Tuesday, June 19, 2007

World of Warcraft Grouping Guide For New Players

Table of Contents

* Introduction
* The Basics
* Know Your Role
o Druid
o Rogue
o Priest
o Hunter
o Shaman
o Warrior
o Mage
o Paladin
o Warlock
* How to Avoid Looking Like an Idiot
* Conclusion

2. Introduction

The cave echoed with sounds of battle, prayers from priests to heal the wounded, swords crashing into flesh, and the liquid language of magic. As the dragon let out its death cry, the adventurers cried out in relief and joy.

It took many brave men and women, but by working together they defeated a terrible beast that had plagued their lands for many years. As the heroes returned to town, their cheers mixed with those of the townsfolk and rose toward the heavens.

In World of Warcraft, slaying tens of thousands of monsters by yourself (soloing) can be very rewarding. Whether you’re trying to complete a simple quest, want some experience points or items, or just feel like exploring the wonderful world of Azeroth, soloing can be very fun. Most players start out soloing and eventually move on to tougher challenges. That’s where grouping comes in.

This guide will show you all there is to know about grouping. It’s designed to be of assistance to someone just buying the game, and also to provide tips, hints, and strategies for players all the way up to level 60. It is broken down into three major sections. The first, titled The Basics, will teach newcomers the fundamentals and mechanics of grouping. It will show when, how, and why it is beneficial. The second section, How to Avoid Looking Like an Idiot, includes some etiquette to use while dealing with other players. Lastly, Know Your Role, gives tips and hints on how to play your class in a group. This section is broken down by class for easy referencing.

This guide contains all the information you need to become a master of grouping and have monsters all over Azeroth fearing you and your friends.

The Basics

This section is designed to teach new players all about grouping. It will cover the in-game mechanics as well as help define what, when and how to group.

Due to the nature of this section, people who are already familiar with the mechanics of groups and raids can feel free to skip it.

What is a group?

A group is a team of up to five players who band together to take on tough foes. A group can do anything that a single player can do, plus many of the challenges in the game that are simply too hard for one person to accomplish. A variation of groups, called a raid, can hold up to 40 members. Because of the sheer size and power of a raid, they can only be used in a very few private dungeons called instances.

Experience is divided evenly between all nearby group members. This way, even the players who aren’t there to deal damage, such as healers, still get to level.

Being in a group of two to five players also offers a reward to experience. Any monster killed by a group will yield slightly higher experience than if it was killed by a single person. Your combat log will show you the amount of experience gained, and detail how much of that was a group bonus. Raids do not offer the experience point bonus that groups do. Grouping is meant to tackle challenges which yield experience, while raiding is more about item or player-vs.-player (“PVP”) based rewards.

For example: Monster A is worth 100 experience if killed by one player. A group will earn about 110 experience, which is then distributed to all players evenly (about 22 experience each with five members).

While it sounds like less at first glance, your group will be killing much faster than one person alone, and so it works out to be a large boost in your experience over time.

When to use a group.

Although you can form a group for any reason, they’re mainly designed to be used inside instances. Instances are dungeons with difficult monsters called elites inside. These have more health, armor and do more damage than standard monsters. Most classes have a difficult time killing elites near their level, much less a whole dungeon full of them.

There are a few very high level instances which have extremely hard boss monsters. These are impossible for a single player, or five person groups to defeat. Raids are the perfect solution to these bosses.

PVP combat is another place where many people form groups and raids. Being inside a group makes it easier to check the status of your teammates, as well as share the points gotten from player kills. Groups offer higher points per kill, whereas raids offer more firepower to use against the enemy. In PVP, it’s mostly up to the individual to decide which they’d prefer to use.

One last thing to note about PVP is that honor points follow the same rules as experience. Groups give a bonus and raids do not.

How to make a group.

There are many ways to form a group. Usually, the hardest part is finding someone who would like to join you in whatever adventure you’re going on. Below are some common methods for finding players and inviting them to join you:

* /who : One way to find specific people is with /who. It will bring up a window you can use to search for specific people. There is a text bar at the bottom to type in what you want to search for. When you’ve got someone you’d like to invite, click their name to highlight them and press the “Invite” button.

* Guild : Open your guild screen (“O” key default) and click on a player you’d like to group with. Click “Group Invite” to invite them to your group.

* /invite : Typing /invite will invite that person to your group. (example: /invite Chiknight)

* Target and invite: Click on a player and then right-click their portrait to bring up a menu. Choose “Invite” to invite them to your group.

Once you invite someone, they will get a confirmation box asking if they want to join your group. If they decide to accept, their portrait will appear under yours. As players are added, they will continue to be put under the bottom player’s portrait. If the player declines, you will receive a chat message letting you know they declined.

To form a raid, you must first have a group of at least two people. Then, bring up your raid menu (“O” default) and click “Convert to Raid”. You then invite players as you would normally for a group. A raid is actually up to eight regular groups that are banded together. You will only get portraits for people inside your group.

Managing your group.

World of War craft has many options for managing groups. All choices can be altered through the menu by right-clicking the player’s portrait. Here are the available options:

* Invite: Invites a player to join your group.
* Kick: Removes the player from your group. If you were inside an instance, they will automatically be removed from the instance in one minute if they do not rejoin.
* Leave Party: Leaves the party. If you were the party leader, a new one is assigned.

The following options are only available to the party leader:

* Promote to Leader: Makes the selected party member the leader of the party.
* Promote to Master Looter: Sets master looter for the “Master Looter” option below.
* Loot type: Allows you to set how items are handled by the group:

o Round Robin - Everyone takes turns in looting. Once everyone has taken their turn in that round, it will cycle to the beginning of the list again. If a player loots a monster, then leaves items on the corpse, anyone in the party can loot them. If the person currently looting already has enough of a quest item, other players still in need of the item will also be able to loot the corpse.

o Free-For-All - This setting allows anyone in the party to loot any corpse. The threshold (explained below) will be ignored.

o Master Looter - This setting allows the group leader to select a party member (through that member’s portrait menu) to loot everything and decide which items should go to which member. This becomes useful when rare items are dropping and people can't be trusted to pass them out fairly.

o Group Loot (default) - When an item equal to or above the threshold (details on threshold below) is on a monster that is killed, everyone within range gets a pop-up box on their screen with the item and options to pass or roll, as well as a timer bar. Anyone who rolls displays a number between 1 and 100. Whoever the highest roller in the party is automatically gets the item. Anyone who waits until the timer expires automatically passes. Items below the threshold follow round robin rules. If more than one player ties a roll, the item will be given to a random player.
o Need Before Greed – This option follows the same rules as group loot, except players who cannot equip or use the item automatically pass. This option is useful if your party wants to make sure an item isn’t rolled on by someone who can’t use it.
o Threshold - This just determines the level of items that are affected by the methods above. If a party comes across items below the threshold in group loot or need before greed modes, then those items will be taken care of by round robin rules.

4. Know Your Role

Every player inside a group has a specific role to fill. These vary from group to group, but most classes have only a few roles they can fill well. This section will cover class-specific tips, hints, and strategies to help make your group a well-oiled machine. There are a few well-defined roles which will be covered below, as well as what is usually deemed “The Perfect Party”.

* Tank- This player is designated to take hits from monsters. They need high armor and high hit points to survive the assault. Damage is not a main factor to a true tank, as all they want to do is be the one getting hit. The warrior is by far the best tank available. They have the armor and hit points to live the longest, as well as many moves which taunt a monster into fighting them over the less defended members. The paladin and Druid are also very good tanks. They both get very high armor and hit points (Druid in Bear Form). They simply lack the number of tools that the Warrior has.
* Healer- The tank (and other party members) will need someone to keep them alive. Priests, Druids, shaman and paladins make good healers. Priests outshine all others in the sheer flexibility and utility of their healing. Healing is actually harder than it seems, as you generally don’t want to get hit. Healers usually have low armor, and getting hit will slow down or interrupt your spells. Generally, the healer stays at the back of a party, away from danger.
* Puller- Pulling is sending one person to anger the monsters you wish to fight, and bringing them back to the rest of the party. Pulling in itself is something everyone can do. Hunters, however, have many tools available to aid in pulling. General strengths to being a puller include being able to anger the fewest number of monsters, being able to anger them from range, and being able deal with mistakes without endangering the party.
* Crowd Control- Many times, your group cannot pull just one monster to them. To make the battles easier, many classes have a way to remove a monster from the battle for a period of time (usually about 30 seconds). Mages and rogues do the best in this department.
* Damage Dealer- Just about every other job in a party is to deal damage. This job is not about always dealing 100% of the damage possible, but dealing as much damage as you can without grabbing a monster’s attention. Mages, rogues and hunters are usually the best at this position.

The most common build of a 5 person group is one tank, one healer, one puller, and two damage dealers. This is quite flexible, as most classes can fill more than one of these positions. Every class has a unique set of abilities they bring to a group as well, which makes every group a different experience. Now, onto the classes.

Every class needs to be mindful of how much aggro, or hate, a monster has for them. A monster will turn and attack whoever has the most aggro on the list. Any action a player takes will increase their aggro by varying degrees. As a general rule- fast, weak actions over time will give less aggro than slow, heavy actions. Aggro slowly (very slowly) decays over time. In the time it takes to do the next action, you may have lost a small portion of your aggro.

For example: Player A heals Player B for 1000 hit points in one spell. Player C heals Player B for 200 hit points five times over a period of time. Both players did the same amount of healing, but Player A will receive the aggro from the monster because Player A healed too much damage in too short a period of time.

Druid

General Tips-

* Faerie Fire reduces a target’s armor, making them take more damage. It is a very useful spell if there are melee damage dealers in the party.
* Depending on where you’re fighting, Entangling Roots and Hibernate can be wonderful crowd control.
* If you’re pulling, use Cat Form, Prowl, and Track Humanoids (if you’re fighting humanoids) to be aware of your surroundings. Moonfire can be a good way to pull, but some tanks may have a hard time getting aggro from you occasionally.
* Mark of the Wild is possibly the best buff in the game. Keep it and Thorns on all group members.
* With your different forms, you can take on three different roles in a party easily. If something goes wrong, you can switch roles and save the day.
* If a vital group member dies, you can resurrect them during the battle. It has a 30 minute cooldown, but it can save the group.
* You can remove both curses and poisons from a target. These spells can be very harmful and should usually be cured as soon as possible.
* You regain mana while in a different form. If you start to run low, and there’s a backup player for your role, see if one of your other forms can be useful to the party.

Aggro Management-

* If you’re a healer, try to use your lighter spells as much as possible. They are more mana efficient, and generate less aggro. The Druid has a hard time losing aggro, so try to go slow and steady.
* If needed, change forms and use Cower. While not very reliable against monsters higher level than you, it works well on monsters your level or lower.
* If your party can stand not being healed, another option is to switch to Bear Form and wait for the tank to grab the monsters off you. Bear Form’s increased armor and hit points help out a lot.
* Rejuvenation is wonderful, as you cast it once and it heals over time.
* If you’re a tank, Bear Form has a taunt, and an area taunt. Save Growl for when a monster stops attacking you, as it only works if you are not being attacked.

Rogue

General Tips-

* When fighting humanoids, Stealth and Sap can help the party deal with a tough situation beforehand.
* Expose Armor helps out, especially if there are more melee damage dealers than just you.
* If you’re pulling, remember your ranged weapon. It may not do a lot of damage, but you can occasionally aggro fewer mobs.
* Tailor the poisons on your weapons to the situation. Mind Numbing Poison on a caster monster makes them deal considerably less damage during a fight.
* Pick Pockets sounds like fun, but it can be very dangerous. Make sure you are a high enough level to be relatively safe from being discovered in stealth. Your party will not like you if you get them killed while grabbing loot for yourself.
* Remember that if you stun an enemy, it won’t be doing any damage. Stun occasionally to help out the healer.

Aggro Management-

* Make sure the tank has sufficient aggro before doing any extremely high damage moves (Ambush, Backstab, etc). These moves create a lot of aggro for the tank to overcome before you stop taking damage.
* Feint lowers your threat by quite a bit. If you’re limiting your attacks due to aggro, use feint when you can and keep the damage going.
* Vanish can help if you need to quickly erase all aggro. Just be mindful of its cooldown and cost.

Priest

General Tips-

* Remember Power Word: Shield. It can stop a teammate from dying long enough for you to get a heal to them.
* Buff everyone with Power Word: Fortitude. Extra stamina is always good, and it lasts for 30 minutes.
* If there is a backup healer in the group, Mana Burn caster monsters. They’re physical attacks are weaker than melee monsters. This is also useful for monsters that heal themselves, which can turn an easy battle into an extended drain on the group.
* Shadowform allows you to do very high damage, but you cannot heal. Make sure the group knows if you plan on using Shadowform.
* Coordinate with any backup healers you may have. Usually, a backup healer will heal the main healer. Another common strategy is to eliminate downtime by having the two healers rotate battles.
* Shackle Undead will completely remove an undead target from battle for up to 50 seconds. Its mana cost is low, so you should use it even if you are healing.

Aggro Management-

* Priest healing draws a lot of aggro. Try to use Renew to keep the party near full.
* Greater Heal should only be used in emergencies, or if the tank has a lot more aggro than you.
* Fade can be a lifesaver, as well as prevent wipes. It’s also useful to use Greater Heal, and then Fade.
* If you’re taking damage, try to resist the urge to heal yourself. If there is anyone else in the party that can bandage or heal you, let them. Healing yourself can create an endless loop of aggro.

Hunter

General Tips-

* Make sure to have the appropriate tracking ability active for the area you’re in. Sometimes, you may have to switch between a few to see all the monsters around. One of the hunter’s strongest points is being able to know their surroundings.
* Freezing Trap is the only crowd control spell that can target any enemy. It lasts for 20 seconds, and should be used before every battle.
* Controlling your pet takes a lot of skill. Sometimes they will run off and do their own thing. Always keep them on passive in an instance. Manually control their moves, and keep an eye on them, even during battle. If the enemy they’re fighting starts to run, command them to stay and try to Wing Clip the monster. Your pet will aggro new monsters farther away than the running monster will. If the fight is far enough away from other enemies, the monster won’t get close enough to aggro more onto your group.
* Your pet is not a group member. They generally take more damage than the heavy fighters in the group. If your pet gets low on life, the healer may not have enough mana to keep your pet and the rest of the party alive. Generally, the pet is a sacrifice to keep all the players alive.
* Stock up on food and arrows/bullets before the group starts. If you run out of food and lose your pet, you lose a very useful part of your abilities. If you run out of ammunition, you can only melee, which isn’t a hunter’s strong point.
* When pulling, make sure to always use Hunter’s Mark to designate the first monster to attack. It’s the fastest way to make sure that everyone in the group knows exactly what to kill.

Aggro Management-

* Your pet can be a secondary tank for a limited time. If a monster is going after a teammate in cloth armor, have your pet Growl and keep the monster’s attention. The main tank will come grab the monster when they have time.
* Disengage and Feign Death each allow you to totally clear your aggro with monsters. You will exit combat, and can even lay another trap down.
* Your shots can come very quickly, and powerfully. Careful timing of your strong abilities, along with Disengage and Feign Death will allow you to maximize your damage.
* If pulling, do not start the battle with high damage abilities unless you know your tank can grab aggro from you, or you plan on using Disengage or Feign Death.
* Be careful with Multi-shot. Most of the time, a tank will use a cheap move to get the attention of enemies which haven’t been hit yet. If you use Multi-shot, they will have to take the time to deal more damage to each monster than you did. Communicate with your group, and find out which battles Multi-shot is useful for, and which it isn’t.

Shaman

General Tips-

* The group weapon totems (i.e. Flametongue Totem) will overwrite any poisons or special abilities melee characters have which activate “on next strike”. Coordinate with the group before you use them.
* Many enemies will buff themselves, often times with very powerful spells. Purge takes little mana, and can make battles verses these enemies much easier.
* Sentry Totem is very useful for areas which have random patrols of monsters. Drop the totem as your group moves on, and be ready to fight the patrol as it comes to your totem.
* The shaman has many useful utility abilities. Many times, they are not considered just a healer, or just damage, or just a puller. Be ready to switch roles at any time within a group.
* Lesser Healing Wave is cheaper, faster and almost as powerful as Healing Wave. Use it as your main healing spell. However, if you have the talent Nature’s Swiftness, you can use Healing Wave to instantly heal a target for a large amount.
* Try to keep a few totems out during a fight. They aid anyone in your group that is in range. Their mana cost is slightly high to always have 4 out, but Mana Spring Totem can help cut this cost in the long-run.

Aggro Management-

* The Shaman does not have a spell or ability to reduce aggro. Pay close attention to how much aggro you are generating. Your heals and shocks can generate very high amounts, very quickly.

Warrior

General Tips-

* Don’t be afraid to change stances during a battle, especially if you have the talent Tactical Mastery. Some special abilities are only available when you’re in a certain stance. You may find that you can help your party out tremendously by changing stances, using an ability, and then quickly changing back.
* Use a one-handed weapon and a shield to increase your effectiveness at tanking. Defensive Stance has some nice abilities for shields, and is extremely helpful for tanking.
* Sunder Armor helps out all melee attackers. It generates some aggro as well, so it serves two purposes for tanks.

Aggro Management-

* Taunt causes a monster to focus attacks on you if it isn’t already.
* Mocking Blow forces a target to fight you for 6 seconds, whether it was already or not.
* Challenging Shout works like Mocking Blow, but for all nearby enemies.
* Defensive Stance passively increases all threat generated. If you are tanking and must switch stances, try to quickly switch back.

Mage

General Tips-

* If the group can handle the slight drop in damage, try mixing in some wand use. Casting one or two spells and then using your wand will save you some mana, as well as keep your aggro within reasonable levels.
* Cast Arcane Intellect on all party members that have mana. The up front mana cost is high, but the mana it generates during battle can save the group later on.
* Summoning food and water for the party is part of the mage life. You will lower your group’s time between battles by handing some out to your group members.
* Place trust in the party healer, especially if you will be called on to use your area spells to damage multiple monsters at once. The tank will generally not be able to grab aggro during these types of attacks, so you’ll need to concentrate on taking the enemies down as quickly as possible. Hesitating to cast a spell could mean death to you and possibly the group.

Aggro Management-

* A nice trick with Frost Nova is to use it to shift aggro to another player. While frozen, monsters will ignore you if there’s someone close enough to hit. Generally, when the ice breaks, they’ll still target the closer person.
* Remember that you can do damage very quickly, but don’t have any reliable ways to lower your aggro. You usually can’t give 100% of your damage potential in a party, but you’re better off being slightly weaker than dying from having the monsters hit you.

Paladin

General Tips-

* Judgement is often an underused spell. Judgement of Justice will stop monsters from running away. This behavior is very common in instances and it is good practice to get used to stopping them. Judgement of Light will act as a form of area healing.
* Cleanse will remove one magic, poison, and disease effect from a player. There are instances where these types of effects can be devastating. Be mindful of when your party has one of these effects, and remove it as soon as you can.
* Divine Intervention takes some planning to use, but can save one group member (usually someone who can resurrect others) from dying. It only lasts for 30 seconds so its timing takes practice. The best time to use it is when you feel that the group cannot win the fight and you have no other spells to help keep the target from dying.
* The blessing line of spells can be custom-tailored to the individual. Blessing of Might may be good for a tanking warrior, but a damage dealing warrior may want Blessing of Salvation if they can’t maximize their damage due to aggro.

Aggro Management-

* Divine Shield and Blessing of Protection are tricky to use in a group. These spells cause monsters to ignore the targeted player and attack whoever is next on their aggro list. If you are certain that the next person on the list will live, these spells can save the party if a teammate is near death and needs time before they can be healed.
* Seal of Fury and Judgement of Fury apply a set amount of aggro per hit. They work best with fast weapons or spells. One easy way to grab the attention of a group of monsters is to cast Judgement of Fury onto them and use Consecration, Holy Shield, or Retribution Aura. The damage may be low, but these spells hit very fast.

Warlock

General Tips-

* Use your soulstone on a class that can resurrect.
* Curse of Recklessness will stop a monster from running away for two minutes as well as lower their armor substantially. If there is no one else in the party to stop them, make sure to use this spell. If a fight will take a long time, use a different curse until they are low on health and about to run.
* Choose a pet to use based on the weaknesses of your party. If you need a secondary tank, use a Voidwalker. If you need damage, Succubus. Use Felhunter for casting mobs, and so on.
* Save your mana during easier fights. The warlock is designed around damage over time, and you will waste power if you use all your spells on a fight that will be over in 20 seconds.
* Always remember that monsters can only have eight total harmful spell effects on them.
* Keep soulshard usage balanced throughout a group. If possible, Soul Drain at the end of battle to regain your shards. If you run out of shards halfway through an instance, your usefulness to the party diminishes greatly.
* A lot of players don’t know about healthstones. Create one for each group member and replace them after a battle they were used in. Remember, these save your team from using potions.

Aggro Management-

* The warlock is geared towards damage over time and usually shouldn’t have a problem with aggro.
* If you need to get aggro off yourself or another group member, your pet is usually to be considered expendable. It’s better to have a pet die than a player. The healer might not have the mana to heal everyone, and your pet will create a buffer of time for the group to finish the fight.

5. How to Avoid Looking Like an Idiot

These are some common etiquette tips to remember while in a group. Remember, you are dealing with real people, and it pays to be nice to those around you. Sometimes, situations (or the classes in your party) make these irrelevant. Common sense and the knowledge of other teammates will let you know when not to use these.

These are Friends You Don’t Want- When doing instances, monsters are grouped together to be more challenging. Do your best to minimize the number of monsters that your group will engage at one time, especially if you are the puller. This also includes any monsters your party has put out of commission for a bit (asleep, frozen, dazed, etc.). Any damage will usually remove these effects, and can turn a manageable battle into a lost cause.

Spread the Love- Almost every class has some form of beneficial spell they can cast on other players. Before heading into a battle, make sure to buff up with any spells you have. The durations of some of these are small, so wait until the battle is about to begin. If you have a player going away for 5 minutes, it’s pointless to put a 5 minute buff on them. Also, try to engage the enemy as quickly as possible. Make sure the party knows the attack plan first, but try not to waste valuable buff time if possible. Those spells can sometimes take a large amount of mana.

The Party That Fights Together…- Typically, a party will want to focus all their power on one monster at a time. By doing this, you’ll minimize the amount of damage the enemy group can inflict over time and increase your odds of success. The easiest way to do this is to have your tank (the person taking all the hits) target and attack the monster to focus on. All other players target the tank and assist him (default “F”). Assist lets you attack whatever your targeted teammate has targeted. This way, you will all know exactly what to fight.

Don’t be Greedy- Groups will usually come across either resources or chests that more than one person in the party can use. The most common ways of dealing with these are to either use a round robin, or /roll. Round robin lets one player get a resource, then allow a teammate to get the next one (or few) until everyone that can use it gets a chance. Rolling for these allows each person a random chance to “win” it. It’s best to communicate with your group early on how looting will be handled. Deciding loot rules after a difficult fight can lead to arguments and delays.

Well, this is my stop...- One of the most frustrating things that can happen to a group is to have a teammate leave part-way. Before your party starts, make sure everyone knows how long the objective will take. You’ll probably want to replace someone if they can only play for half an hour and you’re doing an instance that takes 3 hours. Also, be clear on exactly what your party is planning on. Many instances have more than one common stopping point. (e.g. Scarlet Monastery has 4 separate instances. If you only plan on doing one or two, don’t tell people “Looking for Scarlet Monastery group.” Tell them “Looking for group- Scarlet Monastery Library.”

Don’t Count Your Chickens Before They Hatch- No matter what, do not loot during battle unless your leader tells you to. If your group is fighting and you’re standing there grabbing all the good items, they will probably be kicking you from the party soon. Corpses stay available for quite a while and you will generally have time to finish your battle before they start to go away. Don’t worry, the items will be there when your group is done fighting. Also, if you’re not contributing to a fight, your party may very well die, and then you will be missing out on the loot from the monsters you didn’t kill on top of the repair fee for your items. Some people accidentally loot during battle by right-clicking monsters they want to fight, and accidentally right-clicking a corpse. To avoid this, use the tab key or assist (discussed above) to target monsters. Tab will select the closest monster to you.

Measure Twice Cut Once- Before you roll to loot an item, double-check that you really can use it. Some items (namely items from bosses) will become soulbound as soon as you pick it up. This means that it cannot be given to someone else if you accidentally get it. Doing this could harm your reputation forever, and likely mean that you won’t get invited to more groups.

Paging Doctor Smith- Communication is the key to a strong party. Devise a plan before you tackle a difficult situation, and make sure everyone understands it. Make sure everyone knows what they’re expected to do when joining. Even if every other priest you’ve played with is a main healer, don’t assume that the priest that joined your party knows this. The worst thing that can happen during your first battle as a group is to have it fail and people start yelling because someone didn’t know what to do. It’s always better safe than sorry. Also, let your party know if they ask you to do something you don’t think you can handle. It’s better to take a few easy practice battles to get the hang of things than to screw up a difficult fight.

Caffeine Buzz- Try not to join parties if you’re tired or feel you can’t pay enough attention to successfully do your job in a group. You will quickly become a hindrance to your party, and it can ruin your reputation. They will see you as a bad player, and probably not invite you for more groups. Get some sleep once in awhile, it’s only a game.

Conclusion

Grouping unlocks challenges that cannot be completed alone. With practice and teamwork, your group can take on dungeons filled with wonderful sights and treasures. You’ll face many difficult battles, but tactful leadership and a thorough understanding of each class’ strengths is all it takes to turn five strangers into a powerful force.

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