How do I play this game in a team? Teaming up and cooperating is a very interesting part of Anarchy Online. You can take on tougher challenges in a team than you ever could going solo. The play style is often very different from when you are alone; there are many tactics you must master to rise to the toughest challenges. These are some of the most important tactics when playing in a team: 1. Know your archetype and role, and play it. There are many roles you can play in a team. All of them are equally important for your survival, and need to be understood. They are: "Tank" - These are normally played by Enforcers and Soldiers, but Adventurers, Keepers and Martial Artists can also play this role. The role of the tank means to try and keep the monsters hitting on them, and dish out some decent damage in the process. Also, the tank must "taunt" monsters off other members of the team. The reason these professions are best suited, is that they tend to have the most hit-points and the highest armour class. In addition, they have nano programs that increase hitpoints or reduce damage. Furthermore, the "tanks" must use taunting equipment to keep monsters from hitting on others, especially the "healers". For such purposes one should use aggression enhancer items, or special nano programs like the "Mongo Slam". "Puller" - These are often played by Agents. This role is the one who singles out a monster from far away, attacks and forces the monster to retaliate. The reason why this is done by Agents is that normally they use rifles with the longest range of all weapons. In addition to this they can, if concealed, do an "Aimed Shot". This is only done at the beginning of the fight against an unsuspecting target. It is vital that the tanks taunt the monsters off the Agent after the Agent's special attack. Fixers can make good pullers too, due to their high movement speed. "Healer"- The healers are usually Doctors. Adventurers and Martial Artists can also heal pretty well and will do as backup healers, or primary healers in a pinch. Their role is basically to keep the team members alive during the fight. In between fights, most characters have first aid kits to replenish themselves. If your healer tends to die frequently, it's an indication the monsters you choose to fight are too tough. "Crowd Controller"- One of the most vital roles in a team, is the one who controls the excess monsters. In a good "pull," you usually take on one or two opponents. Sometimes you attract more. Having someone to "calm" them down is vital! There are many ways to do so - mind-controlling them, paralysing them or making them go to sleep. You can see they have been halted when a yellow, green or blue haze surrounds them. No one beats the Bureaucrat as crowd controller, but Nano Technicians, Traders, Agents and Fixers can also crowd-control fairly well. "Buffer/De-buffer". All professions have nano programs that only they possess. Sharing them is important to the survival of the team. Remember that most other professions don't always have anything similar to what you have - so be sure to ask what they need and want. 2. Have one person lead the team. Team fights are often chaotic and everything goes very quickly. It is important that one person leads everything, to increase the chances of success. Leading a team doesn't mean deciding everything like who gets to keep what loot and so on, but to have someone decide when to run, which monster to attack, and where to set up camp. Make sure the leader calls which monster you should fight, fight one target at a time, and stick to that. Sometimes many monsters can have the same name, and it might be difficult to know which one you should hit. Make a macro, with the name of the leader in an assist sentence, to overcome that obstacle. Example: "/macro assist /assist [nameofpuller]". Place this in your action bar. A well-led team makes a world of difference from six individuals running around in a cluster. It might also be a good idea to have more than one "tank", to let tank 2 quickly attack one of the other monsters, then turn back on the main target using your macro. 3. Pull one and one monster only toward you, do not go to it. Pulling to a designated place is always a great idea. Then, hopefully, you only have to fight a few monsters at a time. You're spared the agony of being jumped by everyone going into a room. Also, by pulling you see if you have too many monsters coming. Then only the puller has to "die", while the rest can escape. Fight the monsters at the place you have chosen. 4. Sacrifice for the collective good. No, this is not a Communist slogan; it is something you see sometimes. A good puller gets only a few monsters to the team. A good, but unfortunate puller dies rather than taking the too-tough monsters to the team. A bad puller "trains" the whole room onto you without a word of warning. A good tank dies on his post, while the others get away. A bad tank doesn't use his taunting abilities and runs, while his healer gets slaughtered. A good crowd-controller keeps juggling 5 monsters in a coma while his team churns them down one by one. A bad crowd-controller is so concerned with doing damage like everyone else, that he forgets his more important role. A good crowd-controller stays behind, freezing the monsters, while his teammates get out. A good healer keeps the tanks alive. A bad healer wants to tank himself, and dish out damage as primary task. _ _ _ _ _ _ _ _ _ Windows and Menus Interface > Gameplay Commands Main Index