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For some, the end-all be-all of Star Wars: Galaxies is high-level hunting. This persuit can be highly lucrative and exciting when executed properly. However, few things are more disappointing and disheartening than a big hunt gone awry. This guide will attempt to provide aid in preventing the types of mistakes and miscommunications that can turn what should be a fun gaming session into a total nightmare.

Roles for hunting:

There are a number of roles that can and usually should be filled during a high-level hunt. Traditionally, the hunt has tanks, ranged support and medical personel. These are their primary duties:

Tanks - The general purpose of a tank is to use some means at their disposal to prevent damage from coming to other party members that are less apt to be able to deal it. In Star Wars: Galaxies, this generally means that the tank is a melee character with signifficant defenses. Tanks are also generally in possession of the strongest armor available. There are multiple approaches to the tanking role that can be taken as well.

Some choose to have their tanks in the position to deal out as much damage as possible while doing their best to avoid incoming damage. Typically Heavy Swordsman or Pikeman are chosen by these classes for their weaponry. Both classes have access to weapons with Armor Piercing Values of 2. This is critical to those interested in doing a good amount of damage to any higher-level target. Both Pikeman and Heavy Swordsman suffer from relatively low defense values when compared to their faster counterparts. For this reason, they sometimes choose to take skills from other classes to suppliment their offensive power with defensive capabilities.

Other tanks prefer to take the defensive/evasive approach. Generally this is accompanied by the ability to introduce more state-modifiers (e.g. Stun, Dizzy, Blind) to their targets. Fencer and Teras Kasi Artist are the experts here. Both classes benefit from a tremendous boost to primary defenses (melee defense and ranged defense) as well as state-modifier defenses. These two classes also have the fastest attack speeds and generally are very accurate. Their ability to cause the Dizzy effect as well as change the posture of or knock down a target is of particular use against humanoid opponents.

Both schools of thought sometimes take Master Brawler. This skillbox provides a stronger Intimidate skill as well as some minor bonuses to speed, accuracy and defense. The long-venerated Warcry2 is also available in this box, but it has since been rendered less effective than it once was and is now largley a defensive skill.

Both approaches to tanking are valid and the decision between the two is largely based on style and personal preference.

Ranged Support - Typcially while a tank is focused more on avoiding and preventing damage, those in this category are concerned with causing as much damage as possible. There are a number of potentially powerful ranged classes and differing approaches to those classes in Star Wars: Galaxies. Just as there are multiple ways to play a tank, there are multiple styles of playing a Ranged Support character. The key here is that they are ranged attackers. Against high-level opponents, their job is to avoid being close to the target. They are there to apply pressure to the target and keep a consistent flow of damge going.

Some styles are focused more on target-control and personal stability. Carbineers excel at the former and are quite capable in the latter. Pistoleers are the reverse. They have fewer control skills than a Carbineer but they are skilled in avoiding attack. Both are on the lower end of the ranged damage spectrum with Carbineer edging out pistoleer in terms of sheer weapon power. A Pistoleer fires weaponry at a faster rate, but the Carbineer has the only weapon between the two classes with medium armor piercing. Smugglers are also pistol-wielders that can fit here. They, like Carbineers have a ranged knockdown attack as well as the strongest damage per shot pistol special available (Last Ditch). While some Smugglers strictly keep to the Smuggling lines, it is not uncommon for a Smuggler to pick up some Pistoleer or Teras Kasi skills to enhance their defensive and offensive capabilities. They do have Panic Shot as well. While this skill certainly isn't the force it once was, the ability to delay all targets on which the party is not firing and do so from signifficant range shouldn't be overlooked.

The other approach is the artillery approach. Commandos and Riflemen are placed here. Both carry some of the most devastating weapons available. Commandos are a mixed bag. They have consumable weapons that can be fired from signifficant range. These weapons have some of the highest damage numbers and armor piercing values in the game. Unfortunately, these also tend to suffer from accuracy problems and are at times prohibitively expensive. Commandos also have the Heavy Acid Rifle and Flamethrower. These weapons can be used to deadly effect but carry some risk. Their specials have a maximum range of 16 meters. This means the Commando has to incur some risk when they attack. When safely executed, the Flamethrower attacks in particular are devastating. They not only provide tremendous damage in a single blow but they also add on a damage over time (DoT) effect that, while not as powerful since the last few patches, is still very effective. The biggest advantage to the Commando is that they are able to do almost every type of damage in the game wielding a weapon that has considderable power.

Riflemen are their own breed. Riflemen have the only non-consumable weapon in the game with a heavy armor piercing value - the T21. This particular weapon also tends to have tremendous damage statistics. When a Rifleman reaches Master status, they can fire these weapons faster than most other professions can fire their own weaponry. For this reason, Riflemen are highly-prized in high-level hunting. Riflemen also have access to a very rare and generally quite useful damage type - Stun damage. Many many targets can possess high resists to many damage types yet stun remains an option. The Jawa Ion Rifle is quite useful in these cases.

There one remaining class is Bounty Hunter. These are a very unique group of people. Their carbine skills have some of the best state-mods in the game. Their pistol skills enable them not only to apply multiple *types* of DoTs but also to target the mind pool of an opponent. They also possess the Light Lightning Cannon, the only non-consumable heavy weapon with armor piercing. All of these put together along with some of the best speed mods can create an offensive powerhouse. Unfortuantely, they also suffer from a dangerous lack of defense. Fortunately, they can bring a tank along with them and not have to worry as much about that danger.

Medical Personnel - There are yet again a few categories here. The most obvious of roles is the Doctor. Doctors are the only characters in the game capable of reviving someone that is slain on the battlefield. They also have the ability to remove poison, disease and state-effects from a combatant. In cases where the target uses powerful effects such as dizzy, stun and intimidate, those abilities become invaluable. Doctors are also very helpful even before the hunt with their ability to use enhancement packs (buffs) on the party. If they bring a droid they're able to keep safe, they can even reapply these as they begin to wear out during combat. Buffs will be further discussed in the preparations section.

The other major profession for providing medical aid is the Combat Medic. Combat Medics are among the most valued members of a hunting party for their ranged and area healing effects. Combat Medics have the unique ability to heal damage from great distances and higher-level medics can heal most or all of a party with a single "throw". While they lack the additional medical abilities of a Doctor such as buffs and statepacks, they are also able to apply DoTs in the form of poison and disease. While these are primarily useful in PvP, every bit of damage helps. Combat Medics also have their own Terrain Negotiation mods and as such are able to move about more freely than some other party members that have elected not to work Scout skills into their build. The Combat Medic has another very valuable skill in the ability to heal the mind pool during combat.

Both elite medical professions as well as Master Medics are able to apply "first aid" to a bleed victim in order to slow or cure their bleeding. Typically bleeds aren't a terribly big threat to a buffed fighter; but there are some exceptions where multiple powerful bleeds can be applied to a party member and cause massive damage in a very short time.

Typically it is best to try and keep some form of medical skills on one's own character as well to alleviate stress on the part of the Medical Personnel in the party. Generally the ratio of fighters to medics is heavily weighted toward the fighters. As a result, the ability patch up the occasional big damage hit on oneself can be very helpful.

Unique Cases - Creature Handlers are a very unique form of combatant. Creature Handler is a profession that can be combined with many other professions to great effect and few Creature Handlers are identical. Generally, the pets of a Creature Handler are used as tanks, but that may not be the case of the Creature Handlers themselves. Creature Handlers can actually appear in any of the other groups as some choose to combine Medical, Ranged or Melee with their skills.

Squad Leaders are also a difficult class to group and really deserve their own section. Squad Leaders can affect the outcome of a battle without ever firing a shot, swinging a blunt or sharm object, or even applying medical aid. Their passive bonuses to group mods like Melee/Ranged Defense and Terrain Negotiation are very helpful tools, particularly to those that don't have signifficant numbers of those mods built into their builds. Squad Leaders can also mass-cure certain negative state-modifiers as well as add temporary boosts to accuracy. An effective Squad Leader can be a very big boon to combat. In particular, a Squad Leader should communicate with their group regarding just how much "leadership" that group wants. This is particularly relevant to the controversial Volley Fire ability.

Putting all the Roles together - At all times, the tanks should be in front. Some mobs will wind up moving around in a very chaotic fashion. It is the job of the tanks to remain attentive to battlefield positioning and to keep themselves as close to the target as possible. Hopefully a tank will be able to heal themselves of minor-medium damage via regular Stimpacks. In the event of some form of grievous wound, the Medics should make sure the damage is healed as soon as possible. As fall the tanks, so falls the rest of the party. If somehow the entirety of the tanking portion of the party is incapacitated or dead, the chances of survival are signifficantly reduced. If a tank is capable of dishing out damage, so much the better.

Ranged Support characters should do their best to remain at a safe distance from the actual target. This way if a powerup needs refreshing or a food needs consuming, they don't have to worry about being blindsided by something big and scary. Range modifiers aside, 30 meters is typically the closest a ranged character should be. The exception to that is if a Commando or Bounty Hunter is primarily using their Heavy Weapon specials (FT, HAR or LLC) at which point, they want to stay as close to the 16 meter requirement as possible and go no closer. Riflemen generally live at the edge of possible hitting due to the way their accuracy mods work. Carbineers frequently do this as well. Typically Pistoleers or Smugglers with Pistoleer skillboxes don't have to worry too much about accuracy and as such can float about the safe zone where they feel comfortable so long as they are not getting close enough to cause themselves to be in unneccessary danger. The ranged character's job is to maintain a constant flow of damage on whatever is being attacked.

In both cases, tank and ranged alike, it is very wise to examine a mob to determine which weapon would be best to use. In some cases, a mob will have a lower resist to kinetic versus blast for example. In this case, that giant hammer would best be set aside in favor of a kinetic sword.

The Medical team will be the ones with the greatest difficulty. Primarily, their job is to make sure the tanks are kept alive. Following that, they should then make sure the Commandos and LLC-wielding Bounty Hunters are safe. Then they should pay attention to the rest of the group. The Medical team can also be in the most peril as they approach an endangered tank. Being a Medic in a big party hunting dangerous mobs is a role that requires tremendous dedication and bravery. Always thank your Medics. If multiple Medics are in a party, it is wise to have them pick either a certain group (tanks or ranged) to persist in watching or certain individual players. Combat Medics can help alleviate this due to their extra skills in ranged healing.

Squad Leaders can aid the Doctors by using their Form Up ability to remove certain state-mods. Beyond that, they should use whatever remaining skills they have. Generally, these are ranged party members, but not always.

Finally, Creature Handlers should make sure their pets behave as tanks as best as possible. If the Creature Handler also has conventional combat skills, those should be put to use in whichever category they best fit. The owner of a pet should bear the bulk of the responsibility for its welfare. Few non-CH Medics carry Pet Stims and as such, may not be able to handle the healing needs of some of the larget pets. It is best to communicate with the Medics beforehand about how the pet should be handled. If a pet is beyond the ability of the CH to repair or if the CH is otherwise occupied, it's best to send a message to groupchat that the pet needs to be healed.

Preparing For The Hunt -

Now that we've outlined potential roles, let's look at what to do before a hunt.

It goes without saying that equipment is they key to success for a fighter. With that in mind, it is best to make sure one has as much useful equipment as possible for any given hunt.

Weaponry - One thing that is very crucial is to make sure that an effective range of damage types is covered. If yours is a class that is able to do effectively deal out Stun, Energy and Cold damage (Rifleman) bring a weapon for each type. Now, there are some weapons that are either useless or redundant. Weapons such as the Striker Pistol may be useful for solo combat, but in a group with tanks, Kinetic damage is best left to them. Typically, one weapon for each type is sufficient. However, some people prefer to have both a heavy-hitting weapon and a fast-hitting weapon for their primary damage type. This can be noticed especially among Riflemen carrying their Laser Rifles as well as T21s or Pistol-wielders carrying both Scout and Republic Blasters. Keep your weapons in good repair and use the best equipment you can reasonably afford and use.

Armor - Armor plays a critical role in Star Wars: Galaxies. Even an average suit of armor can reduce damage by up to 75% (assuming a 50% score in the relevant resist). More powerful armor such as effectiveness-sliced Advanced Composite with at least a single stun layer, can reduce most damage by up to 95%. When dealing with the nastiest of nasties, nullifying damage is a very helpful thing. As with weapons, wear the best stuff you can afford and keep it well-maintained. If an armor bit breaks in battle, that could spell doom. If, for example, a chestpiece breaks, that means that there is a gaping hole in its owner's defenses. Where before 10-15 hits could be sustained, that number could be reduced to 3 or less. Severely-damaged armor is not only more difficult to repair but can be a liability to the entire party.

Strong armor and weaponry are the cornerstones for successful combat in Star Wars: Galaxies.

Powerups - Powerups can be a signifficant aid to both melee and ranged party members. Powerups, particularly ranged powerups, can add a wide variety of effects that will enhance a weapon. These effects can be increased accuracy, range and damage as well as a reduction in HAM costs for using specials. Beware. Powerups will cause a weapon to decay signifficantly faster simply by using them. If purchasing or repairing weapons on a regular basis isn't something you'd like to do, it's probably best to avoid using powerups. Otherwise, try to carry a crate or two of useful powerups into every major hunt. Make sure to have a number of them out and ready to use before combat. Crated items do no good once the battle starts as they cannot be retrieved until their owner is no longer in combat.

Medical Supplies - Carrying medicine isn't just for Medics. Even with only Novice Medic, the popular Stim -B- can be used to great effect. Always try to have at least three to four packs of Stim -B- out in your inventory. If possible, keep a crate onhand in a backpack or primary nventory. For Doctors and Combat Medics: You're going into battle against the best this game has to offer, break out "the good stuff". Be sure to have useful statepacks such as Dizzy, Stun and Intimidate as well as Poison and Disease cures. Don't forget Resusitation Kits. These are critical in areas of extreme danger. Combat Medics should be sure to carry both Ranged and Area stimpacks. Some types of pets don't get caught underneath the umbrella of AoE stims and need to be specially targeted. It's helpful to actually hotkey the item in order to be sure which stim will be used at which time.

Food and Spice - Following the Chef Revamp, an explosion of new and potent foods became available. There are many types of useful food out now. One can purchase food that will increase defenses or xp gain. Food can be used to reduce damage taken and incap time. Food can even act as a powerful boost to character stats. The very popular Vasarian Brandy is an example of just how strong new food is. Be sure to check it out before you go on that big hunt. Even with full buffs, food is still a major help. Since those new foods have come into the market, Spices have been less popular. This is largely due to their short duration relative to comparable foods as well as their downer effects. Still, it can be helpful to have at least one or two hits of Muon Gold, Neutron Pixie or Booster Blue at the ready as a sort of "Panic Button". As the downers for Spice cause the exact opposite of their bonuses, Spice shouldn't be taken on a whim. Reserve it for extreme need only as the downer can be both a liability to you and your party.

Combat Macros - The macro system in Star Wars: Galaxies is a very deep and potentially useful system. Popular macros include a repeating Center of Being macro or an armor equip/de-equip macro. There are many others. This guide isn't focused on macros and as such won't be mentioning any but all players are encouraged to learn more about what macros can do for them. Set these up in advance for a big hunt, they can be very helpful in chaotic situations where every second counts.

Buffing - Buffing is an almost neccessity for high-level combat. The ability to negate the cost of specials as well as absorb more damage is paramount to the success of any dangerous hunt. Doctors can enhance primary health and action pools as well as their related substats by 2,000 points or more for 2.5-3 hours or even longer. Dancers can double a mind pool (or more than double if they possess skill-enhancing attachments) and Musicians can double the substats for mind. This always lasts for two hours. In some cases buffing can not only mean the difference between life and death but can even mean the difference between being able to wear armor or not. Always seek buffing before a hunt. When arriving late, arrive buffed if at all possible.

Leadership - Some groups prefer to have a designated leader while others just "go with the flow". This should be decided up front and before the hunt's target is onscreen. Some prefer to have Squad Leaders present and let them handle orders while some Squad Leaders simply prefer to provide their unique abilities and let someone else do the leading. The (L) next to the name of the group leader is essentially meaningless unless otherwise discussed. Establish who's calling shots and adhere to it as much as possible

Looting/Harvesting - Looting can be a controversial subject. In general, the Basin's stance on looting and loot distribution can differ from that of the average "pick-up hunt". The Amazon Basin's primary concern with loot is to make sure it is distributed fairly. To that end, all people involved in a hunt should not worry about who actually does the looting. Trust those closest to a mob when it dies to be honest. In general, when a mob is killed, any tank standing over it is in the best position to pick up the loot and should do so. However, in order to properly prepare for a hunt, the group should communicate their intentions as to whom should be looting what and when. Also of great importance is that decisions on potentially controversial loot and its intended recipients should be made in advance of the hunt. If the party is heading out to acquire loot for a particular person, group or any other reason, it should be communicated beforehand. Communication regarding creature resource harvests should also happen before combat. If a particular resource is desired, it is generally focused upon by those with Scout Harvesting skills.

More On Communication - What should be said and when is something that also bears mention here. If a "leader" is chosen, they may want to keep the group chat less active in order to maintain control of the situation. Talk all of these things out before going on the hunt. Desired locations and behaviors for various combat roles should be communicated. and In particular, Medics should communicate the way they do things. A Medic can quickly become annoyed when people persistently shout for aid. If the Medic does want persistent reminders, that is fine, beyond that, respect a Medic's wishes about how often, if at all, they want to be reminded of something. Everyone in the group should make sure they're heard regarding how they want things handled. Barring a major objection, those with experience in the hunt's intended location should be listened to for advice. It's best to have at least some feel for how a battle will play out before it's entered.

Know The Location - An unprepared or ill-informed party can quickly become a dead one. If at all possible, try to have some idea of what the party will be facing. Will the party need a certain type of damage? Does the party have enough healers to handle the amount of damage likely to be inflicted per blow? Knowing the strength of the targets and the speciffics of the objectives involved in any hunt can be a priceless piece of information. Doing a little homework before heading into battle can have a big payoff.

Arrange In Advance For Travel - Whenever possible, it's best to make sure the party has all tickets needed for the hunt in-hand. It's even better to have the party assemble at the desired location but this is not always possible. If a lot of planet-hopping is to happen, return tickets are also encouraged.

While On The Hunt -

Moving As A Group - While there's certainly no reasonable expectation for group members to move in unison, having some general outlines of who's doing what and who should be moving more can be very helpful. Typically, it is best to have the tanks in sections of the group where their ability to avoid and absorb damage is best put to use. This can mean keeping all tanks in front or sometimes having one or two mixed in or on the sides of the group, depending on terrain and location. The "point" position is of key importance. This is the person that is first in a door, first around a corner and most likely to draw aggro (become attacked) from anything that may be waiting to attack. They should be one of the strongest tanks in the group. Whenever possible, they need to be up front. This is of particular importance in places where quarters are close. Thus far, all of the new dungeons (as of this writing they are The Warren, The Geonosian Laboratory and The Corellian Corvette) added to the game have involved a lot of close-quarters indoor fighting. The "Pointman" has his/her work cut out for him/her as going through that one door can spell doom for the party if care is not taken. Strict formations are certainly tedious and rarely serve much real benefit. The key here when the group is moving about is to minimize the threat level to the party by taking care when walking through places.

Pulling - Pulling is a very tricky term to describe. Basically, a "puller" is someone designated to "pull" a mob toward them and away from more vulnerable members of the party. In SW:G, this typically means a tank that then stands firm in front of the mob while their backup helps to bring it to the ground. Some more experienced pullers can actually look like very unskilled players to the untrained eye. It can seem as though they are diving headlong into what appears to be an unescapable and highly-threatening situation. They can, at times, have 5 or more mobs attacking them in any given instant. Some tanks are actually capable of killing all of these attackers by themselves. Sometimes the opponents are too much and need to be vanquished as quickly as possible. All of this depends on the party, the location and the strength and skill of the tank. In some particularly dangerous areas (e.g. The Corellian Corvette, The Kwi Halls in the Geonosian Lab or the Nightsister Dungeon) multiple pullers may be desired so as to prevent the first from being obliterated. In some cases this call is situational, in others, it becomes a definite.

Positioning - Positioning can, at times be a very important part of the hunting process. If a ranged attacker gets too close to a mob, they can be wiped out very quickly. If the tanks aren't properly co-ordinated, the mobs can quickly overwhelm them. When entering a room, as many tanks as possible should go in first to try and secure aggro away from any more-vulnerable party members. After this is accomplished, the rest of the damage-dealers should come in and begin taking out the enemy. Healers should be last unless an emergency arises. When a particular threat has been neutralized, tanks should be the first to reposition and reengage. After the tanks are back in combat, the ranged combatants should follow suit. Unless first discussed, a ranged attacker should never be the first one to enter combat. The only exception is of course if they themselves were attacked by the enemy, in which case such an incident wasn't avoidable. Ranged combatants should try to remain at least 30 meters away from their targets unless terrain prevents it. At that point, the maximum safe distance allowed by various obstacles or other mobs should be preserved.

General Strategy - There are a few varieties of general strategy that can be employed to great effect. Of course, any strategy should be tailored to fit the group members. In some cases, a group may have a lot of members capable of damaging the same particular pool (e.g. a lot of Riflemen and Heavy Swordsmen or a lot of Carbineers and Pikemen). In this case, it is best to have all attackers use their pool-targeting attacks. In cases where the group possesses one or more Commandos or is made up primarily of Fencers and/or Pistoleers, it is best to have those that can target the health pool specifically do so and the rest use their most powerful standard attack (usually a hit3 for brawlers or something such as Crippling Shot for a Carbineer). Typically these standard attacks favor the healthy pool and it will deplete faster.

Another point to observe is how the group wishes, if able, to control the target. Are there party members that can Intimidate, Stun, Blind, Dizzy or even Knockdown the opponent? Coordinate these efforts. If a Master Brawler is in the party, they should be using Intimidate 2. If not, all other brawlers should simply refresh Intimidate at a reasonable interval when possible. The remaining state effects can be added on to the target as many times as possible without fear of overwriting. Anyone capable of applying a bleed in the pool of choice should also do so. There are two exceptions to these theories - Knockdown and Posture Changes. Only one party member should be designated to perform these manuvers. Both Knockdown and Posture Change are effects that have a timer relating to how often they can be successfully applied. Also, any time a Posture Change is applied to a target that is already in a state of changed posture, the target will be forced back to standing. This is also the case for Knockdown. Once that target is hit with a second Knockdown, they are back up and immune to the effect until the timer wears off of them. The party member with the highest chance of success should always be designated for the assignment as it can be very helpful and important.

An item of particular note is the current bug involving ranged area attacks. If such an attack is fired it will not stop when it hits a wall. This means that targets on the other side of said wall will engage the combatant who fired the attack. This also means that the tanks will have to divert their attention from their current jobs to try to protect the newly-endangered party member. This is of particular concern for Riflemen as their strongest attacks are all AoE. Riflemen should select another attack to use or discuss this situation with their party before getting involved. Riflemen also should observe that some of their attacks come with a Posture Up effect. This should be avoided if possible to prevent Posture Down and Knockdown attacks from being nullified.

Knowing your limitations is also key to group survival. If you are not capable of tanking a mob allow someone else to do the job. If you require specific help, makes sure that is communicated and available.

Just as knowing limitations is very important, so too is sticking to your job or assignment. If you are the Medic of the group, be the best Medic possible. If you are the tank, be a tank. Someone that decides to do someone else's job can be both aggravating and very detrimental to the survivability of the party. A Medic that is busy trying to do damage, add state effects or do much of anything involving a mob instead of a player is not being a Medic. A tank that decides to run over and heal the Rifleman, while bringing the mob with them, is not being a tank. They are also endangering not only the Rifleman but the entire party. Everyone has their characters designed in a way as to accomplish desired goals, when they abandon those goals for something at which they are less-effective, bad things happen. Trust your groupmates to do their jobs and let them know they can trust you to do yours.

The leader of the group needs to be a leader. Communication is your primary role. At the same time, if you are not the leader you need to remember that and follow. Suggestions are fine but they are best made before or after combat, not during. The leader that was chosen at the outset of the hunt needs to be the one that is leading. When multiple people are giving orders, the chances of conflicting orders can cause major problems. First, there's the chance that the group will be divided among those following one order and others following a conflicting order. Second, and signifficantly worse, is a power struggle. Your way may work for you, but if you didn't wind up as the group leader for the hunt, you need to set that aside and do what's best for the group.

Having a back-up and/or escape plan is essential. Primary plans can, and do fall through. Having a contingency can mean the difference between regrouping and succeeding or winding up in the Cloning Center. If the primary tank falls, there needs to be a backup tank to help him or her out while he is ressurected or the group simply needs to run.

What To Do If you Are Seriously Hurt - Tanks should do whatever they can to avoid leaving the front line. If there are multiple tanks, this becomes more flexible. Remember, the Medic's first responsibility it to make sure the walls stay up. Trust your Medics to get up and heal you. Running away from combat is likely to just get more folks into trouble if you get dropped in the middle of your party. Ranged attackers should also do what they can to either stay put or make sure a tank knows they need to try to pull aggro off of them. In most circumstances, it's the Medic that does the big legwork here. Unless a general retreat is called, a lot of running about is only likely to cause a further breakdown of the situation. If there is only one Medic extra patience needs to be had when it comes to waiting for heals. If and only if the situation is safe enough to permit that you walk toward the Medic without getting hurt, then do so. Generally, it's your job to pay attention to the mobs and the Medic's job to pay attention to you. If going into an area where mobs like to fire off a deathblow instantly, this simply means Doctors are a neccessity. Panic will get people dead in a big way. Avoid panic.

The Retreat - It is always best to have a plan for this in place before it happens. Here are a few guidelines on how to impliment this very important part of group strategy. First, know what is possible. If it is not possible to heal an incapacitated member of the party in a reasonably safe and fast manner, do not do it. One incapacitated fighter is better than two or three. If you are that incapacitated fighter and someone does heal you, get up and leave. Do not resume combat after a retreat has been called. Do not attempt to be that emergency healer if it is not your job. If the Medic is still standing, let them do it and let both members get out of the danger area. If the Medic is the one in need of rescue, the person with the second-best medical skills should be the rescuer. Do not attempt this on low life. Heal up before you go in to save the day. If your party cannot get you up safely, wait out the incap and then bolt. Nobody wants to leave their friends behind but there are sometimes no other options. Accept this as a part of dangerous combat.

Once all members are capable of departure, retreat to the nearest, most safe location. It is possible that some mobs will persue, but likely some will choose to not follow. Do whatever is possible to secure the retreat location and then heal up as best as possible. If a party member is either slain or falls incapacitated and was not safely recoverable, they should wait and be patient. When the group is capable of rescue, they should do so and not an instant before.

When a dangerous rescue is mounted, efforts to secure the location of the rescuee should be made. If these are not possible, an escape route should be maintained if at all possible. At this point, the last few people need to heal up before the actual hunt is resumed.

Between Fights - After a particular area has been pacified, the group should stop and make sure everyone is okay before moving on. This can include stopping any DoTs that were not cured during combat, removing or waiting out any negative status effects, curing wounds and damage or reapplying temporary or long-term buffs.

It is in this area that the Entertainer class can be of very strong aid even during a hunt. While brawlers with the Teras Kasi skill Master Meditation can cure all of their own wounds, the rest are not so fortunate. A high level of wounds to the mind pool or its related substats can prove catastrophic in the next round of combat. Dancers and Musicians also have the unique ability to be able to rebuff an entire party all at the same time. Combat Entertainers are a rare but very valuable commodity in dangerous situations. Some classes depends on buffed mindstats for sustained combat and being able to refresh those buffs without leaving the combat zone is something of great aid.

Make sure the party is prepared before moving onward.

After The Hunt -

Loot Distribution - This is likely one of the most controversial topics to come up in any high-level hunt. Who gets the loot? How is it divided? While some arrangements can be made in advance (who gets Krayt Tissues, Scales, etc) there are some things that cannot be planned. As this is a Basin guide, the theory here will focus largely on Basin ideology.

In general, it is best to distribute loot based on who is most likely to use it. If a Pikeman is in the party, they should be given first considderation for any good Pikes or related weaponry. If a Doctor is present, they should probably get first shot at Janta Blood. Loot is best when used, not when left rotting in a storage backpack. Unexpected Krayt Tissue or other various loot that is used as a component in the crafting process becomes more tricky. Clearly, it's a Weaponsmith that uses the item. However, the end-result of the crafting process is likely to wind up in the hands of a combatant. Therefore, it is probably a better idea to divide up this special type of loot based on the assumption that whomever gets it will then request it be inserted into an item for their own personal use. If four identical Krayt Tissues are looted, likely they should go to someone that can make good use of them in a Rifle or Carbine.

Bear in mind that on some hunts, creature resources may be the "loot" and as such should also be distributed just as fairly.

Also, unless an arrangement has been made beforehand, loot should be given to those on the hunt. Beyond that, loot should be given out based on those wanting reasonable amounts of it. If nobody on the hunt wants or will use the loot, it can certainly be preserved for associates of the hunters and given to them based on the reasoning listed above.

Payment, Repairs And Other

If someone's services were contracted for the hunt, they should be paid at this time any remaining fees (monetary or otherwise) that are still outstanding. The remainder of things that should be done post loot can all be viewed in the preparations section. If armor was signifficantly damaged, it is best to repair it as soon as possible. Weaponry should also be fixed under similar circumstances. Trust the advise of your local crafter as to whether or not the equipment should be repaired. If training is neccessary and wasn't available due to chaotic situations during the hunt, now is a good time to see to that. Essentially, the idea is just to make sure to replenish any supplies consumed or severely depleted during the hunt.

After all of that, congratulate yourself as well as your team mates. High-level hunting is one of this game's most challenging and rewarding processes when done properly. Hopefully all went well. If not, now's the time to analyze what went wrong in order to prepare for next time.

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