There are some things that every DMSer should do to be a good player. A lot of people don't do this unless asked.
* Rebuff your buffs before they expire. Buffs last exactly 15 minutes once they're buffed and another R4 buff will replace it. Many crews, especially ones with inexperienced people farming yellow maze will not rebuff. The goal should be to rebuff all your buffs every 10 minutes or every room or every other room in yellow maze depending on how fast your crews go.
* Use your rage. When you don't rebuff you r4 your attacks. Hack is the best attack to rage hands down. Don't worry about knockback from hack. The damage dealt is well worth it.
* Be careful where you kneel. Don't kneel by enemies or whoever has Aggro. It will get you killed.
* Use your stamina. Your stamina shouldn't be above 20 if you're attacking and even with hack and mantis you can easily deplete your stamina if you attack as much as possible.
* Watch where you stand. Attack the furthest enemy from the Tank to minimize AoE damage you take and make the tank's job easier by giving them less things to heal.
* Invest in some revives. Most people do not carry defib. One nerfing will give you enough gold to buy a pack off the MP and 25 revives usually lasts a long time.
* In Green Maze, Crypt, and Bloodlust you should use amps if others do. It's only fair and it speeds up the run CONSIDERABLY.
* When someone dies and revives you need to rebuff them as quickly as possible. If you can't r4 one then r1 it. It's better than nothing.
*Set a kill order or follow the established one in Green Rooms and Crypt.
*Do everything you can to kill Bloodbats as fast as you can when you're in Bloodlust.
*Attackers always carry 2-4 attacks depending on the assignment.
*Know your attacking rings well. Hunter's Bow and Dervish for instance don't have much use in DMS. Hack, Slash, Mantis, Bump are best for attackers to carry. Other attacking rings are usually role specific.
*Suppress to 11.4 in YM if you can before someone has to remind you. . Don't suppress in Green Rooms or beyond.
* Tank is first going into rooms. Often times they will give a signal before wanting you in or you should just follow them. Doesn't hurt to ask if you're not sure what to do.
* If you need to go do something like go to the bathroom or get up from the computer you should tell the crew. If you're the backup healer or bubu that might mean waiting for you to get back and it's better waiting than everyone dying in a room.
Leveling rings? When you start out level one ring at a time to cl 11 or cl 12 instead of leveling them evenly. Everyone has different ideas on how to do it, but here's some ideas on how to go about your order.
1. Meat (for survivability)
2. Attacks (Hack, then Mantis, then Slash (or solar if you really really need to bring it you bring it as a third attack. I really prefer slash.
4) Bandage
5) Buffs. Raise nonscaling buffs first because unless your scaling buffs (Iron will, Keen, Ghost, Halo, Teflon, Rock) are 12 then nobody wants you have it. So level Pot Lid, Coy, Div, Sphere, Dens. If you can level some scaling buffs you should if you have a lot of non-scaling at 12. Every crew needs scaling buffs at cl 12 in case you're in a crew with lower levels.
6) Adren, Tape and Knife.
6) Wish and the rest of your buffs.
* You might want to level a passive or two for luck, accuracy and dodge. Many crews will let you farm with them!
Specific roles call for leveling certain rings for using.
For instance the tank in Yellow Maze you want to have Diagnose, Wish, Bandage, Meat up to cl 11.4 plus buffs and passives.
In green rooms depending on your setup you will want turtle, quicksand, slash, shark attack, keen leveled first. In Bloodlust a tank needs sugar rush at 12 too.