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Raids.....Follow

#1 Mar 09 2004 at 3:01 AM Rating: Decent
Hey everyone....Need some advice....I have to post a raid for this weekend, I have never been on one, and have no idea what to do. I intend it to be for levels 30-40, but I don't know where to hold it, or what to raid for. Please.....any advice would be appreciated. I was thinking about raiding Gunthak, but I don't know how to set up a raid that isn't requested from an LDON Raid Recruiter.... :/ Thanks everyone.

Vaelenwolfe
#2 Mar 09 2004 at 11:02 AM Rating: Decent
you can not do LDoN raids. those require min level 60, with IIRC 16 ppl min and average level of 63, so for 40s you are out for LDoN raids.

LGuk is a great place to raid for 30-40s toons. 1-4 groups can go down to LGuk and clean up and have lots of learning down there.

as there is no serch function on this site ill see if i cant dig up my old raids list of does and donts for you.
#3 Mar 09 2004 at 11:06 AM Rating: Decent
try the link first

if linky does not work here is a copy/paste of the base list, ill not copy all of the replies even though there are some good sujestions in it, as this will get you started.

Here are a few items that all members should look into before participating in any raid.

1. read up on the web about the location we are going to be hitting before we start the raid. www.google.com is your friend.

2. know your job on the raid. This means knowing what to do as well as what NOT TO DO.

2a. slowers: do not slow ASAP. Let the MA (main assist) get enough agro before casting your tash, slow combo on the mob. This helps reduce the chance of ping ponging the mob. It also reduces the risk of you drawing so much agro that you end up dead, or worst yet the cleric ends up dead as they now have to heal you for a lot of points so you don?t die and they draw agro. This is bad all the way around.

2b. healers: use your HoT (heal over time) spells to cover for the gap on the initial heal before CH (complete healing) the MA or puller. Again this helps the MA to gain enough agro so when you drop that big heal bomb on the tank you do not draw agro.

2c. Puller: this should be someone who A. knows the zone and the lay of the mobs, B. someone who can drop agro fast enough to give it back to the MA. The puller should NOT be the MA in most cases. In some cases it is not a big deal like with Kael, or other small raids of that kind.

2d. casters: this includes all casters that will hit the mob with some kind of spell. Hold off on casting your DoTs(damage over time), Debuffs, DD (direct damage) spells until the MA calls for attack. In some cases like bigger mobs such as Vindi or other Boss mobs (MB for short, main boss) the MA should have a 2nd hotkey setup for casters to Nuke now. Any caster who draws agro from the MA is NOT, I repeat NOT doing their job. Casters (DPS, damage per second) do their job best when they find a balance between killing the mob fast vs. drawing to much agro and wasting mana. This is your mana as well as the mana of the cleric, or chanter if you draw the attention of that ADD.

2f. CC (crowd control): call the mobs you are mezzing and when you can try to move them slightly away from the main action. That is not always possible, but the call is. Set up a hotkey that looks something like this: /g (or /rs) {{{ %T }}} mezed you touch it you tank it. Always be on your toes. That means watch with your eyes, as well as listen (well read) for ADD yells, or ON ME yells. If you are having an issue getting something mezed and locked down, then have the SA (second assist) in your tell window and let them know. It will be there job to come get agro so you can mez it or root it or some form of CC work on it. You are 100% in control over what is fought next and thus call what the MA needs to break and kill next. You know what mob you want to die next, and what mob you just mezed that will last for a bit before it needs to be touched again. The MA does not. There is NO reason that any ADD should still be attacking ppl after 15 seconds. If it is, then either you were not paying attention, or the SA is not doing their job to grab the agro you told them to grab.

2g. Tanks: this is not the MA or SA or TA for that matter (main assist, second assist, third assist). All tanks are to help position the mob with the MA. You DO NOT taunt, or use weapons that will cause mega agro and take the agro from the MA. If you have a high taunt weapon and you are not the MA, then you do not use that weapon that night. You will wait for the /g(rs) ATTACK %T NOW call before doing ANYTHING to the mob other then target it.

2h. MA/SA/TA: you 3 are the main tanks. The MA is the only 1 to get and hold agro at ALL times. The SA/TA are to step up and take the MA place if they fall. This way the raid still has a MA to assist on and someone to hold agro. You are also to be called on for off tanking duties. ie: Mob can not be mezed or the raid has no mezer for CC work. Your job is to listen to the person in charge of ADD traffic and go hold agro and off tank until the raid is ready to swap targets. The person in control of the ADD traffic could be one of you 2 as well as the head CC person. It does not matter who it is, just as long as someone is doing that and you rush to get the target and gain agro asap. (added info about MA job) mob positioning is extremely important. It is your job to set the mob so the pets will ?push? the mob in the direction you want it to go as well as all of the tanks with bash/slam will push the mob around. That means the MA needs to have the mob facing in the direction you want it to move. For example: you pull mob A and want to move it into a corner but have its back facing the raid. You will gain agro, and pull it to the corner so it is facing you with your back in the corner. The rest of the raid will be behind the mob (or sides as they can) and ?push? towards you. This will keep the mob in the corner so when it ENRAGES it can only hit you.

2i. DPS (damage per second): this includes rangers, rogues, monks, BL (beast lord) classes: you are there for one reason and one reason only. Massive damage. Do as much damage as you can without drawing agro. Rogues have a great thing of evade, rangers get spells to cut agro, monks have FD, so use these skills and use them often so as not to get agro from the MA as you are NOT tanks. Do not hold back so far as don?t do things, but you just like casters need to find that point of damage vs to much agro.

2j. pet classes(mage, nec, BL, sham, charm pets): hold the pets back and off until the ATTACK call is heard. Once that is up, send in your pet. Now the MA will do his best to position the mob for you, but he is very busy with a lot of things and may not have it perfect. If not, you move around before sending in your pet without drawing agro from ADDs. Also there are handful of higher end mobs that will give you the hate for your pet. This means if you send in your pet and do nothing more you are the one with the agro and not your pet. Kael is a perfect example of this. The mobs in the arena area or higher up will transfer the hate from your pet to you. So careful of sitting down right after sending in your pet. Let the MA gain even more hate before you sit back down to med, or better yet buy a mount if you can afford this. A lot of us CAN NOT and that is much understood.


That will help a bit. It is important to practice these skills even when in a group setting. LDoN is a bad place to learn these skills. Dungeon crawls like Guk, Befallen, Crystal Caverns, and many other great places are were we need to practice these skills. Even places like Dulak and Nadok are great to learn and practice these skills.

It is for these reasons that I have always avoided DL (dread lands) and several other Kunark expansion zones like LiLo and even to an extent OT (outthere). These places build confidence in ?zerg? tactics. These are not safe to use, and do not teach you how to be successful in raids and crawls.

Mind you I am no god or ubb3r raider, but I have enough skill and experience to know how to get though raids successfully, with much fun and enjoyment and as few deaths as possible. Deaths are part of the game as are full wipes, but they should not be common place.

Keeping in mind they are only suggestions and not mandates, rules, or dictations, just guides and suggestions.


that is a good start for you.
#4 Mar 09 2004 at 11:10 AM Rating: Decent
clicky this linky too

here is an other link for you to read up on. everyone in the raid should read those 2 links and posts. lots there to learn if you have no raiding experiance.

as for some places.

30-40s

ToFS
LGuk (one of my fav. places to learn how to both raid and crawl)
Dalnir(think that is right, the dungeon off of WW in kunark)


and many others, but off to top of my head cant think of them atm. enjoy and good luck to you and your guild.
#5 Mar 09 2004 at 12:07 PM Rating: Decent
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Start by having everyone disband from their current groups, open their raid window (alt R), and turn on their LFG tag. At this point, noone will be listed in the raid window.

Using the invite button in the raid window invite only your group leaders. When the first person hits "accept", the raid is created and your names will appear in the raid window.

Anyone you invite through the raid window will be a group leader, so don't use that button for everyone! For group-mates, use the regular "invite" button.

That may sound confusing, but when you look at the window, you'll see what I'm talking about.

The other thing you have to do is to designate who may loot. Go into "options" in the raid window. You can give and remove looting rights from people, so no worries about ninja looting.

I think those are the main mechanics of creating a "raid".

Where to go? Hmm, I know mostly old world raiding zones (dungeons) and many of them only by reputation. I'd forgotten about L Guk. Here are some other ideas that might be level appropriate:

  • Sol A (Solusek's Eye
  • )
  • Splitpaw Lair
  • Mistmoore Castle
  • Grimling Forest (grimling camps)
  • Gunthak

  • Do some homework, have fun and good luck!

    Just a final word to the wise about raids. Here's a reality I read about raids that is really pretty true:

    Someone will get experience. Probably not you.
    Someone will get loot. Probably not you.

    If this is a first raid for many people, you may hear some grumbling that their exp bar isn't moving, or that they're not getting loot. Raids are not for getting experience, and most raid party members don't see much (if any) loot. Lower level raids are all about a groups of people learning to work as one large team.

    Visit various guild websites and read through thier raid discussions and raid rules. Not that you have to get all militant or anything, but it may help you know what to expect.
    #6 Mar 09 2004 at 2:19 PM Rating: Default
    seriously it might be a good idea if you go on a few raids before you try leading some, raids can be very stressful and if you dont know what your doing it could get very difficult. my advice is learn to walk before you run and dont go and jump in the deep end. saying that i hear tower of frozen shadow in ice clad is a good place for the lvl 30 - 40 range.
    #7 Mar 09 2004 at 2:41 PM Rating: Good
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    Gunthak maybe or Dulak. If you had some clerics high enough to CHeal, I'd even say to give the easier parts of Nadox a shot. In my opinion, one of the biggest mistakes made with lowbie raids is to have them in a zone too easy. If it's a place you could be xp'ing in a single group in, chances are your raid will roll over everything and be pretty bored. Try to find a place that has mobs yellow or red to the bulk of your raid and, heavens willing, drop something worth dropping.

    Nadox, while potentially out of your league (hard to say without knowing classes/levels), would be nice for that. Even in the easiest part (green/cyan to me at 63) here's some nice random drops such as some +4 (?) INT sandals and +7 WIS/INT shoulders off commons trash mobs, some pretty common named mobs who drop some decent stuff (ring with regen I, INT gloves, chanter sash, +5 INT/WIS pri/sec item, etc) and even rare spawns who'll pop from the corpses of their slain comrades. I'm not too sure how the drops are in Dulak or Gunthak, but the upshot is that people feel a bit more fulfilled to see stuff drop even if it's not for their class. Otherwise, all you're doing is killing mobs and getting crappy xp for it.

    Edited, Tue Mar 9 14:43:33 2004 by Jophiel
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    #8 Mar 09 2004 at 3:03 PM Rating: Decent
    Nadox would be i think out of a 30-40s raid group unless they zerged, and i detest zerging. it is one if not the worst tatic to use.

    nadox entrance mobs from gunthak are upper 40s and will give a low 50s group a hard time if not careful or well equiped.

    soloable for mid 50s, but have seen high 50s mini raids (not quite 2 full groups) wipe a little deeper in.

    gunthak or dulak might be better. go after the SS in dulak, that would be more then a challange for a 30-40 raid. that is nice group for upper 40s, and soloable for 60+ classes.

    plus you get the chance of his drop. the SS is a great cleric 1hb item.
    #9 Mar 09 2004 at 3:24 PM Rating: Good
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    Yeah, I said that until they at least had reasonable CHeal at their disposal, I didn't see it happening. Still, something to consider in a level or two. I can't believe a couple groups of 35-45 couldn't kill high 40 shamans, Vehements and Furious guys unless they seriously just suck Smiley: wink Maybe wipe once or twice learning to pull them and CC, but none of the mobs do anything wacky like summon, enrage, etc. I'm talking the mobs between Gunthak fort and the lava tunnel, mind you -- not the docks or Luggalds or anything.

    What I was really trying to avoid is the raid where three+ groups hike down to, say, Frenzied in LGuk, rolling over mobs along the way and then spend three hours waiting on Frenzied to pop and finish the night with three moonstone rings, some fine steel weapons and a blue of xp. Or, worse, find that Frenzied is camped by some lvl 62 necro.

    Your Dulak suggestion is a good one. I wasn't trying to get his guys into Nadox this weekend, just point out what it offered that'd be nice for a mid-level raid (challenging mobs, decent drops off random mobs so no fear of camps being taken, etc).
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    #10 Mar 09 2004 at 3:33 PM Rating: Good
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    Tower of Frozen Shadows in Iceclad. You get plenty of practice dealing with many different types of mobs, and you can take your time (to get everyone keyed). plus you get a breather in between almost every floor. you make it to the top floor and clear it, everyone will be happy and taking screenshots.
    #11 Mar 09 2004 at 3:48 PM Rating: Decent
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    For areas of that level 30 to 40.
    Mistmoor, Stonebrunt mnts, Gunthak, Sol B, TOFS, even jagged pine forrest. Unrest basement if you dont have over 2 groups. I'd really reccomend the first 3 places as cr is not a big problem.

    If your group is mostly rangers however you may want to consider
    Qeynos hills, east commons, innothule swamp.
    #12 Mar 09 2004 at 10:56 PM Rating: Good
    ToFS or Kaesora.

    Either has all of the elements you need for a good raid and will force people to learn the skills or fail.

    Do your homework, set an overall objective and stick to it.

    You must give the raid party a worthwhile feeling of accomplishment, when the raid is successful in reaching its objective.
    #13 Mar 10 2004 at 1:25 AM Rating: Excellent
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    City of Mist, or the other dungeons listed above.
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