Now fully maintained in the Lorebook: A Basic Combat Primer for Fellowships
These are reposted from my thread during Closed Beta. There could be many differences in actual tactics that could change with a patch at any time, however, since I keep it basic with overall Fellowship Strategy, many of these ideas carry forward into Live.
I recently put some of my old MMO thoughts and strategies down in an email to help out some of the newer players in my Real Life Kinship of Friends. Some have never played MMOs before, like my nephew, and some haven’t played any that take real strategy in a long time. One of them told me that I should edit them up a bit and post them here…If there are any additions you would like to see, or clarifications, corrections, etc, please feel free to post them and I’ll update it. Keep in mind, this is just a general basic strategy that allows many types of classes to fill the many roles, it isn’t intended to state: “Oh, you need a Minstrel or you can never go into an Instance…” I think the groups that bend the norms can be highly successful, however, the ideas have to branch from somewhere and this is where it begins:
Main Tank (MT): This is the Guardian of the group if one is available, if not, then it is the one with the highest Armor/Morale/Mitigation. The key is taking hits and managing aggro. It is his job to hold aggro on ALL targets, no matter what. He is to chase peelers and bring them back, usually the whole mob of creatures will follow him around when he does this, but he must get aggro back.
The Puller: This is the person in charge of running to within aggro range of the mob, or hitting it from range to get their attention. The puller can be variable...I always like seeing ranged pulling since there are no monks to "separate" groups so the best thing is for the MT to have Throwing Knives, Axes, etc to pull with. The only downfall is a shorter range than a bow, but the MT already has the attention of the target and his friends. If the Hunter can shoot one weak arrow to pull, great, but in most cases, they hit very hard even on plain Auto-Attack and that makes the MT’s job harder.
Main Assist (MA): This is the next best fighter in the group, usually a Champion, Captain, or other Guardian. The MA is the person who has the next most Morale and AC. He will call targets, etc. When the MT or other Puller pulls a group of targets, he will prioritize them. This is very important. When you get groups, you want to get rid of the lesser critters first, they die the fastest, but their damage stacks up. So while the MT is busy switching targets and making them all mad, the MA will have only one selected. Everyone must ASSIST ONLY the MA...ie. Main Assist. If a Champion or Captain is not available, this job will go to either a Burglar or a Hunter. Neither a Loremaster nor Minstrel will ever be the MA. Once the MA is on the correct target, he must never switch until it is dead. BTW, Archer and Caster Mobs are always FIRST Priority for the Main Assist.
Healer (or MH for Main Healer): Self explanatory. The healer’s job is to keep everyone alive...however, to make life for him simple; he is only to focus on the Main Tank. The MT is the only thing taking damage during a "good" fight; therefore, he shouldn't have to worry about anyone else. If he has to heal someone other than the MT, then someone isn't doing their job, or doing it too well. He must avoid Area of Effect Heals, since it causes the most aggro, and must control his direct healing in order to not draw too much aggro at one time. In this game, it is the Minstrel...if the Minstrel is not around, then the Loremaster or Captain must make do, but mobs must be easier. If there is no healer, then it is up to each class to do their own self-heals as appropriate, and just take it easy killing singles around the countryside as Elites will be near impossible except in the best coordinated groups.
Crowd Control (CC): This is anyone who has any sort of Stun or Mezz. In our group, the primary crowd controller is the Loremaster. He has a single target Mezz spell (not a stun) that last for 30 secs with a 15 second refresh from what I recall. What that boils down to is that he can "lock up" two targets as long as he wishes barring resists, and can lock up one target nigh forever. The target he wants to lock down is usually the one doing the most damage, which in nearly all cases is the Boss, or highest LVL in the mob group. He must physically target the highest mob, and focus on keeping him quiet and in a Mezzed state. Mezz differs from Stun because Mezz will be broken by any sort of damage, AOE included. The only thing that breaks the Loremaster's Mezz should be the spell duration, or the Main Tank. No one else should be attacking that mob ever, and as long as the MA and MT learn what a Mezzed mob looks like, it won't happen. After Mezzing, the CC is free to open up any damage and offense available, however, he must always have enough power left over to remezz, and even "hold" a target indefinitely if the healer asks him to so that he may regen power. The CC is an important position, because if there is an add, and the MT can't get to the new mob in time, he must try to hold them off with a Mezz. Once the CC gets comfortable in that role, things will be literally lining up to die.
In LOTRO, the Burglar, Hunter, and the Minstrel also have some CC. How it all breaks out is as follows:
Loremaster - Blinding Flash...does NOT work on "The Dead" (30 second w/ 15 second refresh).
Minstrel – Cry of the Valor, which is a 10 second fear (Evil Only)
- Song of the Dead at lvl 18 ("the dead" only mez)
Burglar - Riddle - only works on Sentient Creatures (no animals or bugs) (30 dur/ 60 ref)
Hunter - Fear? - Only works on Animals. (bugs too?)
So therefore, we have to coordinate the crowd control a little bit. If we are in the Great Barrow, then the Loremaster cannot do CC and he becomes a DPS. But he must also help heal as much as possible on the MT because the Minstrel is worrying about CC a little as well. The Burglar loses a little DPS, but becomes a little CC as well.
And now, everyone else...
DPS (Damage per Second):
DPSers must be careful. Too much too soon, and now the Main Healer has to worry about you too much, and the MT is likely to suffer. A good rule of thumb until you know just how much it takes is to wait for the MT to engage all targets, assist the MA doing normal attacks and debuffs, and then start working in some specials. I would save the BIG Damage stuff for at least 2/3 to 1/2 of the Mob’s Health...once a creature gets to Half Health, I can almost guarantee that you won't be able to pull it off of the MT no matter what.
Secondary Healer: This is just someone in the role of keeping an eye on the health of everyone in the group OTHER THAN the MT. If the Minstrel gets attacked, and then the MT gets the aggro back, the Minstrel should not heal himself until the end of the fight...however, if you can Help a Fellow Out, and heal him a little in the meantime, then you might just save everyone's life.
That's MMORPG tactics in a nutshell...and that's also with a nicely balanced group. I know a lot of you know this, but some don't...and it's good to get a refresher.
What it boils down to...if the Healer dies, the MT Dies...if the MT Dies, everyone dies.
CC and MT keep things off the Healer, the Healer keeps the MT alive, the MA coordinates targets so they die faster, and everyone else /assist MA and DPSes until the fight is over. Easy.
Surlek
AKA