I’ve seen a lot of guides on how to build a character, or spend your skill points, but I’ve not seen much on how to play them. So, having spent a few days wondering about some of the people I’ve partied with, I’ve decided to write a few suggestions on something the vast majority seem to lack. Teamwork.
Teamwork can make a two-person team with it kill twice as fast and twice as safely as a five-person team without it, and is vital to playing in any party, and especially kingdom quests.
#1. Your role.
Okay folks, you’ve picked your class, you’re getting the hang of all your moves and divvied out your stats. Now you’re in a team. So what do you do?
Well, it depends on your class.
Warriors: Whilst endurance heavy fighters are the best team-fighters, even full Str/Spr warriors should be able to handle taking Aggro. If your party mates aren’t warriors, and are being attacked more than you are, then you’re not doing your job right. Sneering kick to attract the attention when needed, if you’re afraid of taking damage, you really shouldn’t be a fighter.
With a cleric in your group, if you aren’t taking most or all of the damage, you’re dividing their resources onto other party members that are, making everyone more likely to die. With a mage or an archer, remember that you are made of steel, they are made of paper and straw respectively, without you, they die.
Something else to remember as a fighter is to be careful what you attract to your party. Sure, one red enemy might be okay, but luring three over at once is just going to cause problems.
Remember, not everyone else plays a fighter, attracting two enemies and expecting the mage to tank one while you take the other is like expecting them to revive you when you die.
Clerics: If you aren’t healing, you should be hitting. If you aren’t hitting, it should be because you’re using your buffs. If you aren’t doing any of those things, you’d better be dead or something. Against strong mobs opponents such as in KQs, then keeping your distance and healing whenever necessary is frequently better than trying to fight yourself. If you get hurt and need to heal yourself, that’s one fewer heal that’s going to reach people who do more damage than you do.
A cleric in a large group is like baby-sitting an army of lemmings, they will all try to get themselves killed. Get to learn your timings well and you should be able to take care of one or two people no matter what’s hitting them, and with maximum points into Decrease SP-Consumption, you should be able to keep that up for as long as necessary.
A cleric can pseudo-tank if necessary. Any enemy that can’t deal more than your Heal amount every three seconds cannot kill you unless you mess up or run out of SP. Use this to your advantage when in a party without a fighter, and take the attention of your targets. Chances are you’ve got a better HP than any mage or archer in your team.
In the situation that your teammate does draw aggro, a swift Bash can sometimes recover it.
With a good party of Fighter, Mage, Cleric and sequential allocation, where their damage isn’t as important, the cleric can also serve as the party vacuum cleaner, scooping up the drops in the wake left by the damage dealer, and healing as necessary.
Mage and Archer: These are grouped together because their role is nearly identical. You are the paper tigers of any group. If you can’t kill something before it reaches you then you had better either leave it alone or get the party tank to hit it first. Long range attacks are great for luring lone enemies away from groups, but always make sure the rest of your party is expecting you to do that.
If you’re being chased by an enemy, then by all means try to run away, but at least try to do so in a way that won’t aggro anything else. Ideally, you’ll want to run in a circle around the enemy, leading them back to your melee characters who are by now probably frantically trying to catch up.
In a mob situation against two or more enemies, don’t just attack different enemies, focus your attacks against one, preferably the same one your tank is hitting. The faster one enemy out of two dies, the faster the tank starts taking only half the damage.
Finally, don’t just remember your role, remember everyone else’s too. If you chug healing potions whenever you get hurt and you’re partying with a cleric, you’re wasting resources and time. If you’re fighting with a mage, don’t expect them to tank for you even if they’ve got three levels on you. If you’re a cleric, remember that whilst your additional damage is a good thing, everybody else’s job is to deal damage.
#2: Location location.
Always know your party-mates’. If you don’t know where they are, then find out. If they’ve died, it’s probably a good idea to find somewhere relatively safe to sit and recuperate, or at very least try and meet up with them as they make their way back to where you were, otherwise they’re going to have an awful lot of time soloing their way through enemies they needed to party against to take on.
Something I’ve noticed a surprising number of fighters do is simply assume that their party-mates are following them like computer-controlled drones, then rush off into the distance. Remember, you move at the same speed as your other party-members. If you start running in a random direction, they aren’t going to "catch up".
Always making sure you’re near your party mates (at very most Heal range) is one of the most important skills to learn. It’s not only clerics who need to monitor their allies.
This leads nicely onto:
#3: Communication
My wife and I run a fairly simple scheme. If we see something we think the other person hasn’t, whether it’s a monster we want to kill, or yet another inconsiderate soul leading a train of five monsters up to us, we jump.
Yes, that’s it, we jump. It’s quick, it’s easy, and it means "rotate your camera". We jump in a certain direction, that’s the way we’re going.
Once we know to look for something, we can look for trains, stray monsters, or in the direction the other person is going in, and take appropriate action, whether it’s leading, following, or getting out of the way.
In the same way, don’t expect your party-mates to be psychic, and if you want something out of the party, you’d better be prepared to say it. And it doesn’t have to be warning jumps, but having some way of telling somebody they’ve just aggro’d a level 97 God-Monkey when they’re about to start resting in their house is going to make life easier for everyone.
Lastly on the topic of communication, be respectful. If you diss the party cleric, they might just stop healing you. If you annoy the mage, maybe they’ll wait for you to die before they finish off the enemy with their spells. If you annoy the fighter, maybe they’ll just ignore the next enemy that decides to chomp on you.
Remember that some people actually have friends. If you offend the mage who hangs out with the cleric who’s friends with the meatshield that takes the hits for you, you might just find yourself in just as deep water as if you’d insulted your party mate straight out, or find yourself deserted by your entire party.
#4: Action!
Finally, participate! It’s okay to rest to recover when you have a spare moment, but if you aren’t killing, taking hits or healing your party, you’re not partying, you’re leeching, and you’re going to be kicked out. And you’d deserve it too.
Credits go to Kholai.
