If you want to run keys....
A good key-person is the major factor in finishing dungeons early. He or she is what makes the elite teams be able to finish larges under 30 minutes.
To key well is a skill that takes time to develop. However, it boils down several main ideas this guide outlines:
1) The keyer should, at all times, know how to open every door and whether or not a door is currently openable.
2) The keyer should lead the group, assigning responsibilities to others.
3) The keyer should be constantly on the move.
Who should key
Be fast
One of the goals of the keyer is to know the map so that the other players know where to go next at all times. In order for you to do this, you must always be at least one step – if not many steps – ahead of the team. You can always tell if someone is keying correctly by seeing if they join you for GD's. A keyer should only rarely be with the rest of the team.
As keyer, most of your effort should go to exploring doors. This is why you are almost never with the group. The reason the keyer should always be exploring is because this way the team will always know the next place to go.
As you get a picture of the map, try to anticipate how the map will expand. Will doors eventually lead to DE's, or will it open up a whole "“branch†of new doors?
Take all Keys Immediately
You should try to communicate the following:
-- Remind your team to pick up / report keys and yelling out key doors they see.
-- Where the team needs to go next. Mark GD's if possible.
-- What to do if you need them in a specific location
-- Checking progress on any puzzle or potion-making for any unopenable skill doors.
-- Checking what your team is doing at any given moment
Survive and Conserve Food
The Main Idea: Learn not to die. Not only does dying give you a sizeable penalty, but it slows the rest of your team down as well.
See the "“Food and Survival†section in the General DG Guide.
Gate Well
The Main Idea: Learn gating techniques and have an idea of how the keyer should gate. See "“Gating†below.
Gating
The Main Idea: Use Gatestones to speed up transportation between the keyer and the rest of the team even though you are spread apart.
What Each Gatestone Should be Used For
The GGS: Mainly carried with you.
-- When you put it down, it should mainly be at places where you need the entire team.
-- Should be the place where teammates come to drop off keys
-- Should be in a safe area when dropped
-- In general, shouldn't be dropped be close to DE's
-- At the end of the game, should be placed first at any altars and then the preboss room
Your GS should be: Flexible in its position
-- When you are leaving your team, it should generally be kept near where your team is.
-- Shouldn't be close to DE's.
Teammates' GSes should be put: Near dead ends – the "“leaves†of the tree
-- Don't use all of your teammate's GS's. You should only get your teammates to gate if the door is very far and is most likely a DE.
Specific Gating Techniques
Taking the GGS Back From a Teammate
-- Teammate gates position (if needed). Teammate bases GGS. Teammate teleports to GS.
-- GS your position (if needed). HT. Take GGS. GS Back.
Switching a Teammate's GS with the GGS
-- Teammate GGS's to you. You drop GGS. Teammate teleports to GS. Teammate drops GGS.
Give Key To Teammate
-- (If GGS is far from you)
Gate your position. You GT. Teammate gates position. Teammate GT's. You drop key. Both teleport back to GS.
-- (If GGS is close to you)
Teammate gates position. Teammate GT's. You drop key. Teammate teleports back to GS.
Get Key From Teammate
-- (If GGS is far from you)
Gate your position. You GT. Teammate gates position. Teammate GT's. Teammate drops key. Both teleport back to GS.
-- (If GGS is close to you)
Teammate gates position. Teammate GT's. Teammate drops key. Teammate teleports back to GS.
Grabbing a Key from DE
-- (If your GS position isn't important)
When at a DE with a key, gate immediately outside of the DE, run in, and gate out.