content

Rappelz Forums

What Pet are You?

An in Depth Look at Dungeon Partying

Read game guides created by your fellow Rappelz players.

Postby nighteye2 » February 28th, 2007, 3:51 pm

With the new patch, a new addition to this guide: dealing with dungeon patrols.

First of all, with the introduction of dungeon patrols having an HW in the dungeon party is no longer optional - like a cleric, a party NEEDS one.

When a patrol arrives, the HW tank immediately switches to it, unless busy tanking a boss. In that case the 2nd HW can tank the patrol, if the dp has one. If not, another character has to risk tanking the patrol while the HW stays on the boss.

Finally, healers and pets should try to stay close to the party, so that they are always in sight of the party in case of an attack from behind by one of the patrols.
nighteye2
Wolf
 
Posts: 155
Joined: December 16th, 2006, 6:55 pm

Postby wyldcyde » February 28th, 2007, 4:36 pm

Cool, patrols... i guess that means they roam around and are very aggressive. Will spice things up a bit but not looking forward to my pet possibly dying more than usual.
wyldcyde
Wolf
 
Posts: 166
Joined: January 23rd, 2007, 2:15 pm

Postby nighteye2 » February 28th, 2007, 7:21 pm

wyldcyde wrote:Cool, patrols... i guess that means they roam around and are very aggressive. Will spice things up a bit but not looking forward to my pet possibly dying more than usual.


If you want to protect your pet, keep it close so that you or your party's tank can protect it by drawing more aggro than it.
nighteye2
Wolf
 
Posts: 155
Joined: December 16th, 2006, 6:55 pm

Postby wyldcyde » February 28th, 2007, 7:23 pm

thx, i knw how to protect pet but as far as i understand patrols will make it more difficult. i'll soon find out.
wyldcyde
Wolf
 
Posts: 166
Joined: January 23rd, 2007, 2:15 pm

Listen for god's sake

Postby carabaci » March 4th, 2007, 2:13 pm

Hello, great guide guys thanks alot. I would like to add something to this please:
Its VERY important for you to either
a-) listen to the person you have deemed the leader because he/she has more experience/knowledge et..
b-) if there is no such person, to each other!

You don't have to agree with every single decision made, but before you run off and attack that 45+ anyway and get everyone killed, please take a look at the chat window and have the courtesy to let people in on your thoughts, thats what its there for.

Just today, two different parties I was with decided to attack Ofo despite all my warnings, when we we were all 35+. I ran the minute they did, and needles to say, I was the only one left alive. You may not believe the person making a warning but please remember that even though he/she might not have first hand experience with a monster, he might have been witness to one, and more often than not, probably is looking out for you instead of trying to piss you off!

Moral of story is guys, don't be stubborn, don't be selfish, and listen to your party members.

Thank you.
carabaci
Poultry
 
Posts: 4
Joined: February 26th, 2007, 12:52 pm

Postby tommi5678 » March 4th, 2007, 4:05 pm

This is a good guide for everyone to read and understand how to play in dungeon.

Specially now with the patrols who can draw a lot of adds too from the room if pulled improperly.

So far at LM,had no trouble's with patrols,no pets have died to them at all and most of the time we can pull just the patrol and nobody else off the room.
Usually the patrol is heading to the cleric,haven't yet seen it heading towards the pets which were usually closer in its path.

With a good group with two clerics its easy to take them down and all the adds.
tommi5678
Nightmare
 
Posts: 588
Joined: January 10th, 2007, 10:25 am

Postby azshar » March 4th, 2007, 8:36 pm

added a few terms, namely pat, mt, and ot. Added a section about patrols and added a section for offtanks.
azshar
Tortus
 
Posts: 15
Joined: December 26th, 2006, 5:42 am

Postby ladyevil666 » March 4th, 2007, 11:37 pm

Heyah,

I'm very new to this game (strider 42 atm, played 1 week, 10-12 hours a day).
Every time I read a global *DPLF DD 35-45* .. or *DPLF DD 4x*, I consider joining them and if I couldn't solo my current spot, I would do it maybe.

Reading the OP's *walkthrough* (instructive guide) it totally turned me off from ever joining a DP.
This reminds me too much of *l33t* structure a la WoW:
Full set of +6 enchanted gear
Exact timing on every skill
Very fast respawn (cleric standing *too far behind* and getting aggro)

... sounds like a lot stress to me.

I like to have fun while gaming and forget about the daily terror.
Now I imagine being part of a DP and maybe don't play my character like I'm supposed to.
Not RPing, but stuff like stop attacking as a 2ndary tank/DD to help the MT retain aggro. Like after I solo'd from lvl 1-42, I actually never did break from combat, what should that be good for lol.
Now .. would be a total showstopper when that ends with a party whipe.
And people can be very sensible when someone's doing a *stupid thing*, especially with the constant strain that seems to be going on during a DP.

And what if a player is *total noob* to gaming in general?

Taking about steep learing curve:
Is there any class that got some sort of crowd control?
So far I haven't found any information about that, but I terribly enjoyed playing my controller in CoH (City of Heroes).
Crowd control makes big teams (and their little *slip-ups*) a lot more enjoyable.

Now my question for you:
Do you find DPing fun and enjoyable? Or at least rewarding?

I will try to at least find 1 DP and see how it goes :roll:

(edit:
Doodad, what is *LM* and *CV* please?
Acronyms of the places where the dungeons are located, I take .. ?
Would you mind to add a short desciption about where the dungeons are located, how to get there AFAP and how to move and close up with the party, once inside.
Logging out to lose a train before I reach my party is not acceptable=meta-gaming and there sure is another way.)

-----

A personal note about the term *PK*
While this expression is commonly used and understood, it doesn't do the action justice.
If a player behind his/her screen clicks on a visual representation of another players' character, s/he is attacking the avatar (or character), not the player.
Bottom line: *PK* should be renamed to *CK* (CharacterKill) or *AK* (AvatarKill), since you will - and should - never attack a player in persona.
ladyevil666
Octopus
 
Posts: 59
Joined: February 12th, 2007, 4:50 pm

Postby carabaci » March 5th, 2007, 12:50 am

I love Dp'ing. I completely went off doing anything else in the game since I started dping (was around lvl25 if I remember correctly, now after a few days im 39). I have lots of fun even when I die or when completely suck as a group. I think as long as the individuals are fun and reasonable, slip-ups dont matter at all, and the party will have fun no matter what. I only get stressed when everyone is running around and attacking whatever comes their way without as much as a second thought. Its fine once or twice but after a while it gets very boring when that happens.

Other than that, for me dp'ing is not at all like you said. I do like it when theres a good structure and people are responsible, respectable and reasonable, but it all boils down to the people in the end. More often than not, Im doing my role in the party automatically, and concentrating on chatting instead. Ive had good laughs even when all 8 are spread accross the dungeon, lying dead. Sh*t happens, its the people that matter, and enjoying yourself.

So thats dping to me, structure is always great, and too many mistakes is unbearable, but anything in between can be fun too.
carabaci
Poultry
 
Posts: 4
Joined: February 26th, 2007, 12:52 pm

Postby azshar » March 7th, 2007, 6:45 pm

i don't exactaly find it 1337 tactics for each class to do what their intended purpose is as built in by the game developers but to each his own. Do a few DP's and see how it goes.

would be a total showstopper when that ends with a party whipe.


i've had it happen.

anyway, added in the dungeon abbreviations and a link to the locations.
azshar
Tortus
 
Posts: 15
Joined: December 26th, 2006, 5:42 am

Postby kennom » March 13th, 2007, 12:39 am

A note concerning the clerics section...

While it may be all good and well to be casting what we call long heals (Normal heal) it is not entirely correct to suggest that rapid heal should be a last resort. Especially towards the backside of LM (Carnival...) and CV, long heals unless one is paired with another cleric means certain death. It is especially recommended in CV that the cleric would tone their heals down to level 2-3 with at least a +2 rapid healing card...+3 recommended. It is also recommended that they get at least +2 mental amplify and sensible mind. Now...while this may seem a tall order (I KNOW cleric card prices are ridiculous) it is what will be necessary to keep people alive within these dungeons, especially CV. I've found that for levels 30-50 (Mainly Moonlight) it is better to do normal heals as it helps with MP consumption and you do not have to worry about your party dying so quickly but for anything higher, it is recommended that quick heal be the first use (Also be sure to have level 10 quick heal on another hotkey in case of trouble). It is recommended that the clerics start practicing the quick heals after JLevel 25 and the maximizing of their MP regeneration skills at which point their mp regen should be on par with the usage of mp from rapid heal (55 mp used, should regenerate around 40 mp depending on clothing +4, level and any jewelry equipped)
kennom
Lydian
 
Posts: 294
Joined: January 13th, 2006, 10:46 am

Postby azshar » March 21st, 2007, 11:22 am

thanks kennom, i went ahead and cut/pasted your post in with credits and changed the paragraph above to be DMR specific as to avoid confusion or contradiciton.
azshar
Tortus
 
Posts: 15
Joined: December 26th, 2006, 5:42 am

Postby axelucho » March 27th, 2007, 11:00 pm

So with cubes its safe until +4...
what about with the blacksmith upgrade? untill what + is it safe?
axelucho
Poultry
 
Posts: 3
Joined: December 11th, 2005, 11:45 pm

Postby rokurai » April 5th, 2007, 3:33 pm

axelucho wrote:So with cubes its safe until +4...
what about with the blacksmith upgrade? untill what + is it safe?


Blacksmiths never break your weapon, only enchantments do. That being said, you cannot upgrade your weapon further than its rank allows. A Rank 1 weapon/armor can be upgraded at the blacksmith up to lvl5, Rank 2 up to 10, and so on. I've heard that trainee weapons cannot be upgraded at all, but have not tested it myself.

In addition, you can always use Equipment Protection Powder to save your item from being broken even if the enchantment fails, or you can combine whatever Cube you are using with the Ancient Element of its type to greatly improve your chances of success.
rokurai
Poultry
 
Posts: 8
Joined: March 31st, 2007, 10:14 pm

Postby danthefierce » April 6th, 2007, 11:12 am

I now understand everything that i had problems with. this is really good guide thank you for having such an in depth guide for newbies like me.
User avatar
danthefierce
Orc
 
Posts: 106
Joined: February 23rd, 2007, 3:53 pm

PreviousNext

Return to Player Guides