What do ranged groups do with Troubadors in combat?

Garp74

Member
Hiya,

I am used to running a melee group. I ran with Guardian/Dirge/Coercer/Assassin + Inq/Defiler for a long time, and got used to hitting HOLD UP and placing the mob 5m in front of the group so they could backstab. To expand my horizons, I'm now running group #2, which I've made a caster group (SK/Troub/Illy/Conjy + Inq/Mystic). As I gear up group #2, I'm trying to get used to the ranged format, where I place the mob 10m-15m away from the group and let them blow things up. It occurs to me, however, that the Troubador is kind of a hybrid class (and I'm still learning the class, so maybe I'm way off base here). What do you do with a Troubador in a ranged group? Do you turn on "Move into melee range" or "Move behind mob" and hope that you aren't fighting a mob who you don't want to be close to? Do you just leave him at ranged and let his spells + 601 MA bow do a lot of damage? Do you do something else?

Advice welcome, and thanks!
Garp
 

bob_the_builder

Well-Known Member
I put my tank (the one I control and runs MCP) where I want the group and hit 'come2me' on OGRE MCP

Then I hit CS-JI-JO

By default the melee classes will run in but you can move them in and out using 'J-IN' and 'J-OUT'

If you move the group somewhere and hit 'Hold-Up' then melee wont move in but the group isnt locked into a place like 'CS-JI-JO'

Set the melee class as 'Move behind mob' or use 'Move into melee range' and position the melee using your tank. Dont need to use them together because 'Move behind mob' would be default there.
 
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