The only things I really advocate for keying are
1.) Keep the ggs at the action. Don't keep it 5 rooms away from where the fighters are clearing. Exceptions to this is if you come to a split that looks like one will dead end soon. I leave gt at the other door, and mark the path that I predict to be shorter. We clear it and when finished tele back to gt and right in front of the other path. I only do that for short paths though. No more than 4 rooms including a de.
2.) Always have something to do. Always have something gated that you can mgt to instantly if the current path des. You want to constantly keep the party in motion and in combat. As the keyer the doors you should try to gate are ideally path splits, skill rooms, skill doors, puzzles, etc. Gate key doors as a last resort because you can mgt to any of the other doors instantly and give the party something to do. That won't always happen when you gate key doors, but sometimes you get your butt saved by finding the key before you run out of stuff to do on a path.
3.) Make use of fighters gates. If you have a dual skiller then you have 4 gates. Use yours for a door mentioned above, use the fighters for anything else that comes up. A path split to far from your gate, a key door, etc. My rule of thumb is to get someone to gate it if they can if its 3 or 4 rooms away from someone elses gate. Remember its better to gate than to not gate. Some floors you may only use at most 2 fighters gates and have everything covered. Some you may have all their gates in use within the first 10 minutes of the floor. If that is the case remember that it is better to get someone who gated close to another person or close to the base to gate a door far from anyone else or the base. Sometimes I get someone to gate a door 3 rooms from base so we can quickly get there and then tell them to break it for a de key door on the opposite side of the base.
12-Aug-2012 19:09:53