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Guardian/Defender:
Well, what more should I say? Your job is to pull, i.e. gather monsters quickly and make them "stick on" you effectively. Puller plays the most important role in the party. A lot of the taunt skill's effectiveness depends on your REC, so you better has high rec to be a good puller.
If you don't pull, the exp won't start rolling...if you go afk, entire team have to pause for you...if you die, high possibility that entire team will wipe. In other words, you are the main actor, you gotta be very active if you or your party wants decent exp. Don't wait for spawn, KEEP MOVING among several chosen spots/rooms.
A good puller will move among spots/rooms such that, when they are done with the last spot and go back to the first spot, the monster just spawned right on time.
A good puller always running in front of his/her party, leading them from rooms to rooms and get the exp rolling.
A good puller will not be stingy on their hp potion, because they know that 5% EXP (probably even 5% EXP * 7 member) is much more valuable then those liquids. It is highly suggested that the rest of the party member will share their hp pots with the puller, if the puller worths it.
A good puller will try to "line the monster up" by moving away from the crowd of monster abit, so that all the monster will stack on each other. This will ensure the aoe spells will affect every single monster. Otherwise, mana will be wasted if there''s a bunch of monster on the left of the puller, and then another bunch of monster on the right...so if a mage casts aoe spell at those on left, the aoe spell MIGHT not hit those on the right side.
A good puller will not care about 1 or 2 mobs standing in the way, and always go for the bigger mobs. It is very time-wasting and mana-wasting to kill just that 1 or 2 mobs on the way, instead of spending them on bigger rooms. So don't stop just for 1 or 2 mobs in the corridor between rooms, MOVE, and those few mobs will leave you alone anyway, if you went far enough. Besides, you already got a mob on you, might as well start pulling the rest of the mobs. In any case you want those few monsters dead, then ATTACK IT. Don't stand right there waiting the casters to cast while the monster is hitting you...if you don't start the attack or taunt, usually mages won't even bother.
A good puller knows when he should move, and when he should rest. Generally, start moving once: - everyone's HP is at 3/4 bar, your HP bar will be full right before you start pulling. - every caster's MP is at 3/4 bar Rest otherwise. The 1/4 bar left will regenerate while you are pulling.
I once partied with an inconsiderate puller who watches movie while he's playing, and tell u what, that's the most stupid and time-wasting aoe-leveling party I ever had, and I'll never party with such immature and inconsiderate puller EVER unless he fixes his attitude. If you found a good puller, remember his name, he will be a very valuable ally. If you know of a bad puller, also remember his name so that you don't have to waste your precious gaming time. The few good pullers who I can remember is Reality and GaNoi at the darkside. I am sure there are some other good pullers out there, but either I don't have the chance to party with them, or I forget their names, lol.
Back on the topic, if the party does not have hunter/assasin/fighter, then the puller must stay alert of the casters' condition. The puller will be the one who attracts the monster away. Again, if healer's heal is interrupted, you die; if the mage can't cast spell, you will eventually die too.
If the party has a hunter/assassin/fighter, then it's not your job. Stay at a spot, so that the aoe spells can land properly. If you move around too much, the aoe spells will not hit every monsters, your taunts might not able to reach all monster either. Things will get hairy from there on.
A lot of pagan/mage relies on your "signal" to start AoEing. That signal is usually the AoE taunt with a yellow circle thingy on top of your head when it is performed. Make sure to reach an agreement with the pagan about what time they should start casting, because if it is too early - they die; too late - you die. So, plan well ahead.
Pagan/Mage:
Your job is simple, to kill. But, to do that effectively, you should remember the followings:
RULES OF THE THUMB
1) Don't start casting until the puller got the monster attracted. The usual sign is the AoE taunt. If you don't know what's the animation of it, ask the puller to show you.
2) Got a monster on you? DON"T FIGHT BACK, because you will only make the monster "hate" you more, and make it harder for puller/warrior/assassin/archer to attract that monster away from you. What you should do instead, is to run to the puller, so that the puller can taunt it away, and such that other AoE spells can hit the monster. But, don't stay around the guardian once the monster leave you alone, because there might be some monster who can do AoE attack/debuff, and thus interrupting your cast. Or, you can spam your insta-cast wind spells before you move away.
Here's some other tips for spellcasting:
- Skills that does DOT (Damage Over Time) should be casted first, to obtain maximum benefit out of the DOT.
- Hellfire is not AoE skill...it is a single-target spell that does DOT, so don't mix it up with other AoE skill and wonder why you can't kill much with it.
- Earth Spikes, unlike other earth spells, have "stun" effect (make monster can't move nor attack nor cast), instead of the "root" effect (makes monster can't move only). So, if you time it well with another pagan/mage, you can "perma-stun" the monsters. This way, the puller will not take much damage at all, and will give more opportunity for the healer to properly heal the puller.
I thought of this technique ever since I got Earth Spike, but only have the chance to actually try it yesterday. It is because this technique is not really needed if the tanker has totally no problem tanking, and it's a slower (albeit safer) kill compare to other spells. Tanker might have problem tanking especially if the monsters are mainly doing magical damage, instead of physical.
Time the perma-stun properly, and the tanker's survivability will be significantly improved, which enables the team taking on harder monsters (more exp and better drops). Use insta-cast wind spells to chop-off the rest of the monster's hp after you grind their hp low with perma-stun. As you might already know, it is a good spell in pvp too, especially to prevent enemy from running away. It is also a good spell to slip between your fast-and-damaging spells, so that it will keep the monster on a spot before you finally kill it, in case your tank has problem properly "suck them up".
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