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Old 10-28-2008, 03:24 PM   #1
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Join Date: Jun 2007
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Default Where has team-play gone?

This is just a general discussion on why team play (for all realms) has deminished so much. With the thought of invasions coming, group team play MUST be stepped up a notch. Coordination is very important and without it...invasions will be a beeotch.

Lately here's my take.

Conjurers
Conjurers don't heal or give mana and if you get mana you have to ask for it over and over. Additionally, it seems if your not lvl 50 you don't deserve the heal or mana a conjurer would typically give out.

Conjurers are the support class of the mages and without them passing out heals, mana, DI's, dispells...the army will dwindle very very quickly. I think many of the newer conjurers coming up don't understand just how important they are to the success of a battle (not warjurers...conjurers).

Warlocks
Terroring without the warriors ready for areas is USLESS. This must be a coordinated effort and it seems we have lost this coordination. I remember once upon a time when Eli, Inkster would coordinate their areas with the likes of Peli, Snorlax, Aba, and a few archers with areas...and it would totally DESTROY an entire army. Terrors are key in a battle, but useless if they are just thrown willie-nillie.

MOD is another very important spell that MUST be used when the enemy is about to charge...not while they are 30m away. Conserve this spell and use when the charge is coming or when your army charges. This will allow two things. 1) If the enemy is charging they can not area unless they are DI'd and 2) If your army is charging it keeps conjurers from mass healing the dying warrior front.

Barbarians
Most barbs do well with areas so that's not an area of concern; however, onslaught is. What is the point of onslaughting yourself when chasing an enemy if you have a hunter near? Save the onslaught for the group or for a hunter with speed...and I guarantee you'll catch your enemy. I know when I'm being chased and I see a barb onslaught himself and miss his army I laugh my head off....cause I know you'll never ever catch me.

Knights
Most knights do well in-game...but let me tell you newer knights this....a knights place is defence not offense. An army will live FOREVER if the knights are good. Their protection auras are crucial for fighting as a team.

Marksmen
Range is your friend...and a proper DS is even better. Don't waste your time DS'ing a knight or another marksmen during a battle. Instead go for the core problem of the other team...their mage army. A DS'd mage MUST run or they will die very very quickly. So pick your targets out...and call the target. I know for a fact that I watch for a marksmen to call their DS target and I turn my fire to that target. This should be coordinated effor and if it is....the army will be torn apart quickly.

Hunter
....hmmm. Okay, I see this ENTIRELY too often. An army is fighting and it seems like they might loose...guess what happens - their hunter corp begins to disappear and run away. If you can't stand and fight with your brethern, then don't go to the fight....hunt. Hunters are extremely helpful during a fight...using camo to remove low-hp enemy from the battlefield is key. Use your cunning and evasiveness to draw fire from your enemy and don't be afraid to run to the front to "get their attention"...you have the evasion to do it.

Take this for what you will....agree or disagree it's okeedokee. I've been playing this game for quite some time and I can see the decline of team play every day....
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