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Barotix
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Post subject: [GUIDE]Euro Party Guide. EPG Posted: Thu Aug 02, 2007 6:32 pm |
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ty Foudre, and Philip, xemnas wrote a cool rogue guide: it has a party section specifically for ROGUES read that if your a rogue: http://www.silkroadforums.com/viewtopic.php?t=55184
REQUIREMENTS1]at least 2 tanks 2]2 nukers, more is excess, if you cant find a nuker xbow rogue works well 3]at least 1 cleric 4]at least 1-2 bards 5]party members should be the same lvl of the pt leader or within 4 lvls of the party leader 6]DONT move around, pick a place with a high spawn rate and stay there 7]1 warlock GOALA]grind on mobs 9-11 lvls above the average party lvl B] have nuker/s, and healers mp/hp stand in 1 place; while tanks stand ahead of the main dmg/healing group i]nuker/s should be infront of mp/hp healers ii] tank/s should be further out, close enough to be healed, but not close enough for healers to agro mobs TANKStanks job: tanks MUST use taunt 2 lure mobs NVR charge or walk towards a mob.i]make the mob come to you ii]nvr leave the tanking area iii]if a mob heads for healers/nukers, it should be decided ahead of time which tank will taunt those mobs iv]keeping mobs distracted is top priority v]always have backup NPC gear, just in case your gear gets dmged vi]only use kb to protect healers/nukers!! YOU DONT WANT THE PARTY 2 MOVE!!! Tank Fighting Style, BY Foudre1]KD is something to be used in str parties, if you have a ton of rogues and warriors and maybe 1 support unit, or no support unit kd is a good thing, it buys you time to repot, and increases damage. if you are in a tight spot and under supported kd is ok because you'll die other wise
2] KBI]KB something very unterestimated, and very un taken advantaged of. I find if you kb something all the retarded other warriors and rogues will chase it to no end because they are just button mashing. KB is good TO BUY TIME, knock it away from your party and taunt it, and let all the wizzes dish out the pain and rebash it, no one gets hurt your DUR doesnt' go down as much and since I have my Vital increase anyways just letting it come back to me isn't sparing it much damage. Now if you do KB and its in the middle of your group go in after it or it'll hop agro, and KB again till its out of your group.
II]KB part 2. Very good to save some one, if you see something going towards one of your ints then KB it, you'll most likely save them get the agro on you
III]KB part 3. yes this skill is worth 3 parts, Controlling the fight, KB's biggest advantage is controlling the fight. It helps you controll where you want to fight at, you get a party giant, KB it around untill you can keep it in a place where you and your party are safe from anything else and can focus on just the party giant, if you can't find an empty spot at least a lass dangerous spot, but you can usually get an empty spot. It goes down fast no one gets hurt, every one is happy,
3]STUNI]Stun. Not much experience with this out side of sub warlock with my 1 hander (i did have an axe warrior but didn't get very far with him), but it with KB and sleep (should you be sub warlock) give you 3 ways to stop an attack on some one, and time to hit it, advantage to stun over KB, is that depending on the party you can keep the creature where its at instead of bashing and chasing it every where because the party can't stay under control.
BUFFS 1]Pain Quota. One of the best buffs. 35% less damage taken even if its distributed out the other people only get like 10 damage big woop. It will help keep you're people alive majorly. USE IT. even the damage the ints get arn't enough to matter to them. Only problem i have with this skill is how short it last, and sometimes forget to rebuff, most of the times i catch myself and rebuff, wish it lasted longer though.
2]Fences
can't say much here, as i havn't have a warrior high enough to use one, my 1 hander is almost there, just sp farming, at 30. But as a past wizzard i have to say this skill combined with pain quota saved me alot when jobbing, I could tank out multiple packs of 5 star spawns and nuke them all dead, and out tank 2 warriors and chinese str, I've tried the same fights with out the fences and just quota and i died a bit. JUST USE IT
3]Screens
I assume they rock, and should probally be used
4]Vital Increase. Now when to use this differs, if you are in a party that lacks damage dealers then don't use it, or if you are solo dont' use it. But if you have good damage dealers you should use this skill, and keep them alive since you don't do that much as it is, not much is lost by dealing less and being able to tank more. SOURCE: http://www.silkroadforums.com/viewtopic ... 3&start=30. thx Foudre NUKERS/X-BOWSi]dmg the mobs, you deal the most dmg. atk the mobs the tanks are tanking ONLY. your NOT allowed to atk any other mobs ii]DONT LURE ANY MOBS!! iii]stand within healing range of tanks, you DONT belong on the frontlines iv]DONT MOVE!! v]always have backup NPC gear, just in case your gear gets dmged vi] if tank/s kb mobs out of atking range dont atk the mobs let the tank/s HEALERS/BUFFERSi]keep the party alive/full of mana DONT FIGHT!! ii]if some1 goes out of range let them die/run out of mana iii]if some1 is rude let them die/run out of mana iv]dont leave the party area to res or heal some1 v]stay put dont move vi] if tank/s kb mobs until thier out of healing range dont move let them die OVERALLif you do this your party will lvl VERY fast, and rarely die EDIT: By Philip:1]Dagger Rogues work as a combination of a tank and a damage dealer without dagger desperate on. A rogue can take the place of a tank that is not present, so maybe you can add that too =)
Rough Sketch of where to stand
ok since Foudre did the warrior part, and im going to ask xemnas if i can borrow his rogue part. i'll have to add the buffer/nuker skills by myself
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Last edited by Barotix on Sat Dec 15, 2007 1:31 am, edited 8 times in total.
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Burningwolf
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Post subject: Posted: Thu Aug 02, 2007 8:15 pm |
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K a R e E m
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Post subject: Posted: Thu Aug 02, 2007 8:18 pm |
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Nice Guide
But it's hard to complete ur party and move as a group
not everybody knows the party rules 
_________________ << banned for racism. -cin >>
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Barotix
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Post subject: Posted: Fri Aug 03, 2007 12:33 am |
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K a R e E m wrote: Nice Guide But it's hard to complete ur party and move as a group not everybody knows the party rules 
yep thats why i made that
it took about 45 minutes to get SpartanBlood [guild im in], to work like that.
tanks kept leaving party area so i let them die, which caused the nukers to die.
and then the main healer died.
so i explained for about 5 minutes how to party, then ressed them.
well seems they didnt understand so i repeated, they all died.
this time i told them to go back to town because im not ressing any1 who cant comply with party rules.
after doing this a million times they learned thier lesson and we where able to party properly
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Barotix
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Post subject: Posted: Sat Aug 04, 2007 6:04 pm |
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only 2 people here found it useful 
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soccorkid35
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Post subject: bard Posted: Sun Aug 05, 2007 12:52 am |
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Joined: Mar 2007 Posts: 61 Location: Michigan US
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wat about bards? wat do they do?
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Barotix
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Post subject: Posted: Sun Aug 05, 2007 12:59 am |
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bards
buff
and keep every1s mp at 100%
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Nixie
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Post subject: Posted: Sun Aug 05, 2007 11:34 am |
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JoyMax should add it to the party system explanation. Or atleast somewhere to their web site. This is more than a great explanation to those who don't know a party structure and each member's job, tho I'm up for a little different party type. 
_________________ << banned for proof of botting. -cin >>
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Barotix
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Post subject: Posted: Wed Aug 08, 2007 1:04 am |
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Nixie wrote: JoyMax should add it to the party system explanation. Or atleast somewhere to their web site. This is more than a great explanation to those who don't know a party structure and each member's job, tho I'm up for a little different party type. 
im working on an email with a bunch of guides/suggestions that im gonna send joymax
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silverhawk282
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Post subject: Posted: Wed Aug 08, 2007 12:27 pm |
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Good guide, only three bits of criticism from me.
Quote: 1]at least 2 tanks 3]at least 1 cleric I believe a balance sits between these two classes, ie you can have 1 tank and 2 clerics. The only reason I prefer more tanks is because most tank players dont know how to tank, whereas most clerics know how to heal. Quote: 6]DONT move around, pick a place with a high spawn rate and stay there Not correct for one party member, the puller. In mage heavy parties I often run around drawing things to the party because they kill things too fast and often are sitting doing nothing. Every party should have a puller. Quote: iii]if a mob heads for healers/nukers, it should be decided ahead of time which tank will taunt those mobs
This point can cause a lot of confusion. If you see a mob going towards casters, TAUNT it. Dont waste time seeing what the other tank is doing. As long as it isnt on the casters, thats good.
One final point I would like to raise is the single tank, many wizard combo. Can also be performed with two tanks standing close together.
When tanking, keep in mind that wizard attacks are AoE. That means, if you group all the mobs together in one small ball, the wizard attacks are much more effective than when attacking a spread out group of monsters.
_________________ Name: ArienDivine
Hybrid Cleric/Bard
Server: Poseidon
Guild: LotU
Level: 2x
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Barotix
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Post subject: Posted: Wed Aug 08, 2007 11:10 pm |
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silverhawk282 wrote: Good guide, only three bits of criticism from me. Quote: 1]at least 2 tanks 3]at least 1 cleric I believe a balance sits between these two classes, ie you can have 1 tank and 2 clerics. The only reason I prefer more tanks is because most tank players dont know how to tank, whereas most clerics know how to heal. Quote: 6]DONT move around, pick a place with a high spawn rate and stay there Not correct for one party member, the puller. In mage heavy parties I often run around drawing things to the party because they kill things too fast and often are sitting doing nothing. Every party should have a puller. Quote: iii]if a mob heads for healers/nukers, it should be decided ahead of time which tank will taunt those mobs This point can cause a lot of confusion. If you see a mob going towards casters, TAUNT it. Dont waste time seeing what the other tank is doing. As long as it isnt on the casters, thats good. One final point I would like to raise is the single tank, many wizard combo. Can also be performed with two tanks standing close together. When tanking, keep in mind that wizard attacks are AoE. That means, if you group all the mobs together in one small ball, the wizard attacks are much more effective than when attacking a spread out group of monsters.
the dont move around applys to your last point of aoe wizards atks.
and wizards shouldnt be pulling
tanks pull with taunt
tanks job: tanks MUST use taunt 2 lure mobs NVR charge or walk towards a mob. i] make the mob come to you
ii]nvr leave the tanking area
iii]if a mob heads for healers/nukers, it should be decided ahead of time which tank will taunt those mobs (this wont cause confusion because instead of all the tanks taunting at once, only 1 tank taunts while the other tanks. every pt member should know thier role)
iv]keeping mobs distracted is top priority
v]always have backup NPC gear, just in case your gear gets dmged
vi]only use kb to protect healers/nukers!! YOU DONT WANT THE PARTY 2 MOVE!!!
nukers/xbows job:
i] dmg the mobs, you deal the most dmg. atk the mobs the tanks are tanking ONLY. your NOT allowed to atk any other mobs
ii] DONT LURE ANY MOBS!!
iii]stand within healing range of tanks, you DONT belong on the frontlines
iv]DONT MOVE!!
v]always have backup NPC gear, just in case your gear gets dmged
vi] if tank/s kb mobs out of atking range dont atk the mobs let the tank/s
but i like your input, do you mind if i edit your extra info into my original post and give you credit?
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XMoshe
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Post subject: Posted: Wed Aug 08, 2007 11:40 pm |
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yep..nice guide but this will never work with random people =(
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Gokenzul
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Post subject: Re: [GUIDE]Euro Party Guide. EPG Posted: Fri Aug 10, 2007 3:03 pm |
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Barotix wrote: iii]if a mob heads for healers/nukers, it should be decided ahead of time which tank will taunt those mobs
If you have 1-2 bards why not let them root the spares? This is how I play my bard, however the issue arises where casters always nuke what comes for them, switching from main mob(s) and breaking the root.
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jarrod
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Post subject: Posted: Tue Aug 21, 2007 4:54 am |
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nice..... 
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Philip
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Post subject: Posted: Tue Aug 21, 2007 6:17 pm |
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Dagger Rogues work as a combination of a tank and a damage dealer without dagger desperate on. A rogue can take the place of a tank that is not present, so maybe you can add that too =)
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Barotix
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Post subject: Posted: Tue Aug 28, 2007 1:09 am |
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added what Philip said 
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Barotix
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Post subject: Posted: Mon Sep 10, 2007 12:49 am |
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bump
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Stress
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Post subject: Posted: Mon Sep 10, 2007 6:05 am |
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Looks good to me. But most of the tanks out there are incompetent idiots doing turn rising on my party mobs all the time 
_________________ Carry your cross, and I'll carry mine.
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WhiteFalcon
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Post subject: Re: [GUIDE]Euro Party Guide. EPG Posted: Mon Sep 10, 2007 5:49 pm |
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Barotix wrote: A]grind on mobs 9-11 lvls above the average party lvl
R U SERIOUS???????????? Wouldn't the tanks die under such high lvl attacks, even if they were being healed by a cleric???????
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Barotix
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Post subject: Re: [GUIDE]Euro Party Guide. EPG Posted: Sat Sep 15, 2007 11:37 am |
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WhiteFalcon wrote: Barotix wrote: A]grind on mobs 9-11 lvls above the average party lvl
R U SERIOUS???????????? Wouldn't the tanks die under such high lvl attacks, even if they were being healed by a cleric???????
i was wondering when some1 would ask that.
the answer is no.
because of europeans tanks massive defensive capabilities...
it would be like fighting a normal mob
it is recomended to start fighting mobs 11 lvls higher than you after lvl 41
so when your pt average is lvl 41 fight penons.. and as your average increases move on 2 the next mob 1 lvl above.
it is a fast and fun way to grind.
if done properly you can get 10% in 8 mins without GT
so a 3 hour grind on mobs 11 lvls above the average =
an average of 4 lvls a day
which is pretty good imo
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aerial51
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Post subject: Posted: Sat Sep 15, 2007 2:05 pm |
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What happens when a party gets attacked by 2 or even more party monsters?
free tele?
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FX
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Post subject: Posted: Sat Sep 15, 2007 4:05 pm |
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umm i dotn agree with the number of each class u said, i prefer 2 of each. 2 warriors (1H sword or dual axe), 2 wizards, 2 bards and 2 clerics.
reason i didnt say 2H sword is cuz they love to use their knock-down which cancels nukes and wastes zerk.
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Barotix
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Post subject: Posted: Sat Sep 15, 2007 11:24 pm |
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aerial51 wrote: What happens when a party gets attacked by 2 or even more party monsters?  free tele?
2 tanks can tank 12+ pt mobs (cleric buffs +bards dancing)(lvl 40+)
these are hardcore tankers.
i wasnt realy paying attention to the numbers, its more like a guide that says:
this is your role do this
although i left out bard cause not many people can find 2 bards for dance
although 1 cleric can do the job well
2 tanks do the job pretty well (recomended 1h sword or dual axe NO KD ALOT OF TAUNT)
3 nukers to kill those sob mobs fast
the two bards for dance mp boost offensive def buffs etc etc
(although feel free 2 play with the numbers)
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Jstar1
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Post subject: Posted: Sun Sep 16, 2007 10:13 pm |
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nice guide
just realize that these situations are unrealistic and even if the right classes get together, the people are so stupid and don't know what ther doing.
I also agree that Joymax should explain better about the party system (As well as getting new translators for korean > english because Joymax sucks)
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Barotix
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Post subject: Posted: Sat Sep 22, 2007 7:32 pm |
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Jstar1 wrote: nice guide
just realize that these situations are unrealistic and even if the right classes get together, the people are so stupid and don't know what ther doing.
I also agree that Joymax should explain better about the party system (As well as getting new translators for korean > english because Joymax sucks)
lol, thier not unrealistic anymore.
people at lvl 40 are pting on penons.
people in thier late 50s and early 60s are pting in takla.

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Mefra
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Post subject: Re: [GUIDE]Euro Party Guide. EPG Posted: Tue Oct 02, 2007 4:07 pm |
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Barotix wrote: [GUIDE] xbows/wizards ii]DONT LURE ANY MOBS!!
I don't really agree on this. When there ain't any or only a few normal mobs around, a xbow can lure a mob to the group. Remember, only a xbow, so not a wiz. Why? Cause a xbow doesn't have to move to lure the mob, cause of the insane range with some of the skills.
But yeah, you're right, an xbow has to be carefull about this to not lure too many mobs...
(Well, just got to think of it...I don't know the range of the warriors lure skill, so if they also have insane lure range, than just act like you haven't read this reply  )
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cin
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Post subject: Posted: Tue Oct 02, 2007 9:12 pm |
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Hellzowner wrote: Poor barotix got banned 
yesh.
i edited the layout a bit for him.
if you guys feel anything should be changed or whatever, let me know over
pm and i will update the guide.
<3
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Olympe
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Post subject: Posted: Fri Oct 05, 2007 2:39 pm |
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Jutsu
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Post subject: Posted: Fri Oct 12, 2007 9:32 am |
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nice
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