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Post by Revolutions on Dec 7, 2005 20:53:50 GMT -5
The following pertains to this guild, other guilds may use it but be advised all guild members are required to abide by all the articles below.
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Post by Revolutions on Dec 7, 2005 21:12:49 GMT -5
Raid Leader
The raid is a 100% group effort. The leader's say is final and any grievances, concerns, suggestions or comments should be made after the raid, in private. We don't run militant raids, but realize there's little room for dissention in the ranks.
Crowd Control (a.k.a. CC)
Crowd control is the key to a smooth run. This comes down to how well each player knows their class.
All raids will follow the rules for crowd control as noted below. The only time people should not be using the MA is in specific areas where off-tanking is necessary (specific battles only). Read and remember the guidelines for CC to avoid any confusion, accidental CC breaking, and ensure the run goes as fast and efficiently as possible.
Unless you are a mage or priest (for undead), you should NEVER worry about adds or broken shackles/polys. Your only mission should be to finish whatever mob the group is currently working on. The adds will be handled by the mage or priest. In certain cases off-tanking may be necessary, but that will be decided in-battle.
Be wary of hunter traps during the initial pull. Don't be so quick to get the first hit, as you could break an ice trap.
If a rogue's imp sap fails, do not charge in after him. It is the rogue's responsibility to vanish. Failed attempts in difficult rooms often lead to hectic, time-wasting battles and wipes. Even if the rogue cannot vanish and dies, he can be quickly rez'd and attempt once more.
Sap (rogue) Rogues with imp sap should keep an eye on the healers' mana (if they have over half) and immediately stealth to sap the next group of mobs once the party has finished the ones they are on. This saves a lot of time on runs and prevents someone from saying "sap" before every pull. If imp sap fails, immediately vanish (canceling the sap) and prepare to try again. If you cannot vanish (or it fails), depending on the severity of the pull, it is sometimes better to let yourself be killed and rez'd instead of pulling the mobs to your group.
Shackle (priest) Areas with undead mobs (Scholo and Strath) often require shackle pulls. If the mobs are mixed with humanoids, wait for the rogue's sap(s) before shackling. Otherwise, shackle pull the next group quickly to keep the raid moving. This avoids the group standing around typing in "shackle" before each fight. A general rule of thumb: the farther the shackle is from the area of battle, the less likely it is to be accidentally broken. Always shackle adds ASAP. The group should expect it, and should remain focused on the current mob allowing you to take the add out of the fight.
Poly (mage) As soon as the rogue's sap(s) are up, poly another to pull the group. When there are multiple mages on the run, decide early who will do the main polying (when there's only need for one) and designate a general side (right or left) so there's no confusion as to who is sheeping who. After playing 60 levels, you should have a good idea of when poly will dispel. Reapply the spell early and often to ensure the mob stays put until the group is ready to deal with it.
Ice Trap (hunter) If there is still need for additional CC beyond sap, shackle, and poly, (i.e. elementals or large pulls of elites), try to set your trap out of the way of the group to help prevent accidental breaking. Not everyone in the raid can see your traps. Placement is important - as is having the group know you're setting one down.
The set order of killing mobs after CC is in place is as follows:
Kill the initial mob(s) that are not immobilized. Kill ice trapped mob(s) Kill sapped mob(s) Kill shackle/poly'd mob(s) - using the MA to keep from breaking multiple shackles/polys
In harder parts of instances, mages, hunters and rogues, being high dps classes need to watch their aggro. Use your better judgment here - if we're rolling through an easy section, unload and kill everything. If the mobs are more difficult and you find yourself continually pulling mobs off the MT then your dps is causing more harm then good. Curb your bloodthirst and hold back a bit =).
Outside of boss fights, Warriors and Pallys are encouraged to unload their dps. These classes are designed to take hits. Drawing aggro is not a problem for them. The more damage they deal, the more damage mages, hunters, and rogues can deal without drawing attacks.
In emergencies if you see a healer about to go down, unload all your dps on their attackers to try and pull their aggro. Unfortunately, their survival is more important than yours.
If there's a pally in the group and you have salvation you should be perfectly fine. Keep in mind the larger the heal you cast, the more aggro it produces. Keep your heals frequent and small to avoid unnecessary aggro. You should rarely - if ever - need to use your greater heal.
If you're getting beaten in the face by adds or mobs, resist the urge to run around recklessly... you're not going to outrun the mob and you're just making it harder for others to get him off you. Focus on healing yourself and wait for the group to come to your aid.
Since the progress of the raid is directly dependant on your mana supply, do whatever you can to keep it high. If your role is the main healer for your group, you should not use any mana for damage spells/dots. Use a wand if your group has full health =).
Drink when you can, usually just after completing a battle, while the rogues are sapping the next group. Essentially, large mana breaks and rest periods should only occur before bosses and at rebuffing.
Initial pulls are made by mage's poly (after sapping) and/or priest's shackle. It is then the MT's job to gather the aggro of the remaining mobs. Single mobs or smaller pulls are simply pulled by the MT. Obviously it's not as important with trash mobs and other "roll-through" areas, however it is important to let the warrior get the initial aggro. That way as long as everyone attacks the MA's target the other mobs will be held by the MT.
Ex. The group is fighting more than one mob at a time and all the CC is in place. One of the mobs begins to run at the healer. It is the MT's job to taunt the mob off the healer. If a few people change their targets to the other mob, the group loses its focus and may force the healer to change their focus off the MT.
No matter how you look at it, it is far less efficient to split the party onto two mobs at once. The only exception to the rule would be areas when mass aoe is necessary (specific battles only).
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