1) Make and USE an assist button. Doesn't seem to be a huge problem with the 50+ scene but under 50 its out of control. You want everyone killing a SINGLE mob, not everyone taking their own. If you dont know how to make a button, target your MT and type "/assist" - the MT's target will become your target. ASK in group how to make an assist button, chances are at least one person can explain it to you.
1a) Type "/assist off" and leave it that way. This will let you /assist and NOT automatically go into combat. Once you get to the levels where enchanters (and others) can mez mobs, this is invaluable. It lets you /assist the MT without automatically smacking the mob and breaking mez early.
2) If you aren't tanking, get to the rear of the mob. Mobs lose there defense bonuses (agi etc) and can't do things like riposte, block, parry. You hit more often and do more damage as well as taking less damage. Just make sure you don't get in the rogue's way. You dont have to be directly behind the mob, just 50 or more degrees away from directly in front of them. This goes double for casters that want to practice weapons when things are going good. Kind of silly to stab for 30 damage and get riposted for 200 isn't it? The only person that should be standing in the front half of the mob is the MT.
3) If you aren't tanking, avoid using proc weapons (unless the MT can still hold aggro while you do). Ranger's over level 50 get a nice anti-aggro spell called Jolt/Cinder Jolt - MEM the frickin thing! Use your proc weapons and when the mob turns on you, JOLT. Dont make the cleric waste mana healing anyone except the MT.
4) Warriors - Want to keep aggro and be a good MT? Get fast proc weapons and dual wield them. NEVER use 2hs when you're MT, always dual wield. You generate more aggro hitting fast than you do hitting slower for bigger damage (ask any ranger or monk). Fast proc weapons will increase your aggro keeping capability tenfold. Get a Shammy dex buff and you're a procing machine. As MT it is MUCH more important for you to keep aggro than it is to do massive damage. Put away that UberDamage non-proc weapon and haul out that so-so damage proc one. You're casters will love you for it.
5) Rangers, you have snare - USE IT. Do NOT root mobs unless you are root parking adds. Root is vastly inferior to snare in most situations. It is unreliable, often poofing in a second or two. When rooted, Mobs continue to fight until dead. A snared mob will attempt to run away but not be able to move. Even though its not moving, its still trying to run, not fight. If you get behind the mob it can't even riposte! Your party takes no damage for that last 10-20% of the mobs health and you DONT end up with a short root and a runner that pulls the whole dungeon down on you.
6) Monks - If a mob turns on you, FD. You can't tank so don't try. You're just draining the cleric and slowing down the XP grind.
7) Other melee - if you gain aggro, turn off attack and stand there for a second, then just inch backwards - tap the back arrow key lightly. Do NOT turn around and try running away - you take more damage from behind and you'll just drag the mob over hells half acre and make it very difficult to get the mob off you (too far away to smack/taunt). You'll probably end up running out of healing range as well and significantly increase your chances of dying. Same goes for casters - if you get aggro, DONT RUN. Stand up,face the mob, and let if beat on you (chances are you need the defense imps anyway :) After a couple seconds of melee smacking/taunting/snaring/stunning, tap the down arrow key and inch away.
If you follow the above you significantly increase your chances of being re-invited to good experience groups. Don't follow the above and you'll find yourself turned down for groups a LOT. If you haven't ingrained the above into your psyche by level 50, plan on staying in the low 50s for a LONG time because no healers or enchanters will want you in a group.
Edited, Thu Jan 22 10:37:49 2004 by Rhodan