Fighting in groups

Fighting as a Group
Also known as "Why are they shouting at me?"

DDO is a game built around adventuring in groups, yet the actual experience of doing so is sometimes very frustrating, particularly with those impromptu pick-up groups known as 'PUG's. With the exception of the rare player who actually IS a social misfit, (as opposed to those who merely pretend to be) this is usually due to a lack of knowledge about how to play different roles in a group.

In Korthos you can get away with all charging at the baddies together and hacking or blasting them to death. While satisfying, this is poor preparation for the exacting ballet that will be required in the combats to come, where every character has their own role to play. (Notice the word “role”. This has no formal definition but the informal usage is consistent in the game, and I use it to distinguish it from Classes which are not the same.

The Roles
This list describes the roles you can play, (i.e. what you can do). Although this is linked to your class and your race, (i.e. what you are) and some classes specialise in certain roles, there is a lot of overlap and duplication.

Tank
Just as the name suggests, this is a defensive fighting machine. Your goal is to attract the main assault on your group and to control the main targets' movement by maximising the mobs' Hate (more commonly known as Aggro). Tanks always have high hit points and either enough DPS to attract attention or some skill in Intimidation. They may use two-handed weapons to get more glancing blows, or a shield to provide damage reduction. At low and mid levels good armour helps, but at high levels it is usually irrelevant.
 * Usual classes - Fighter, Paladin.
 * Usual races - Human, Dwarf, Warforged
 * Can combine with DPS, buffer, archer

DPS
‘DPS’ stands for melee 'damage per second', which says it all. DPS characters are fast hitting killers concentrating on attack rather than defence. While having good Constitution and enough hitpoints to survive life in the front line, you prefer not to be the focus of attention for too long. Two-weapon fighting is often thought to give better DPS than two-handed, but the "sword and board" style is never used.
 * Usual classes - Barbarian, Fighter, Ranger, Monk.
 * Usual races - Human, Dwarf, Warforged.
 * Can combines with tank, archer.

Archer
Unfortunately ranged damage in DDO is not as powerful as it is in 'pen and paper' or in many other games. However there are many explicit situations where the ability to hit the enemy from a distance is valuable. The most obvious is in returning fire to ranged mobs standing out of reach, but more useful is the ability to grab the 'aggro' of enemy casters or the boss from a distance. Clearly, don't do this if you do not have a good plan for how to deal with them afterwards! Note that the pure archer is rare, and frankly not always useful, so mix it in with other roles.
 * Usual classes - Ranger, Fighter.
 * Usual races - Elf, Drow, Human
 * Can combine with tank, DPS

Healer
Good healing (not to be confused with the almost useless Heal skill) is essential in many dungeons, and guarantees your character more invitations than any other profession. You need to be able to keep track of the health of a dozen people while juggling multiple hotkeys, and stoicism helps, to enjoy playing what is essentially a support role. Adding capabilities like offensive casting and crowd control makes the role both more challenging and more rewarding.
 * Usual classes - Cleric, Favored Soul,
 * Usual races - Human, Dwarf, Halfling.
 * Can combine with buffer, crowd control, caster.

Buffer
This is another support role that can make all the difference. You not only prepare the party with defensive buffs before opening the door, but also enhance the DPS dealt with timely short-term buffs like haste. Bards have songs, which add yet more power to a melee's elbow. Note that Bards, Clerics and Wizards all have different buffs, while Rangers and Paladins also have a few Cleric buffs.
 * Usual classes - Cleric, Bard, Wizard
 * Usual races - Human, Warforged, Drow.
 * Can combine with healer, crowd control

Caster
The word always implied before "caster" is "offensive". Your main job is blasting mobs of enemies or taking out that one tough boss, and many fight strategies are built around the use of Firewall. You will often have certain specific buffs, and should have the Repair spell to fix Warforged.
 * Usual classes - Wizard, Sorcerer.
 * Usual races - Warforged, Drow.
 * Can combine with buffer.

Trapsmith
The thief finds secret doors, disarms traps and unlocks everything that can be unlocked. There are parts of certain dungeons where sending one shadowy figure around the back can avoid many minutes of hacking through enemies. But the best thieves are also assassins, creeping up on an enemy for a sneak attack. Even one level of rogue unlocks ‘Disable’ etc., but the sneak attack bonus keeps adding on every third level, so good trapsmiths either do something else as well, or become assassins.
 * Usual classes – Rogue, Ranger
 * Usual races - Elf, Drow, Human
 * Can combine with DPS

Specialists
Crowd Control [needs expanding]

Undead beater [needs expanding]

An example group ...
A list of the possible roles gives us little clue on how they fit together, so let us look at a hypothetical fight.

Our brave party consists of Jeets (a halfling trapsmith), Cellimas (a human healer), Talbron (a warforged caster), Fred (a dwarven tank) and you. You play an elven archer, which for some reason is one of the most popular choices for newcomers. (You have yet to discover that in DDO archery is under powered, and that the -2 ‘Con’ handicap to elves is painful at higher levels.)

Everyone is also has a secondary role. Jeets and Fred have decent 'DPS', and even you have discovered when to drop your bow and swing a longsword and dagger. Cellimas and Talbron have good (but different) buffs, and Cellimas can exert some 'crowd control'.

... in a typical battle
So, at about level 4, which is when fighting as a team starts to be important, you decided to mount an Assault on Splinterskull Fortress for the first time. At the entrance you all stopped for Cellimas and Talbron to do their thing, and fortified with spell-based goodness, you managed to beat off the ambush of spiders. You trotted down the rocky passageway with Jeets in front, ready to stop dead if he was to shout “TRAP” in chat. (None of you would ever impatiently run on ahead, or edge forward just to see where the so-called trap lay.)

Now the walls ahead change to neatly built masonry. Clearly you are approaching some sort of habitation. And there, pointing at you in alarm, are two hobgoblins. You, as the archer, do not just let fly at the nearest, because then the two of them would charge after you in person. Instead you wait until Fred has landed the first blow before loosing arrows to help take them down.

Unfortunately a third hobgoblin runs for a large gong hanging there, and suddenly a whole squad of enemies is charging down the corridor at you. With great self-discipline, the rest of you dispose yourselves while Fred alone attacks them front on. Jeets drops into sneak mode, and heads for the wall to get around the side of them. Cellimas jumps up on a box, well out of danger but where she can keep a good view on the proceedings. Talbron steps back so he is away from the action but still in casting range, and you step to one side to get a good line of sight on the enemy at the back.

As soon as Fred has landed his first blow (thus ensuring that the enemy aggro is centred on him) the rest of you let fly.

Jeets the DPS
Jeets attacks the nearest hobgoblin with a whirl of two-weapon fighting. He does fair damage, because although he only has a rapier and a longsword, he is hitting twice as fast, and he has the sneak attack bonus. He knows that he does not need to be actually sneaking to get this, just attacking an enemy who has his back to him. Jeets takes down that hobbie quickly, but his problem is that he has weak armour and little health. As long as the hobgoblins are focused on Fred he is safe, so he leaps back to the wall to avoid attention. Jeets might even use Diplomacy (often wrongly regarded as a useless feat) which can help creatures of small brain-power to decide that the little halfling is no threat, and that they really ought to focus on that big fighter over there. He looks around for a second to check that no-one is looking at him and then dives in again to attack one that for some reason is just sitting there, before it can recover and get to it’s feet.

Fred the Tank
Fred is wielding his enormous two-handed great sword to good effect. It does more damage than any single handed weapon, but its real advantage is that it hits more glancing blows, damaging all the enemies in front of him at least a little. His job is not just to kill things, but also keep them all worried about him. When things get a bit too hot, he drops to a blocking pose, and sends out a wave of Intimidate. Every enemy affected will now concentrate on him for the next six seconds, whether he hits them or not. Six seconds is plenty of time for Jeets (or even you) to take out one of these guys from behind. At the same time Fred waits patiently for the ‘heal’ he knows is coming.

He has good armour, but many of the blows get through, and he knows that the higher he gets in the game, the more often enemies will cut through it. No, what he relies on is his robust health. He has lots of hitpoints and he trusts his healer.

Cellimas the Healer
However Cellimas does not start with heals. Instead she manages to land two shots of Command on Hobgoblin Slayers, and those two sitting on the ground are looking pretty stupid. She knows that neutralising some of the damage heading towards her fighters can be more effective than healing them afterwards. But now she starts sending Cures at Fred. While he is her main focus, she also keeps an eye on the other red bars, and sending one to Jeets (who caught a couple of glancing blows) is as easy as pressing his party ‘F’ key then the spell hotkey. From her elevated position everyone is always in sight, and she need not bother with trying to actually target the spell on her recipient.

Talbron the Caster
Talbron tries a web but unfortunately the hobgoblins save against it, so he follows up with a couple of shots of Electric Loop. He is going for spells that affect more than one enemy, and still do half damage even if they save against them. Although he does not yet have firewall (the caster’s main weapon), he is doing a lot of damage. As the levels get higher and the spell damage gets better, it common for casters to have a higher kill count than the melee hackers you would expect to be leading the list.

and you, the Archer
And you, mean while, loose off a series of arrows at one of the two hobbie clerics at the back. You aim at them partly because they have less armor and less health than the hobgoblin warriors, but also to get them to target their spells on you rather than on the front line. This is much more important than adding your meagre arrow damage to Fred’s output. You have elven spell resistance, high ‘reflex’ and ‘fort’ saves, and (thanks to well chosen jewelry) adequate ‘will’ saves. Even if a spell does land, you are by yourself so no one else in your party will be affected, and if you are frightened or frozen, there is no scimitar-waving hobgoblin in front of you to take advantage of it.

You manage to take out one cleric, but it took too long, so you change to your twin swords and leap into the fray. (Yes, literally jump over the heads of the front line. You do have high jump, remember?) Your first priority is that other cleric, who is about to start casting spells on the other members of your party. Fortunately it falls quickly to your twin weapons and a well timed heal from Celimass enables you to carry on. If it had not arrived you were going slip away from the fray for long enough to chug a few ‘pots’. (Yes, you always carry heal potions, even when there is a cleric in the party.)

You move on to the hobbie ‘Infiltrators’ who are lurking at the back. You can see them, thanks to your high spot, and as they are primarily ranged enemies you can handle them toe-to-toe where you would be struggling against a heavy hitting ‘Slayer’. You polish off those two, then return to help Jeets attack the backs of the crowd around Fred, now fast shrinking. Although you are not a Rogue, and miss their nice sneak attack bonus, everyone gets the flanking attack bonus for hitting an enemy who is not facing them.

Victory!
And then suddenly, there are no hobgoblins left. Yay! Hopefully you noticed;
 * It is all about handling the aggro. Always think; "Who do we want those mobs to go after?"
 * If properly choreographed, even archers and thieves can make melee attacks in comparative safety.
 * It doesn't matter who makes the kill. Good back up makes your fighter twice as effective.
 * Class names don't matter. Fulfilling your role properly does.

Congratulations. Coordinated teamwork has defeated the baddies again. But remember, this was the simplest and most obvious of battles. Never be shy about asking, before you open that door, "This is my first time. How do we do this one?" It may still go wrong - but at least you will know why.

Selecting members for a group
Clearly there are more possible roles than the number in a group. As a bare minimum you need enough DPS and some healing, but beyond that it is a call for judgement. Most roles can be combined, not all quests need all of them, and in different quests different roles may be useful.

The first consideration is which quest are you doing. Prior knowledge is best, but even without it the game setting and the story usually offer clues. How does the dungeon relate to the characters' levels? Will it have traps, or locked doors? Will the quest have runes that need Str., Int., or Wis. to open? What might the boss vulnerable to?

The second variable is your own playstyle. Will you be creeping carefully or zerging against the clock? Do you play a tank and healer pairing or rely on casters blasting away?

Simple questions like these suggest which character roles to look for when advertising for members in the Social panel, or alternatively, which quest your current group should be considering.

Combining roles
Many players find building a pure specialist boring, and so their characters have both a primary and secondary role. Common examples are given in the list above, but if a particular secondary activity lends itself to your play style and your character's best statistics, then try it out.

This becomes less common in the higher levels of the game. Later on, soloing and small groups become less feasible, and the raids at the end game levels, with parties of twelve and extreme challenges, favour the use of specialised characters leading to the so-called 'Min/Max" builds.

Special Techniques
[needs expanding]

The wall
[needs expanding]

The doorway
[needs expanding]

The pull
[needs expanding]

The kite (and when not to use it)
[needs expanding]

Build Examples
Straightforward builds;
 * Starting a Barbarian - DPS
 * Starting a Bard - buffer
 * Starting a Cleric - healer
 * Starting a Fighter - tank
 * Starting a Favored Soul - healer
 * Starting a Monk - DPS
 * Starting a Paladin - tank
 * Starting a Ranger - archer
 * Starting a Rogue - trapsmith
 * Starting a Sorcerer - caster
 * Starting a Wizard - caster

Slightly quirky builds;
 * Bastion of Light - tank then healer
 * Benedictine Healer - healer then CC
 * Dwarven Footman - tank then DPS
 * Elven Bladesinger - DPS then caster
 * Elven Mage - caster then CC
 * Floating Leaf - DPS then tank
 * Forest Warden - pure DPS
 * Frenzied Brute - DPS then tank
 * Hired Blade - DPS then trapsmith
 * Lyrical Poet - CC then buff
 * Reformed Thief - pure DPS
 * The Gladiator - tank then DPS
 * Whirling Dervish - pure DPS
 * Syndeo's Guide to Being an Effective Cleric - heal then buff
 * Syndeo's Guide to Being a Revered Ranger - Archer then DPS
 * Syndeo's Guide to Being a Respected Rogue - trapsmith then DPS

Read more about Powergaming Groups for a more analytical approach on how to inflict the most damage on those mobs.