 
December 30, 2000
Leading an XP Formation: The Basics - By Amaziah
Have you ever been wanting to get xp but keep dying if you try it solo? Have 
you ever waited around asking on your clan or town channel if someone could 
take you xping? Have you ever had people all wanting to xp but nobody knowing 
any good zones or wanting to lead? Then look no further: be active, seek out 
people to form with and lead them yourself. Don't worry if you haven't done it 
much before, once you get the hang of it it's usually more interesting than 
just sitting there and having someone lead you around the whole time. It's also 
the only way of getting leading points so you'll have to master the basics at 
least.
Leading is not just about killing things. It's about managing a form, learning 
a zone, teaching your formies (those in your formation) about the zone and most 
importantly, not dying. It's not much use in having a formation that gets the 
fastest xp you've ever got if every ten minutes your entire form dies because 
you decided to fight too many mobs that were too big.
Creation:
Your first concern as a leader of a prospective formation is where the 
form is going to go and who will be in it. For most forms, you will need at 
least one cleric. Forms without a cleric usually progress very slowly and often 
it is faster for everyone if you all went solo and killed mobs on you own. If 
the form is made up of a few low-level players (less than level 21 or 
there-abouts) you can usually get away without a cleric if you have really good armor 
class (-100 ac) and lots of green potions (for healing), but above that you 
will usually need some sort of cleric (whether that is a single class cleric 
or a multiclass player who has been a cleric depends on how that player has 
progressed). Similarly it is a good idea to have a warrior or thief in 
the form to absorb incoming damage as well, but it's not as paramount.
Once you know who is in your form (or as you are working that out) you 
should be thinking of/finding a zone that you'll go to. "listzone" gives a 
general indication of what size form you will need for a particular zone and is 
a good starting point if you don't know many zones.  Also consider looking on 
www.medievia.com for the "Areas in the Game" section. Ideally, the zone 
that you choose is not too difficult or too easy for the form, otherwise 
you'll spend too long dying or the xp won't be enough to make it worthwhile. 
Once this has been decided and the form members are at the zone in question, your 
job as a form leader starts become more obvious.
Setting Up:
There are some things that need to be done before the form does 
anything at all. Hopefully you will have a relatively balanced form, as this make 
things easier for you.
Formation Layout:
You need to position all the members in the form in a location within the 
formation that most suits their role. As you will probably have noticed, 
formations are in a 3 x 3 grid with 3 positions in the front row, three in the 
middle row, and three in the back. Warriors and thieves are best suited to the 
front row, whilst mages and clerics are usually positioned in the back. 
Multiclass players require a little more thought than single classers but 
generally you position them where you would put someone of their current class.
The fundamental idea behind a formation is that it allows each person 
in the form to concentrate on their particular role. Warriors and thieves hit 
things with melee better than any other class which is why they go in the 
front. Mages cast offensive spells and clerics heal (and also cast some 
aggressive spells). They don't need to be in the front row of a form to do 
this - indeed, they are better off somewhere where they won't get hit at all. 
For this reason, mages and clerics are positioned behind tanks (tanks are 
front-row formation member that take most of the melee damage thus protecting 
those behind them from almost all attacks). For example:
- W -      - T -      W T -      - T -
- - -      - C -      - - -      - C -
- C -      - M -      C M -      - C M
are all quite good layouts for a formation. Notice that in the 4th example all 
three of the spellcasters can't all fit behind the tank (in this case a Thief) 
so one of them must be open to attack but is put in the back row so as to 
minimise the number of attack made against that player (in this case a Mage).
The choice of mage in that example was partially arbitrary but the main reasons 
were that generally mages have a better armor class (ac) than clerics due to 
shield/stone skin (mage spells), and that it's generally better for a mage to 
die than a cleric (single class mages cannot resurrect or heal). Since my 
example form had two clerics placing a cleric on the outside would also be a 
good option, so if that outside cleric died the from would still be able to use 
both mage and cleric spells (such as shield room and resurrect to get the dead 
member alive again). If one of the tanks is much more powerful than another one 
(and has a lot more hp) then placing that second tank in the middle row give 
the healers more time to heal that player but still allows the smaller tanks 
some chance to attack. Eg:
T W -
- - T  - this Thief is much smaller that the other two tanks
C M C
If a cleric can resurrect ("res" in med slang) then try and place that player 
in a position such that that player is the least likely to die. Some mobs will 
cast hands of wind on a player to initiate combat with someone. Hands of wind 
is a cleric spell that unforms the person it is cast on. Also, some mobs will 
backstab a member of the form to initiate combat. In my experience I have found 
that both of these tend to happen to the player that is in the back-centre of 
the form. For this reason, I don't usually place a resurrecting cleric (to res, 
a cleric must be lev27 or above: see "help res" for more details) in that 
position. The second and third examples I have illustrate this. One last note 
on handings (casting hands of wind): if someone in your form get handsed it's a 
very good idea to have a warrior in the form rescue that player so the damage 
is directed at the rest of the form instead of all at one person.
If you as the form leader gets handsed then tell the whole form to engage and
make sure the clerics keep you healed. If you really must, flee then return so 
the mob engages someone other than you. There's not much use having a form 
without anyone to lead it.
To check who in the form is likely to get hit type "formtest" a few times. 
Formtest is a very useful command when testing out a formation layout.
Assigning Roles (job distribution):
There are a few roles that should be assigned to a member of the form as part 
of setting up. It's possible for the leader to do them all by themself but 
assigning them to form member just takes a few more things off their mind. 
Also, there are some things that should be stated before the form sets out so 
as to make it more efficient.
- The form leader should assign corpse checking to someone. This usually 
entails checking each corpse after the form kills it for orbs, eq or other such 
goodies (like dragon crystals). This person should always have detect 
invisibility cast on them so they don't miss anything.
 
 
- The role of the cleric(s) should be spelled out if you're not sure if the 
cleric know what they're doing. In small forms, clerics both attack and heal. 
As the form get larger, clerics should concentrate more on healing and less on 
attacking as that is what the other classes do. It's quite annoying having a 
cleric using up all their mana, having to tick every fight when everyone 
else has hardly been scratched while the mages still have (close to) 
full mana.
 
 
- If you have more than one cleric in the form, there should be some
structure as to who heals who. I've been in may forms in which all the clerics
heal the same person at the same time. This is fine if they're very damaged
but usually they won't need 5 heals all at once. This double healing just
wastes mana. To stop this you should assign healing. A pseudostandard way of
healing is healing in columns. This means that each cleric is responsible 
for everyone in their column. This way each person is assigned a cleric with
no overlap. If someone is in a column without a cleric then you should assign
a cleric to them. Also, make sure that the clerics cross-heal. If a 
cleric heals themselves, they gain less hp than if they are healed by someone 
else. Therefore the all clerics should heal other clerics and let themselves 
be healed by someone else. This also save on cleric mana.
 
 
- Tell your formies to set their wimpy to 0. It's quite annoying to have 
someone wimpyflee just as they're about to get healed. Similarly, make sure 
that nobody wanders off on their own as this is excessively frustrating.
 
 
- If you are going to encounter spellcasters, make sure that the warrior and 
thieves know what to do. Warrior should alternate bash and thieves should trip 
(multi-class thieves should also trip). By alternate bash I mean if there are 
two warriors, one should bash every second round and the second should bash on 
the other rounds that the first warrior didn't. ie. warrior1 bash, warrior2 
bash, warrior1 bash, warrior2 bash... If a player has a choice between tripping 
and bashing they should choose to trip. This is for three reasons: A) failing a 
trip results in only one round of lag. B) if something has already been tripped 
then it can't get tripped again which is better than bash where you can have 
lots of people all bashing in the same round and then have no one bash in the 
next round. C) bashing only drops them to their knees whereas tripping puts 
them on the floor  (this means that they're less likely to recover from a trip 
immediately).
 
 
- If you have a mage in the form get them to cast mass invisibility after
each fight. Unless a mob is high level, it usually can't detect invisible
players.
 
 
- Get a mage to cast Shield Room when the form ticks. This way you won't
have mobs walking in on you and attacking you when you're not ready.
 
 
- Have someone check the weather regularly just to make sure that a firestorm 
or a tornado or the likes isn't coming your way. If it is then you'll have to 
head indoors or failing that, head into medlink (help link) and wait until it 
passes.
Once all the setup has been done, the form can start going. At this point it 
helps if you know the zone but it you don't, don't let that discourage you from 
leading - you'll learn the zone much more quickly if you are leading.
Pre-fight:
Before a fight you should make sure of a few things. Firstly, make sure that 
the spellcasters have enough mana to finish the next fight successfully. If not 
you'll have to tick up. When ticking (waiting for hp and mana to regenerate), 
tell the formation that they're allow to tick now. "ft rest", "ft tick" or 
something similar will usually do. Even if you don't need to tick, it's a good 
idea to rest so that the form know that they're allowed to as well.
Secondly, after the form has ticked, make sure that all the tanks are sanced 
(clerical spell sanctuary, "help sanc") and ready to fight (not blinded, 
poisoned, etc) and that their sanc isn't about to run out mid-fight. Orbs are 
useful here. Orbs, when used, cast sanc on everything in the room (make sure 
there is nothing you are planning to fight in the room when you orb) so you 
should use them just before a fight. Before actually moving into the room when 
the fight is to take place, "rouse all". This makes sure that nobody is left 
behind still resting.
Thirdly, if you've going to enter a room which contains some mobs that you do 
not wish to fight you should tell your formation that and make sure they don't 
room attack (charge or use spells that attack the whole room).
In-fight:
When fighting there are a few spells that should be cast towards the beginning 
of the fight. Faerie Fire, Blind and Plague are the main ones that you should 
be aware of and if possible, they should be cast as early towards the start of 
the fight as possible.  Faerie Fire is safe to cast before combat starts as it 
does not initiate combat, but Plague and Blind etc should only be cast before 
starting the fight if you are fairly certain they will work.
When fighting spellcasters, make sure that the tanks keep them from casting 
spells (with bash or trip) and that any fireshield or sanc that the mob(s) have 
is dispelled, if possible, as close to the beginning of the fight as possible. 
If there is more than one mob that you are engaged in combat with then target 
the spellcaster(s) first. Spellcasters generally do more damage than melee 
mobs, so if you kill them first your chances of survival are greatly improved.
Lastly, it would be advisable that every member of the form has read my article 
on following in formation
as that will make your job as the lead much easier. 
Leading formations in which everyone knows what they are doing is much easier 
than an ad-hoc group of players all fighting the same thing.
I hope this help with the basics. The best way to learn is by doing it yourself 
so good luck.
  FRONT PAGE | 
MEDIEVIA HOME PAGE