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Player just doing the same thing problem- please help.
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<blockquote data-quote="Foxen" data-source="post: 4414680" data-attributes="member: 71674"><p>I play in a similar party...I play the reluctant tank paladin (she didn't really want to be the defender, but after the party split, we had no choice), we also have a nasty striking rogue, a "laser happy" cleric who often doesn't do the most ideal heals, a wizard, and recently we teamed up with a melee strong ranger...who opens up with a volley of arrows.</p><p> </p><p>Our big difference, for the longest time (like lv2-3) our defensive line was ONLY my paladin and our rogue...our cleric "could" take a beating but he almost exclusively stays at range (elf with bow), and our wizard, well, he decided to feat up to hide armor recently.</p><p> </p><p>The rogue is near useless WITHOUT combat advantage and we try our darndest to position him so he can get the extra 2d8 damage. I often play to position my paladin (how noble of her) so that the party "shares the wealth" of damage...cause my pally drops fast even though she's in plate. With 3 lay on hands a day, she mostly supplements herself with healing during combat, often downing five healing surges in ONE encounter. </p><p> </p><p>However, once the ranger joined the group, combat has gotten a tad better. He's smart enough to maneuver all over the place...launching arrows and more arrows all over the place but charging into the ranged opponents to really mess up the artillery line.</p><p> </p><p>Wish our cleric was a bit more on it and coordinated the with party a bit more...but he's getting there. Twice last combat he realized that if my paladin was affected by his +1 attack bonus (divine glow and something else) we woul have downed opponents MUCH faster. He's also learning the concept of focus fire (HUGE benefit!)...and that instead of using Healing Word on himself, he should load it onto those taking serious damage. </p><p> </p><p>By the rest of the party working together, I think the ranger may understand the importance of taking some hits for the team. Once the cleric drops...and your party is down some serious heals, and the pally runs out of lay on hands...the ranger will realize that jumping into combat to take hits is vitally important. </p><p> </p><p>It ALWAYS hurt the party when one defender takes about four or five hits right off the bat....dropping unconscious...that greatly leaves the rest of the party vulnerable... My party understands how...greatly, that they need to keep their pally up, and they need to trust that she'll take hits and mark opponents when she's able to handle multiple attackers at once.</p><p> </p><p>Fox</p></blockquote><p></p>
[QUOTE="Foxen, post: 4414680, member: 71674"] I play in a similar party...I play the reluctant tank paladin (she didn't really want to be the defender, but after the party split, we had no choice), we also have a nasty striking rogue, a "laser happy" cleric who often doesn't do the most ideal heals, a wizard, and recently we teamed up with a melee strong ranger...who opens up with a volley of arrows. Our big difference, for the longest time (like lv2-3) our defensive line was ONLY my paladin and our rogue...our cleric "could" take a beating but he almost exclusively stays at range (elf with bow), and our wizard, well, he decided to feat up to hide armor recently. The rogue is near useless WITHOUT combat advantage and we try our darndest to position him so he can get the extra 2d8 damage. I often play to position my paladin (how noble of her) so that the party "shares the wealth" of damage...cause my pally drops fast even though she's in plate. With 3 lay on hands a day, she mostly supplements herself with healing during combat, often downing five healing surges in ONE encounter. However, once the ranger joined the group, combat has gotten a tad better. He's smart enough to maneuver all over the place...launching arrows and more arrows all over the place but charging into the ranged opponents to really mess up the artillery line. Wish our cleric was a bit more on it and coordinated the with party a bit more...but he's getting there. Twice last combat he realized that if my paladin was affected by his +1 attack bonus (divine glow and something else) we woul have downed opponents MUCH faster. He's also learning the concept of focus fire (HUGE benefit!)...and that instead of using Healing Word on himself, he should load it onto those taking serious damage. By the rest of the party working together, I think the ranger may understand the importance of taking some hits for the team. Once the cleric drops...and your party is down some serious heals, and the pally runs out of lay on hands...the ranger will realize that jumping into combat to take hits is vitally important. It ALWAYS hurt the party when one defender takes about four or five hits right off the bat....dropping unconscious...that greatly leaves the rest of the party vulnerable... My party understands how...greatly, that they need to keep their pally up, and they need to trust that she'll take hits and mark opponents when she's able to handle multiple attackers at once. Fox [/QUOTE]
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