After playing various burglars characters since alpha, fellowshipped with my kinship or with pick-up groups, I can offer the following advice for doing conjunctions:
If you have only 2 people, try for pairs (
GG, or
BB, or whatever).
If you have 3, try for flushes (in most cases) or simple straights (
GYB is my favorite). Only try for the straight when you are using the same straight in every situation, so people get used to it. In this case you must assign an order so players know when to press. With a decent fellowship, this is not too hard with just 3.
With 4 or more, you may want to avoid straights if you're in a casual group. Although they work well, they hard enough that someone usually fails to contribute the correct color in time. Instead, assign your fellowship into 2 groups. Each group gets assigned a color. Usually the burglar will announce the colors before he opens: "Opening, BLUE - GREEN!" (this works best if everyone has voice-chat turned on). When the wheel pops up, everyone in group 1 immediately chooses
BLUE (for example). Once group 1 finishes (but not before), everyone in group 2 chooses
GREEN.
If you have 4, try flushes or pairs (like
GGBB); all combos work.
If you have 5, try for full houses (like
GGGBB or
YYYRR). Remember though with these that you can either do damage (
RED/
YELLOW),
or restoration (
BLUE/
GREEN), not both -- so don't mix the colors.
If you have 6, try for the 5-1 combos (like
RRRRRG). These work very well (with nice AoE damage), and are not too difficult. We usually have our minstrel (if we have one) go last. Everyone else just hits the assigned color when the wheel pops up, and the minstrel can decide the kicker color, based on what the group needs. Minstrels usually know exactly what the group needs most. The
GREEN kicker gives you morale, the
BLUE gives you a ghost.
With a decent group, straights can actually work quite well. Even if you only get 3, it's still a nice effect. You don't need all 6 correct to make them work pretty well. If you have one or two people who always fail to contribute the right color for some reason (sometimes bugs in the game won't even let them see the pop-up), put them at the end of the order. That way you'll still get a good effect if you get the first four.
For all but the simplest FMs, you'll need to assign an order. There are a lot of factors to consider: class, range, individual play-style, player reliability, and others. In my experience, you want melee classes (burgs, guards, champs, and wardens) to go before the classes with ranged attacks and/or inductions (minstrels, hunters, and RKs). Captains and lore-masters are hybrids that can fit in either group pretty well; I usually order the other classes first, and then fill in the gaps with the hybrids depending on the colors I need.
That gives those with inductions a chance to finish their heal or bow-shot, and still contribute. Also, since melee classes are typically near the target mob, they can usually contribute any color, while the ranged classes can only contribute
BLUE or
GREEN, without first closing on the mob. (Though hunters and rune-keepers can contribute any color at range.) One exception to this guideline: if you're relying on the the tank to maintain aggro on a boss mob, you may want him to be near the end of the order. This allows him to continue fighting until the last possible moment.
Here's an example. Let's say you have a group with the following classes, and you want to do a
RBYGRB -
Wings of the Windlord straight. I would probably assign the players in this order:
- Burglar - Burgs are usually first; they often have the quickest reaction time since they probably opened the FM.
- Lore-master - Easier to contribute BLUE or GREEN.
- Champion - Can usually go anywhere in the order, with any color.
- Guardian - As far back in the order as we can put him (so he can maintain aggro), but still before hunters and minstrels. Although any color is ok for Guardians, GREEN or BLUE are usually good choices, since he'll still get morale or power even if the FM gets mixed up.
- Hunter - Allow time for shot-induction to finish. Hunters can contribute RED from far away.
- Minstrel - Allow time for heal-induction to finish. Minstrels can contribute BLUE from range. If the Minstrel is too busy healing, you still get 5.
With that order, and a decent group, you would almost always get at least 4 contributed in the right order. Getting 5 or 6 would be a nice bonus. If we're trying for a straight, and if I know the players well, I will usually put the most reliable contributors first (regardless of class), to give us the best chance of getting the longest straight. If we're trying a more difficult FM such as
Hope of Men (
GYRRYG - where all 6 are required to complete it), then I'll usually arrange people by what class can most easily contribute the necessary color.
Book 12 added the ability to select a "preferred" FM, which is displayed whenever an FM is opened. The fellowship leader can set the preferred FM using the Skills Panel on his Character Panel. There's a Fellowship tab (at the bottom); simply select the FM you want to use. Note that you can only select FMs you have "learned" (that is, you must have completed it at least once before).
Our kinship uses this, but we don't rely on it too much. There are too many different circumstances for a single FM to be the best choice in all cases. Early in the battle, you may want
YYYYYY. Late in the battle, you may want
BBB-
GG for example. Normally, we allow the burglar to choose the first color, and then we follow suite. This allows us to have four "pre-selected" FMs - usually
RRRRR-
B/
G (minstrel chooses the last color),
YYYYYY,
GGG-
BB, or
BBB-
GG.
One last important tip: under the Key Mapping Options, you can bind the four wheel options (up, down, left, and right) to keys -- I use the arrow keys. For me, it's a lot easier to hit the key, than to try and find my mouse cursor, and click on the right color. You can also bind a key to change your target to the right mob when the bulls-eye indicator pops-up.