
Originally Posted by
Rongway
Thorn vines: Wait close together before the thorns appear to shorten the starting distance, then spread. The break distance is related to the starting distance. If you're already far apart before they appear, one of you might have to go off the edge of the arena to break the tether. If you start right on top of each other, it will only take one or two steps each to break.
Chains: Context-dependent. In some fights, the chained person/people take more damage the closer together they are. In some fights, they take more damage the farther away they are. Some chains are meant to be broken. See thorn vines above. You will need to glean the specific chain conditions from the debuff description.
One way arrows, pink/purple: the person with arrows pointing toward them needs to run away.
Two way arrows, toward the middle: shorten the tether.
Two way arrows, toward the ends: lengthen the tether.
Purple scribble: other tethers become this when their handling conditions are satisfied. I.e., a lengthen tether becomes this when you reach the minimum safe distance. If you get a tether that starts as a purple scribble and you don't know what kind of tether it's actually supposed to be, maintain your current distance so you don't unsatisfy it before it resolves.
Blue and red magnets: when the tether expires, magnetic effect activates. This functions like real world magnets. If one person is red and the other blue, they will be drawn together when the tether resolves. If the two people are drawn all the way together, they receive a debuff. Lengthen the tether as much as possible so that you do not collide when the tether resolves. If both people are red or both people are blue, they will be pushed apart when the tether resolves. Stand together and position yourselves so that you won't go off the edge of the arena or into any AoEs when the tether resolves.
Lasers, especially multiple lasers on one target: other players should body-block the lasers so the central target doesn't take multiple hits when they resolve.
Transferable tethers are context-dependent. Tanks seeing an unfamiliar tether on another party member can attempt to intercept it if it can be done safely. Or watch to see if the tether gets passed when someone else intercepts it. If the tether is transferable, it's probably meant for a tank, though this is not universally true. Transferable tethers usually, but not always, come with explosions; when in doubt, take transferable tethers away from the party.