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Old Jan 26, 2006, 04:11 PM // 16:11   #41
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hmmm i guess "unwritten rules" is a nice way of saying "should be common sense but alot of people seem to be lacking"
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Old Jan 26, 2006, 08:15 PM // 20:15   #42
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Quote:
Originally Posted by Manda Panda
If a team is looking for someone to fill a certain role (battery necro, bond monk, whatever) and you have no idea what it means, don't try to fake it. They can tell when you aren't using the appropriate skill(s). Either ask, or don't try to join.
Yeesh... When I first time saw someone recruiting SS I dared to ask what it was. What did I get as an answer? Every single dirty word he could come up with, but not a word what SS was.

Now I know, but it took me a long time to even think about getting a PUG. And in any case... I hate when people tell me what skills I need to use, I am the one playing the game for my part. If that's not fine with you, you may as well go without me.
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Old Jan 27, 2006, 12:00 PM // 12:00   #43
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Originally Posted by Jas
And in any case... I hate when people tell me what skills I need to use, I am the one playing the game for my part. If that's not fine with you, you may as well go without me.
That is a tough one Jas. I can sympathise with how annoying it can be when some mini-Hitler starts trying to dictate everyone's skillbar (often a sign that things are going to get heated later, with players trying to micro manage your every move and laying blame if things go wrong). If they go over the top you are right that it might be time to find a new team.

That said, the UW/FoW guides on this site have been a godsend for me with advice to check what kind of build people are using before you start any tough mission, just so you have some idea how everyone (including yourself) is going to fit in.

Taking the time to ask a couple of polite questions also serves to get to know people a little better. Last week it saved me from having to party with the rudest person I have ever met in GW. I had gone to Thirsty River to help a guildie and arrived to find this guy calling the group leader a 4-letter C word for not recruiting monks fast enough, spamming 'gogogogo' etc.

Since we had a couple of minutes while picking up a complete team, I asked what builds people were operating, as I wanted to tailor my own. Mr Pleasant ignored the polite discussion the rest of us were having and continued with abusing the leader, then said he was going to leave if we didn't get another monk immediately. My 'please do' was answered with 'die of Aids'- I am optimistic that in his part of the world this is a customary farewell meaning 'have a nice evening'.

One quick message to the guild later, we had a full team and no problem with the mission. I love PUGs, but some people really take the joy out of it with their unpleasantness- it was an effort not to let this berk ruin my evening.

Getting back to the point, I feel some questions suggestions about build can be time well spent, but agree that it is not nice to try and dictate to people.
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Old Jan 27, 2006, 10:43 PM // 22:43   #44
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Originally Posted by I pwnd U
sad thign these should all be known but most people still dont use them annoys me so much. people please play smart.
a tutorial mission to teach those basics would be helpful
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Old Jan 29, 2006, 02:33 AM // 02:33   #45
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Number one: monks should NEVER pull. Really the last thing the group needs is for you to take aggro. "But I wont I'll just get thier attention and run behind the tank" no you wont you will get thier attention and run them straight back to all the casters and kill the whole group...please let someone else pull and take aggro.

Two: tanks...if you think your about to die....DON'T turn and run. Number one theres a good chance a monk finally got the energy they needed to heal you and your really fine. Number two by running you let the enemies loose on the group...please be brave and die I promise after the casters run back to safety and it is ok we will rez you but if you run back you will only succeed in killing us all.

Three: again tanks...if one enemie slips by you...really us casters arent as weak as you seem to think we are...you turn to "save" us from that one...you let three more come back..really were ok just stay still and fight your three well handle our one.

Four: Trapping...trapping works wonders....when you bring the enemie to them. Laying a trap and standing on them or in front of them to kill the enemie does no good.

Five: Pulling....If someone goes up to pull...it doesnt help to have the whole party right behind them...please stay back and let the enemie come to you.

Six: again with pulling....if you are attacking an enemie and he turns to run away STOP attacking don't follow him. Do not allow him to pull you to the next mob of enemies.

Seven: Watch what is cast on you. If you have ss on you please stop attacking..or if you insist on continueing...move away from everyone else just because your suicidal doesnt mean we all feel like dying with you. its ok for you to be suicidal but not homicidal to your own team.

Eight: Please remember that blood ritual is a touch based skill. If you call for bat and then start running we have to chase you all over the map...please stand still to make things easy for all of us.

Nine: If you have a bat necro with you it is a good idea to ping your energy at say 15-20 rather then 0-5 this way you can still cast a heal spell and our bat is a bit more effective.

Ten: If you ping low energy and your bat is dead...please do not get mad at them for not giving you bat...its kind of hard to do that when your dead.

Eleven: chests come last...(except in FoW chest runs). Yes sometimes they have good stuff in them but running into a mob of 20 enemies to test the chest and getting everything aggroed only gets you killed (more then likely before you even reach the chest) and a very messed up zone for the party...just relax we will have more luck getting there if everyone takes thier time and is on the same page.

Twelve: If you go into a mission or an area to cap a skill thats fine however...the group has counted on you to be there and you are taking up a slot in that group so stay until the end or until everyone has what they want if you are planning on only getting what you want and leaving then please take henchies or find a group with a common goal and leave that spot for someone else.

Thirteen: Please do not tell me how to play my character. In the middle of battle it doesnt do anyone any good for you to stop and tell me I am a "noob" and not doing a good job because you are a tank in the middle of a mob and want me to bat you and I don't do it. Or other things. If you think you can do a better job with my character then I can...then be my guest feel free to make one yourself but please let me play mine and you play yours.
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Old Jan 29, 2006, 03:06 AM // 03:06   #46
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Re: PvE

When doing a mission(or area that DOES NOT have rez shrines) pack a rez. Even if it's signet, it's better than nothing. You don't want to be the guy that happens to be the last surviving member after a party wipe & not have a rez do you?

If your secondary is Monk pack a hard rez. Why? Because everyone expects you too. Fair or not when ppl see a Monk secondary they expect a hard rez.
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Old Jan 29, 2006, 03:29 AM // 03:29   #47
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Quote:
Originally Posted by shevaa
Two: tanks...if you think your about to die....DON'T turn and run. Number one theres a good chance a monk finally got the energy they needed to heal you and your really fine. Number two by running you let the enemies loose on the group...please be brave and die I promise after the casters run back to safety and it is ok we will rez you but if you run back you will only succeed in killing us all.
This depends on the circumstances - there has been a couple of times when I've staged a quick withdrawal of a few steps in a random direction that allowed me to pop off a healsig before going back in. I'd agree with running all the way back to the casters generally being a bad thing, however, but this isn't a hard-and-fast rule: if you're the only tank and you're about to go down, it might be better for the mob to be among the casters with the tank still alive, dealing damage, and possibly still tanking one or two of the mob than having the exact same scenario except with the tank dead.

On a few of my own that have been sitting around (these are all PvE):

1) If you're of a lower level than the henchmen for a mission, a party is accepting a theoretical drop in power to have you in the party. This may be offset by your better build, better tactical skills, and so on, but don't act as if other players are somehow obliged to take you. They aren't.

2) If the mission seems hopeless, don't quit without discussing with the rest of the party. They could be about to stage a successful comeback. (I had a case of this in The Wilds where, after a bad aggro, only one person got away with a res-sig - and then five players, including the Monks, quit. After the rest us were raised with res sigs, we finished off the mobs in the area and continued - the other two went down at various points, but after they went down I was able to solo the mobs from that point on. The problem was that it was taking so long that we eventually decided it would be faster to go back and redo the mission with mostly henchmen...)

3) Do not threaten to refuse raises as a punishment for behaviour you do not approve of. If you must do so, it is advised that anyone you are intending to raise you do so before leading them to think they've been left to rot and they leave. (I had this happen with a group in the Crystal Desert - somebody mucked up in what I think was a minor way, and died for it. The monks in the group basically formed a ring around the body and started taunting the player - I was just about to use a sig on them when the player, not surprisingly, left. After that I decided I didn't want to stay with this group and left myself.)

4) If you're planning to do something unusual in a mission lobby, please advertise it and let people come to you. Don't go randomly inviting people who think they're being invited to do the mission properly. (I've had this happen twice. First time was in the desert - after being invited, I found myself being asked to pay to be run through the mission. I declined and left. Second time was with an alternate in Frost Gate - I got invited, then the party started running through Anvil Rock instead of doing the mission...)
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Old Jan 29, 2006, 04:03 AM // 04:03   #48
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Well, As I play several characters some things I do are:

Necro- when invited, I ask if they want blood (bat) and I bring SS as well. Or if they want minions. If we are going into an undead area, I don't even ask about the minions. I ping at about 30%

Ele- I ask if they want AoE spells or not. If they complain about me not nuking properly- I tell them I asked what they wanted before we left. I ping at about 20%

Monk -usually all healing with a couple of simple prots. I tell them. I ping my energy when I get to about 30%.

Warrior - since I play other chars and know what a bad warrior does from the other side of trying to salvage the mission from their antics, I have become a damn fine tank and no one ever gives me crap any more.

If I am capping I tell them before we go, I stay till the end. I remind people to hold off on going through portals or starting cutscenes before everyone has had a chance to cap. Especially in Dragon's Lair.

If asked about my skills, I usually tell people, but I start off so chatty about what I can do and will do no one asks me any more.

I never leave a mission unless someone is abusive and then I warn them once and if it continues I zone out.

I bring a rez sig if asked, but tell them what that is going to do to my skills, especially if I am capping at the same time.

These are my rules for myself when joining a group.
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Old Jan 31, 2006, 11:35 PM // 23:35   #49
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Quote:
Originally Posted by draxynnic
This depends on the circumstances - there has been a couple of times when I've staged a quick withdrawal of a few steps in a random direction that allowed me to pop off a healsig before going back in. I'd agree with running all the way back to the casters generally being a bad thing, however, but this isn't a hard-and-fast rule: if you're the only tank and you're about to go down, it might be better for the mob to be among the casters with the tank still alive, dealing damage, and possibly still tanking one or two of the mob than having the exact same scenario except with the tank dead.
I kinda think you missed my point here. What I was getting at is if the tank is about to die and he turns to run all it does is bring the mobs to the casters and more often then not this is the end of the mission. However if the tank stays in his place and keeps aggro then the casters can safely run back to regain health and energy and then res the warrior...this imo is a much better way then having the mission end cause the tank ran the enemies to those who couldnt take the hits.
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Old Feb 01, 2006, 02:05 AM // 02:05   #50
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"Don't be dumb" Declare you stupidness before going into missions.
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Old Feb 01, 2006, 02:35 AM // 02:35   #51
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"I bring a rez sig if asked, but tell them what that is going to do to my skills, especially if I am capping at the same time."

I always bring a rez sig/spell in PvE even if I have 2 signet of Captures. You can still do well offensively with 3 slots taken out with any profession. Monks maybe hurt a bit healing with 3 slots gone, but I've made it. Of course you won't be 100% effective, but I usually find the rez sig is much more helpful for the group than 1 extra offenseive skill for the group.
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