本帖最後由 Simone 於 2014-2-16 22:47 編輯
Leadership is a system that was introduced with EverQuest's 7th expansion, Gates of Discord. My enchanter, Seso, had pretty much all of the group abilities learned back in 2005. I also ended up maxing most of these out on Maladie on the Vulak'Aerr server after Gates of Discord became available so I have quite a bit of experience with these abilities and how they work and which ones you should focus on getting first.
I rank group leadership abilities as follows:
1. Inspect buffs -- Rank 1 lets you see what spells are cast the target mob and as such is invaluable in knowing if a mob is snared, slowed, etc. Rank 2 however has been made mostly obsolete over the years so stop at rank 1 until you've bought most/all of the other abilities.
2. Spell awareness -- This is the second useful as it will tell you what spell other players and NPCS are casting; it's also a necessary ability to have if you want this information to be viewable in the parser.
3. Health of Target's Target -- It doesn't sound great but it's actually much better than you think as it shows you exactly which player is at the top of the hate list. This a very valuable ability if you are playing main tank or main healer. Don't forget to set your hotkey so that you can make the window appear.
4. Mark NPC -- Mark NPC lets you put a 1, 2 or a 3(you get 1 mark per rank). This ability is very useful in helping to communicate which order you will kill the mobs in. If you are pulling you can mark your intended target with a 1 so the group knows to kill that mob first.
5. Delegate Mark NPC -- If group leader is a class that can't really make very good use of mark NPC then they can use this ability to delegate it to the puller or the enchanter which can make much better use of it.
6. Health Enhancement -- At rank 3 each party member will be granted+100 hp. Might not seem like much but every little bit helps.
7. Mana Enhancement -- Similar to health enhancement but adds mana instead. At rank 3 each party member will be granted +100 mana; since some classes do not have mana I rate this one below health enhancement.
8. Offense enhancement -- Similar to Health and Mana enhancement but there are 5 ranks. At rank 5 each member of the party is granted +50 attack; +50 attack is cool but not a huge difference and only about half the classes in the game can make real good use out of it.
9. NPC Health -- Puts the NPC health % right next to the name of the group leader's target. Not really that useful since the health % can be seen in the target window; it's only real use is to see who the group leader is targeting. Not very useful.
10. Health Regeneration -- Each rank adds +1 health regeneration. Rank 3 means every one in the party recovers an additional 3hp every 6 seconds or 30hp every minute; very trivial at high levels. It's helps but not by much.
11 Find Path to PC -- Lets you use create a hotkey that creates a golden pathway to a party member; exactly like finding a trader in the bazaar. Not really that useful unless you forgot to download maps or having a hard time navigating the zone. I've used this ability maybe once to try it out; never really needed it though which is why I rank it last.
You need a minimum of 3 characters in your group to gain leadership exp(mercs count) and benefit from leadership abilities already learned. If you have a RAF account I would make them your party leader as they gain exp faster and can learn these abilities faster so you can make use of their benefits sooner.
There are also raid leadership abilities which is like group leadership but applies to the leader of the raid if the raid has 18 or more people in it. Unless you are the designated raid leader for a guild you wont have to worry about learning these abilities. |