MAGE TANKING This is a general primer. Experienced players may wish to skim over general partying procedures. In general this document will expect that the player has a moderate knowledge of the game and of the mage class. REQUIREMENTS TO TANK: It is really inadvisable to try to tank at low levels before getting spells outside the purely offensive type, unless you're willing to spend a lot of money on healing. In general, the level of the mage doesn't matter, as long as it is appropriate to the other members of the group. The ideal tanking mage has/is the following: *Good stats, especially dexterity and constitution *Preferably be orc or human *Spells Stoneskin, Power Word: Heal *Knowledgeable of the game and is used to tanking for him/herself *Suitable equipment (see below) *Knowledgeable of the abilities of other classes EQUIPMENT Before you look for bashers, you should have access to appropriate equipment. It is essential that a tanking mage wear full armor and have the strength to carry it, a weapon, and appropriate heals. Loot from kills should be the responsibility of the bashers as well as carrying additional heals and medicinals. Therefore you should have the following for armour: *Star Armour, Dragon Platemail or Gilded Full Platemail, or all of the following: *Fine or orc platemail, or an appropriate equivalent *A good helmet, such as the welded iron helmet *Gloves *Boots *Good light armor, such as magic surcoat, black robe, or robe of turkey feathers *A golden amulet or Medallion of Night, if possible *Stoneskin (preferably permed) *Deeppockets (permed) for heals is helpful; otherwise, a knight's pack What not to use: *Shields: mages have no block, and otherwise is not worth the weight *Steel-toed boots, also not worth the weight For a weapon you should always carry a ps weapon of the type you wish to advance (the occasional fighter eval is quite helpful), this should be staff or knife (in most cases). I prefer to get an appropriate weapon for skill as opposed to damage, you will do more damage with higher skills in the long run. Also consider using the following: *Barbed darts (-1 to enemy dex) *Boomerangs (-1 to enemy dex) BASHERS In considering players for bashers, note the following: *In order to please all players, they should be within 1 or 2 levels of you, and have appropriate skills. Someone starting a skill from the start will do little damage, unless they are a mage or necromancer. *In general, a mage tank will want no more than 3 bashers. 4 is generally requires kills too big for a mage tank to really handle for experience reasons. *In general, you will want a fighter (for disarming) or a rogue (for tripping) and kill what they can disarm/trip to decrease damage to the tank. *In general, players that depend on pets for damage (rangers, necromancers) are inadvisable barring good skills. In any case, bringing 'pets' generally slows the party. (There are exceptions to this, but in general these classes are inexperienced with party work.) *Very lagged or incompetent bashers are to be avoided if at all possible for reasons of the safety of themselves and the tank, and for speed reasons. I prefer the following party combinations: *Mage/mage/fighter or mage/mage/rogue: First mage tanks, second casts offensive spells, and third player disables the enemy. *Mage/cleric/(fighter/mage/rogue) or mage/paladin/(fighter/mage/rogue): If a cleric/paladin doesn't wish to tank, he can easily use his healing on the tank. *Mage/rogue *Mage/fighter Note: MAKE SURE YOUR BASHERS ARE NOT DEPENDING ON SP BASED POWERS (Spells, etc.) FOR ALL DAMAGE! I will never tank for a person who is not advancing weapon skills, including mages, because in party staff damage is very important. Stopping to sleep, smoke, etc. is inefficient. WHAT AND HOW TO KILL It is important to pick appropriate kills. Such highball kills as Hawkeye, Red-eyed Elf, Blor, etc. are generally inefficient, and besides you are more likely to get skills on things you can hit. I also do not recommend treasure hunts or other kills that will encourage hitting and running. I recommend the following circuit: North (Hobbitat circuit): *Giant Steading giants, housecarls, wyrdwoman, possibly jarl *Star Caverns Quaker/Ancient Werewolf *Zhamarr Astaroth *Gilian area Dwarf Paladin, Dwarf guard (great for skills) *Andeli knights *Burnham Thane of Glamis, possibly King Philip *Underground forest: Riognach, Cos, Cassandra, etc. *Greenhaven Wigwog Central (Tantallon circuit) *Brigand fortress hermit, bulette, possibly Carey/brigand/Zorgon *Windmill guards, Meateater *Asyvan's temple guards, cleric, priest, bonebreaker, possibly Holocaust Spirit *Red dragon near Nepeth *Nepeth sage, possibly Zarkan (if not with Gilbert), Gilbert *Ravel guards Zernak and Zeb *Fortress Unicorn/guard, wyvern, dragon (no offensive spells), general Southern circuit: *Drow caverns mage, priestess *Drow garden priestess (medallion of night), guards (kill northern one first) *Lizard area king and queen, guards, mage KILL PROCEDURE: *You and all SP/HP consuming members of the party should be smoking parkraz. *If you are wounded, make sure your wounds are bound. *Have a few heals in inventory; some on ground (except Star Caverns area) *Have you or one basher be doing thrown weapons (darts and 'rangs) *Make sure all bashers are ready; make sure rescue aliases are prepared. *Initiate attack; let bashers follow. *If enemies switch attacks often or respond to spells, make sure you are repeating your rescue aliases. *Concentrate sps on healing for you; pw: heal every three rounds. If you are not being damaged and are at high SPs, you may wish to use an offensive spell or two. *As necessary, consume kniggets and chicker/crutch; if you are low on hps or sps in particular, use potions. *If you are low on HPs and lagged or too drunk/stuffed, leave the room or use potions. *When opponent is dead, collect heals, weapons, and loot and proceed. PARTY PROCEDURE: *Start with cash; insist bashers do also; buy heals with initial cash. *Get weapons or armour you are lacking first. *Spend money on heals you will need until the bashers will be full of loot. *When selling, use Tantallon for more cash. *Avoid stopping at class halls, stores, etc. too frequently. Advancing should be done at end of party or in infrequent intervals. *Pshare cash at end, making sure members have original cash on hand. OPTION: DUALTANKING Dualtanking can be efficient for two equally good tanks (or equally bad, as the case may be) to speed up kills. It is more demanding weightwise as two entire suits of armour must be worn. If you choose to practice dualtanking, it is advisable to have the less lagged/more experienced member bash at first and rescue the tank, and have the first player rerescue when possible. Try to avoid extensive wimpy losses by switching tank only in emergencies and after kills (one tank does one kill, other tank does next kill, etc.)If you have additional advice or comments, please feel free to mail them to Fluiddruid
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