RAID Learnings

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SuperHelix
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RAID Learnings

Postby SuperHelix » Fri Dec 03, 2004 10:20 am

4-5fg in a dungeon is hard

The RFK dungeon droped some good loot, but once we took it to 2-3fg, it was easier to pull and handle mobs suntil the very end when 3-4 other high levels left.

It seems that these dungeons can be raided, but should be with closer levels.

i.e. SFK = groups of level 20-30 people
RFK = groups of level 25-35 people

and so on.

So as we level people should lead these types of raids, not only to learn the dungeon, but to gain some xp, and good loot/money.
Gundorf the uber

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Rhuac
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Postby Rhuac » Fri Dec 03, 2004 1:38 pm

People need to relearn how to make an assist macro, cause all kinds of CC were being broken last night. That is if we want to continue to do high lvl instances with lower lvl zergs. Just having a large group is no excuse to not be efficient. And with mobs running in fear to gather more mobs if they're not taken down quickly it can become a cluster fuck pretty quickly.

As a note, warlocks should learn to use curse of recklessness. It stops mobs from running in fear when they get low on health.

Another note, if an elemental or demon is coming as an add and he all of a sudden seems to fade out, that means he's been banished by a warlock IE STOP ATTACKING him because you won't be able to do anything to him nor he to you. The 'IMMUNE' tags floating over his head as you whiff away is another clue. Perhaps I could make a macro to help let everyone know when I'm banishing a demon/elemental.

Another form of CC, the succubus charm. If you hear her slapping her ass and there's hearts floating over a mobs head, that means she's got them mezzed. Don't break it, because unlike banish it will break if the mob takes damage.

Rogues get sap. Blackguard is awesome at sneaking up to a couple mobs, sapping one and bringing the other back to the group. The spell effects for this are 3 pink glowing balls around the mobs head. This breaks on damage aswell.

Druids get root and mages get an pbae root. I'm not sure how many druids we have in guild so this is a limited option there. Note it isn't breakable by damage but the mob can hit back so this isn't effective against casters/ranged mobs.

And the last form of CC via mages is polymorph (sheep). This only works on humans and animals so keep that as a note. And one mage can only sheep one thing at a time. This also breaks on damage. If a mage absolutely has to I believe they can tie up two mobs with sheep by continualy alternating the spell on the two mobs as there is a short delay between one mob getting polymorphed and the previous one breaking out. But this effectively takes the mage out of the fight as far as damage dealing.

So when we get a zerg together, we have many options of CC available (I don't believe there's anything as easy as DAOC AE mez) but it requires team work and paying attention.

Maybe everyone knows all this and I'm just looking like an idiot repeating it but I thought I'd take the time to explain a few things that I feel will make the raids go more smoothly.

/goes back to eroding souls.
Rhuac
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Mourningblade
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Postby Mourningblade » Fri Dec 03, 2004 2:22 pm

all this is good to know....

I will admit that I know very little about other classes abilities (that whole teleport/summon thing rox)

I was guilty of not haveing an assist macro last night, but I was trying to target whichever mob was being attacked the most :P

one step at a time :blush:
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Mourningblade--, DAOC Merlin Server
Oregonian-Priest, Mourningblad-Hunter, Deadduck-Warlock, WoW Bleeding Hollow

"I want to leave this world the same way I entered it....screaming and covered in someone else's blood."

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Nemnoc
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Postby Nemnoc » Fri Dec 03, 2004 4:00 pm

no that was some very useful information if i ever want to roll one of those classes.
Belroc 22 tauren warrior
Nemnoc 8 undead priest
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Bluntya 50 blademaster hib merlin
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killets
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Postby killets » Mon Dec 06, 2004 3:41 pm

druids can't root indoors.
so basically druids are gimp in instances.
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