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Class Roles and Situation Descriptions
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== Actions and Situations == Rush: *The tank of the group can lead a group quickly through some parts of the dungeon by grabbing aggro. The rest of the squad follows closely, and then at the end jump off to an area that mobs will not follow to. This can be achieved in Chapters 1, 2 and 3. If you are the barb leading the rush, then you will want to use Invoke the spirit towards the end as was suggested earlier. If you are not a barbarian, you should have several apothecary pots at your disposal. Luring: *A Venomancer sends pet. When the pet hits the enemy once, unsummon the pet. Now the venomancer will have aggro, so should be running back towards the tank, or whoever is grabbing aggro. Not only should you be running towards the tank, you should also run past them. Far past them in some situations. Remember to have the skill Summer Sprint on, so you can run faster. The ones catching should be standing in the predicted path of the monster. Some monsters will run in a curve towards the venomancer, so beware of that. Generally, if the Venomancer is running fast enough right after a lure, the monster will run in a relative straight line towards them. The key here is to stand in the middle of their path, and hit them as soon as they come to you. Stuns, seals, and freezes will all be useful in catching. For monsters that run away, you will want to catch them in a way that pushes them toward the Venomancer. This may sounds strange, but is actually very logical. The venomancer was running towards a safe spot, presumably, and thus you will want to push this monster towards that area and not back into the group which he/she lured from. Note: if only for the purpose of catching, a ranged attack is also good if you have the hp to withstand 1 or 2 hits before the tank retakes aggro. This means any ranged moves of any class would be beneficial in this situation. * The Mystic can also lure using any summon, or the Punishing Sting. The Sting has the advantage of being immobile, so you can run away safely and not have to worry about a group chasing you, and is also quite cheap. Using the Mystic's summon for luring will usually mean sending it on a kamikaze run - the Mystic cannot unsummon his/her pet. General monsters battle: *Those with high spike damages should be careful of dealing damage. The general idea is pretty simple: Kill them. For monsters that run away, it is important for the person holding aggro to be pushing them towards somewhere relatively safe. Boss Battles: *Debuffs should consistently placed on the boss for quickness. For any in-depth guides on bosses please use the guides for the relevant dungeons.
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