I got this information from, http://www.guardiancouncil.org/gc/. However Neferti has her own website where this information most probably came from. Regardless it is still good info.
Planning your raid
By Neferti - Tallon Zek
- This section should be straightforward. Make requirements for the raid, for example in resist gear 100 unbuffed MR/CR for a Vox raid. Also make level requirements between 47 and 52 for a Vox raid for example, with some exceptions due to being short on those classes.
- Maybe people should pay beforehand for the expenses made, like coffins (necro), peridots (enc and cleric) and pearls (summon) or maybe the loot in the raid is divided so that money loot goes to the people who make the expenses.
- Make sure everyone is on time and you are not missing key classes (enough clerics and enchanters, enough melees). Do not take too much people with you if you have enough of one class just say no. Strive for class balance, zergling rushes dont work in general.
- Make sure loot rules are clear beforehand, do some research on what can drop and who can use it, but even more who -will- use it. In some guild only raids you can let officers decide on loot and let the people who are granted give their old equipment down to the ranks. This makes the guild as a whole stronger but might not seem fair, it is the way most uber guilds distribute loot (give their main tank all the best AC and HP drops so the entire raid force gets better). Most people especially on multi guild and pickup raids like rolling for items though.
- If rolling on stuff, let people give you a tell if they are interested. Then the raid leader says the names with a number in front of it, and rolls once. For example the raid leader says 1 - Neferti 2 - Galad 3 - Thunders - then he rolls a 1 that means Neferti wins (woohoo). Cuts down on late and missed rolls and a lot of frustration, also cuts out on people who don't need the item.
- Do not under any circumstance change your loot rules mid raid unless there is something really really wrong and the entire raid agrees with the change (/shout send a tell to me if you do not agree with blah blah). Make sure your loot rules are clear and you can justify them beforehand (if need be). If you do change your policy mid raid people will get unhappy and leave your raid even if they dont care about the loot they might care about 'unfairness'.
- Research the zone and the mob you are killing very well, you want to know every weakness and ability, every corner of the zone so people can ask you questions.
- Be patient when making groups and getting people ports this is a nasty part of being raid leader.
- I can not stress this enough - tell people to be on time! The raid should have been announced on a guild message board, the guild motd and in guildspeak so they have plenty of chances to be reminded when it is.
- Have a -good- CR plan, if you have a CR it will be the time when people are getting irritated and if people are leaving the CR becomes harder. You dont want to have any xp res timers expire. Have rogues ready, CoH mages, corpse summoners with enough coffins, people with extra weapons in the bank, extra hate stones whatever. As long as you have a good plan.
- Make sure you don't get too much spam in the raid from others, its best to use guildchat for all communications. If multiple guilds join in you might have to use public channels, politely ask other people to stay out of those. Sometimes more raids go on in the same zone, in that case make sure every raid uses one of the three public channels (shout, ooc and auction) and turns off the two others.
Raid Tactics
By Neferti - Tallon Zek
If everyone reads this and uses it as a guide it will prevent a lot of frustration on raids. If you cooperate well even small guilds can do difficult things successfully. We are certainly not an uber guild, but I have stood in awe at all we and our allies accomplished so far by just working together well.
- Raids are announced on the events board and on the guild motd. People want to do other things too once in a while so they might not be available always if you dont announce the raid beforehand. Dont be mad at them for not coming, yet appreciate it if they do come.
- Buy your components beforehand and take your resist gear from the bank beforehand.
- Make sure you are on time, if you are too late you are wasting the time of all the others. Stragglers will be picked up with CoH.
- Have your settings the right way (particle effects off, 3d sky off, data rate and serverside filtering to prevent LD and so on. In some cases like the main tanks and clerics however silverside filtering should be off so clerics healing wont be too late because of lag.
- Put all or most of your 'battle spam' options off if possible, like others hits, your misses, peoples spellcasting and so on. You need to see the orders you have to follow, seeing what everyone hits for is useless if you fail the fight because you couldnt read your orders (like 'Back off' if a mob gets pushed off a cliff) as those got lost in all the spam.
- Prepare all your hotkeys beforehand (for most people this should be an /assist main_assist_name key, some have to make extra ones for example I have had '/assist venril sathir' and '/assist maestro of rancor' buttons to rune the current aggroed tanks). You can best accomplish this though clicking on the mob (f8) then assisting it to see who is highest on the aggro list, then rune or heal that person.
- Don't mess around when gathering for a raid (pking eachother) come to a druid/wizard ring as soon as you can and gather in a remote place (depending on the raid but NOT gfay, Karnors or FV or so) and be patient.
- When you arrive in a port in group, the leader of that group gathers all the classes and names of the people in his or her group so new groups can be made fast.
- The group leader is responsible for buffing not the raid leader, also makes sure the group buffs itself with 4 or 5 crap buffs, each group gathers in a different spot so it can be easily seen where each group is - responsibility of the group leader.
- Do not ask questions to the raid leader, ask them to your group or in /say, the group leaders should be well informed. Dont hesitate to ask questions either if you think they are important (but dont do it in tells to the raid leader) or if it is your first raid.
- Listen to every word your raid leader shouts (or sometimes OOC) (leader uses shout, noone else except the slowers etc do so) and do as you are told as quick as you can (especially when moving). Do not bug the raid leader with tells. Try not to go AFK in nasty places, only in the designated rest spots.
- Groups consist of 5 people, sixth spot will be used to do group buffs or invite the haste/clar buffer (MR, heroic bond, (group) clarity(2), haste, resist).
- Don't ask for unnecessary buffs like wis/int/mana.
- Don't go playing around during buffing, just be patient.
- Death pact on the main enchanter, main tank and main cleric.
- Mention weaknesses of the mob -> melee range casting, slowability, immunities to fire/cold, complete healing, so people can prepare and mem the right spells.
- ALWAYS use assist, if the main tank calls for a switch DO SO as fast as you can. Someone should root the former target. Sometimes it is good to have several extra tanks designated beforehand to holding off unmezzable adds with root/slow/heal tank. Not attacking can save more people then attacking the wrong mob.
- Only the main tank should ever be aggroed, every secondary healer (one that is not chain casting group heals) should if their group is okay target the main tank and (chain)heal (try not to get aggro on one healer - thats why multiple healers work best) him or her.
- Only the main tank (main assist or MA) ever breaks a mez, noone else does, if a mob does not need to be dispelled it is preferable to prepare it first (see next point) before breaking mez. The main assist will announce very clearly what the main target is, and everyone should use assist on the main tank (make a button that says /assist name_of_MA) to target the mob. The main assist could check if he taunted the mob off the enchanters or other debuffers by /assisting the mob and seeing if he targets himself.
- Root and stun mobs that are not mezzed, try to slow them if possible and put a tank in front of it... but do NO damage to it. Do not use grasping roots but the non damaging wizard, enchanter, shaman, cheric, paladin or necromancer versions of the spell, like 'root', 'enstill' and so on. Do not use sound of force but stun, do not hit the mob but only taunt.
- Do not use dots EVER (in dungeons). Often mobs can not be mezzed easily and people need to switch targets mid fight, when you use a dot this means the enchanter dies which often means the raid fails.
- Only mages (and necros) should have pets (except on dragon runs where even enc pets are nice) let your pet attack when the mob is at 75% health through /assist the main tank. Be aware of buggy pathing (in hate at the safe spot for example) and place your pet accordingly. If a mob has an AE fire breath mages make *fire* pets and no others no matter how crappy your fire pet is, he is immune to the breath and that is what matters.
- Do not push mobs on to walls, into water or off ledges, pull back if you see that is going to happen. Mind pets here too. Fighting things in water is not a good thing, neither is pushing Vox on a wall so the melees cant hit her. Mobs that poof and port when pushed in a wall, then summon people from the other end of the dungeon and kill them one by one is even worse. If you see a mob nearing a wall, water, a chasm then everyone should stand between the mob and that obstacle so the mob gets knocked away from it. If that is not possible everyone should disengage and pull back, if the mob summons this is a little harder but still works because it only summons each 12 seconds.
- Only wizards (and mages) will nuke and only if the mob is at low health or enraged. If you can heal, you save your mana for heals and do not nuke.
- Use your special abilities like lay on hands to save clerics or enchanters in pressing situations or maybe the main tank. You have that ability for a reason, now is the time to use it. By saving the cleric or chanter or main tank you might save the entire raid. Make good intelligent use of your disciplines, you have them for a reason.
- Do not sit when people have an incoming pull, the mob will aggro on you. Stand up as soon as people say inc %t. Sometimes a melee group can pull a mob onto them by sitting, so the caster groups can stand in the back.
- Do not wander away from the group, stick together or you may aggro additional mobs. Raids are not a time for exploring zones, do that on your own.
- Do not ask for pulls of specific mobs or loot. Do not expect loot, you might get something nice but probably not. Be glad someone got something, people will remember that you helped them out, and will return that favor in kind.
- When you get aggroed invis drops or whatever, die away from the raid force, you can be dragged or summoned and ressed, a new break in because of total wipe out is not fun.
- Have a second set of armor and weapons in the bank (melees) for possible CR. Also have enough port stones/coffins for a possible CR.
- Have a solid CR plan before the raid starts. Maybe camp out a mage for CoH, or a cleric and rogue for CR to a safe spot.
- Make sure that the looting rules are clear beforehand, no one rolls prematurely on something until the raid leader has made a decision.
- And of course everyone makes a mistake once in a while, just admit those and learn from them, don't get mad at each other.
- Always thank everyone for coming, people spend a lot of time on the raid, and might not have gotten anything in return (no xp, no loot etc) so they might really appreciate a "thank you".
- Good communication is critical in a raid, let your group know what you are doing. Let people know if there are adds etc. And do what must be done (like rooting a mob beating on an enc so they can move away). Some uber guilds use 'roger wilco' (some speech over internet program) to improve communications but that isnt really needed. And I stress again, put all your battle spam off so you don't miss orders.
Advanced raid tactics
By Neferti - Tallon Zek
- Damage on raids on single target uber mobs in EQ comes from the tanks, the main groups should consist of 3 (or 4) tanks, one cleric and one other healer. Clerics will use group heals to counter the AE weapon from the mob, other healer (preferably also a cleric) will heal from melee damage and assist healing on the main tank or people that /y yell. Paladins will use their level 55 group heal as often as they can. Most of the time at least 2 clerics or 1 cleric and a paladin in each group are necessary for group heals only to counter the AE damage.
- Some fights require two or 3 clerics to stagger casts of Complete Heal 5 or 3 seconds apart from each other on the main tank, with additional people healing in the meanwhile. All healers have an assist key ready and can select the MA quickly by clicking on the mob then /assisting off it, this will select the person who is highest on the aggro list. Make sure your complete heal spells and other healing spells are mapped to the guild or shout/ooc, this will prevent two clerics from healing at the same time. Mana management is very important in difficult fights.
- In some very hard fights the only way to kill the mob is if it is continually on a warrior with the level 55 discipline defensive activated. Defensive only lasts 3 minutes so multiple 55+ warriors are needed who will take turns tanking. In these fights aggro is often proximity based (if it is not and the mob is rootable you can make it proximity based by using fetter) map your defensive key to the guild or shout channel as well as a key for when it wears off. If one warriors defensive wears off, he or she backs away from the mob. The next warrior in line will move closer and taunt, all heals will then be mapped to this next tank. If you still have to heal the first tank because he is still aggroed while defensive wore off, you will use twice the mana which means you run out of mana halfway through the fight. If that happens you can also overaggro clerics because they have to heal twice as much. Not healing the warrior and then resurrecting him or her with a cleric epic weapon might be a better idea in some of those cases (you have to use manaless items like Donals armor of mourning and shissar to rebuff them).
- It is a good tactic to interrupt very high level mobs casting by having all tanks (except rogues) on one side and bash or such, so they push the mob to the same direction. This often interrupts cheals from dragons and such. In addition you might want to mana sieve as well as cast torment of argli on the mob to prevent it from regaining the mana you drain too much. This will prevent gates and cheals if done right.
- Mobs should be hit a few times by recant magic, then tashanian, malo/mala, occlusion of sound (55 bard) then malosini, then slow and other debuffs. The bard who sings Occlusion uses a percussion instrument like drums of the beast, a mistmoore drum or his epic, otherwise the song will not work. All mobs should also be snared, sundered and maybe rooted (just before breaking mez). Shout %t has been pillaged, tashed, malosied, slowed, snared if it sticks (make a hot key for this).
- If a mob flurries or rampages (like the boss mobs in the new hate) do not forget to cripple it, these skills are based on the AGI of the mob and cripple decreases that by 65.
- Some fights are done with 'waves', for example in a Trakanon raid you send in one person to trigger the first AE, then the tank groups will run in. Just after an AE send in the rest of the groups, for example casters to finish off the mob. This way you avoid having the entire raid force subject to the AE weapon of the mob.
- Make sure you know how the aggro rules work. In Velious for example mobs will kill people below a certain amount of health (roughly below 2 bubs) regardless of who is highest on the hate list. What this means is for example if you are fighting a dragon their AE will wear you down, if people (for example casters) have low health from this the dragon will switch and melee them to death instead of the MA. It might be hard to regain the correct aggro then.
If you do all this well and work together smoothly you can kill mobs with less and less people, which is also more fun to the raid leader because you spend more time on the actual fight and less on the gathering and buffing (and not as much people will go linkdead).