Group Dynamics

Purpose and Introduction

Creating fellowships and raids offer many advantages while incurring a few disadvantages. Many creeps are 'force multipliers', meaning that they help make a team working together far more power than if they were all solo'ing. Primarily in this catagory are weavers who have the best crowd control on the creep side and  warleaders and defilers, the buffers and healers. These classes greatly enable DPS classes to destroy their enemies and to have much greater survivability. Additionally it becomes much easier to focus fire with the use of raid targetting assists. The disadvantages to grouping is the reduction of infamy to all parties.


This section is a basic introduction into raid level dynamics, much of this applies to the smaller fellowship groups also. Encompassed are articles addressing the reasons for creating a raid, the dynamics of leading a raid, and general strategies that a raid can accomplish, specific strategies are covered later. Do note that you do not necessary require a raid for these tactics. Working with the creep population over /ooc or an overall voice server such as Ventrilo can effectively accomplish  hese strategies just as well as a raid.

Reasons to Group or Raid

Reasons to Group or Raid

Advantages of a Raid

  • Warleaders (the healing ones) and defilers become enormously effective being able to see health bars and use their group heal effectively.
  • Coordinated focus fire from over a dozen creeps will kill many targets even when being massively healed
  • Coordinated movement in a flowing battle reduces losses with stragglers
  • Voice and /raidshout are "in your face (and ears)" communication methods to get everyone together on a plan and execute it.  Also when the situation shifts, communication is paramount to getting creeps to rally around the new threat
  • BA's, wargs, and weavers coordinating together with cripples, hinders, and stuns can turn a running freep into a dead freep.

Qualifications of a Raid Leader

Qualifications of a Raid Leader

In general the raid leader should have the following characteristics

  • Familiarization with creep and freep player types and capabilities. Know yourself and your enemy.  You are the resource manager, understand what you have available to you and how to best utilize them
  • Be familiar with the lay of the land.  Knowing the names to common places can help provide accurate directions.
  • Have participated in raids on both offensive and defensive on other keeps to learn how to best deal with the freeps and NPCs. Understand the chokepoints that are useful in resistance
  • Be vocal and willing to give orders to keep the raid together as a cohesive unit. Be assertive.
  • Be willing to listen to others for advice
  • Know when you're beating your head against a wall and when to back off. There are creeps.. and then there are creeps. Certain mixes of creeps can do wonderful things, other mixes of creeps can't do a
    thing. You can't miraculously make everyone into an expert player, try with what you have then if it doesn't work after the second time, get a different mix of creeps to deal with this
  • Situationally Aware. Never go into battle with little/no idea of freep activities. Wargs are your friends, use them.
  • Cognizant of the mood of the raid. Bored creeps do stupid things. Keep things at a moderate/high tempo. If nothing is going on, there's no reason for a raid. If everyone is at TR already except for
    that one new guy who joined from grams, don't wait up on him. You have 24 people in a raid sitting around waiting for you.
  • Be positive, and be able to transmit that to your fellow creeps. 
  • Never forget the greenies.  Greenies turn into blues who turn into capable red creeps if they are encouraged to stay in the 'moors.  Integrate them when possible and provide guidance to teach them the ways of a creep.
  • Understand your enemy.  Identify the thought processes behind the freep leadership and react accordingly.  Put them in situations where they are at the most disadvantage based on their style and raid composition.
  • Above all, trust your creeps. Most of them (yes.. just most), are good players. Coordinate where you have to, delegate functions (particularily raid assist) to others. Then let the players do their stuff. Monitor and keep aware of the situation, let them do the killing.  Your job is to put them in the right place at the right time to do it with the best chance of success.

Raid Start Checklist to Success! (or at least to increase the odds of success)

Where is the Raid Leader? (ie, playing follow the leader)

Target Mark yourself with an icon so all of the creeps can see you. It's far easier for everyone to keep up with you and not range ahead if it's obvious where you are.

Raid Organization

There are several thoughts to raid organization and here's a few combinations

  • Balanced groups:  Maintain an even distribution of of classes in each group.  A WL, reaver, BA, weaver, defiler, warg all in a single group can provide a lot of skills to that particular group as well as good sustainability.  Balancing the melee off with ranged classes lets the healers concentrate only on a few creeps and greatly eases their burden.  Additionally it allows the groups to be moved individually as complete teams to perform flanks or rearguard duties.  The problem with this is that if the creeps within that warband do not stay near the healers, they are out of range for support.
  • Range type groups:  This formation puts all the ranged with weaker (lower ranked) healers who can sit in the back and puts the best healers with the melee heavy warbands.  This is typically done when there is a R3 or lower WL or green/blue defilers and they simply cannot keep up with the damage taken by melee classes.  This also allows the melee group WL's to keep closer to the front line to provide aura of command and allows the ranged to back up while getting proper healing support.  The disadvantage is that the melee group healers tend to get very overloaded with AoE damage if present.

Rezzing

The Raid Leader or an experianced Warleader should be the one in charge of calling out which Warleader is rezzing and when.  Maximize the AoE rez by waiting for at least 4 creeps to be dead before having someone fire it off.  Carefully rotate the rezzes fired so you have one available at all times.

Target Assists

Target Assist is both a boon and a curse. Versus freeps and FM/CG's, it'll be extremely helpful in focus firing. So for these situations first, tell everyone how turn on raid assist targetting. Put experianced creeps on your raid assist targets (right click on their name, Raid, Add Raid Assistant Target). There are two schools of thought on raid assists, either single or multiple assists

  • Single Assist - There is very minimal confusion on who is being focus fired on. The disadvantage is that there is a 'blinding' of other possible targets due to everyone looking at one target. Additionally, when the target assist dies or has to run back, there is some confusion.
  • Multiple Assists - Multiple assists lead to redundancy for when a target assist dies/runs back. Additionally situational awareness increases if the target assists are looking for different targets. The raid can then suppress multiple targets or concentrate on the weakest of them immediately. The disadvantage is that there is confusion on who should be forwarded through, but in general, if you're going off of a target assist, you're not doing wrong. Also useful is to break the raid into fire teams, each given a target assist. This is highly useful when going against a heal heavy freep raid where focussing on one target is useless. Suppressing multiple healers at the same time can be more effective in these situations. Fire teams who have killed their targets can assist other teams.
    • For the curse side of target assist is that too many people use it on trash NPCs. It is VERY important to spread the aggro out of keep NPCs otherwise your warleaders will end up very dead from healing aggro. It's no good if everyone is on a sergeant when the other 6 coldfells hunters are shooting at the warleaders killing them off. Make sure your creeps know to NOT focus fire on trash NPCs.

Finally, unless you are a master multitasker, never set yourself as a raid targetter. You must be able to tab through targets and examine what is going on without people shooting through you. Leave that job to someone else, you have enough on your plate.

Targetting between NPCs and Freeps

There will be many times in keeps where you are fighting both NPCs and Freeps where the Freeps can't just overwhelm you but rather pester. In general, they are rather timid when outnumbered significantly and will hold their distance behind NPCs. One useful strategy here which is made upfront whenever expecting freep resistance is that melee keep killing NPCs by the raid, all ranged creeps will shoot at freeps focus firing through the ranged target assists to keep them off of the raid, they are NOT cleared to run forward and chase as this will inevitably bring more NPCs to the raid. This generally is good enough to force the Freeps to keep their distance, take a few potshots and duck behind a wall to recover.

Communication

Have everyone turn on voice if it is being used, otherwise have them unclick Standard on the filter of their main chat screen so that loot rolls don't scroll off important commands.

Executing the Raid

Communication

The best way to communicate is via /raidshout.  /ra is typically jammed up on a screen with a bunch of items being rolled on and many people don't even watch it during a fight.  Roll spam can be eliminated by right clicking on the chat tab and unchecking Standard under filters.  It's still best though to pass messages right in front of their faces with /raidshout.  Voice chat in game is useful in many situations with the limitation being lag.  Reports of lagging up to 30 minutes between transmission and reciept of the message are not uncommon.  Using a Ventrilo or Teamspeak server is a viable and encouraged alternative but it requires members to download the client.  This has the additional advantage of voice communication outside of the raid which can be invaluable in coordinating many small groups or multiple raids.

Hold Together

Keep a tight leash on your bloodthirsty creeps, if you don't, they WILL run off and aggro everything in their bloodlust. No need to yell and berate them, but maintain positive (in both meanings of the word) control over your raid. Designate where we move when we pull, who is pulling what, and where are the boundaries of the raid (ie, stay in the main room! or Move up to the BOTTOM of the stairs but not above!)

Targetting

Be aware of what is out there against you. Use raid target markers liberally to mark LM's, MIN's, and other major threats. Steer your raid assist targeters as necessary to take out suddenly vulnerable targets or to shift to more dangerous ones. When facing down freeps, it becomes important to break their minstrels especially on Tyrant defense. Often if even the whole raid focusses on a minstrel, if there's 3+ others, they'll be able to keep the main target alive while your raid is destroyed. One way that works pretty well is to split up everyone on their minstrels. Set one targetter (usually weaver) in each raid group as a targetter and have all of your targetters grab a different minstrel for their group. When the time is right, call for the attack and each group now goes after a different minstrel, preventing them from supporting each other.

With multiple targeters there are usually one of three mechanisms working

  • Primary Target Caller:  This person calls out vocally which of the targetters the raid should be attacking.  All of the Targetters provide options to the Primary Target Caller who selects the best.  The disadvantage is that additional targets do not contribute DPS to your primary target.  The advantage is that with many eyes looking, weak/exposed targets come up more quickly.
  • Kill the Lowest:  Multiple Targetters with the raid tasked with taking out the closest/weakest one listed.  This is the easiest and allows some flexibility to raid members who cannot hit the weakest target, they have another to vent their DPS on.  The disadvantage is that the weakest target is not necessarily the best to be taking.  The strength is the simplicity of the approach.
  • Primary Targetter with single Secondary.  This has two target assists with the raid tasked with staying on one.  The secondary will be searching for targets of opportunity.  If the Primary Targetter decides that the existing target cannot be killed, or it has been killed, the Primary simply takes the Secondary's target and the Secondary immediately switching to find a new target.  This is a bit more complicated to the Primary and Secondary as to their roles, but only one DPS is not focussed on the primary target.

Eyes in the back of your head

Keep a trusted creep watching your back from freeps. You can't see 360 while doing everything that you should be doing as a raid leader. You have 24 pairs of eyes in the raid, you can spare a couple to watch your back (BA's do well at this as they're in the back already and can shoot while looking around). When preparing for a raid, wargs are excellent in finding freeps and scouting. Intel is important! GOOD intel is even more vital! Get a headcount on the freeps and the LM's and MIN's identified!

Have a PLAN! (even if it falls apart later)

Have a general outline that you present to your raid early on of what you're doing and generally how you're going to do it. Have everyone on the same page. Rebrief the next portion of the plan when you get to that stage. When you get ready to engage the CGs and FM's, make sure everyone knows who is getting attacked and who is getting kited. Designate a lead weaver to coordinate between the webs on nasty NPcs.


Every plan will fail at some point, but it's important to change the plan to adjust. Don't follow a plan till everyone is dead. Voice is key here in talking to the creeps who can hear you (without too much lag), do not get caught up in fighting/healing, make sure your priority is formulating and reformulating plans on the fly to deal with whatever is happening. For the plans that you select, get them out on /raidshout quickly and concisely. Do not be wordy.

Maintaining Morale

Conversely there are those times that you can't execute any plan because of freep resistance or just plain old creep incompetance. There are times to fight.. and there are times to avoid the fight. Don't get stressed over running a bad PuG or fighting an impossible situation. Back off, breath, and say 'Good try all! But they got us on this one!' and pull out. And if there were a couple really bad creeps.. make yourself a note somewhere of their names and make sure they don't get in the raid again. There is being a newbie to the PvMP zone, and there's stupidity. The first you can deal with and make a good creep out of, the second is hopeless.

GO GO GO!

The number one killer of a raid isn't freeps, it's boredom. If you don't need the raid soon, get rid of it and make it later when you do need it. Don't hang around the outside of Goldie waiting for that last person coming from Grams.. you got 23 people waiting on one... big whooopee, the quest resets in an hour. Go do Goldie and keep the tempo up. I will avoid raid leaders who like to sit around and wait on their friends.

 

 

Gaining Respect: Becoming a Raid Leader

Gaining Respect:  Becoming a Raid Leader

About the only way to become a persistant raid leader that people follow is through respect. If you rag on others in /ooc, you'll get a lot fewer people following you. If you yell at people in your raid too much, they won't follow you.


Support other raids and do a good job, advise when needed, and help keep morale up and be encouraging to all (at least to those who deserve it). If you are getting stressed out (which will happen at times due to many factors.. stupidity and when the freeps are equal to or outnumber the creeps tends to do this), remember that it's a game and its for enjoyment. Winning isn't everything, having a good time while getting defeated is better than having a horrible raid experiance while winning. Last ditch heroic stands ARE fun even when you do get rolled in the end. There is always another battle in the future, the war isn't over yet!


If you help others have fun, a) you'll have a lot more fun yourself b) they'll be more willing to follow you, in or outside of a raid (/ooc is actually a good place to lead for those situations that don't require a raid). c) Freeps will die

Responsibilities of a Raid Member

  • Listen to the Leader and follow the plan Advise the Leader when necessary (privately if possible to avoid embaressing or undermining the lead)
  • Help with situational awareness, don't expect someone else to be watching the raid's back.
  • Do NOT give orders unless you have been designated a sublead for some componant of the raid. Do NOT undermine the lead. Exception to this is when the current raid leader isn't doing anything effectively. But you're better off going on your own at that point.
  • Do the job that you've been told to the best of your abilities
  • Maintain a positive attitude. Doom and gloom gets kicked out of my raids because it's incredibly discouraging to everyone which makes for less coordination and more distraction.
  • Never repeatedly ask for a rez or request more heals in the middle of battle. Notify if you are out of heal/rez range so WL's dont waste time/rezzes trying to help you. With that, stay in rez range as much as possible. Release immediately if told to by the Raid Leader.  If your server has a seperate channel for that information, use it.
  • Die well for the glory of Mordor!

General Strategies

General Strategies

Red Map

When the map is held by creeps it is important to report keep statuses when possible and to monitor for freep groups forming. Typically the major gathering points are EC, Goldie, HH, and Ost.

  • EC is a relatively strong NPC camp that can be overrun if the creeps bring superior numbers. Send a person in to grab and run off the aggro then kill the freeps. If EC becomes too strong with freeps, this battle tends to dissolve into a South TA bridge fight with creeps falling back into TA when needed and freeps falling into EC when needed.  The bridge itself will change hands depending on who has the stronger advantage.
  • Goldie offers some protection to freeps due to the number of bears friendly to them. The bears have a fairly quick respawn rate and will hinder the creeps. Fall back to TR when being pushed.
  • HH is a great farming spot for creeps but is popular for freep gank groups due to the sheer number of friendly NPCs. Without overwhelming forces, creeps cannot chase freeps through HH. A reasonable fall back point is the spider ruin just east of HH. Just don't get trapped inside, the large spider does not offer much protection against freeps.
  • Ost battles can be performed as standard keep assaults, without going into Ost. These are largely ranged fights with melee covering the north and south approaches for freep reinforcements.

Blue Map

There are largely two types of battles that form on a blue map, the mobile raid and the Gramsfoot mass.

  • A mobile raid typically relies on map equipped creeps staying mobile, taking hotspots when possible, taking out small groups of freeps when possible, and looking to sneak keeps like TR and LC. Drawing freeps into the mobile raid requires a defensive position first, good ones are OC, Spiders, and the outpost by Good Grim map in point. This gives a local strongpoint that gives a safe map area if the freeps begin to overwhelm the strongpoint. Seek to engage TR or TA (with OC Tyrant help) if possible if the freeps do not guard it. Lug is usually camped. Deception operations against Lugazag using another group of creeps is also very helpful while the main attack force hits the keeps.  Always engage on your own terms and have superior knowledge of your enemy (locations, numbers, leadership). 
  • The Gramsfoot mass uses sheer numbers and a 'close' rez point in Gramsfoot to zerg towards Lugazag to overwhelm it. Tactics are completely dependent on numbers of both freeps and creeps.

Active Battle

Fluid battles across a map with keeps falling requires creeps to keep up overall communication of information. Watch TR/Lug/TA constantly for freep groups moving towards them. As keeps fall, hold in to the last minute (typically Tyrant under 30k for TA or flag flipping is done at TR and Lug) then fall back to another called keep.  If the freeps are weak after killing the Tyrant, consider continuing the fight all the way to the flag room and AoE as much as possible on the flag to prevent them from taking the flag.  Lug and TR are the most valuable keeps due to the rez circles, these get priority in defense. Keep counting minstrels and freeps constantly, when there are several missing freeps, start checking keeps for splinter groups. Maintain information superiority if at all possible with scouts.

Defensive Formations/Maneuvers

Stand and Hold

In general, Stand and Hold is used when territory cannot be given up or it is undesirable to fall further backwards. This is done when friendly forces are approximately equivalent to enemy forces. Melee tend to spend time behind the formation of ranged creeps and identify targets for execution, running in, killing, and getting out. Webs and hinders are frequently targetted onto any freep who moves away from their group. Freeps on the flanks of the raid may be out of support range and frquently can be taken down by a quick web/hinder and a melee strike. The counters to the Stand and Hold rely either on numbers or psychological effects. A mass overwhelming of the defense will crush it generally if seriously outnumbered. Surprise flanks can also be effective in making defending forces run.

Elastic Defense/Yo-Yo

The Elastic Defense looks to exploit communication/coordination breakdowns. By giving up ground and gradually falling back, enemy forces who leap at the opportunity become separated from their support and can be quickly targetted for destruction if they range too far forward in the pursuit of the creep forces. This requires a called fall back and then a subsequent call for a hold and a target, creating a local massed firebase against spread out enemy forces. The counter to the Elastic Defense is to keep the chasing group tight and not letting elements be spread out.

Retreat

One of the most diffcult defensive maneuvers is a retreat in good order. A retreat has a few pre-stages

  • Designate a rally point for the retreat, where is everyone backing up to and by how? (maps or walking)
  • Lay every BA trap you can and position weavers in the likely path of the freeps. When the retreat is called, everyone needs to move back immediately to the rally point with weaver Web the Earths slowing the pursuing forces. Those who get snared should be bubbled and left to delay the enemy advance while the rest move off. Having people stay back to defend while the majority move off to the rally point leaves the remaining defenders to be overrun.

Offensive Formations/Maneuvers

 Frontal Assault

Frontal assault is the simplest offensive tactic. This tactic is simply sending every creep possible into the freeps as fast as possible. There is a very large psychological shock that comes with this maneuver as the sight of massed creeps closing fast will make less experianced freep groups run away, allowing those who stand be crushed. Targets should be called and valuable freeps such as LM's and Minstrels be taken out first, allowing an effective mop-up of remaining freeps who now have no support. Counters to the Frontal Assault are mitigating the psychological effect by not breaking and setting many traps and use CC to reduce the local firepower in contact with the defending force.  In the post-MoM world, frontal attacks should not be done unless the creeps have significant strength over the freeps.

Flank

A flank is a maneuver by a force to strike at the defenders from some unexpected angle, either its rear or side. In general a flank is done in coordination with a deception operation. With the majority of pressure from one side (generally the front), take another force and make a wide circle undetected then make a coordinated push from both angles. This is again a largely psychological maneuver as it makes the attacking force appear far larger than it really is. Additionally, the flanking group can usually take out valuable targets hiding in the rear, such as minstrels and LM's. Taking these down or otherwise occupying them while the main force makes a frontal assault can lead to many casualties among the defenders.

The counter to a flank is intelligence. Keeping eyes out to the sides and be ready for a flanking maneuver to be done on your formation. There are several possibilities once the flank is detected.

  1. Defend both flanks. Stand and Hold and prepare for a two sided attack.
  2. Move quickly to attack one group. If both groups are not in tight coordination and the enemy does not have overwhelming numbers, each enemy group is individually inferior to yours. The opportunity presents itself to attack and destroy each smaller force in detail before the second can reinforce it.
  3. Move back to a more defensible area if possible.

Ambush

An ambush deals completely with deception, this is hiding strong forces in an unobserved area and then striking the enemy when they least expect it. As with many other maneuvers, this is a very psychological attack and much of it counts on routing the enemy before they can assemble. Typically this is done as a hit and run operation, to kill a few elements then to retreat to safety.


The counter to an ambush is intelligence. Be aware of possible ambush points ahead and keep the formation close and tight. On an ambush situation, gauge the situation and respond quickly and decisively.