How to be successfull with Pick-Up Groups (PUG)

Hibou

Ascalonian Squire

Join Date: May 2005

Montreal, Québec, Canada

Hi everyone,

I just finished writing a little guide to help players who play in PUG. (PvE)

I would really like to get some comments and suggestion on it.

http://hibou.qc.ca/academy

Thanks

Warrior1986

Academy Page

Join Date: Aug 2006

Brotherhood of Kain

My sarcasm radar is broken so I'm not sure, but the red portions are ment to be the joke and the black text is the actual help?

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Mr.Wammo knows no such thing as an "Aggro Circle"... He only has his Holy Circle of Power which warns foes of his incoming wrath.

Lynxius

Lynxius

Krytan Explorer

Join Date: Apr 2006

Interesting Guide.

Most of the things there were things that I learned by myself over the last 15 months, but this could be very good for new players, who initially miss most of the basic concepts explained here.

The wammo jokes werent bad, but you shouldnt be generalizing w/mo.
After all, a warrior can just be wamo if he just had rebirth in mind, or simply he could not even be using any skills of the secondary class, but thats another subject.

Good Guide.

Tainek

Tainek

Wilds Pathfinder

Join Date: Dec 2005

[Rage]

Good Job, i'll be showing it to my girlfreind who started yesterday

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Interesting guide. I think it covers the basics of playing (regardless of PUG or not). Seems very good for those new to the game.

Good going.

Hibou

Ascalonian Squire

Join Date: May 2005

Montreal, Québec, Canada

Quote:
Originally Posted by Lynxius Pardonus
The wammo jokes werent bad, but you shouldnt be generalizing w/mo.
After all, a warrior can just be wamo if he just had rebirth in mind, or simply he could not even be using any skills of the secondary class, but thats another subject.
Good Guide. Agreed. And just to make myself perfectly clear : not every W/Mo is a Wammo and there are other play styles that are clearly Wammo (tanking assassins, Kilroy Stonekin, Dunham... ).

One of my character is, in fact, a Warrior/Monk, and the only monk skill I use is rebirth. But it's just a fact of life that I can find a group much faster when I'm a "W/anything else than Mo".

bigwig

bigwig

Krytan Explorer

Join Date: Oct 2005

Nova Scotia

#Dismantle

You claim most missions can be done with one dedicated healer if everyone else brings self heals.

Thats a set up for disaster with pugs. You can't count on them to heal themselves. I'd never go anywhere in a *pug* with only one healer.

Also when i'm forming a pug, i make sure i know specifically what type of builds i want in my group. And then i specifically advertise in local chat for those builds. This works much better for me than just taking anybody along with me.

Also you make it sound like you don't have to bring a res with you if you're doing something with your guild or an organized group. My guildies would kill me if i didn't bring a res.

Hibou

Ascalonian Squire

Join Date: May 2005

Montreal, Québec, Canada

Quote:
Originally Posted by bigwig
You claim most missions can be done with one dedicated healer if everyone else brings self heals.

Thats a set up for disaster with pugs. You can't count on them to heal themselves. I'd never go anywhere in a *pug* with only one healer.
I stand by my claim. I'm just tired of seeing "GLF 2 monks (6/8)" everywhere I go... I mean, if there are no monks around, adapt !

I exprienced quite to opposite of what you said. Times when we had a single monk, it helped gather a better group because most Wammo won't join a team if there are not, at LEAST, 2 monks in it.

Also, when players are forced to heal themselves, they usually play much better. The casters won't stand unmoving while getting hammered by 3 foes (draining the healer's energy pool like they usually do). The party will also have more fire power and so, will kill faster. Globaly, every player feels less "invincible" which is, in my opinion, a Good Thing (tm).

PUGs don't fail because they lack a monk, they fail because they don't focus fire and don't lure mobs properly.

But again, no two pugs are the same...

Quote: Originally Posted by bigwig Also when i'm forming a pug, i make sure i know specifically what type of builds i want in my group. And then i specifically advertise in local chat for those builds. This works much better for me than just taking anybody along with me. Everybody has a different approach to the game. I respect yours. But my view is that we have thousands of possible builds and just rejecting a player from your team because he is not using one of the 5-6 holy FOTM builds is ... (I can't find a word for this)

Remember that in this game, skill is more important than skills. Too many times have I've seen an MM who can't stay away from harm and loose control of its undead army at the worst possible times.

Quote:
Originally Posted by bigwig
Also you make it sound like you don't have to bring a res with you if you're doing something with your guild or an organized group. My guildies would kill me if i didn't bring a res. Sorry, I never said that. My guide is strictly about PUGs. For the record, I believe that in PvE, almost all builds can accomodate a Resurrection skill and should do so. Only exception I have met so far were rangers specializing in BeastMastery.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Im an ass when I monk. I will tell people that if they dont do exactly what I say I wont heal them. I will force my PUG (by way of witholding my presence) to do Temple of Strength before the other quests, because I like that one.

Its a good thing that despite being vindictive and impatient that Im competent. Elsewise I might die when my Monk tanks.

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

I agree it's certainly always funny when you a group advertising "6/8, just need 2 monks and we go!!". 2 monks, is that all, enjoy your wait! They usually won't be amenable to bringing a hench monk either.

For the guy who said he'd leave if he was a single monk with 7 warriors. Are you kidding? As a monk I'd love a group like that. Warriors tear stuff to pieces so fast it isn't even funny (well, as long as they aren't complete nubs with skill bars full of heal spells and defensive stances).

Munanko Roha

Frost Gate Guardian

Join Date: Jan 2006

KoH

W/E

Quote:
Originally Posted by bigwig
Also you make it sound like you don't have to bring a res with you if you're doing something with your guild or an organized group. My guildies would kill me if i didn't bring a res. It depends from what you are doing.

Personally, when playing with my guildies, I will take a ress only if I'm making FoW, UW, maybe Raisu Palace and Hell's Precipice, nowhere else.

PVE is not PVP, it's really easy if you know how to move, I usually prefer to max out my usefulness for the group in different ways than taking a ress since I won't die anyway.

When playing with PuGs it's a different matter obviously, a ress, preferably an hard one is the first skill to take...

Munanko Roha

Frost Gate Guardian

Join Date: Jan 2006

KoH

W/E

Quote:
Originally Posted by ubermancer
Im an ass when I monk. I will tell people that if they dont do exactly what I say I wont heal them. I will force my PUG (by way of witholding my presence) to do Temple of Strength before the other quests, because I like that one.

Its a good thing that despite being vindictive and impatient that Im competent. Elsewise I might die when my Monk tanks. Understand the first part, don't like the second; it's a selfish way of playing.

I will accept a team agreement for deciding which quest will be done first, not a one man decision, even if it comes from the most competent monk playing GW; if I'm not pvping I can withstand the absence of a great monk if the rest of my team is good.

bigwig

bigwig

Krytan Explorer

Join Date: Oct 2005

Nova Scotia

#Dismantle

Quote:
Originally Posted by Hibou
I stand by my claim. I'm just tired of seeing "GLF 2 monks (6/8)" everywhere I go... I mean, if there are no monks around, adapt !

I exprienced quite to opposite of what you said. Times when we had a single monk, it helped gather a better group because most Wammo won't join a team if there are not, at LEAST, 2 monks in it.

Also, when players are forced to heal themselves, they usually play much better. The casters won't stand unmoving while getting hammered by 3 foes (draining the healer's energy pool like they usually do). The party will also have more fire power and so, will kill faster. Globaly, every player feels less "invincible" which is, in my opinion, a Good Thing (tm).

PUGs don't fail because they lack a monk, they fail because they don't focus fire and don't lure mobs properly.

But again, no two pugs are the same...



Everybody has a different approach to the game. I respect yours. But my view is that we have thousands of possible builds and just rejecting a player from your team because he is not using one of the 5-6 holy FOTM builds is ... (I can't find a word for this)

Remember that in this game, skill is more important than skills. Too many times have I've seen an MM who can't stay away from harm and loose control of its undead army at the worst possible times.



Sorry, I never said that. My guide is strictly about PUGs. For the record, I believe that in PvE, almost all builds can accomodate a Resurrection skill and should do so. Only exception I have met so far were rangers specializing in BeastMastery. Going with two monks is a simple safety net, it just makes sense when you're grouping with people you don't know. It can work but your chances of success tumble. If you can't find 2 monks, take a hench or come back later.

Theres no rejection in my method, i'm looking for something specific. Its nothing personal, if they fit the bill they're in. For the record theres room for plenty of non-fotm builds in any pug i form.

you should really consider how giving unorthodox advice on pugs, with even the slightest deviation from the norm, will disrupt your pug forming. It is *hard* to convince a pug to not go with 2 monks, or anything odd. It might not be worth the aggravation. People will leave that group at the drop of a hat. With pugs easiest is best.

Finally i didn't say you said that. I said "you make it sound like..."
You should reword it so that you don't give the wrong impression.

bigwig

bigwig

Krytan Explorer

Join Date: Oct 2005

Nova Scotia

#Dismantle

Quote:
Originally Posted by Munanko Roha
It depends from what you are doing.

Personally, when playing with my guildies, I will take a ress only if I'm making FoW, UW, maybe Raisu Palace and Hell's Precipice, nowhere else.

PVE is not PVP, it's really easy if you know how to move, I usually prefer to max out my usefulness for the group in different ways than taking a ress since I won't die anyway.

When playing with PuGs it's a different matter obviously, a ress, preferably an hard one is the first skill to take... I agree with some of this. No its not entirely necessary in the easier places. But personally, 7 skills is enough to make myself useful without adding an 8th to replace a res. Usually i think of it as a form of energy management. But i guess thats just subjective.

ShaneOfMach

Krytan Explorer

Join Date: Aug 2006

For me, when i start a PuG group, i have a set of builds needed:

Two tanks (that don't rush)
must bring armor boosting skills and stances, damage is not important. Also, they must protect the squishies with shouts like Watch Yourself and Shields Up

Two healers
one monk or ritualist that maintains health on the party while the other spike heals

1 interrupter
preferably a ranger or a domination mesmer

1 degen/conditioner
a blood necro, illusion mesmer, and condition ranger fit this role quite well

2 AoE/massive damage dealers
this category can range from spiteful spirit necros, minion masters, elementalists, and possibly assassins.

some notes:

Rangers/warriors must bring a hard ressurection skill and are responsible for ressurecting fallen party members ASAP. I tend to not let monks/casters res due to their high demand for energy.

Avoid Barrage rangers, since their damage is pathetic compared to those sepcialized for AoE damage (MM's, Spiteful Spirit, and nukers)

Warriors who are extremely impatient before the mission/quest begins should be kicked immediately

Check the builds of everyone you invite, and correct them if they are really absurd

Many of these roles can be substited due to the lack of players in some areas, so be sure to keep that in mind.

Gedrand

Gedrand

Ascalonian Squire

Join Date: Sep 2006

The Pantheon Fellowship

Me/

When entering a large/challenging mission that I can't do with henchmen or whichever couple of friends are online, I go by a few guidelines to start a group.

First, anyone with a stupid name, horrendous spelling and grammar, or extreme impatience goes out right at the start. I've found that people with any of these qualities usually just aren't skillful enough to be worth bringing along. They generally end up being a drain on the monk, or a warrior that just hacks away without using any attack or defensive skills and doesn't know how to hold aggro, or they're a caster that just wands things, and the like.

I'll also try to engage everyone in some conversation for a few minutes before leaving. Sometimes unpleasant qualities and personalties will emerge that make the filtering process easier. The end result is worth taking a few minutes to ensure quality control.

Joining groups with 'LFG' doesn't have a high success rate for me. I've just found that the overwhelming majority of people in pick up groups are, well, underwhelming!

I know this may not sound very accommodating, but it works. *laugh*

figliaperduta

Pre-Searing Cadet

Join Date: Sep 2006

Ring of Cantha Knights

W/R

There are some missions and quests where just about everyone wipes--Villainy of Galrath, for example. You start out in gentle Nebo Terrace. Nice 11s, a few 13s, alright, here's one 17 in with a group of 13s. Not bad, right?

Also not for long. You'll soon hit the Black Curtain, where you've got patrols SCREAMING down, composed entirely of 17-20s. You've got poisonous swamp water. And they always seem to know which ones are the Monks, too--you can barely drag them away.

Unless your group synchs JUST RIGHT, you are going to all die at least once. If anyone survives, it will be that hardy tank.

Pack a Bane Signet--many of these foes are undead. Judge's Insight does well also.

Pack a reuseable rez skill, because if anyone survives, it will be you. And you again. And guess what? You again. Rez by suicide is not the way to go. Bring back your Monk primary first, and then HELP them. Foreign concept, I know, but it works. You can't do that with the One-Time-Only Rez Signet. Reuseable deus machinae are a good thing.

Healing Breeze or Heal Area, for when you're in the poisonous waters--this is about the only time I'll advocate the use of Heal Area, but it can really help a dying party in those waters. Just don't use Area in battle. The alternative is Healing Breeze, to counteract the poisonous waters. On the Monk, please, and let them heal everyone else. Healing Breeze also works as a quick heal against conditions in battle, but be greedy--use it on yourself. You're the tank, and the point is for everything to aggro you so that the casters can cast, the Monks can heal, and the squishies can generally do what it is that squishies do. If you die, the mobs attack them, and they die. And they can't resurrect anyone when they're dead.

Useful, also, is "Charge!" The Allied AoE 25% faster retreat skill, I call it. I'm sure they meant for you to charge in and not out of battle, but whatever works. If you're about to wipe and you can retreat, DO IT.

I'm not much of a stance/shout user; instead I go for attack skills in the remaining slots. For an axe warrior, Triple Chop from Factions (Wing, Three Blade) or its non-Elite cousin Cyclone Axe make decent PBAoE skills for when you're surrounded.

For sword, Pure Strike (which cannot be (either blocked or evaded, can't remember which) if you're not in a stance) and Sun and Moon Slash (first can't be blocked, second can't be evaded, another Factions) are I think some of the most powerful skills. Two attacks for the price and time of one? I'm all for it.

And about that? Take sword or axe. Hammer is a decent enough weapon, but there are times when it should be used, and certain builds for it. For general use, it's too slow, too variable in its damage, and you can't use a shield with it. Among sword and axe, sword is lower damage but more consistent, and with Wa/Mo, that's my pick. The best use of a Hammer, I feel, is in the hands of an Assassin primary with high Critical Strikes, who can make use of those high-end damage numbers, and moderate-to-high Shadow Arts so they can get out of the way quickly. This theory gave rise to the A/W Axe-assin build, and while I've yet to see one for hammer, I can feel it coming.

I feel that soloing and running with the Wa/Mo is beyond the scope of this discussion, but I will say that if one is a Warrior primary, this is one of the most effective profession combinations for those things.

Best of luck, good article! And don't forget the decent Wa/Mo's out there.

fig
Wa/Mo: Ariyuna Merdenve

yipchiu

Pre-Searing Cadet

Join Date: Mar 2006

The last sentence of the guide :

If you die, don't spam "rez me!" a hundred time and don't blame the monk. Dying is your fault.


One day in Deep. I (monk healer) partner with a W/A (he is the leader of the pug team) in Room 1.

He instantly aggro the foes and just say "heal me" when we just enter Room 1 through portal. And then he always shout "heal", "heal", "heal", every second until he die.

After he died, he say "All players resigned, the monk is noob, need kick him out."

His health dropping rate is much faster than I heal, also I was knocked down many times in this room. He ran far from me to the frontline such that I must go to frontline to heal him.

In my experience
most warriors(not include guildmates) in PUG = rude+impolite+impatient

Perkunas

Perkunas

Jungle Guide

Join Date: Aug 2006

In my own little world, looking at yours

Only Us[NotU]

E/

Awesome Guide. I know a Wammo, well, actually a Wanger (W/R). Applies Posion and rushes head long into the fray. Usually right past the mob's tanks straight into the next group. In the Divinty Coast mission, the group was engaged in a nasty fight. I try my darndest to keep everyone alive. I try to throw Healing Breeze on Wanger, and next thing I know I am running down a path perpendicular to where we are fighting. Come to find out, 'he is so good', he left us to get to the next 'villager' and ran into a mob of ettins and got his butt kicked. Meanwhile, the rest of the group needs my attention, me being the only healer. I left him there, spamming, 'I am Dead'. We finished up the battle and after resing and healing the rest, I went to get him. He kept up his 'what were you doing?' spatter, to the point that I told him to shut up or I would leave him there. I have been in multiple missions with this person. When he sees me he will lip off at me. All I say is, 'Shut up, or I'll leave you there." He laughs and we do ok. But once in a while he forgets and ..........

Jackylicious

Ascalonian Squire

Join Date: Jul 2006

Stopped reading with the opening paragraph. If you want to be taken seriously come to the realization there are bad players in every class.

Thom Bangalter

Thom Bangalter

Grindin'

Join Date: Dec 2005

MO

E/Mo

People that play warriors always end up being the worst in the game. Second worst are monks that have no energy management and are effectively orison turrets. Learn to prot plz.

Munanko Roha

Frost Gate Guardian

Join Date: Jan 2006

KoH

W/E

Not true obviously. Bad players come from every class, the only difference is a bad warrior thinks he's good 'cause he's anyway the last man standing and keeps playing, a bad mesmer will not be effective in any way, will keep dying and will quit playing 'cause it's a bad class.

Monks are good even as healers, do not think that just because the vast majority of them are boon prots healer is a bad way of playing.

Zui

Desert Nomad

Join Date: Mar 2006

The Benecia Renovatio [RenO]

Mo/

"INTRODUCING... MR.WAMMO ! "

I stopped reading there. Sorry.

Poison Ivy

Poison Ivy

Forge Runner

Join Date: Jan 2006

Toronto

Hopping

Mo/A

This made my day :P

Lord Patch

Pre-Searing Cadet

Join Date: Jun 2006

We Are Scary

W/

Funny guide and true for the most part.

My 2 cents.

While I play everything, my favorite 2 classes are Warriors and Mesmers with a variety of secondaries, and I can tell you that the over-generalizations get a bit tiresome.

1) Warriors are often ridiculed because their mistakes are out there and obvious to the rest of the group. The whole team knows when they overextend and die or aggro too soon and kill everybody else. If they overextend ALWAYS LET THEM DIE. Usually they will die, but sometimes not. There are lots of solo Warrior builds and they may actually be able to handle what they are rushing. If you as a monk or team follow an overextended warrior and die yourself, IT'S YOUR FAULT, not the warrior's. Now, before you get all hot and bothered, please know that I understand that there is rarely a good reason to aggro the next group when your casters are still regenerating (or rezzing people for heaven's sake). And the only time there is a good reason is if the warrior has a build that actually can solo a patrol that is heading your way anyway and would quickly take out your casters while they are low on energy. (Oni, Graspings, etc.).

2) Monks are often ridiculed because a death is always somehow their fault. Usually it is the player's fault, but to be honest there are just as many lousy monks out there as there are lousy warriors. When I play a monk it's pretty clear to me that I'm one of the lousy ones. So I usually just use him for smiting and bring henchie healer/prot support. When I do team up with a good monk, it's like a breath of fresh air.

3) Casters and non-trapping rangers are the easiest to play. Why? Because you can be the single worst player on the team and nobody ever knows (except maybe the monk who's watching the skills you use while he desparately tries to keep you alive).

4) Because of prejudice:
A) It's hard to get on a GOOD team as a wammo.
B) It's hard to get on ANY team as a mesmer. (But when you finally do, it's always a good one.)

5) Stop knocking mending. Of course it doesn't make you invincible, but it's a very useful self heal for a character class that doesn't need energy. And of course it gets stripped from you, just like every other enchantment does in every other class. I haven't run into a completely useless skill yet in this game, but I've run into gobs of skills that have far less use than this one. Granted, I never use it in PvP.....unless I'm feeling particularly naughty, of course. Sometimes it's fun to bring my Thirsty River Soloing Wammo mending build into RA and kill all the non-mesmers who spammed "Mending ftw " while we loaded.

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Quote:
Originally Posted by Lord Patch
Funny guide and true for the most part.

My 2 cents.

While I play everything, my favorite 2 classes are Warriors and Mesmers with a variety of secondaries, and I can tell you that the over-generalizations get a bit tiresome.

1) Warriors are often ridiculed because their mistakes are out there and obvious to the rest of the group. The whole team knows when they overextend and die or aggro too soon and kill everybody else. If they overextend ALWAYS LET THEM DIE. Usually they will die, but sometimes not. There are lots of solo Warrior builds and they may actually be able to handle what they are rushing. If you as a monk or team follow an overextended warrior and die yourself, IT'S YOUR FAULT, not the warrior's. Now, before you get all hot and bothered, please know that I understand that there is rarely a good reason to aggro the next group when your casters are still regenerating (or rezzing people for heaven's sake). And the only time there is a good reason is if the warrior has a build that actually can solo a patrol that is heading your way anyway and would quickly take out your casters while they are low on energy. (Oni, Graspings, etc.).
This is not just about Warriors. I've seen Assassins, reckless Elementalists, the occational monk and a few Rangers interestingly enough go into melee range, then back off and move to aggro other monsters (on purpose) and attack them. Then they die. As a monk, I don't get blamed for this, because I instruct them to get back and stay with me. Sometimes people just don't listen.

Quote:
Originally Posted by Lord Patch 2) Monks are often ridiculed because a death is always somehow their fault. Usually it is the player's fault, but to be honest there are just as many lousy monks out there as there are lousy warriors. When I play a monk it's pretty clear to me that I'm one of the lousy ones. So I usually just use him for smiting and bring henchie healer/prot support. When I do team up with a good monk, it's like a breath of fresh air. I'm happy that you admit that you are still getting used to healing. I'm no expert either, but I find its easier to heal an intelligent party than a stupid one (I'm sure you'll agree). Honestly, I've never encountered a poor monk. I've made mistakes as a healer, but I appolgize when it happens. If someone over aggros, then I don't care about what the guy says, either stop over agroing, or risk death. Usually I'm the only healer, so I don't get any flak from the group - regardless of how many deaths occur.

Quote: Originally Posted by Lord Patch 3) Casters and non-trapping rangers are the easiest to play. Why? Because you can be the single worst player on the team and nobody ever knows (except maybe the monk who's watching the skills you use while he desparately tries to keep you alive). This is not correct. Spamming Flares, using AoE constantly and any other spell that gives exhaustion on a constant basis is noticed by all. Meteor Storm is fine in certain areas, but Firestorm is not. Bringing poor spirits (like Frozen Soil - where no monster ever resurrects; winter in an area where cold is less effective than any other element, etc.) will be noticed. A MM who sacs him/herself to death (faster than you can heal) is greatly noticed.

Quote:
Originally Posted by Lord Patch
4) Because of prejudice:
A) It's hard to get on a GOOD team as a wammo.
B) It's hard to get on ANY team as a mesmer. (But when you finally do, it's always a good one.) I find it easier to get onto PUGs as a W/Mo, than as a Me/A.

Quote:
Originally Posted by Lord Patch
5) Stop knocking mending. Of course it doesn't make you invincible, but it's a very useful self heal for a character class that doesn't need energy. And of course it gets stripped from you, just like every other enchantment does in every other class. I haven't run into a completely useless skill yet in this game, but I've run into gobs of skills that have far less use than this one. Granted, I never use it in PvP.....unless I'm feeling particularly naughty, of course. Sometimes it's fun to bring my Thirsty River Soloing Wammo mending build into RA and kill all the non-mesmers who spammed "Mending ftw " while we loaded. Mending has its place, I'll grant you that, but Watchful Spirit is way better. 0 points into Divine Favor = 2 pips of healing, -1 energy regen, heals you when it is removed.

Tell me which is better?

As a Warrior, I'll take Tactics over Healing Prayers any day.

As for your remark about useless skills or skills that are worse than Mending, I agree with you. I have almost every skill in the two campaigns and I'm experimenting on them to see which is the best, and what works with what. Although there are skills I can't see myself using at all, I'll test them to see if I can't create an interesting combination of builds with them.

I too haven't come across any skill that I can say are so worthless that they shouldn't be there. I wonder if people who have a Mo/x or x/Mo have never used Healing Breeze or Mending ever. If people say that it is only good until you get better skills, then why use it at all? I mean if you think it sucks and has no use on your skill bar, then don't use it ever. Using it because you have nothing else to do, think about its use vs Doppleganger, in conjunction with Dwayna's Kiss. They still have a purpose.

cerb

cerb

Jungle Guide

Join Date: Oct 2005

Sept-Iles, QC, Canada

Les Tric??ratops Sont Nos [Amis]

Mo/

bon guide, plutôt drôle !! : ))

Darcy

Darcy

Never Too Old

Join Date: Jul 2006

Rhode Island where there are no GW contests

Order of First

W/R

Good basic guide, thank you for writing it.

Just one bit of input for your Luring section -- WARRIORS should bring a longbow and do the luring. Most of the time the foes will lock in on the lurer, and if it's not the tanks, will run right past them into the mid- and back-line. The warrior doesn't need bow skills, just shoot them and back up, drawing them to the position you want. This allows your rangers, casters and monks to remain in their planned positions instead of having to run away until the tanks can regain the aggro.

Kiseiko

Kiseiko

Ascalonian Squire

Join Date: Oct 2006

Berkeley, CA

Blades of Angmar [BofA]

A/R

Hahaha, love this guide.

Mr.Wammo knows no such thing as an "Aggro Circle"... He only has his Holy Circle of Power which warns foes of his incoming wrath.

^ made my day

I agree with you about most PUGs only needing one good monk for most missions. I've been the only healer for Naphui Quarter as well as DNKP, and my pug finished both. (Was 12s off from Masters in Naphui, dammit)

But one thing you should emphasize is that when a monk dies, he/she needs to be rezzed immediately, and NOT by the other monk if you have one. I can't remember how many times a pug I joined failed because nobody rezzed the healer or the other healer was forced to try to rebirth in battle.

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Quote:
Originally Posted by Kiseiko
Hahaha, love this guide.

Mr.Wammo knows no such thing as an "Aggro Circle"... He only has his Holy Circle of Power which warns foes of his incoming wrath.

^ made my day

I agree with you about most PUGs only needing one good monk for most missions. I've been the only healer for Naphui Quarter as well as DNKP, and my pug finished both. (Was 12s off from Masters in Naphui, dammit)

But one thing you should emphasize is that when a monk dies, he/she needs to be rezzed immediately, and NOT by the other monk if you have one. I can't remember how many times a pug I joined failed because nobody rezzed the healer or the other healer was forced to try to rebirth in battle. Warriors using Rebirth means they are not attacking, meaning they are being attacked, and goodness gracious the rezed monk shows up near death, no energy, all skills recharing and right beside the warrior. Not good.

If a spellcaster who is not a monk/ritualist rezes, they are not casting spells, which could be bad. Rangers or Assassins rezing a monk could be okay but Assassins usually end up dead before the monk, or can be dead just trying to rez (standing still, casting a spell with weak armor... not good).

Monks should use Resuurectiong Chant instead of rebirth, as it depletes that monk's energy, thus you have 0 healing for a few seconds (which could result in party death).

Rez Signets are the best to use if you are not a monk or ritualist.

Darcy

Darcy

Never Too Old

Join Date: Jul 2006

Rhode Island where there are no GW contests

Order of First

W/R

Let's keep in mind that this is about a PUG guide.

1. You should ask all members to bring a Rez Signet.

2. No frontline character should use Rebirth during battle, no matter who died.

3. Everyone should expect members to do things at the wrong time. After all, again this is a PUG, and they are not used to playing together. The monk needs to use his/her own judgment on how to react. Though leaving is not a good response from anyone, after all you knew it was a PUG.

4. Advice is never wasted. Although it might not have any effect on this party, individual members will remember it in the future. Especially when they hear it again in other PUGs.

5. Most PUGs will contain at least one player who really wants to be a melee fighter, although his character is not designed for it. You have to live with that.

@OP - Again, good job with the guide. It needs refining in places, but there is good advice in some of the replies. I like the humor, it makes the guide fun to read. Although I don't run a w/mo, the attitude covers a lot of professions as it is the player not the toon who has the god complex.

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

Wow, quite possibly the best article guide I've read in a long while, mainly since it was funny too =)

So true about most wammos though...I've even seen some who tries to cast mending on himself AND the monk (since you know, the monk likes to run into battle and kill himself too) and proceed to use blessed signet in the middle of an enemy crowd while spamming his energy until he gets to 10 to cast healing breeze...