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Choosing the perfect team.

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Subito Profile

Author: Subito
View Profile of Subito

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10 Comments
Is it not a drag to enter a mission and find out that, even though you grobbed the first few people to accept your invite, that your team just doesn't seem to work? Well, let me give you some help on making smart choices before you enter a mission or quest. First, of course you need a full on healer monk. it wold help to have 2, but that's rare. Next, an elementalist/monk. they make for aweosme bak up healers and if you rmonk dies the can even primary a bit. Them being fire magic can be good, but don't forget that the other magics have uses too or they wouldn't be there. Of course you need awarrior..in fact you need 2 if you can. Don't let any crazy ncro fool you into thinking the can tank. they just can't. You need a primary warrior, because they get armor that is way better than anything anyone else can get. if you can't get awarior, a ranger runs second place for armor, so maybe find a ranger/warrior tha's willing to tank. Oddly enough, mos tpoeple look over the necro/and the mesmer, but it's very important to have some degen in your group. NEcros provide longer lasting degeneration that can easily be csat on many targets at onece. they can also provide asmall army of minions. Mesmers provide avery short lived, but strong health degeneration, that usually goes out before they can cast it on many other enemies. they also have hex breaker, which is extremely handy for bosses. I weould look for necro/mesmer, but if you have to choose, take the mesmer over the necro because of the hex and enchantment breakers.

So..for 4 person party you want a monk, an elem/monk, a warrior, and a necro/mesmer.

For a 6 person you want the same, but add a second monk, or second elem/monk and a second warrior.

For 8 people you can separate yuor necro/mesemer into one necro and one mesmer. then add a ranger, if you haven't put one in as a warrior. their poison skills are beautiful. this should give you, 2 warriors, 2 monks, elem/monk, necro, mesmer, and a ranger. This is ideal, but sometimes you just can't make it. elem/monks can step in for monks, rangers for warriors, and necros and mesmers can step in for each other. if you can't find a ranger...well. then it's a free card.

Also, sometimes you'll find that even this group can go down quickly in a mission., when yuo ge to town..replace any quitters, kick out anyone that runs ahead, and find out why people didn't attack targets, anbd replace them if they don't have a good excuse. If a mission is especially hard..there is only room for one leader.

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User Comments
  Element_Immortal on 07/31/05 19:37
 
i seem to notice that so far, goign to the UW and FoW area's, the best group to take there would be

2 warriors(both tanks), 2 monks (one fully healing, the other a protection/healing), 2 ele's (one a nuker and the other an all around ele), a ranger (good for setting traps and such), and a mesmer (the best health degen person around by far)

that works best with FoW and the UW

i know it costs 1k to get to the UW or FoW but i usually bring home about 7 globs of ecto(worth at least 10k each) each time and several gold weapons, trust me, its well worth paying 1k to go

  Takeko_Nakano on 08/01/05 04:30

That's an excellent post, Subito. A balanced team is always important. Far too often I see too many rangers, Necromancers, etc. Always have to have two warriors and two monks after you hit the 6+ party size.

I also find it's good to take warriors with monk secondary status. It might sound elementary, but it means they can heal themselves and potentially others as well. There's nothing more annoying than your healers going down and no one can revive them. So my warrior-monk has resurrect equipped as standard now.

  MustelaNigripes on 08/04/05 10:23

Personally, I feel choosing the right group requires communication. (This will not go over very well, because most people want to "get to the mission".) Before you get in the mission, find out what roles people play. An E/Mo can be a good healer. But they can be a great healer if they know that is their role before they go into the mission. I have seen many parties that had almost all characters with secondary Mo. But, they focused their skills on the primary class. Don't think that just because they took Mo as a secondary, that they will be able to help out.

If you have two monks in a party, a minute of skill discussion can help a lot. If they both take the same spells, say healing breeze, they waste energy by casting that spell on someone that already has it on them from another monk.

As an aside, I play an E/Mo most often. And I have seen few Monk primarys that have done as well a job as when I go "heavy on the healing" when choosing skills. The only complaints I have ever had was when the group split up and went different directions, out of my range. Don't blame the healer if you do something stupid.

Rush = mistake  honnaja on 08/05/05 13:38

I couldn't agree more. So many are in such a rush and don't mind who they trample on to get there, whilst so few actually have the nerve to do something about it. I've gone into the odd group where I just knew what it would be like beforehand then kicked myself when I was right.. 'ping-happy' people, scribbling on the map, rushing off with partial health an energy, etc.. I'll make more of an effort to make it clear what I offer/expect and go with a group that feels the same. It'll be hard though since guild grouping makes PUGs almost unbearable, so I've kind of lost interest in them, but hopefully that's the mark of a good guild rather than an over abundance of 'rambo rushers'.

I say find yourself a group who think like you do, who have the same idea of fun, etc.. and go with them. Alternately, follow the guidelines above :)

^^

  KahlanXvii on 08/10/05 03:27

I think most of you will know that most warriors work with adrenaline skills, thats why they are rushing. They want to use the adrenaline they have, not thinking if healers and other casters have enough energy to help them out. I have been able to play every mission and quest as only monk, wich is not an easy job, but if the team listens and if the warriors care about others (not rushing) it can be done.
I find it very annoying when an E is helping with the healing, since they mostly "fuck up" my elite skill (Word of Healing). Of course this can be solved with little conversation.
I must say that I have never been in UW or FoW, maybe a second healer is a must there. But I know that you can play every mission and quest with 1 healer and a team that thinks about every1.


Don't sell us E/Mo's short as healers!  nryerson on 08/15/05 08:04
 
Good guide overall. The importance of teamwork (not least of which choosing the right combo of players) cannot be overstated!

The only thing I take exception to is the insistence that the primary healer MUST be a primary monk. As a 20th level E/Mo I often fill the role of primary healer, and usually manage to keep my party quite healthy if I gear up for healing/bombing (with 76 energy and "heal other" for over 150, I can pretty much hang with all but the very very best healing monks -- occasionally dropping in storms for 27 damage/sec). Granted that most people playing primary Ele's aren't interested in healing, but it can be done at the highest levels (and toughest maps)!!

The Second Healing  Nakundir on 08/15/05 12:27

To KahlanXvii:
You say a group only needs one healer, but of couse you also say you never been to UW or FoW, because in those places it just dosent work.
A good thing for healers if there is two is to split out their choires, like say one heals upper 4 and other lower four, so they wont go target same person and using double energy to get same effect.

Secondary monks, especially elementalists work very well. Yes, they do not get much use of divine favour or spells requiring this. But divine favour in itself heals 3 poinst of health for each point in the attribute when you cast spells on an ally.
I would like to think that elementalists can beat that with their extra energy, being able to spread their healing more. And well, the extra 30-40 health per heal might not always be neccesary.

So just dont overlook the potential of second classes.

Which goes for all combinations of professiosn btw, people tend to just look at the appearance and not look at the second prof.

And also as earlier stated, dont think people actualy bring their second prof skills or first prof skills, you might get surpriced when your monk takes out a bow and starts applying poison and using pet skills....




  Subito on 08/23/05 00:59

Okay, hello. It's me, Subito..hahah. no clue why i said that. Anyway, I agree that an Elem/monk makes an excellent monk. It's been a while, so I've got no idea why i would say anything against elem/monks as monks. at least 60% of the time, mine monks. however, you have to admit that divine favor is handy. Plus, I didn't say an elem/monk couldn't monk. I'll admit tha twhile an elem/monk doesn't have Divine Favior, they make up for it with more mana.

monks  foozdood on 09/02/05 18:06
 

i think its best to have one E/Mo and one Mo/e insted of 2 Mo/E or 2 E/Mobecause then you get the advantage of more healing and divine favor skills both of wich are very important on the harder maps and the eles can bring spells like aura of restoration wich allows them to spend more time healing others and less time healing themselves.

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