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THINGS I WISH I'D KNOWN EARLIER - Groups

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* /invite [name], the command that invites someone to a group, works across zones. Note that if the person you want to invite is currently zoning they may not get the invite request. In this case you'd just have to invite them again.

* You can group with someone who is a maximum of 6 levels or 33% higher in level than you, whichever is greater, and still get experience. (For example, a level 32 character could group with a character of up to level 42, since 32 x 1.33 = 42.56, which is rounded down to 42.) If you group with someone of too high a level, you will get neither exp nor quest credit for any kills made.

* Mentoring allows you to group with people more than 33% higher level. The high-level player can right-click on the lower-level person's name in the group window while in the same zone and selecting "Mentor".  The mentor's level, combat arts, spells, and gear will be scaled down to the same level.  The mentor will only get a percentage of their normal xp, but the mentee will receive an xp boost.  Also, any eligible quests or named mobs will give achievement xp to the mentor, even if those quests/mobs are normally grey.

* You can select yourself by pressing F1 or by clicking on your Player window (the one with your name, health, and power displayed). Pressing F1 twice or Shift+F1 will target your pet, if you have one. You can select your groupmates by pressing F2-F6 or by clicking on their names in the Group window. Pressing the appropriate key twice or pressing Shift+F# will target the groupmate's pet, if any.

* You can target a group member and you will usually see their name highlighted in the world, no matter how far away they are in the zone.

* Press Alt+W to bring up the waypoint window, which will have a list of your groupmates in the same zone. You can then click on them and get a waypoint to their location.

* Using an offensive spell on a group member will cause it to land on whatever mob they have targeted. Using a beneficial spell on a mob will cause it to land on whichever group member they have targeted.  This is called implied targeting.

* To have a clearer indication of your groupmate's target and which groupmate your target has targetted, enable 'Target Arrow' and 'Implied Target Arrow' in Options > User Interface > Target Arrow

* Unless you are healer or crowd control in a group, it is usually better to use the /assist command on the main tank rather than implied targeting.  /assist will switch your main target from the tank to the mob.  Tanks often have to switch targets rapidly to keep aggro on themselves, so this way you keep damaging the primary target rather than swapping between mobs as well.  Also, if you have the mob targeted, you can tell if they've decided to attack you instead of the MT, and use any abilities you have that might lower your hate.  You can set an /assist hotkey in Options > Controls > Command Keys.

* When grouped, your Quest Journal will have an additional tab marked "Group." Your groupmates will be listed by name with their quests in expandable trees, as well as a '"Shared" tree which shows quests held by more than one group member.

* The Share buttons in your Quest Journal sections allow you to share your quests with any party members who do not have it and have completed the prerequisites for it - even if you've already finished the quest.  If someone can't receive a quest, a message will advise why.  The person receiving the quest will start on the first step, and receive any quest items given by the original NPC.  Hallmark, Heritage, Signature, Betrayal, and the first Quest in each Deity line are not shareable

* When joining a raid, the raid window can obscure a lot of your view. There are two things you can do about this. The first is put your mouse cursor over the bottom edge or right side of the window, and change the size of the window so it exactly matches your raid size. The second is you can toggle display of the raid window with a hotkey, so you can show or hide it at your leisure. Set this in Options > Controls > Windows Keys (Default Alt+R).

* Set the default loot option for all groups you lead in Options > Group Options.  Choices are Round Robin, Lotto, Need Before Greed, Open, and Leader Only.  You can set these to only apply for certain quality levels, and all items below that level will be distributed by Round Robin.

* In Options > Group Options there is a default auto-lock option. Checking this box will make it so no on outside your group can attack a mob you are attacking. The benefit of this is that once you have engaged a mob, no one can "help" you by killing something you were intending to make a pet or holding for some other reason. The downside is that if you are in over your head, no one outside the group can help kill the mob or heal your party unless you break the encounter (by typing /yell or clicking Call for Help), thereby losing all xp and quest credits for the mob. Note that no one can steal a mob you have engaged whether this is checked or not. As long as someone in your party hit the mob first, your party will get credit for the kill, even if someone outside the group helps.

* Group leaders can change options for the current group at any time. Right-click on the name of any group member in the same zone and select "Group Options" - a window will pop up which allows you to change auto-lock, looting, and yell options.

* If you and your group are in different instance of the same zone, you can be teleported instantly to their instance by right-clicking on their name in the group window and picking "Go to [name and version # of zone they are in]". This only works in static areas that have split instances due to overpopulation. It does not work in instanced dungeons.

* Know what you're buffs do, and use them on the person in your group who can best utilize them.  Generally damage increase buffs are good for scouts and fighters, aggro gain and damage shields are good for the main tank, and aggro decrease/avoidance is for anyone who's stealing the aggro (usually mages, but a high-powered healer or a backstabbing scout can really tick off a mob at the wrong moment).  Wisdom increases spell resistance and healer power, intelligence boosts spell damage and spellcaster power, agility increases avoidance, strength boosts combat art damage, and stamina boosts health.  If you've got more than one buff to choose from and aren't sure which would be best, ask your group what they'd like.  Choices may vary widely based on play style, group composition, and mobs being hunted.

* Some single-target buffs can be placed on more than one person.  If you have one, and you have concentration points you aren't using, pass it around!

* If you have an overlap of character classes in a group, such as two Dirges, then have them make sure they are using different buffs.  Many same-class buffs will not stack, so there's no point in having them both use the same ones.  Some buffs affect your entire raid, not just your group, and the same stacking restriction applies.

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