TarynDrabbyExG

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Taryn's Team[edit]

Tuesday, 7pm PDT = 10pm EDT[edit]

The Quest[edit]

The Quest consists of three stages:

  1. getting to where we want to map/explore as fast as possible
  2. holding the area we want to map/explore so our mappers/explorers can do so
  3. getting home safely

Stage 1 is an obstacle course.

Reminders[edit]

Some reminders of the different way we need to do things:

  1. Do not wait for tags or lasties. (As Ravenstorm would say, "Blastmode!)"
  2. Keep *everyone* in sight. (Exceptions should be obvious.)
  3. Trap and keep creatures trapped. (e.g. wasps/hornets, bees, bears, bison especially sky)


Everyone -- but especially healers -- please share me as soon as you or I start clanning. This tells me you're joining that day (or want to, if you're late).

Before the Mountain Pass[edit]

After taking the landing snell and the snell north, a runner will draw creatures from the passages immediately west further west, so they don't block everyone else. *So don't lure west* The runner will sunstone when safe to cross, then everyone else should go west+north, kill the flowers, and wait there until the runner rejoins. Until we have another runner option, the runner is Taryn.

We'll do a similar draw if returning this route.

Whether or not we take out the flowers north, and whether or not we heal up westside, before continuing, depends on how strong the group is. With whom we usually have, we'll do both.

*Skip what can be skipped* Feralers (like hornets) and slow-moving creatures can often be skipped until the mountain pass entrance. If Taryn bypasses creatures, and so others bypass them in order to stay with Taryn, do the same.

Mountain Pass and Farther[edit]

Drablak will do the initial scry-lure of each snell after the entrance to the mountain pass.

For early snells, I'm aiming to have us cross & hold after that lure. Hold means hold — please don't creep. The idea is to let stuff come to us not all at once.

For farther snells, I may have us scout/lure additional times.

Using Barriers & Terrain[edit]

One thing I'd like us to do better at is using the kudzu and terrain barriers*

Some issues I've noticed

  • everyone standing at one end of a wall, so that nothing gets held, and creatures come around
  • everyone standing in front of a wall, so that when stuff comes, it's too late to run behind it
  • fighter fighting too close to the kudzu, so it gets in their way and they end up destroying part of the barrier

*The purpose of the barrier is to reduce the number of creatures we have to engage at a time. Think of the protected area as a separate snell that we're luring into, except that the luring should be easier, as it's the same snell.

It's going to take some practice getting such barriers to work for us in the farther snells. We have to figure out where to position ourselves, depending on our role (rod, brick, damage-dealer, kudzu manager, creature holder, range healer, area healer).

*The goal of using barriers is avoiding having to retreat (or reduce how much we retreat). For getting where we want to go, retreating costs us a great deal of time.

If you're in doubt of the nearest rally point, ASK. If kudzu is nearby, it's usually there.


—Taryn.

Tips[edit]

  • use /status to announce last minute things like this so people running Clanning or other outlets can see it.