I'm the only thing around.... I think usually the mobs just attack whoever's nearest. Sometimes I drop the guardian right on top of the DK (muahahaha), so they get to deal the mobs when the guardian disappears. XD

    Of course, if you're using the cooldown modifier talent on your singularity and manage to stand in it for the entire duration without dying, when guardian fades, the next one is ready to summon. ;D
     
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