This post will put my Karma to the test, but it has to be made. Some people need a kick in the ***...a very hard one.
Why am I bringing the "NA" aspect into this? Because the overwhelming majority of people I play with are NA. Nothing more, nothing less. If I partied with JP or EU players, I'd include them in this, but I don't, so I'm not mentioning them...got it?
Many NA have had some resounding success with CoP areas (Promyvions, Aqueducts, Riverne, etc), while many (dare I say most?) still flounder with them, unable to accomplish much of anything and then turning it into an excuse to knock SE for releasing a waste of an expansion.
I'm here to tell you that's not the case. The fact of the matter is, NA players as a whole tend to be limited in their skills. There is more to FFXI than Skillchains and Magic Bursts. The strategy is what enthrals me. It's something I understand, it's something that I very much enjoy developing and implementing, and I see tremendous results when I do that.
My experiences with other players, however, show that for the most part, there is a tremendous lack of understanding about strategies, and an ignorance about pretty much everything related to the game. How long has CoP been out now that I can STILL take full groups to Promyvion areas and they don't have a clue what they are for? You bought the expansion...you paid for it...why? So you could leave it sitting on your computer for 3 months, installed but totally unused?
More to the point, and more specific, I'd like to offer a list of things that NA need to get a firm, solid, unwavering grasp on before things like CoP missions become fun challenges instead of dreary, frustration filled crawls through dangerous areas.
1) Follow the Leader. Do what the leader says. If the leader screws up and everyone fails, you only have one person to look to. If the leader says one thing, and everyone does another, you and up with chaos that almost always results in failure. ONE person should be appointed to make decisions. Who that is is up to you. Generally speaking, it should be someone who knows what they are doing. In the absence of someone who knows what they are doing (it happens a lot), you still have to pick one person who will make the final decisions in order to keep the party unified. Having 4-6 people all thinking that the final decision lies with them is a tremendous way to ensure frustration and wasted time, nothing more. It could be something so simple as the leader identifying that someone in the party knows more than they do about where they are going, and says to the rest of the group, "OK, everyone follow <person> and do what they say." If you want to run around and explore regardless of what the leader/guide says, do it on your own time. If I'm the party leader, and I give people instructions that they don't follow, it just reflects poorly on them. If they don't follow my instructions and they put the rest of the party in a dangerous situation, they are booted. I will not tolerate one person ruining the experience for five others because "I'm not the boss of them".
2) Aggro Management. Beyond level 30, anyone should be able to move through a hostile zone without getting aggro. This is made possible through preparedness by carrying silent oil/prism powder/shinobi tabi at all times, and just using some common sense when you are moving around aggro mobs. That beautiful red message that shows up saying sneak is about to wear off does NOT mean run head-long into the largest group of monsters you can find and stand there panicking. It means get your dense *** to somewhere safe (backtrack if you have to) and re-apply stealth before you continue.
Beyond that, what do you do if you see an angry mob staring at you, but just out of aggro range? If you're like most NA, you will stand there and wait until the mob aggroes. NO! RUN AWAY! If there is nothing behind you, GET OUT OF AGGRO RANGE. There's no reason to be a "dear caught in the headlights". Get your act together and get things done properly.
3) Communication. Communication is more than hitting your TP report macro (even though far too many people don't even do that). Communication involves ALL things, from watching your log for information, watching your party HP bar (whether you are a healer or not), to answering questions that are put to the party. Here's a great example...something I'm sure you've all seen before:
Puller >> Is everyone ready?
~~~~~~silence~~~~~~~
~~~~~~silence~~~~~~~
~~~~~~silence~~~~~~~
~~~~~~silence~~~~~~~
Puller >> <call> Is everyone ready?
PT1>> Ready
PT2>> ya...sorry
PT3>> pull
PT4>> (|Ready!|)
~~~~~~silence~~~~~~~
~~~~~~silence~~~~~~~
~~~~~~silence~~~~~~~
Puller >> <call> PT5? Are you ready?
~~~~~~silence~~~~~~~
PT5>> pull something
The above example is all too common. ALL too common. And it's BS. What the hell are people doing that they arrive in camp, make no mention of being AFK, yet when the puller checks to see if everyone is ready, they don't respond? Is that FUN for some people? To put LS chat over party chat and ignore what your party members are asking/saying to you? Do some people think that somehow "no response" translates to "yes" so there's no point in replying?
Or how's this...party leader asks everyone in Jeuno to make sure they brought silent oil. They mention it 2, maybe 3 times. Everyone heads out to the point where they need the oil, and one or two asshats invariably say they don't have any. Perfectly fine in a group of lvl 20 people, but 60+? Go play something else if you can't handle basic communication.
Even something as simple as deciding where to go for EXP. I KNOW PlayerX is at the keyboard...I see them moving around, and it's OBVIOUSLY not their cat hitting the keyboard while they are AFK. The party decides where they are going for EXP. They decide how they are going to get there. They start forming up for tele/chocobos and one genius invariably asks "where are we going?" NONSENSE. Watch your damn logs for new information. The scenery is pretty, but that's no excuse to be a dunce.
Let's get down to roll specifics, shall we?
Tanks: Holding hate is a very important aspect of your job, but it's not the ONLY aspect of it. The person with the hate is responsible for the positioning of the mob relative to other mobs and the rest of your party. If you are lazy and force the party to fight in cramped, confined quarters because you never consider where the mob is relative to everyone else, you are putting your distanced attackers at risk. BLM, WHM, RNG, SMN, etc have the fantastic ability to stand out of most mob AOE range and still do their job quite well. When the tank decides that the mob should stand wherever it stops after the first provoke, it usually leads to needless damage to other party members, causing more MP to be spent.
Ranged Attackers: If the mob you are fighting has a particularly nasty AOE, STAY AWAY FROM IT. Fighting Fomors in the Aqueducts last night (stupid idea) everyone was told about the AOE drown the Fomors use (-10 HP/second), yet getting the RNG to stand at max bow range so they wouldn't get hit by it was like pulling teeth. You have a ranged attack, use it. In the case of Drown, not knowing your max bow range (or refusing to use it) resulted in our WHM having to waste MP on extra Erase casting for everyone affected by the drown, not to mention more MP for cures healing damaged people who wouldn't need healing at all if they knew their roles.
Mages: If you are having connection issues, you need to let your party know. It's not good enough for the WHM to wait until they DC after an hour or so of a weak connection to let your party know you are having problems. If your connection is giving you massive lag spikes, you HAVE TO SAY SOMETHING.
For any job that is capable of casting Cure magic...USE IT. I don't give a rat's *** if you "didn't join to be backup healer". If you're there for exp, you will do whatever is in your power to keep that exp flowing, PERIOD. I was in an Exp party recently where the WHM DCd and the RDM just kept throwing out nukes while the tank got bludgeoned from full HP to death. Just because your "primary" function in the party isn't main healing doesn't mean that you aren't responsible when party members die, especially when you had the ability at your disposal to prevent it. If your goal in the party is to get exp and you decide to nuke/debuff/pick your *** instead of healing someone when the "main" healer is obviously overwhelmed, how are you benefiting? Is it worth causing downtime (which affects you as much as anyone else) to prove some childish point that you didn't join the party to heal?
The reason why people fail in droves trying to finish Promyvions is because they don't understand these basic principles. For the innocently ignorant, I'll have enormous patience. I will explain as well as I possibly can what we are doing and why. But for those complete and total blights on the gaming community who are clueless but insist on acting like god's gift to their role? You aren't going to be able to exercise your godly talents after you've been booted from my party.