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Old Jul 12, 2005, 09:29 PM // 21:29   #21
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Join Date: Jul 2005
Guild: Ancient Spirits
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Quote:
Originally Posted by theclam
That might work for Dragon's Lair, but it won't for FoW. If you make just one bad pull, then your Monk won't be able to keep up with the damage. A good 8 man PvE group would want 1-2 Healing Monks and 1 Protecton Monk. You also don't need more than 1 Elementalist. I'd say this would be a good PvE group:

1-2 Warriors
2-3 Monks
1 Elementalist
2-4 Anything

Of course, there are always exceptions. Wierd groups like 1 Monk and 1 Elementalist or 8 Rangers can work too.
Sorry, I was talking about the main missions for the story line. I kind of got off topic to. heh
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Old Jul 12, 2005, 09:53 PM // 21:53   #22
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I personally think they should have a rating system similar to the ebay system where you rate a buyer/seller.

People could rate players they played with and jerks who try to extort money at the last money from a group (pay me or I will make you all lose), clear idiots, etc would quickly find that no one will take them into a party. Also I think it would help out the mesmer, necro, and ranger characters that have good builds and do awsome work.
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Old Jul 12, 2005, 10:20 PM // 22:20   #23
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Join Date: Jun 2005
Location: California - irrigated desert...
Guild: The Myrmidon
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I was able to complete about 95% of all the missions and storyline quests solo with NPCs. The game has been made substantially harder since then I believe, and so groups of hopefully more intelligent players is a must.

Playing with a group of players that understand their roles and are relatively mature is always enjoyable.
If you find yourself in the PUG from hell (which is fairly commonplace) do yourself the favor and drop immediately - don't waste a moment of your time on players who are not interested in moving the "team" forward, or helping everyone overcome the obstacles at hand.

A decent Guild will run missions with its players, because they realize that its strength lies in its membership.
Your Guild refuses?
Why are you still in it?

There are lots of really sad excuses for Guilds out there, but know there are also some excellent shining examples. Look around, talk to people, and inquire - be persistent and you will find a Guild that will be glad to have you and vice versa.

Talesin
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Old Jul 13, 2005, 01:11 AM // 01:11   #24
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Join Date: May 2005
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The only advice I can offer is to minimize grouping with people. If and when you do, be picky about who you take along. Don't invite people just because they say LFG and you need their particular class. Let henchies fill in any blanks. 3 players who know what they're doing and 5 henchies can do a lot better than a party of uncoordinated people with an idiot or two thrown into the mix.

I can only think of two missions (Thunderhead and Thirsty) and a few bonus missions (awaken the druids, save the Chosen, clear the towers) where players would be better than henchmen. Thunderhead is doable with henchies I've heard. I just grew tired of henchies being stuck against the catapults whenever I'd go to fire em. Not sure about Thirsty since henchies absolutely suck at handling more than one group at a time unless you have decent defense/healing.

As long as you're patient and make sure to engage one group at a time, there's really no reason why you should have much trouble. At least your henchies will focus fire, making them vastly more effective than the all too common groups that don't. Yes, the henchies may die more often than you like, but some DP isn't the end of the world. I've been a heavy hench-user with three chars, a monk, mesmer, and ranger, and all of them have found henchies to be far more reliable than most people.

As for the Ring of Fire, the back route isn't necessarily suicide if you can heal your party, interrupt the imps, and/or deal AoE damage. I personally found it a lot easier than going through the front with henchies because the seals chew them up.
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