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#42144 04/06/09 11:25 AM
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What if 1 person in the groups job was to use the mark spell {Name?} and jsut identify targets. Then the entire group would focus on one target at a time. They could stand off a bit.

What do you think?


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Sounds like how things worked in DAoC.. all the DPS focuses on one target designated by the "main assist". I haven't played DF but it sounds like a reasonable way to PvP to me.


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Last edited by Drakiis; 04/06/09 12:22 PM.

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Realistically, with the fluidity of combat, this might be a hit or miss. You never know though, we'll try it next time we're out (if anyone has it)


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What is the range like on the mark spell?


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It's beacon, and I have it to lvl 40 something.

It's pretty short actually...it will not reach from the nearest house to the bindstone


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Expanding on this thread a bit, So far I've seen the following group tactics work fairly well, IMO:

1. Stay close to each other - Preferrably the group leader

I've found that it's much easier for the group leader to call targets and get results when we're all fairly close to each other. Also, when we're spread out, what happens is we get pockets of battle forming with odds against us like 3v1 at times. If we stick together and the enemy splits up, we can get them in 3+v1s instead of the other way around.

Also by staying close together, it becomes easier for the group leader to move the group without worrying about straglers. 'Fall back to the east...oh shit look so and so is getting swarmed because they're cutting through the enemy trying to go east. If he/she was with us they wouldn't be getting swarmed.'

2. If an enemy drops, GANK THEM

The other day we were winning a group v group encounter, but since we didn't gank the people we dropped, enemies revived them, they dropped back and healed, and then came back at us in force. We had to retreat instead of wiping the floor with them. Luckily we found them again not to long after that, and this time we stuck closer together and ganked those we dropped. This time the enemy fled the field, and we got to loot.

Anyone else have more to add? Or maybe this should be in it's own thread. I don't know.

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I don't know about the sticking close together. For example when we were holding the clan house in the failed CoS siege the other day, we had like 4 guys at the top of a set of stairs pushing the enemy offensive back. Luckily the enemy didn't have a mage who saw this, because all I was thinking at the time was "four free kills if I had my elemental magic trained." Those elemental spells deal 35-50 damage I hear, if we stay so closely huddled, just a few shots can wipe half our group.

/Edit: Well, I guess staying in a phalanx formation is a little bit of an extreme, and called for in this very particular situation, but I'm just pointing out something to watch out for. I do agree though that we shouldn't have our groups spread out all throughout the battle.

I particularly liked the original plan (useless since we only had a group and a half, but nice for large tactical battles) where each group is in a different channel, and officers use the speak-to-all command.

This could allow the general to delegate commands to each group, and the knight commander (or designated leader if none is present) in each group chooses how to best act the order.

Last edited by BoSllBibliotequa; 04/07/09 05:39 PM.

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I like your idea BoS the KC used to exist for that exact reason and they usually had a specialised group. An archery group doesn't need to operate like a melee group does. Totally different styles, movements etc. The general would pass the orders through for whatever kind of action we should be performing as a whole and the specialised groups react accordingly. I used to be the KC of the BlackKnights and we were spec'ed for speed and the charge.

Great example:
Melee is in bashing the enemy up, the archers / mages are looking in over the battle and casting magic on strays, and enemy reinforcements. The order to pull back to the perimeter comes in from the general, so the melee group starts backing out while the archers and mages provide cover. Or even better when the call for a pull out occurs a small group mounted rush the enemy to distract them and break them up while the melee group retreats and when the mounted are out of the way the enemy is in clear view of the range group.


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All of these are great ideas.

The problem is, we havn't been able to form more than one group with the exception of the siege defense of Khosgar. Everytime we go out, it's less than one group to 12-13 at most.


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