THE BASIN
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Basin Grouping Primer
There’s nothing worse than joining a group and then committing
some terrible faux pas by breaking from norms that you didn’t
know existed! To help those who are new to us get a feel for how we
typically do things, I’ve put together some tips to that end.
Credit: This was inspired and largely compiled from the post Tomari
Verasu started <HERE>.
General Hunting Etiquette:
-
Only one person taps a lair at a time - the likelihood of the group
getting in over its head is too great if more tap.
-
Don't attack random critters unless they attack you first, or
the group agrees to attack them - as with rule 1 you're likely
to get in over your head. Also, and more importantly, those
random critters could be someone else's mission
-
Don't steal someone else's mission, this is just plain bad
form - You can tell a mission lair by targeting it: if it has a
name (ie. Bolle Bol Lair) then it's a mission lair, if it has a
description (ie. A Rotting Log) then it's a wild spawn
-
Be polite, one rude person is all it takes to ruin a hunt for the
entire group
-
But most importantly, don't be afraid to ask questions or tell
the group to slow down if you're having trouble keeping up with
something.
-
Typically, you will find that a Basin hunt is a bit different than
most normal hunts. Many things I've seen outside our little
happy slice of Heaven involve loot distribution not being
communicated and things getting ugly. Let me assure you that
ninjalooting is not a technique invented by us.
Pre-group discussion that is very helpful:
-
Depending on what the group is hunting, you might want to discuss
what role each player is going to take? Are pets tanking, or is
there a melee type willing to tank? Who is responsible for
KD's, as a second KD will negate the first? Is somebody gonna
peel off anything that may aggro the ranged support? Who can heal?
and so on.
-
Agree who is group leader, that player will call the next target
and when to open fire. Do not open fire too soon, you will most
likely lose control of the battle. You probably know what you are
doing if you engage a creature on your own, but everybody else will
not. Imagine ten players doing that and there is one word to
describe the situation: Chaos.
-
Agree when to harvest, once the first harvest on a creature has
been performed, it will rot in 60 seconds. Often it is best to kill
an entire wave from a lair before harvesting, so that everybody has
an opportunity to harvest all creatures. If not, you will learn to
dislike ninja harvesting, those who harvest when ever they get the
chance. Such behavior seriously upset meat hunts for instance.
-
Agree which HAM bar to kill, there is not much point in killing the
creatures three times over, e.g. a rifleman killing the mind bar, a
carbineer killing action, and a fencer killing health. I think all
combat classes have the ability to do those random HAM bar attacks
that will hit health in most cases, so you can always use that if
it seems hard to find a good priority HAM bar to hit.
-
Agree beforehand what types of loot found will go where. If
something particularly interesting comes along that wasn't
planned on, it's discussed a bit and given to the person who
can best put it to use. This is generally followed by a whole bunch
of "are you sure?" and "yes, we're sure"
and "but I..." then "oh just take the thing!"
File that under your definition of The Basin Way.
Hunt Specifics:
-
1. Once the group forms, everybody agrees on a general direction to
grab missions in, and what sort of missions to grab. For example
Bolle Bols, N NW or W.
-
2. Depending on what type of missions the group is doing, you may
need to get Docs to buff the group.
-
3. Everyone says how far it is to their closest mission. Who's
ever is closest leads the others to the mission location.
-
4. Once your group has arrived at the lair, the leader will
indicate which mob to focus on if it’s a high level hunt, and
at that point you'll often see people saying 'r' or
'r?'. This corresponds to 'Ready!' or 'Is
everyone ready?'. If somebody asks 'r?', you should
wait until everyone replys 'r'.
-
5. Once the first wave of mobs is eliminated (see Lair Mechanics
below), loot and harvest per your pre-group discussion.
-
6. One group member pops the lair until the next wave starts.
-
7. When the lair is finished (all mobs and lair gone) go back to
#3.
-
8. Rinse and repeat until all missions are done, or the group has
to disband.
-
9. Once all missions are finished, decide whether or not to go back
and grab more...
Lair Mechanics
-
Mission lairs are very predictable (say it has 3 guards, then you
can kill those and get two more waves with 3 monsters in each),
Wild lairs are like playing with fire, they can spawn an awful lot
of creatures in little time - often with a few double spawns as
well.
-
A mission lair has a number of guards, say you run a Bolle Bol
mission. The lair has 5 guards, this means that the two waves that
will spawn when the lair has taken a certain about of damage *also*
have 5 Bolles each. The first wave will spawn when you hit the lair
once. I think 1 damage point is enough to let them out. The second
wave will spawn when the lair has taken a certain percentage
damage, I think it is the same percentage for all mission lairs. On
my screen, I have my player name placed under the target bar, so I
know that when the damage on the lair passes my "k" (in
my toon name Simka, I think it is the "a" when I am
playing Inka') the second wave will come out. I have not done
the math, but I will try and see how many percent damage a lair has
to take to let the second wave out.
How to best contribute to the hunt:
-
Know your creatures! Not all creatures act the same. Many of them
BAF (bring a friend, that is those "close enough" to the
creatures attacked will join in the battle. That "close
enough" is something you learn over time as you get an
unpleasant amount of creatures in your face all of a sudden).
Almost everything BAFs on high level planets.
-
Don't stand next to a lair that can spawn aggro creatures, safe
distance is 60m. Stand too close, e.g. at 15m, when someone pops
the lair and you are almost guaranteed to be attacked. Standing
near a lair being popped if the player performing the pop is still
in combat mode when the first creature spawns will almost always
get you aggro'd. 40m is also way too close - creatures rarely
spawn at the exact position of the lair, they can spawn a good
distance from the lair so they will be much closer to you than you
are comfortable with. 50m is good in many cases, but for safety:
60m.
-
Many pets have ranged attack, and unfortunately we cannot force
them not to use that. It means that creatures wake up much sooner
than is handy and may aggro those players nearby instead of the
tank pet, when you send in the pet to get attention. Sometimes pets
with ranged attack decide to use that, so they will attempt to run
away and use ranged, which can make for some very uncontrolled
battles.
-
Being polite in the chat and a little tenative in combat can go a
long way. The biggest mistakes I see made are when folks that are a
bit new and are generally a bit low-level wind up on a high-level
planet hunt. Chuba lair tactics and The Green Avenger Special (spin
attacking a lair to get the lair and all defenders dead ASAP) are
things that work on lower level planets. They haven't much
place on Rancor hunts.
-
Be careful with Area of Effect (AoE) attacks, they will target
everything in their field of fire. There is no need to involve a
group of Nyms for instance in a battle when you are killing Gurks
on Lok.
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