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Crowd Control FAQ...Follow

#1 May 22 2004 at 9:40 PM Rating: Excellent
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OK first main point of this FAQ is to inform you the YES there is crowd control in FF11. anyone who has played a EQ enchanter knows that despite all the "Mystery" crowd control requires only one spell. in eq that was Mez. here in FF11 its "Sleep" now in EQ the memory blur line (erase) was useful and considered a CC(crowdcontrol) spell but really is not needed. useful if you got and know how to use it but still not "NEEDED".

i am gonna try and cover this "Concept" from several different angles. those being Red Mage , Black Mage , White Mage , Bard , Melee and gerenal party

First of the Basics. in its purest form CC(Crowd Control) is taking a dangerous situation ,IE overpull/adds, and turning it into a cakewalk. in practice its a hard job thats really a artform and if used properly can actually be used to increase the overall exp(chains) of the group. but that should be left to experts. for most people CC should be used to save the PT not to enhance exp. just know that it "CAN" be used for that , more on that later :) .

GENERAL CC GUIDELINES

1. ok most important thing to remember is not to PANIC. thats the surest way to get you and your whole PT killed. even the toughest palidins in this game have a habit of panicing and screaming RUN when the PT gets a ADD. and at higher lvls escape happy black mages will cast escape almost the instant they see a add.

2. second thing you need to remember is that unlike any other job/duty in FF having a back-up CC person will get you killed. yes you heard me more then one person doing CC will most likely get you and your PT killed. mainly because the person in charge of CC needs to know when sleep was last cast and needs to know the instant it drops. not knowing this can lead to death.

3. and one of the parts most people hate about CC is just like a Palidin its the CCers job to die if need be to save the PT. if your doing you job as a CCer all the aggro of the extra mobs is on you not the PT. once the Pali(tank) pells a mob off you its no longer your responsablity. but until then you MUST keep aggro. if it becomes clear the PT can not win even with CC then have the Black cast escape if they can or just like a Pali pull the adds away from the PT and die(try not to train).

4. know your spell/song. really important for all here. go cast on easys to get a basic idea of how your spell works. if you can go to zones that you can cast sleep on evens and even IT's but be close enuff to the zone to survie. the extra work required to truely understand how you spell/song works will keep you and your PTs alive.

5. Stay alert. a old army saying is "Stay Alert , Stay Alive" and is as valid here in FF11 as it was back in WWII where the saying is said to have first poped up. if your not alert to whats happening around the PT your not doing your job. in fact i would wager that less deaths in kazham would happen if more people did just that. its not that hard once you get used to it, to keep a eye one the area. 3rd person view is ideal for this.

6. Stay focused. once you get a ADD that becomes your main job. all else becomes secondary. you can still cast spells to help kill the main target but only if you can do so while watching and sleeping the add. for bards this is easier but still important. DO NOT ignore this. you have to stay focused on CC to do otherwise will lead to deaths. multi-tasking is good but CC should always be number one.

7. Take charge. who ever is in charge of CC needs to make sure people know what to do. the CCer is the person that should be in charge of giving the retreat call. no one else. more the any other reason this is the on that causes the most deaths. when you got several people shouting "RUN" at the same time you have people yelling "STAY" you have confusion and confusion=DEATH.

8. MACROS. importan you have a macro for sleep that makes clear what you are doing. heres mine

/p CASTING SLEEP ON <T> <scall>
/ma Sleep <t>
/wait 1
/p YOU WAKE IT YOU TANK IT <scall>

hard to miss and thats the point.

9. TAKE YOUR TIME. if all adds are peacefully sleeping let them. have the PT med up and rest then pick a add and kill it. if a mob wakes while the team is resting sleep it again unless the PT is rdy for another.

RED MAGES

i am starting with red mages because even tho black mages are better casters of sleep. the ever overworked red mage is better suited for the job in a FF setting.

1. make sure your dark is as high as you can get it. i know its hard for reds to keep dark lvled but if your gonna do CC its a must.

2. get that sleep cast. if a mob comes in mid cast try to stop your cast by sitting. then sleep the add.

3. get and keep hate. medding is the easiest way if the mobs asleep. you should make a point of medding at least long enuff to recover the mana you used on sleep. even if you got refresh up MED. you need to build up hate on the mob and if the white mage is doing their job sleep alone is not gonna do it. also if your CCing you should always have phalnax and regen up. and of course refresh if you have it.

4. stop being a red. sounds silly but bare with me. reds have to do it all. its our lot in life but the instant you sleep a ADD you stop being a red mage and become a CCer. to do otherwise can mean death. "IF" you have a good idea of how long the sleep will last due to having been in the area awhile then cast the occasional debuff or refresh to help the PT but mainly keep a eye on that add.

5. try to keep multiple add seperate. takes practice but by timing your sleep and sometimes letting the mob get a hit or two you can postion the mobs so that they are clearly seperated. this helps the tanks chose a target and make sure they are all on the same one.

6. TAKE CHARGE. explain to the PT before hand how to handle adds and make sure the understand. last thing you need is confusion while your trying to CC.

7. PHALNAX. all the stuff you have heard about this being a useless solo only spell BULL. ignore it. its the ulitmate spell for CC. compared to the damage it saves its mana cost is minor. it will help you get that sleep off while getting beat on better the aquaveil ever will. if you have it and your doing CC duties ALWAYS have it up. it will save your rear.

8. Aquaveil. some like it some don't. personly i think its a totaly useless spell unless your soloing. i have never seen it actally work in a PT. probally because the mobs you normally are fighting hit so hard that they blow through it. better not to waste mana on this one.

9. Stoneskin / Blink. never just keep these spells up. they are a waste of mana unless you actually being hit. "IF" your gonna cast them do so only if you have a mob slept. and even then between protect and phalnax you should need nothing else unless you fighting particularly hard hitting mobs.

10. Erase. if you are lucky enuff to be in a PT with a white mage with this spell AND are fighting nonaggro mobs IE the puller accidently shot the wrong mob. then get them to cast this on the add after you have slept it. when it wakes it will just walk away :)

11. Take one for the team. unless your the only raise caster in the PT dieing should not worry you. if you think the PT can not handle the adds even with sleep lead the mobs away from the PT and die. if your the only raised in the PT and this happens try to zone. in fact you should lead the mobs away even earlier if this is the case. and remember reraise potions are a girls best friend :) next to diamonds :p

12. know your PT. something any red mage should know any way but more important if your doing CC. you need to know if they can handle the adds even if slept. you should be incharge of the retreat call if not take over that job. make sure anyone with escape knows not to cast unless you say so.

13. escape. try to avoid this. the extra time it takes to get the PT back to fighting can many times lead to a PT breaking up. losing exp is to be prefered. a good PT can easily make up your lost exp. and they will remember your sacrifice (improves your rep as well).

BLACK MAGE

due to low survieablity black mages should really avoid CC unless no one else can do it. they just can not take the hits required nor do they have the self buff spells to help keep them alive. but if you do CC here how

1. Dark. your dark should be maxed anyway as a black but it bears repeating.

2. get that sleep cast. if a mob comes in mid cast try to stop your cast by sitting. then sleep the add.

3. Aggro. you do not want. it stay standing if at all possible and stop nuking. unlike other CCers you can not survie the aggro so try and not have it.

4. MOVE. move to the otherside of the PT is possible but still in a postion you can see the mob. and recast sleep as soon as it drops.

5. DOTS. NNNNOOOOOO. do not cast any spells on a mob that do damage over time until the tanks have taken the mob off your hands.

6. Escape. resist the urge to cast this spell. its far better to lead the mobs away and die and be raised then to stop the whole show. IF the PT can not handle the adds even with you sleeping then cast escape but not otherwise.

7. do not cast other spells. your job once you have slept a mob is to keep it asleep. with the long cast times of most black spells and lower defense you can not afford to cast while doing CC.

WHITE MAGE

never should a white mage even with sub black or red be doing CC. period this section is to tell you how to help a CCer not be one.

1. Heal. yes i know its you job any way. but a lot of whites have the habit of letting non tanks HP get low. next to the tank the CCer should be your main concern. if the CCer falls that means a add is coming right at you. and we all know what happens if a mob gets a hold of a white when the tank do not know it.

2. DIA BAD. a lot of whites like to cast this to keep thier skills up but in this case its the last thing you wanna do.

3. Self Buffs. normally in a good PT keeping oneself buffed is not normal. and even with CC it should stay that way but as soon as you see the sleep macro go off you should toss blink or stoneskin on yourself because if the CC falls or can not get sleep to stick its you its coming after not the tanks.

4. back up. we all know that white mages either by defult or design end up leading PTs. or at least people are more willing to listen to the white. help the CCer keep control and work with the CCer to judge the PTs strength when it comes to add.

5. RUN. if the CC says run you run. your the raiser and if things go bad its your job to survie and come back and raise the PT. i know alot of white will fight to the bitter end and i admit when playing healer i do so as well. but then i am not the main raiser as a red. and if i am you better belive i am running if needed.


BARD

bards are a big question mark when it comes to CC in this game. in theory and on paper you make the best CCers. but in practice except certain BCNM fights you really should not be CCing. while you can certainly take more dmg then a Black you lack the extra self buff spells of a red that are really needed for good CC. still it can be done.

1. grouping. depending on your lvl its better for a bard to have multiple adds grouped in one place even then if you can having them spread out enuff so the tanks can easily pick on is prefered.

2. read the red mage section other then the spells its basicly what you need to do.

3. JUST SAY NO. most people assume that because of your AOE sleep and the fact some BCNMs require a bard that you a good CCer. this is not the case and saying no is better then getting everyone killed. as anyone whos done said BCNM you know that without a dedicated healer your gonna die doing CC.

MELEES and everyone else

ok listen up y'all this is the important section.

1. DO NOT PANIC. been said before but needs to be said again. unless the CCer is calling for retreat you need to fight on.

2. ONE AT A TIME. really important that you do not break off to fight adds and that you work together to make sure you are on only one mob.

3. DO NOT "SAVE" the CCer. many times it takes more then one cast to get the sleep to stick. by going in to save the CCer you may end up killing the PT. besides like palidins its the CCers job to die. live with it :p

4. take your time. if you finish killing the main target and all the ADDS are sleeping peacefully LET THEM. heal up , med and then pick one to kill. of course if one wakes up while you are medding then smack it unless the CCer has told you not to.

5. Listen to the CCer. plain and simple. let them do thier job they should know better how to do it. by listening and following orders you improve your chances of living.



oh well hope this helps :) . Crowd Control in this game does exist now if we can just get people to relise that :p

Edited, Sat May 22 22:41:48 2004 by Noriko
#2 May 22 2004 at 9:45 PM Rating: Excellent
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349 posts
How to enhance EXP with good CC

its pretty simple actually once you get the hang of it. by doing controled overpulls and CCing the extras you can if done right always have a mob right there to kill when your rdy. but this should be done only by experts. otherwise your just gonna lose more the you gain.

Edited, Sat May 22 22:46:06 2004 by Noriko
#4 May 22 2004 at 10:05 PM Rating: Good
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758 posts
A bard's sleep ability is one of the best CC's in the game, as they have a much lower recast timer than the mages.

Also, I don't think erase gets rid of aggro, and I am 99% sure of this. All it does it get rid of a debuff on one person that a mob has cast. However, the Beastmaster "Tame" ability theoretically gets rid of all hate that's been generated. Not great for links though, as they will just link again. They can charm a link sometimes, or use a pet to keep a link occupied.

Really the only effective way to have CC in the game is sleeping, or keeping mobs busy while the Black Mage uses Escape to warp you out of the dungeon. Anything that keeps one or two members of the group constantly occupied on the Add is extremely dangerous. Otherwise Black/Red Mages subbing Black should use Elemental Seal + Sleep to sleep an add. Then they *should* help fighting the main enemy, so that it gets killed faster. Always keep an eye on the guy you slept though, as you mgiht need to resleep it. One thing to keep in mind, however, is that a Black Mage's Sleep has a fairly long recast timer, and Sleepga can be fairly dangerous. When you get Sleep II at level 41 though, you have some more options (and Sleep II lands more often than Sleep I).

-Drachasor
#5 May 22 2004 at 10:46 PM Rating: Decent
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1,745 posts
In most parties i have found that death and weakness being the largest cause of downtime after MP loss. I find it is better to escape then having to wait for weakness to go away.
#6 May 22 2004 at 11:21 PM Rating: Good
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454 posts
I don't understand why it would be important to have Dark maxed. Sleep is Enfeebling. The only thing I can think of is that Aspir will not wake up a sleeping enemy. Any damage DOT will wake them, so Bio will wake them up, and any damage spell will wake them, so Drain will wake them up. Other debuffs such as Paralyze, Blind, etc that do no damage will keep them asleep.

Also important is let the tank know to Provoke before waking the mob or it will 9 times out of 10 go straight for the person who slept it.

Pretty good guide, though, at least from the BLM side. The most important thing is making sure the others know what's going on. There's nothing worse than someone jumping on a sleeping creature and waking it up. Especially after a Sleepga, those things can be a mess.
#7 May 22 2004 at 11:33 PM Rating: Good
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349 posts
actually there has been alot of debate if sleep is enfeeble or dark. most people actually assume its a dark spell. since i have never had a skill up when casting sleep i really do not know what line it is. but choose to go with the common opion its a dark spell.
#8 May 23 2004 at 4:29 AM Rating: Good
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116 posts
Sleep is Enfeebling, but based on Darkness.

I was very very confused, until 10 minutes ago ^_^. Here's what I figured out.

Every spell is based on one of 8 elements (Darkness being one of them).

Every spell also belongs to one of 6 magic skills: Healing, Elemental, Enfeebling, Enhancing, Dark, Divine (ignoring songs and ninjitsu).

How well your spell works depends mostly on your *skill*. The element plays a smaller role (say on Watersday, Water-based spells are stronger; against mobs weak to Light, Light-based spells are stronger).

Many, but not all, spells based on Darkness element use Dark skill. Sleep is one of the exceptions. Sleep is based on Darkness, but belongs to the Enfeebling skill.

Similarly, not all Dark spells are based on Darkness. Say, Stun uses Dark skill, but is based on Lightning.

Hope this clears things up.
#9 May 23 2004 at 5:36 AM Rating: Decent
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209 posts
you forgot to mention the best crowd controler of them all, the Beast master. Not only can he stop links/adds/aggroes in their tracks, but he can lead an unwanted party crasher away from camp and release it harmlessly out of the way.

alot of people playing this game right now have alot of incorrect views reguarding the Beastmaster class.
#10 May 23 2004 at 7:24 AM Rating: Good
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349 posts
i have not had enuff experience with bst's to know one way or the other. but the fact their skills can only be used on monster mobs means they are at best part time CCers. that is the main reason i did not include them.
#11 May 23 2004 at 10:05 AM Rating: Excellent
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2,348 posts
I'm speaking from a paladin's POV here...

The tank or backup tank should also try to provoke the sleeping monster while still fighting the current mob. If the sleep is successful on first cast, usually a provoke will be enough to save the hate on the CCer. Provoke won't wake the mob up, and if hate on the mob currently being fought is stable enough, consequent provokes can go to the slept mob so that the hate stacks. If things go well (and the party is lucky) the CCer won't get hit at all. Paladin job abilities like Rampart and the Warrior's Warcry will also build hate even prior to provoking the slept mob, because Rampart/Warcry is an area effect buff and the paladin/warrior gains hate for indirectly buffing the CCer.

Usually the CCer is a mage and doesn't have very much defense, whereas at a high enough level the tank can usually withstand a beating from adds (I know a pld can last 3 mobs at once quite safely, at least for long enough for an escape plan). If the CCer is the one to die (and happens if the melees don't keep the slept mob in check), the party will have lost a very valuable mage to finish off the mobs.

If all else fails.... Invincible. >.<)b You know you love it.

Edited, Sun May 23 11:07:29 2004 by Whren
#12 May 23 2004 at 1:03 PM Rating: Decent
I've waken a mob up with provoke before, I believe.

Edited, Sun May 23 14:04:59 2004 by choryukami
#13 May 23 2004 at 3:02 PM Rating: Decent
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60 posts
Good guide, i was wondering about a few of the points you brought up. Rate up!
#14 May 23 2004 at 4:23 PM Rating: Decent
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174 posts
Quote:
but in practice except certain BCNM fights you really should not be CCing.

Undead and bats resist dark magic (Sleep, Sleepga, etc.) like 99.99% so bard is the only class that can sleep them.

SMN and BST can do decent control sacrificing pets and running around, RDM can run around too with gravity.

Edited, Sun May 23 17:23:26 2004 by Caj
#15 May 23 2004 at 5:17 PM Rating: Good
Tracer Bullet
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12,636 posts

Good Guide, but I have to disagree with your Bard section.



1. Bard sleep sticks extremely well on even IT mobs. I have rarely had it resisted.


2. It costs 0 MP, and casting time is short. Always a good thing.


3. If Foe Lullaby gets resisted, there's a long recast time. However, if there's not a lot of close mobs, you can use Horde Lullaby immediately after.


4. Bard can cast sleep, then do his buffing songs. After this, the Bard can shirk his debuff duties on the first mob, and concentrate on sleeping the add as quickly as possible. This works well for Bard because there's usually a period of time during battle during which Bard has nothing better to do than just melee anyway.


5. Like Caj said, Bard sleep works even on Undead and Dark mobs.


6. Most Bards have WHM sub, and so can heal themselves between sleeps if necessary. And like you said, can take a bit more damage than most mages. Blink and Stoneskin are available with WHM sub.


7. Bard gets Foe Lullaby and Horde Lullaby earlier than any other job gets Sleep or Sleepga.






cheers Smiley: boozing

Edited, Sun May 23 18:21:24 2004 by trickybeck
#16 May 23 2004 at 5:33 PM Rating: Decent
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2,071 posts
choryukami wrote:
I've waken a mob up with provoke before, I believe.


Sorry but that's incorrect, Provoke does not wake up a sleeping mob. You might just had the luck that Sleep wore off the time you chose to Provoke it.

As for Bards, I have a Bard in my set PT who is wonderful with dealing with adds; it takes good timing and equipment, as well as a certain calmness, but he does it incredibly well. I'd easily venture to say that he's the best CC'er I've met.
#17 May 23 2004 at 5:36 PM Rating: Decent
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454 posts
Quote:

Provoke does not wake up a sleeping mob.


Correct. To wake a sleeping creature, you must do HP damage to the creature to wake them.

EDIT: This means debuffs that are not DOTs will not wake up a sleeping mob. Also, Aspir will not wake a sleeping mob.

Edited, Sun May 23 18:35:25 2004 by ThirdWizard
#18 May 25 2004 at 9:17 AM Rating: Good
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2,348 posts
bump~
#19 May 25 2004 at 12:29 PM Rating: Decent
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397 posts
While there is some good advice here, I disagree with a lot of what was said. My main points of contention:

- The cc-er should NOT keep aggro, particularly if there are multiple mobs. Getting pounded on means getting interrupted. (Is it true that phalanx keeps you from getting interrupted when you get hit? I've never heard that before.)

- It is NOT the cc-er's job to die for the team. It is the rest of the party's job to keep them alive. In a single add situation, it's not as crucial, but with multiple adds if the cc-er goes down your party is toast.

- Red mages can take hits better, and fast cast helps them get a sleep off quicker, but black mages have more sleep spells at their disposal in case the first one gets resisted.

- Bards are excellent cc-ers because of the short cast time on lullabye, the AE effect and the lack of dependence on MP.

- If you have one add, the battle becomes a race; kill the first mob as quickly as possible. If you have multiple adds, it becomes an endurance match; all mages should cast conservatively to make sure there's plenty of mp for healing.

Crowd control is a full-party effort. If you can't work as a team, you will not succeed, no matter how capable the cc-er is.

MELEES: Don't start blindly whacking away. Let the tank pick the target. You fight ONLY the mob the tank is fighting; if in doubt, disengage or back away and wait for the situation to become clear. When one mob goes down, back off a bit so you don't start auto-attacking the next; wait for the tank to give the go-ahead. If you're /war, watch for mobs that wake early and backup voke off the cc-er if you can so they can get another sleep off. But do not aim a single blow at any other target besides the one designated by the tank.

TANK: Take charge. You pick the targets and let your pt know what to fight next. When one mob goes down, you decide how long the party needs to rest before waking up the next sleeper. Keep an eye on the cc-er and be watching in case any sleepers wake up early. Get them off the cc-er so he/she can get another sleep off.

HEALER(S): You now have two charges to watch like a hawk: the tank and the cc-er. Chances are the cc-er will need more attention than the tank, because they will likely have lower defense. Keep the cc-er alive at all costs.

OTHER MAGES: No DOTs whatsoever. Just don't touch them. Assess the situation to determine whether you need to go offense or hold back for healing.

CC-ER: The minute you get all of the mobs slept, cast aquaveil on yourself to reduce interruption, then stoneskin and blink (phalanx if you have it). If there's only one add, help nuke the first one down while keeping an eye out for the sleeper. If there are multiples, go full-time cc. You never know when one is gonna wake, plus you need to save your mp for sleeping. Keep all of your sleep spells together on a macro bar, and have that bar up and ready at all times. It helps if you add a /recast to all of your sleep macros. Don't be afraid to rest just after a successful sleepga - you need your MP. Just be ready to stand up quickly and cast. Start with elemental seal + your most powerful sleep, and work your way down the list until all the mobs are slept.

On a side note: BCNM60 is a great lesson in crowd control and a great place to hone your party's teamwork skills.
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