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View Full Version : Time for my Soloing Pally to Start Grouping


Sepp
10-27-2006, 12:35 AM
<DIV>My level 38 Dwarf Pally has made it this far mostly soloing (lack of time really held me back from the group scene).  I can honestly say, that I relly never learned how to use him in a group situation correctly.  I am having more time now, so I am looking for some advice on what to do when I am in a group.  What spells / abilities to use, best way to target, buff etc.  Can someone provide some advice or links to some learning material?</DIV> <DIV> </DIV> <DIV>Thanks</DIV>

ScarletKnight
10-29-2006, 10:10 AM
<DIV>Try this website: <A href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=33&meid=53" target=_blank>http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=33&meid=53</A></DIV> <DIV> </DIV> <DIV>I found it looking for info on grouping since I haven't grouped in my 43 lvls. Its a pretty good general guide on paladins, hope it helps out.</DIV><p>Message Edited by ScarletKnight on <span class=date_text>10-28-2006</span> <span class=time_text>10:11 PM</span>

EvilIguana9
10-30-2006, 10:55 PM
Ok, grouping basics 101.  There are 3 basic types of group members.  Damage, or DPS, made up mostly of scouts and mages, whose job it is to make the mobs dead..  Healers, whoase job it is to make the group alive.  And Tanks, whose job it is to keep the mob's attention and absorb the vast majority of the incoming damage.  As a paladin, you will almost always be cast in the tank role.  Your two primary goals are 1) to keep the enemies' attention firmly on you and only you, and 2) to reduce the amount of damage the mobs do overall by being hard to kill.  You probably have a pretty good idea of how the basics of those two things work by now, but I'll raise a few important points.  First, Amends (or one of the lower versions if you do not have it yet) is the single most important hate gain tool we have.  Amends transfers a large amount of hate from a group member to you.  Put it on somone who is going to generate a lot of hate, typically a scout or mage, and make upgrading it to adIII or master level a priority.  Our two main taunt spells are a bit weaker than those of the other fighters, but are still important.  Keep them upgraded to at least adept I, preferably adept III or Master I.  For most challenging content you should be spending your time in defensive stance, with a 1 handed weapon and a kite or tower shield equipped.  A shield adds a huge amount of avoidance, and also allows you to use our 3rd taunt spell which is also a stun.  Defensive stance adds avoidance, but more importantly a big chunk of mitigation and resists, you would do well upgrading it to adept I or higher as well.  Obviously, mitigation is a very important attribute.  I'd say that there is no other one thing that is as important to being a tank than mitigation.  Thus, gear that adds lots of mitigation is highly desirable.  While you're at it, don't ignore your heal and ward.  They are the two biggest ways we are different from other fighters when it comes to tanking.  If the healer is having trouble keeping up, use them to pick up the slack.  And don't hesitate to use your ward anytime you have the power and expect to be taking a lot of damage.  It's especially useful to cast before you pull.  Not only will it prevent damage, but every bit of damage it prevents will make the mob more angry at you.  Thus on a pull, by the time you get the monster back to the group it is already solidly angry at you.  <div></div>