About Fellowships

Why fellowships?

Fellowships (FS) offer several obvious, and sometimes not so obvious, advantages. One obvious is, that a group can get things done faster, by combining powers and skills. For example while doing slayer deeds, not only does a FS defeat mobs faster, but also each kill counts to every single FS members´ "deed account". For example, if each member of a 6 man FS kills a mob him/herself, ALL members of the fellowship will be credited with 6 kills to their slayer deeds (if there is an open one for that type of mob). The only thing to keep in mind is that the fellowship members have to be within a certain distance to each other to count; the consensus is that this is 100 meters; to be sure, try to keep the FS within visible range on the minimap.

Another reason for groups is the way Turbine scales benefits; including coin drops, XP and skirmish marks awarded. Lets say a mob drops 100s and 100 XP. If a single person kills that mob, he/she will be awarded these 100s and 100XP. If you are in a full 6-man FS, these per-mob rewards will be increased by 216%, and then divided by the number for FS members, which will work out to 36s and 36 XP per member. While this is lower on a per-mob basis, you can actually take on a lot more mobs AND finish those faster with the combined power of the FS. A similar scaling happens with the skirmish mark drops. (Note that this is only a very basic description, the actual number awarded also depends on the level of the individual FS members).

A third thing is that Fellowships offer more fun, be it because things work better together, or simply having fun in chat. Furthermore, every class has skills that may be totally useless while soloing, but are actual game-changers in a fellowship. For example, the Hunters have a very important Poison removal skill. It cures a single target of Poison and takes about 3 seconds to perform and cooldown. When traited, this turns into a complete group cure with a 15 second cooldown. Pretty useless while soloing/duoing. But in a big fellowship, using the single target cure up to 6 times will take at least 15 seconds as well, during which the Hunter does nothing but cure poisons. The group curing will cure all FS members in one go, AND the Hunter still has a lot of time during cooldown for PewPew.

The 4th, and of course most important reason, is that most Instances cannot be done without a fellowship, if you do them roughly on-level.


Where to assemble fellowships

First let me explain the built-in LFF function. If you open your social tab, you can see other people in your immediate area. You could simply ask then directly. Another function is the LFF tab within the social panel, where you can specify the group you´re looking for, and it will post something akin to an online ad to which people can apply, OR you can look for open groups there as well. You can also set your own "LFF flag" in this panel, which will make a green icon of a man appear besides your name. This means that this person is available for groups. Sadly, this fellowing tab is little understood and even rarer used.

The usualy way to find a group is via the various chat channel, mainly the /LFF channel. One thing to keep in mind is that you are always in a regionally limited chat, which means that only people in your current region can see your advert. What I did earlier for example to get GB groups, was stand on the outskirts of Bree Town, advertise my group in Bree Town chat, then move out into the Bree-LAND and do the same. This will net you a much higher playerbase for your advert.

There is another means of getting groups, which is a user-created channel called Globallff on our Server Withywindle. To join this chat, type /Joinchannel globallff. This will create a so called "User created Channel Nr1: Globallff". To type into this channel, you do not use the prefix /Globallff, but the prefix /1, because it is your first user-created channel. Globallff, while at times a dark pit of senseless communication and rampant flaming, has the advantage that everyone on the server also tuning in into this chat can read your message, AND that you will usually get more experienced players who are probably sitting on a lower level alt right now.


How to attract people

The reality is that people always want to play with other people that show a little bit of competence, and also to know exactly what will happen. So to attract people, you may have to be very clear about what to advertise. Two examples of common FS advertisements:

a. "looking for people for GB"

b. "GB lvl 30ish, 2/6, LF ranged DPS and randoms"

Both want the same thing, people for a Great Barrows instance. But the second advert will not only show people EXACTLY what you are looking for and what is needed, it will also instill some confidence that you know halfway what you are doing as the designated group leader. Being rather precise in what you want WILL attract more players.


How to assemble your group

Ideally, you do not want to have more than one member of each class in your group. there are a few exceptions, for example there are a few instances that work very nicely running an "Orc-Blender" which is 5 Champions plus Captain/Healer, but that is not the norm. The usual formula may be tank+healer+randoms, but that is not the only way to do things either. It all depends a little bit on the make-up of the group and the type of instance that is run. For example, Great Barrows usually does not pester you with big mob waves, which means that a capable heavy or Burglar (through high avoidances) can tank it decently - IF the healer is up to par.

Another basic thing that is usually forgotten is to assign a fellowship assist target, usually called RAT (for raid assist target) in short. This person is the one that chooses targets, and expecially the squishy FS members should always target their skills THROUGH the RAT, which means, instead of targetting a mob they keep the RAT targetted, which will automatically lead forward their damaging skills to the target the RAT is currently focusing. Another big advantage of this is that you are less likely to pull threat away from the tank.

A third thing which may be difficult at lower levels/inexperienced members are fellowship maneuvers. These can be activated by certain classes (most notably Burglars), but also can happen at random. A safe bet in any kind of instance is to do the basic, Pure of Heart fellowship maneuver (3 greens, 2 Blues, the last person can choose a colour at their will) which will award a large deal of healing and power restoration.


Running in a fellowship

Running in a fellowship isn't quite like soloing quests. Sure it's like putting 6 solo people in a group, but there are some things that need to be considered here, especially if it's not a group that regularly spends time together.

When in a group, do not rush headlong into fights and expect everyone to keep up and save your hide. It's an annoying thing to do and people will get peeved after a little while. If you're a DPS class like hunter or champion, do not let off your most damaging attacks from the start. When doing so, you will draw unwanted attention to yourself (from both the mobs and other players) and make things harder on yourself.

There are certain unwritten rules in a fellowship. The first is that the one that creates the group is almost always the groupleader. This person is usually the one that knows the most about the fight that's ahead and can explain about it. The leader also usually tells which class s/he wants where and on what mob. The leader also knows what classes are available in the group and knows when to take/ask advice from other members.

Another unwritten rule is that nobody pulls a group of mobs apart from the designated main tank. It's the tanks job to grab and hold aggro as soon and on as many mobs as possible. The above mentioned rushing in as a headless chicken, will put your tank at a disadvantage and will upset the tank. If for some reason aggro is wrongly pulled from the tank, do not run away. Instead, run towards the tank so aggro can be quickly regained by the tank. If there is an aggro dump skill available (like Ebbing Ire with champions or Beneath Notice with hunters), use it.

As a DPS, choke up on your damage output. There is no need or reason to use the most damaging attacks from the start of the fight. Instead, use them near the end of the fight. That way your tank has solid aggro and there is little chance you accidently pull aggro. The fight will also be over sooner.

If you're way overlevelled and just helping out, don't rush in because you can and still survive. It's not much fun for the other members that are on-level and they gain little from it. Instead, pitch in when things start to go wrong. As a tank you can simply grab aggro and then go to auto-attack, as a healer just heal when necessary, as a DPS keep to auto attack until things go wrong.

A sepcial note here: there are two types of tanks and healers in the game; guardians and wardens as tanks and minstrels and rune-keepers as healers. Both are different from eachother and change the group dinamic. A guardian can grab aggro instantly, where a warden needs a few seconds to establish it. A minstrel heals with rather large amounts at the time, where a rune-keeper heals over time. The differences between rune-keeper and minstrel might be less obvious, but the differences between guardian and warden are noticible. It pays to consider that.

In a raiding party (these are usually build up of two fellowships or more), as well as in a fellowship, there is a nifty thing called Raid Assist Target; also called RAT. The RAT usually indicates which target is to be brought down first. All other mobs should be on the tank(s). To see which mob the RAT has targetted, place a checkmark in the Assist Window checkbox on the Group Progress tab in the social panel (default key O). That way you will only have to click the mob's bars in the RAT-window on the screen to target said mob. If you have target forwarding active, one can also target the RAT and immidiately attack the correct mob, with out having to click the mob in the RAT-window each time. The RAT is normally not the tank, but another class.

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