[Party] All Lvls ~ How mob teams work
Feb 7, 2015 7:52:41 GMT -5
zeffyr and Waterwalker007 like this
Post by Avalin (Zombie) on Feb 7, 2015 7:52:41 GMT -5
Teaming up together to level is one of the major parts of DoMO. It's one of the primary ways to level in the game and as a guild we'll be doing parties a lot. Leveling parties not only helps you gain experience and grow, but you meet some of the most awesome people and have a blast. Some of my closest friends when I played DoMO were made through meeting in teams. Seeing as Muffin will be doing guild teams quite frequently I figured it was about time to make a guide for the newer players to the Mirror world or the veterans looking for some refreshing. There are various reasons people team, but we'll only be going over mob'ing teams for grinding exp.
Teams in general,
You can form teams with people, by being invited yourself or inviting someone. To invite someone you can right click on their character and the option to recruit them for your team is there. Teams hold six people maximum. Everyone in the team within range will share exp and item drops depending on the looting option selected for the team. Looting options can be changed by the team leader by right clicking their picture in the top corner. You can also pass on team leader to another player by right clicking their picture. (You'll know if you're the leader because a little flag will appear on your picture.) The team leader is also the only one able to expel people from the team, however any member of the team can invite another. Teams can be also formed by the guild window or finding someone flagged for a team. People that aren't in range of sharing exp or drops will have a orange exclamation point on their picture. If they have a red exclamation point however it means they're not in the level range to share exp; though this does not effect drops. The level gap for sharing exp is more then ten levels apart.
Tank,
The tank is the person in the team that will grab and hold aggro of the mobs. It's the tanks job to make sure no one else gets attacked and eventually killed from mobs. After the puller hoards up the mobs and brings them to the tank, the tank should automatically use their skills to grab the mobs to their-self. Mercenary is the most recognized and common class to tank on as they have the proper skills to take and hold aggro. if someone isn't on a Mercenary class, they'll be subbing the Mercenary skills to tank properly.
Common tank builds,
Puller,
There's only one puller per team and they're the person that gets the mobs. Normally a bow is used to grab the mobs, the Beginner Bow works great for non Hunter pullers. They'll run around, hit mobs to grab aggro before rushing back to the team (careful to not lose said mobs). Once they get there the tank will use a skill and grab aggro. Without the puller there'd be no mobs to kill for the team, so it's important to keep your task up. Between pulls make sure you grab any formations from the tank and get proper buffs from the Doctor. Common puller classes are Thief, Hunter, Fencer, Blademaster and Martial Artist. If using a less agi based class to pull, having buffs is super important, please keep that in mind.
There aren't any skills you'll absolutely need as a puller; just make sure you have a bow and adequate arrow supplies. A build also isn't terribly important or needed, since there's a wide array of classes that do tank. Agi does help greatly though.
Muse,
The muse's job in the team is to buff and keep mp up for their team mates. The job that fills this role typically is Musician or having the skill sets subbed on another class. Mp is really important for members of the team. Without MP the doc wont be able to heal, the tank may not be able to aggro or keep up forms and aoes wont do damage. A lack of mp in the end can cause the team to crumble and fail miserably, so it's always important to keep your support buffs up. Know most of the Musician buffs are very short and will need to be played repeatedly; very often.
Common Muse builds,
Doctor,
Doctors are the job within the team that keep everyone healed and buff. It's up to the doc primarily whether someone lives or dies within the team more or less. As the job name states; it's almost always done by the Doctor class, or someone subbing doc on another class. It's primarily magic classes that do well subbing doc skills. It's important to not only watch your own mp and judge how that should effect your skill usage, but keep a ever watchful eye on your team mates. When you're a doctor for long enough; seeing that sudden drop in a hp bar of a team mate is one of the startling things ever. It's good practice to buff everyone, but if you lack mp or use it too quickly it's a good idea to spread out and only give certain buffs to certain jobs. The tank and pullers should always have Forcefield, Regeneration and Prolong; no matter what. It's a good idea to give a muse prolong if they have transfusion tune. Aoes don't really need buffs unless they grab aggro frequently, same with the muse. So if you don't have the mp to properly buff and heal everyone fully; keep those tips in mind. It's also wise to have a good supply of frogs on your for the frog buffs.
Common doc builds,
Aoes,
The damage dealers in the team. Ideally each team should have two aoes to deal damage. Aoes are the main source of exp share within the team, so having good aoes is important. The main aoe classes are Dancer, Wizard, Shaman and Fencer. Other classes may sub the mentioned classes skill sets in order to aoe. Most team aoes are magic based classes and builds however. It's important to time your skills just right. Too soon of a aoe can grab the incoming pullers' mob to aggro you (which will potentially lead to your death). If you aoe too slow or late you wont hit as many mobs and exp gain for everyone will slow. Watching your mp is also important as it'll probably drain fairly quickly. If it does drain out don't hesitate to sit down to regain it, but do so at a time where the other aoe is still going. Too much skill spam may also grab aggro off the tank as well as drain your mp faster; so it's wise to think about both of these things. If your aoes require a certain item, like scrolls it's a good idea to have a full stock of them when you team.
You can form teams with people, by being invited yourself or inviting someone. To invite someone you can right click on their character and the option to recruit them for your team is there. Teams hold six people maximum. Everyone in the team within range will share exp and item drops depending on the looting option selected for the team. Looting options can be changed by the team leader by right clicking their picture in the top corner. You can also pass on team leader to another player by right clicking their picture. (You'll know if you're the leader because a little flag will appear on your picture.) The team leader is also the only one able to expel people from the team, however any member of the team can invite another. Teams can be also formed by the guild window or finding someone flagged for a team. People that aren't in range of sharing exp or drops will have a orange exclamation point on their picture. If they have a red exclamation point however it means they're not in the level range to share exp; though this does not effect drops. The level gap for sharing exp is more then ten levels apart.
(Thankyou to those in the image; I'll get a version on SubaGames and the guild teaming later for here.)
Jobs,
For a team to work successfully when grinding mobs for exp; there are various jobs needing to be done. Without certain jobs teaming would be near impossible and possibly lead to death; so it makes finding people to fill these jobs very important. It's a pretty cool experience though, having everyone rely and support each other to help level ad keep from dying. Of course mistakes happen and sometimes you do die, but you learn from your mistakes. All jobs in the team are super important.Tank,
The tank is the person in the team that will grab and hold aggro of the mobs. It's the tanks job to make sure no one else gets attacked and eventually killed from mobs. After the puller hoards up the mobs and brings them to the tank, the tank should automatically use their skills to grab the mobs to their-self. Mercenary is the most recognized and common class to tank on as they have the proper skills to take and hold aggro. if someone isn't on a Mercenary class, they'll be subbing the Mercenary skills to tank properly.
- Mock Monsters - A aoe skill that grabs the aggro of all surrounding mobs withing range
- Wicked Windmill - Aoe skill that hits surrounding mobs, also used to grab aggro
- Taunt - Single target attack that aggros a monster, required to level to get Mock.
- Circle Formation - A team buff, for those in range, that raises defense, it's multiplied by the number of team mates
- Crane Formation- Buff that's given to in range team members; it raises magical attack. It's multiplied by the number of members.
- Dustpan Formation - This skill and Circle cover each other. It's a team buff that raises magical defensive, used rarely when in certain mobs.
Common tank builds,
- 1 agi, 2 dur
- 2 agi, 1 dur
There's only one puller per team and they're the person that gets the mobs. Normally a bow is used to grab the mobs, the Beginner Bow works great for non Hunter pullers. They'll run around, hit mobs to grab aggro before rushing back to the team (careful to not lose said mobs). Once they get there the tank will use a skill and grab aggro. Without the puller there'd be no mobs to kill for the team, so it's important to keep your task up. Between pulls make sure you grab any formations from the tank and get proper buffs from the Doctor. Common puller classes are Thief, Hunter, Fencer, Blademaster and Martial Artist. If using a less agi based class to pull, having buffs is super important, please keep that in mind.
There aren't any skills you'll absolutely need as a puller; just make sure you have a bow and adequate arrow supplies. A build also isn't terribly important or needed, since there's a wide array of classes that do tank. Agi does help greatly though.
Muse,
The muse's job in the team is to buff and keep mp up for their team mates. The job that fills this role typically is Musician or having the skill sets subbed on another class. Mp is really important for members of the team. Without MP the doc wont be able to heal, the tank may not be able to aggro or keep up forms and aoes wont do damage. A lack of mp in the end can cause the team to crumble and fail miserably, so it's always important to keep your support buffs up. Know most of the Musician buffs are very short and will need to be played repeatedly; very often.
- Mystic Mantra - Recovers nearby team mates mp for 40 seconds
- Courageous Chorus - Buff that raises team mates attack and magic attack.
- Song of Concentration - Increases nearby team members accuracy and magic accuracy
- Diligent Ditty - Raises team embers movement speed, evasion and magic evasion.
- Transfusion Tune - A skill that sacrifices some of the persons hp and converts it to mp, can be used on a target or their-self.
- Mars Song - Buff that increases team members attack, accuracy and evasion; lasts longer then the 'short songs'
- Hymn to the Goddesses - Grants nearby team members added magic attack, magic evasion and magic accuracy.
- Echo Guard - Protects team members by bouncing back damage and has a certain % chance of reflecting magic attacks.
Common Muse builds,
- 2 wis, 1 agi
- 1 wis, 2 agi
- All wis or all agi
Doctor,
Doctors are the job within the team that keep everyone healed and buff. It's up to the doc primarily whether someone lives or dies within the team more or less. As the job name states; it's almost always done by the Doctor class, or someone subbing doc on another class. It's primarily magic classes that do well subbing doc skills. It's important to not only watch your own mp and judge how that should effect your skill usage, but keep a ever watchful eye on your team mates. When you're a doctor for long enough; seeing that sudden drop in a hp bar of a team mate is one of the startling things ever. It's good practice to buff everyone, but if you lack mp or use it too quickly it's a good idea to spread out and only give certain buffs to certain jobs. The tank and pullers should always have Forcefield, Regeneration and Prolong; no matter what. It's a good idea to give a muse prolong if they have transfusion tune. Aoes don't really need buffs unless they grab aggro frequently, same with the muse. So if you don't have the mp to properly buff and heal everyone fully; keep those tips in mind. It's also wise to have a good supply of frogs on your for the frog buffs.
- First Aid - Single target skill that replenishes hp.
- Regeneration - A buff that increases hp in increments over time.
- Born Again - Used to revive someone that's dead; the higher the skill level the less exp loss they suffer
- Greater Healing - Aoe skill that heals in range team mates hp
- Inner Magic - The god of all skills that's a self buff to recover mp in increments over time. (This is super important and great to sub)
- Ultimate Healing - A large range aoe heal that recovers hp of those around you in and out of the team.
- Frog Forcefield - A buff that raises a targets defense.
- Prolong Life - Skill that is a buff and raises a targets max hp
- Mega Magic Boost - A buff that's used to raise max mp of a target
Common doc builds,
- Full wis
- 2 wis, 1 agi
Aoes,
The damage dealers in the team. Ideally each team should have two aoes to deal damage. Aoes are the main source of exp share within the team, so having good aoes is important. The main aoe classes are Dancer, Wizard, Shaman and Fencer. Other classes may sub the mentioned classes skill sets in order to aoe. Most team aoes are magic based classes and builds however. It's important to time your skills just right. Too soon of a aoe can grab the incoming pullers' mob to aggro you (which will potentially lead to your death). If you aoe too slow or late you wont hit as many mobs and exp gain for everyone will slow. Watching your mp is also important as it'll probably drain fairly quickly. If it does drain out don't hesitate to sit down to regain it, but do so at a time where the other aoe is still going. Too much skill spam may also grab aggro off the tank as well as drain your mp faster; so it's wise to think about both of these things. If your aoes require a certain item, like scrolls it's a good idea to have a full stock of them when you team.
- Ferocious Fandango - Damages nearby enemies and lowers their magical defense. (Dancer)
- Fancy Ferocious Fandango - A more powerful, upgraded Ferocious Fandango. (Dancer)
- River Rhumba - Water elemental magic attack that damages nearby enemies (Dancer)
- Flaming Foxtrot - Deals fire elemental damage to nearby enemies. (Dancer)
- Fatiguing Fan - Debuffs nearby mobs and leeches their attack for your own, does not stack with other attack buffs. (Dancer)
- Fleecing Fan - Debuffs nearby monsters and leeches their defense for your own, does not stack with other defense buffs. (dancer)
- Blizzard - Deals metal elemental damage to nearby enemies. (Shaman)
- Blackthorn - Aoe that does wood elemental damage to nearby enemies. (Shaman)
- Acid Rain - Causes water elemental damage to in range mobs. (Shaman)
- Summer Solstice - Deals elemental fire area damage. (Shaman)
- Scorched Earth - Inflicts elemental earth damage to surrounding mobs. (Shaman)
- Howling Wind - Elemental wood attack, adds wood damage to nearby team members weapons (Fencer)
- Crashing Waves - Area attack that deals water elemental damage, adds water damage to nearby team members weapons. (Fencer)
- Cracking Thunder - Hits nearby enemies with metal damage, adds metal elemental damage to nearby allies weapons. (Fencer)
- Roaring Inferno - Deals fire damage to nearby enemies, adds fire elemental damage to team mates weapons. (Fencer)
- Crushing Landslide - Area attack that does earth elemental damage, adds earth damage to nearby allies weapons. (Fencer)
- Explosive Runes - Inflicts fire damage to surrounding enemies, those closer to the middle get more damage. Uses a scroll (Wizard)
- Toppling Tremor - Uses a scroll to damage and knock nearby enemies off their feet. Earth elemental. (Wizard)
- Acid Rain Scroll - Uses a scroll to deal water damage to nearby enemies. (Wizard)
- Secret Charm of Shrieking Demons - Uses scrolls to deal damage to nearby enemies, also debuffs them with lowered hp. (Wizard)
- Secret Charm of Rolling Thunder - Deals damage to a single enemy and damages the enemies around that enemy. Requires scrolls. (Wizard)
- Secret Charm of Thorns - Lowers attack speed and deals wood elemental damage to nearby mobs. Uses scrolls. (Wizard)
- Warning Warble - Non-elemental attack that deals damage to surrounding enemies. (Wizard)