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Thread: Primer: Team Mission Combat Tactics

  1. #1

    Primer: Team Mission Combat Tactics

    There have been at least two threads on the official forums, full of team mission horror stories. What these stories have brought to light is one inescapable fact. Team combat tactics are not obvious, nor are they something you'll naturally figure out from playing solo. Getting them right requires skill and experience, and ideally, at least some practice playing all of the professions in Anarchy Online - a rare combination.

    From my own modest team combat experience, and extensive advice from more experienced players, I would like to offer you all, newcomer and veteran alike, a draft of a strategy guide. It is my hope that reading this will make you all much more effective in teams, especially team missions.

    During the Trojan War, swift Achilles was considered by both sides to be the most dangerous, most respected fighting man of the entire ten year war. Since he sits out the first half of The Illiad, readers could justifiably wonder why. Achilles is not the most powerful warrior on the battlefield (Aias), nor is he the most favored of the gods (Sarpedon), nor does he have the largest army (Agamemnon), nor is he even the most clever (Odysses). But when Achilles and his army, the Myrmidons, take the field, the reason for his reputation becomes clear. Everybody else on the battlefield has been fighting as an individual warrior - at best. There's a lot of running around like a crazy man, shouting insults and throwing rocks. What's more, every time an enemy falls, everybody nearby stops fighting to loot the corpse of its valuables. But when the Myrmidons take the field even without Achilles, they, unlike everybody else, stick together and fight as one team. To them, the glory lay not in individual heroic reputation or wealth looted - the ultimate glory lay in victory. For everybody else on both sides of the conflict, personal greed and personal vanity put their entire teams at risk. When the first true phalanx took the field, the individually greedy and individual glory-hounds died like flies.

    And that's exactly what warfare is like on Rubi-Ka. If you can learn to accept your place in a team, and to concentrate on success for the team, you can become part of a deadly, efficient, six-person killing machine, one that is unstoppable even against opponents far above your level.

  2. #2

    Basic Combat Roles

    BASIC COMBAT ROLES

    Lots of different terminology, most of it imported from other games, gets thrown around. Not all of it fits well with the various professions and profession templates of Anarchy Online. Based on my experience, I want to offer you a set of six basic team combat roles, or jobs.

    Meatshield: The true job of the meatshield is to be what American football would call a Defensive Lineman. It is the meatshield's job to make sure that nobody else gets hit. Since it's easy to shoot "past" (through) people in Anarchy Online, you can't do that just by getting in the way. You also need to be able to taunt. You also need to be able to do really big damage per hit, even if that means you attack more slowly. And of course, if you're going to be the one taking all the hits, you need to be able to survive taking lots of hits, which means lots of health, lots of armor, and lots of buffs for both health and armor. Note that meatshields are sometimes called "tanks." I prefer the term meatshield because it puts the emphasis on taking damage, not giving it out, and for this job, that's the more important of the two.

    Healer: The healer's job is easier to define, but harder to do. The healer's job is to keep the meatshield alive. If the meatshield fails to hold the enemies' attention, it is the healer's job to provide a fallback and try, successfully or not, to keep the other people being beaten upon alive.

    Puller: The puller's job is to be the first one to explore new rooms. As the puller finds enemies to kill, it is the puller's job to lure them back into the killing zone. If at all possible, the puller needs to do this one enemy at a time. Once the fight is well underway, the puller joins it, becoming another fighter (see below).

    Traffic Cop: In gaming jargon, the traffic cop's job is to "manage adds." In other words, if and when the puller screws up and brings more than one enemy into the kill zone, it is the traffic cop's job to calm, mesmerize, or scare all of them but one. You can do "crowd control," as it's also called, with roots, but it's a very inferior solution.

    Sniper: A sniper should ideally hang back, behind the kill zone, and hopefully not even seen. Then, once the fight has begun the the enemy is totally focused on the meatshield, they speed the fight up by firing One Really Big Shot -- after which they turn into just another ...

    Fighter: A fighter is anyone who can't take the kind of abuse that a meatshield can, can't heal, and can't crowd control. Their job is to pour on additional firepower, while hoping that they don't attract too much unwanted attention.

    Now, having said all of that, let me give you a cold, unpleasant truth that many of you won't want to hear.

    Every team needs a meatshield. Every team needs a healer. To reach maximum efficiency, a team needs a puller and a traffic cop, but can live without either one. And nobody much cares whether or not their team has any snipers or fighters. Snipers and fighters are almost just well-tolerated experience leeches -- well tolerated, that is, so long as they don't screw up.

  3. #3

    Ideal Indoor Team Combat

    IDEAL INDOOR TEAM COMBAT

    To give you an example of how this works when it all works well, let me outline a perfect scenario for you. The more closely you can mirror this scenario, the tougher the opponents you can manage, and the faster you can bring them down.

    Imagine three rooms, rooms A, B, and C. Room A was cleared first, then room B. Room C is where the next target, the next enemy, is going to be found.

    The puller gathers the bulk of the team into room B, and declares that room B will be the killing zone. The puller sets his or her "aggdef" slider to 49% or below. The puller then walks up to within the enemy's perception range, ideally just outside of room C. If the puller gets a chance to do so, the puller announces via Team Chat what kind of enemy he or she is going to bring back. When the enemy notices the puller, the chase is on. The puller runs back to room B, the killing zone, without firing any return shots, and hopefully dodging the incoming attacks from the enemy.

    While the puller is gone, everybody else in the team targets the meatshield. The sniper(s) fall back one room into room A, one doorway away from the kill zone, and if possible, they conceal themselves. When the team hears the warning from the puller of an incoming enemy, the healer adds a short-term Heal-over-Time nano onto the meatshield's buffs.

    When the puller runs past the meatshield, the meatshield opens up on it, attacking with everything he, she, or it has got. The meatshield also fires a quick hit on the aggression enhancer or taunter, for good measure, just in case it helps, and maybe even fires off a taunt nano.

    If any other enemies came in behind the puller, the traffic cop uses the /assist macro to see which one the meatshield is attacking ... and then tabs to the other one(s), and mezzes it (or them).

    Everyone else holds their fire until the meatshield has hit the enemy a few times, getting it good and mad. The puller, the fighters, and the snipers use their /assist macro to target the exact same enemy that the meatshield is attacking. After about the third hit, the fighters open fire with regular attacks only, pouring additional damage onto the enemy. The snipers also fire their big attacks, from the previous room, and then continue to pour fire in through the open doorway.

    The healer uses his or her /assist macro button twice. The first time switches from the meatshield to the specific enemy that the meatshield is fighting. The second switches from that enemy onto its target. This allows for the possibility that the meathshield hasn't succeeded in grabbing the enemy's attention, and concentrates the healing power on the person being attacked. The healer then begins launch healing nanos, as needed. Periodically, the healer should repeat the process, using the appropriate fkey to select the meatshield, then /assist twice to find out who needs healing. (This is much more reliable than depending on the status indicators in the Team window.)

    Once the enemy is down to half health, it is now safe for all of the fighters to fire their extra-heavy special attacks like burst and full auto, if any, and the odds are that the enemy will still continue to attack the meatshield, not them. After that barrage, if the enemy is especially tough and the healer is especially confident in the meathshield's taunting abilities, this is also a good time for the healer to start his or her attacks.

    Following these instructions, any combat team should be able to turn a crowded floor of a mission into an assembly line of death, a meatgrinder that turns enemies into hamburger one at a time, in a few seconds each.

  4. #4

    Don't Be a Gimp

    DON'T BE A GIMP

    All of this advice assumes that you are at least minimally equipped for your job. If you can not answer yes to all of the following questions, then you are not adequately equipped. Please, strongly consider fixing any of these problems before you ask other people to trust you to do your part.

    Do you have at least 15 points of armor, per level of mission you're going to run, in melee, projectile, energy, and chemical AC? (At very low levels, you can bring this down to 10. Some of you, especially opifexes, will have trouble making that energy requirement at first.) If not, do you have enough NCU space free for engineer, adventurer, or martial artist shield buffs?

    If you do most of your work with a weapon, is it at least equal in QL to the mission you're going to run? Is it at least 25% above you in level?

    If you do most of your work with nanos, are you up to date in all of your useful nano lines? Are your most important ones purchased, installed, and able to be used at QL up to 25% above your level?

    If your weapon uses ammunition, did you bring plenty of it, at least 1000 rounds? For fast weapons (up to 1.5/1.5 speed), did you bring twice that much?

    If you depend on nanoprograms for your primary function, do you have at least enough Time & Space and Treatment to use the Nano Chargers closest to you in level in the store? Did you bring enough of them, at least 100 charges, and preferably 200?

    Can you use first aid kits at at least the next available QL below your level that's available in stores? Did you bring at least 20 of them? Same question for Treatment Labs, with at least 100 charges?

    Did you raise your Body Development skill as far as it will let you?

    Are you wearing a set of implants, complete in their coverage of every useful skill for you, equal to or above you in level? Are your most important ones at least 25% above you in level?

    Are you wearing an NCU belt and a complete set of NCU Memory Upgrades at at least 50% above your level?

    Have you raised your Map Navigation skill as high as you can, at least to 130? Did you equip the Machines, People, and Monsters map reader upgrades as soon as you possibly could?

  5. #5

    Things Not to Do

    IF YOU'RE NOT THE PULLER, DON'T PULL

    Curiousity killed the cat. While you're waiting for the puller to bring a mob back from several rooms away, you may get tempted to peek in through some of the doors. Don't do this. If you think about it for even a second, you'll know why not.

    Similarly, don't loiter around the door where the puller will be coming back. You need to not be the first thing the enemy sees when they run into the room. Keep the meatshield between you and that door, if at all possible.

    IF YOU'RE NOT THE MEATSHIELD, DON'T PULL AGGRO

    No matter how much you love your critical hits, if you are not the meatshield, think long and hard before you put a critical hit buff on yourself or accept one from someone else. Yes, they're very nice while dueling or soloing, even essential for some professions. And if you're an agent with an aggression Suppressor, you can probably risk it. Anyone else is taking a real risk, every time they crit, of drawing the enemy off of the meatshield.

    If you don't want to draw aggression onto you like flies to offal, don't wear bracers of reflection, or any other kind of reflect or damage shield.

    Any area-effect nanoformula or area-effect weapon draws aggression. This is especially true for team heal and area effect snare attacks. Debuffs draw aggro like mad, too, including ransack and deprive. Save them for solo combat.

    If you need to guarantee you don't draw aggression (especially if you're, say, the healer) but are determined to contribute to the group's weapon damage output, consider dropping back to a lower QL version of your weapon - ideally much lower.

    DON'T SCREW UP CROWD CONTROL

    If you're not totally familiar with crowd control nanos, there are two auras you need to learn to recognize, right now. If you see them on a target, you need to quit your attack on that target and switch targets, pronto. This is true even if you're the meatshield, and think that you should be the one designating the target. Accidents happen; the traffic cop may have mezzed the wrong mob. In that case, you need to switch to the one that isn't mezzed, for obvious reasons.

    If a bureaucrat, trader, or nano technician calms a target, you will see a glowing yellow, very blocky aura around it. You know that green aura you get when you're rooted? It looks a lot like that, but in bright yellow. Don't attack that mob, you'll wake it up. Be aware that, even if it has been successfully calmed, it may get in one more attack. That doesn't mean that the calm failed, and if you keep attacking, you will break it. Switch targets, even if it means spamming the attack start/stop key.

    If a bureaucrat mind-controls an enemy, the enemy will get a red halo around their head. (On some droids and animals, this is harder to see, because there is no head.) You know that yellow halo you get when you run any skill Expertise on yourself? It looks a lot like that, in red. The game is not supposed to let you attack anything with that halo, because it's now on your side. Don't keep trying. Switch targets.

  6. #6

    Special Case: Beginning and End

    SPECIAL CASE: BEGINNING AND END

    Entering the mission and entering the "boss room" at the end of the mission both pose a special difficulty: there is no "room A" for the snipers to fire from, and no way for the puller to guarantee only one enemy at a time, and if everyone appears at the same time, nothing but luck to make the enemies target only the meatshield - which is to say, it isn't going to happen.

    If your crowd controller, your traffic cop, is a high level bureaucrat, then this problem is easily solved. The 'crat steps into the room, and fires an area-effect calm, putting everything in range to sleep. Once the 'crat calls all clear, the meatshield and healer enter, and the meatshield starts combat. Once combat has begun, the fighters and snipers enter, and add their damage to the fight just as above.

    Any other traffic cop is going to have a problem staying alive long enough to calm all of the enemies. And without a traffic cop, you're entirely at the mercy of the taunting abilities of your meatshield. Otherwise, things are going to get ugly. In either case, the meatshield enters first, followed by the traffic cop, followed by the healer. The meatshield tries to keep the enemies off of the traffic cop, the traffic cop tries to calm them down to one at a time, and the healer enters (once the mobs are engaged in attacking anyone else) to keep that person alive, if possible. Everybody else jumps in with the healer.

  7. #7

    Loot: The Enemy of Teamwork

    LOOT: THE ENEMY OF TEAMWORK

    With each new software release, team mission loot has become more divisive an issue. We are now to the point where several professions need, if they are to survive, items that can only be found as loot on team mission bosses. Other items, almost as rare and valuable, are also found either as corpse loot or chest loot, but only inside team missions.

    Boss loot is an easy problem to solve ... and an impossible one, at the same time. Only the person who selects the mission can loot the enemy boss. You either trust that person to share, or you don't. The problem is easy, in that there isn't anything you can do about it, so there's no point in worrying. The problem is impossible in that the incentive to cheat is immense.

    Corpse loot is the easiest problem of all. The /team loot alpha command restricts the looting of corpses, and each person gets assigned one in turn.

    No, it is the looting of chests that is the issue that turns teams into disorganized and angry mobs, no more cohesive or cooperative than the Trojans who fell before Achilles. This is where you hear the ugly accusations of "ninja looting," of people who sneak off from the team, or run off on their own, or drop their part of the fight during combat, to search chests for loot.

    You can start out with the best of intentions ... and after you've been screwed over by ninja looters a few times, you start to realize that if you don't ninja loot yourself, you're going to get royally screwed out of your share of some potentially immense profits. But if everybody ninja loots, team combat effectiveness drops precipitously, and half the team ends up dead. It's a classic Prisoner's Dilemma.

    This is made worse by the fact that the profession that excels above all others at pulling is also the profession that gets Breaking & Entering skill the cheapest, and has the most reliable "get away" if it looks like the team is all going to die because of poor teamwork (Reckless Digitization, et seq). By design, fixers were almost ideally designed to rip their team-mates off and get them killed.

    Even if your puller isn't a fixer, they are going to be the first one into every room, and they're going to be out of your sight when they get there. You could do without a puller. Lots of teams do. And end up dead because of streaming adds.

    There is no solution to this problem other than trust. You either pick a puller you can trust to leave the chests alone until the whole team gets to them, or you make do without a puller and take your chances.

  8. #8

    Profession Tips: Adventurer to Engineer

    PROFESSION-BY-PROFESSION TIPS

    Adventurer: If you keep your evades way up and use your run buffs, you make a perfectly acceptable puller. If you're a melee adventurer, and you want to pull, remember to make sure you set your aggdef to 49% or below first. Otherwise, if you're not a puller, you're a fighter. You are not a healer, so get over it. You heal just well enough to keep yourself alive while soloing, and you know it. You do not have the nano pool to keep up with the damage in a tough fight, nor do you have the health buffs and HoTs that a doctor uses to raise effectiveness. If you are the only healer the team has, the team is in trouble.

    Agent: You are the quintessential sniper. You will be begged by people who don't know better to use False Profession just to provide them with their favorite buffs. Don't do it. The smartest thing you can do is use False Profession: Meta Physicist to hang a healing pet off of yourself, to make up for your terribly low BodyDev. This also lets you buff any puppeteers in the group, and the healer. But remember, the safest place for you to be, for everyone's sake, is one room behind everyone else.

    Bureaucrat: You are the quintessential traffic cop. Nobody does it better. No team should be without a bureucrat, and more people are learning it. And if people follow the instructions above, your traffic control abilities will actually work; otherwise, find another team. Also, if you're in one of those ranges where long charm works and you want a charmed enemy to help the team, make sure that you announce this early. With any luck, you can announce your intention to mezz the target during the time between when the puller announces it and when the target enters the kill zone. Also, don't rely to heavily on your 'bot, it's the weakest pet there is. But if you can afford to buy the nanos for 'bot summoning well above the level you can self-equip, do so, so that if you team with a trader and/or a meta-physicist, you can summon a slightly more useful pet. Finally, an important warning: If there is anyone on your team who uses sniper rifles, shotguns, or sniper bows, have a long talk with your team mates before you turn on any of the Motivational Speech nanos that buff critical hit chance. Increasing their chance to do critical hits also increases the chance that they will draw the enemy's attention away from the meatshield.

    Doctor: You are the quintessential healer, and nobody does it better. If you add your health buffs (long and short) to the meatshield's health buffs, plus your best HoT, you then you hardly have to worry about healing the meatshield! Of course, this assumes that your meatshield isn't a gimp when it comes to NCU space. If they are, then you are going to break your back jumping up and down to recharge your nano pool. Finally, the stupidest thing that doctors do is to lower their "aggdef" to 49% or below, in the mistaken belief that this protects them from being attacked. It doesn't. Yes, it keeps you from returning attacks, but your little weapon attacks aren't going to make a difference to how much aggro you draw. You need to count on the rest of your team's ability to taunt. Because when you lower your aggdef, you also slow down your healing nanos, a lot, and the extra delay could mean death to you all. If the meatshield goes down, you won't last much longer. Finally, once you can afford to do so, buy nanos far above your ability to self-equip, and load up on NCU space. That way, if you team with a meta-physicist, they can buff you up to be an even better healer.

    Enforcer: You are the quintessential meatshield, and nobody does it better. You should already know that, since your first nano is named Meatshield. You do need, however, to avoid two mistakes, both of which get your team members killed: you need to not be gimped in your NCU, and you need to not be gimped in your taunter. You need to have roughly 1 unit of NCU memory per level free for the doctor, after all of your own buffs, to reach peak effectiveness. And you need to be just as zealous about using implants to overequip your aggression enhancer or taunter as you are your armor and weapon. Taunters only work well on mobs near or below their level; if you're going to hunt level 150 mobs, you need to be able to equip a level 150 taunter. If you do these two things, you're a hero. Otherwise, you're a risk to your team, because they'll be counting on you to be able to do things that you just can't do. One final note: You can survive as a puller, too, if the team doesn't have a better one. But if you do, keep your ctrl-9 "Stats" window open, so you can switch from 49% aggdef to 100% quickly. You absolutely must lower your aggdef to 49% while pulling, because otherwise you will counter-attack while running, and that draws adds.

    Engineer: By the time you layer all four shield buffs onto your 'bot, it makes an almost acceptable meatshield, not least of which because it's not a tragedy if it falls over dead. (Well, not the tragedy it would be if a team member did.) No, its real drawback as a meatshield lies in the fact that it doesn't taunt worth a crap, and you know it. Use a taunt trimmer and a positive aggdef trimmer, anyway, to get what good you can out of them. If you can raise the money to do so, buy robot summoning nanos far above the ones you can self-equip; that way if you team with a meta-physicist and/or a trader, you're an even greater asset to the team. Finally, consider waiting in the previous room with the snipers, yourself. Use /pet wait to get your 'bot to wait in the kill zone. Target the meatshield. Retreat to "room A," and keep your fingers on the "/assist" and "/pet attack" macro keys.

  9. #9

    Profession Tips: Fixer to Trader

    Fixer: If you can "blitz," you can pull. You're the ultimate pulling machine, especially if you can get your hands on grid armor. Make sure you've got your evades up when you do it, though, and make sure that you keep your aggdef low enough that you can hold off your attack until the meatshield has, and can hold, aggro. If you're not a puller, you're a secondary, so follow those rules above. Stay away from using your cluster bullets or area-effect snares, because both draw aggro like mad. And finally, if you're a ninja looter, you're making the rest of us look bad. Pretty soon not only will you not be allowed onto teams, neither will most of the rest of us. So knock it off.

    Martial Artist: You're a fighter. If no better puller is available, and if you've kept your runspeed and evades high enough, you can make an OK puller, but just as I told the enforcers and the melee adventurers, if you do, make sure that your aggdef is at 49% or below, because you need to not start hitting the target yourself until the meatshield is holding aggro. If the healer is in trouble and the meatshield is failing or screwing up, your team heals will serve the dual purpose of drawing aggro onto yourself and providing the healer with a little bit of healing. But unless the healer has layered you with health buffs, you had better not try to be the primary meatshield, because you're really not up to it (especially if you're an opifex, in which case, god forbid you should even try). Finally, even if they ask for it, have a long talk with your team mates before you put a crit buff on anybody than the meatshield; warn them that critical hits increase their risk of drawing the enemy onto them away from the meatshield.

    Meta-Physicist: Lose the mez pet. No, really. It calms targets for one second. At the end of the calm, the target recalculates its hate list from scratch. Odds are, the meatshield won't necessarily be at the top of that list. Your mez pet is why everybody else, including you, is drawing aggro. Further, your only think that your attack pet is a meatshield. In fact, it has no taunts, at all, which means no, it's not. What's more, it doesn't have nearly the health to survive as a meatshield, not compared to an enforcer, or even an engineer pet. It's a fighter. Sure, you can hang your healing pet off of it, and that's what you do when you solo. But that only works until the enemy pops your healing pet like a balloon. Speaking of your healing pet, if you're going to use it as a backup healer, or (god forbid) as the team's primary healer, you need to know how to switch it between targets. There's more to it than "/pet heal". By itself, /pet heal won't switch a healing pet off of someone unless they're all the way healed. You need a script in your Scripts directory with three lines: "/pet <healpetname> behind", then "/delay 100", then "/pet <healpetname> heal". Finally, just as I told the engineers, you should consider waiting outside the kill zone, back in "room A." Use "/pet <attackpetname> wait" to get it to wait in the kill zone, target the meatshield, retreat to room A, and wait with your fingers on the /assist macro and pet attack macro buttons.

    Nano Technician: You may think of yourself as a fighter, but you are way too fragile to stand in the kill zone dealing damage. You need to be back one room, in "room A" with the agent(s) if any. If you're the only traffic cop the team has, then obviously you'll need to wait right in or near the door. But even then, what you'd rather do is wait just out of sight of the kill zone until you hear someone cry "add!", then step up and calm it. Your big nukes have a long windup period, so you don't have to wait until the mob gets to the halfway point to start them; you can lead that attack a little, so long as you time it so that it doesn't actually launch until the enemy is around or below half health. On the other hand, your weapon attacks don't do much damage, so you can probably start firing them through the door once the meatshield has drawn aggro. Just be aware that there's some risk in doing so.

    Soldier: You probably think of yourself as a meatshield. If you've done everything just right, you might even be able to work as one. But remember this - on your best day, you're not half the meatshield that an enforcer is. The closest thing you have to a health buff is your layered absorption shields - but the healer can't heal/recharge those for you, and they can for the enforcer's Essence line. But yeah, if you have the best possible layered absorption shields and the best possible total reflect shields, and you totally maxed out BodyDev and implanted it, then yes, maybe you can survive as a meatshield. But if there's an enforcer in the group, or even an engineer pet, everyone is better off if you let them have the first few hits. This is especially true if you're one of those soldiers that keeps two weapons slung over your shoulder. If you fire your special attacks from a big & slow weapon like a Flashpoint then switch to a Nova Flow or E-Beamer, you had better be able to withstand the aggro that'll come from doing that. If, on the other hand, you hold your fire for at least a few hits, everybody gets the best of both worlds, even if that does reduce you in importance from meatshield to being the World's Best Fighter. But which would you rather have, importance, or success?

    Trader: You are not the best at any team combat role. But subject to your limitations, you make a reasonably good healer, traffic cop, or fighter. Your only big problem as a fighter is that you're a little fragile to be firing a weapon that crits that hard. Your only problem as a healer is that in order to heal others you have to cast a damage-over-time attack on yourself, so keeping aggro off of you is doubly important - you have to recharge both health and nano pool. Your only problem as a traffic cop is that you're a one-trick pony; unlike a bureaucrat, if calm fails and root isn't good enough, you don't have scare or mezz to fall back on. So as long as your teammates understand these things, so they're ready to jump to your help when problems arise, you'll be fine. And if the team's engineer pet is the meatshield, and the engineer has followed my advice to stock up on pet summoning nanos far above his level, you can enhance the whole team's chances of survival if you wrangle the engineer at the very beginning of the mission, so he can summon a much better 'bot.

  10. #10
    I didnt read it all, because you wrote loads!!

    good work brad, from what I did read I think you covered everything

    (just stop pointing at fixers being ninja looters.. giving us a bad rep. I have never met a fixer that does it yet hehehe)

    good work man, again.. should be sticky

  11. #11
    I have to second Intra, excellent work!

    I wish that some of the guys I teamed with read (and unterstand) this.

    A really really minor point :
    The true job of the meatshield is to be what American football would call a Defensive Lineman.
    Being an Enforcer in game and an Offensive Lineman in RL I consider a Meatshield an O-Lineman.

    Take the hits to protect the Quarterback/Squishy People.



    /me hugs Brad

    Kisses
    Steelbuns
    Quote Originally Posted by Primakoff
    You can never deal enough damage to OD even the most average role-player 220 soldier with the right gun, so taunts are your only hope.
    I want to tank The Beast with nothing but a chair and a Concrete Cushion FFS!

  12. #12
    brad my fellow st. louisan . you are all that. bravo. warner (brad) gets the ball. he drops back . He fires. touchdown.
    Q u o t e:
    ((OOC))

    Pardon me for hijacking the thread, here..

    But, Brion - if you don't want your mother to know you were up and on the computer at 3:29 in the morning - DON'T post on a forum that she reads.

    Busted.
    Grounded.

    From the WoW forums. best PWNAGE EVAH!!!

  13. #13
    All around a great piece of work! Doesn't even need touching up to be posted on the various "guide" sites. (Which often have horribly, horribly outdated guides. Do the world a favour and add 14.2 patch at the beginning. I often curse as I read something as I don't know if I struck gold or something that got fixed a while back.)

    One more thing on team missions: Break line of sight.

    Stand in corners and wait. Avoid opening doors during fights. Preferably fight in corners.

    It helps a little atleast.

  14. #14
    Cosmik sticky this thread. It is worth it.

  15. #15
    wowsy wowsy woo woo
    Heals - they're not just for tradeskills anymore
    Hypos omni doc RK2 <-- stupid enough to have thought that going past level 150 would help her be a better doc
    Phlair omni mp RK2 solo char
    Nerfbat omni enf RK2 awarded the hammer of braveness
    Shadow Ops

  16. #16
    Funcom should pay you

    sticky sticky!!!
    Fletcher "Thunderflame" Goliday
    Vern "Thunderfire" Boehme
    Devin "Thundertrox" Aronstein

    Just keep running, falling, till you reach the border. There you reach out, find out: Blessed with all the Thunder of the World.

  17. #17

  18. #18
    *stick* Awesome work Brad, STL/MO!
    Earn free game time and play with your friends[/b]

    Anarchy Online Community Representative

  19. #19
    Haha....just read your reported post Intra. I did read this.
    Earn free game time and play with your friends[/b]

    Anarchy Online Community Representative

  20. #20

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