Post by afarlington on Jul 1, 2010 7:34:10 GMT -5
With the Serpent Lantern adventure pack being sparkly new and exciting, a lot of people have decided to give it a go (myself included). However I have experienced that the difficulty in comparison to soloing or going duo increases significantly as the party size increases. This holds especially true during 5 man groups where it may be common to find a party member dying after every pull, effectively slowing down the whole run.
First of all, I completely advocate 5 man SL runs, they are heaps of fun, and the sheer amount of powers flying about (along with henchmen bodies) is immensely satisfying. What I'd like this post to be about is to include all the tips you know of managing 5 man runs to make it as smooth as possible with fewer deaths and therefore more fun.
I will include the few I know, but hope you can add more so that we can have a lot more fun during these events.
1) Staggering AoE attacks can be key to an easy group pull. Have the first AoE'er (ideally one with a very large cone/effect) fire off their most devastating attack and then immediately block (bonus if they have Sonic Devices/Toxic Nanites/Orbital Cannon). This will draw all aggro to them, then have the 2nd/3rd AoE'er clean up all the henchmen before focus firing on the surviving Super Villains.
2) Ensure your healer doesn't get twitchy and heal the very first blow. Due to the aggro mechanics, he/she will most likely have half or more of the pack aggressively chasing them after the first heal lands. And if your healer is blocking,healing themselves, or dead then the chance of obtaining a heal for your tank/dps is significantly reduced.
3) Assign someone to watch your healer and any mobs attacking him/her. This will help reduce healer death and will go a long way towards group survivability. Ideally this is someone who can hit hard or has a good AoE that can mop up mobs before the healer gets too badly beaten and then worries more about their health than that of the group.
First of all, I completely advocate 5 man SL runs, they are heaps of fun, and the sheer amount of powers flying about (along with henchmen bodies) is immensely satisfying. What I'd like this post to be about is to include all the tips you know of managing 5 man runs to make it as smooth as possible with fewer deaths and therefore more fun.
I will include the few I know, but hope you can add more so that we can have a lot more fun during these events.
1) Staggering AoE attacks can be key to an easy group pull. Have the first AoE'er (ideally one with a very large cone/effect) fire off their most devastating attack and then immediately block (bonus if they have Sonic Devices/Toxic Nanites/Orbital Cannon). This will draw all aggro to them, then have the 2nd/3rd AoE'er clean up all the henchmen before focus firing on the surviving Super Villains.
2) Ensure your healer doesn't get twitchy and heal the very first blow. Due to the aggro mechanics, he/she will most likely have half or more of the pack aggressively chasing them after the first heal lands. And if your healer is blocking,healing themselves, or dead then the chance of obtaining a heal for your tank/dps is significantly reduced.
3) Assign someone to watch your healer and any mobs attacking him/her. This will help reduce healer death and will go a long way towards group survivability. Ideally this is someone who can hit hard or has a good AoE that can mop up mobs before the healer gets too badly beaten and then worries more about their health than that of the group.