Post by Lýfelíëk Heroblãde on Nov 3, 2007 23:29:13 GMT -5
I figured that with the influx of new players/guild members, I'd include links to GuildWiki's guides for ranged combat professions. That'll be the 101:
Effective paragon guide
Effective elementalist guide
Effective necromancer guide
Effective mesmer guide
Effective monk guide
Effective ritualist guide
[/ul]
Now that you've read the basics, here's what will make you more proficient at your job. Knowing your party and your role in it can go a long way to making battle easier on everyone. Generally speaking, Warriors are the only class that should be taking the initial aggro of a skirmish. As always, they may be substituted for a Dervish(if the party makeup dictates it)but remember- the latter has 10 less AL(Armor Level) per piece of max armor than the former does. Whomever this player is, he/she will become the point man. If your point isn't calling out targets, they will cause you to be less effective as well. You may have to let them know to hold the CTRL key while double-clicking the enemy. This is known as "calling" a target. Damage casters must as well know to hit the "T" key to lock on to the corresponding target then SPACE to attack. Alright, now here's a target range graph to help with the more minute details:
Knowing where you're effective and where you're not is a huge part of combat. Casters and Rangers should NEVER be in the thick of things. The colored rings on the image above will help illustrate the area proximity you should be in according to your class.
RANGERS
Rangers are a peculiar bunch as much of the time they will be taking primary aggro while trying to split enemy groups. This "pulling" is the only time a Ranger should attempt this. "Pulling" is much more safe with the extended range of a flatbow, which I personally recommend. The farther away from melee, the better- Warriors don't like having to run around to different targets because someone's in the wrong position. Check out this longbow versus flatbow comparison:
Now, there's really not much difference, but if you want the highest DPS(Damage Per Second) you'll want a flatbow as well. It will end up being about 0.11seconds faster than a longbow plus you have a higher arcing shot. Also, I can't stress enough the importance of higher ground. Always look for it unless its too terribly far away.
ELEMENTALISTS, NECROS, AND MESMERS
More than likely, any of these three classes will be grouped together on the battlefield. Damage casters should always be toward the back of the party. In a party with multiple casters/healers, Necros should go with a "battery build" to keep the rest of the group from a massive energy drought. You could also make an argument for a "minion master" build. Remember- as a Necro, your part in the DPS(Damage Per Second) equation isn't always physical as much as it is health degen(the same goes for mesmers). A particular mesmer build isn't as important as the Ele's will be. As an Elementalist, consider your seconday attribute being Earth Magic. Ward Against Harm offers those within a 50% chance to block incoming attacks and would shelter most(if not all) of the casters in your group. An "echo nuker" build with the above skill subbed in will suffice, but remember to subtract (1) point from Fire Magic and Energy Storage to be dumped into Earth Magic.
MONKS AND RITUALISTS
If you've decided to play as a healer or protector, I won't bore you with how to manage your character- you can really only learn that by doing. What I will give you is a few tips. Make sure that you stay AT the white ring's distance almost exactly(on the above graphic). This should eliminate unneeded aggro while staying in healing range of the tanks. Also, keep melee and healers on opposite ends of the Party Formation window. You'll be targeting individual heals based on the bars in this window, so generally it goes "Warrior(s) at the top, Monk(s) at the bottom". Keep this in mind when assembling your party.
RANGERS AND RITUALISTS
What do these two have in common? Spirits. Spirit range is a bit over two and a half times your aggro bubble, so Rangers will have to pay attention to where they drop spirits as they're stationary once summoned. Ritualists, however, can summon the spirits they've produced to their location using a few various skills. Placement is important as allies and enemies are effected by spirits. This way, if they're summoned ahead of time without aggro, once engaged, your foes will likely walk right in.
I hope that this gives some of you a bit of insight into how much easier casters can make the lives of tanks. If any veterans have things to add, to newer players feel the need for clarification, feel free to post here and we'll update the guide.
Effective paragon guide
Effective elementalist guide
Effective necromancer guide
Effective mesmer guide
Effective monk guide
Effective ritualist guide
[/ul]
Now that you've read the basics, here's what will make you more proficient at your job. Knowing your party and your role in it can go a long way to making battle easier on everyone. Generally speaking, Warriors are the only class that should be taking the initial aggro of a skirmish. As always, they may be substituted for a Dervish(if the party makeup dictates it)but remember- the latter has 10 less AL(Armor Level) per piece of max armor than the former does. Whomever this player is, he/she will become the point man. If your point isn't calling out targets, they will cause you to be less effective as well. You may have to let them know to hold the CTRL key while double-clicking the enemy. This is known as "calling" a target. Damage casters must as well know to hit the "T" key to lock on to the corresponding target then SPACE to attack. Alright, now here's a target range graph to help with the more minute details:
Knowing where you're effective and where you're not is a huge part of combat. Casters and Rangers should NEVER be in the thick of things. The colored rings on the image above will help illustrate the area proximity you should be in according to your class.
RANGERS
Rangers are a peculiar bunch as much of the time they will be taking primary aggro while trying to split enemy groups. This "pulling" is the only time a Ranger should attempt this. "Pulling" is much more safe with the extended range of a flatbow, which I personally recommend. The farther away from melee, the better- Warriors don't like having to run around to different targets because someone's in the wrong position. Check out this longbow versus flatbow comparison:
WEAPON | REFIRE RATE | RANGE | FLIGHT TIME |
Longbow | 2.4 seconds | 1.6 | 0.59 seconds |
Flatbow | 2.0 seconds | 1.6 | 0.88 seconds |
Now, there's really not much difference, but if you want the highest DPS(Damage Per Second) you'll want a flatbow as well. It will end up being about 0.11seconds faster than a longbow plus you have a higher arcing shot. Also, I can't stress enough the importance of higher ground. Always look for it unless its too terribly far away.
ELEMENTALISTS, NECROS, AND MESMERS
More than likely, any of these three classes will be grouped together on the battlefield. Damage casters should always be toward the back of the party. In a party with multiple casters/healers, Necros should go with a "battery build" to keep the rest of the group from a massive energy drought. You could also make an argument for a "minion master" build. Remember- as a Necro, your part in the DPS(Damage Per Second) equation isn't always physical as much as it is health degen(the same goes for mesmers). A particular mesmer build isn't as important as the Ele's will be. As an Elementalist, consider your seconday attribute being Earth Magic. Ward Against Harm offers those within a 50% chance to block incoming attacks and would shelter most(if not all) of the casters in your group. An "echo nuker" build with the above skill subbed in will suffice, but remember to subtract (1) point from Fire Magic and Energy Storage to be dumped into Earth Magic.
MONKS AND RITUALISTS
If you've decided to play as a healer or protector, I won't bore you with how to manage your character- you can really only learn that by doing. What I will give you is a few tips. Make sure that you stay AT the white ring's distance almost exactly(on the above graphic). This should eliminate unneeded aggro while staying in healing range of the tanks. Also, keep melee and healers on opposite ends of the Party Formation window. You'll be targeting individual heals based on the bars in this window, so generally it goes "Warrior(s) at the top, Monk(s) at the bottom". Keep this in mind when assembling your party.
RANGERS AND RITUALISTS
What do these two have in common? Spirits. Spirit range is a bit over two and a half times your aggro bubble, so Rangers will have to pay attention to where they drop spirits as they're stationary once summoned. Ritualists, however, can summon the spirits they've produced to their location using a few various skills. Placement is important as allies and enemies are effected by spirits. This way, if they're summoned ahead of time without aggro, once engaged, your foes will likely walk right in.
I hope that this gives some of you a bit of insight into how much easier casters can make the lives of tanks. If any veterans have things to add, to newer players feel the need for clarification, feel free to post here and we'll update the guide.