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Code Of Conduct

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EPIC... 7x ... 6x ... 5x


 

READY?

1. I Spy With My Little Eye...

Purpose: To save future time and much frustration

  • Decide on the level of Raid Bosses you will primarily do together as a clan (level 5x, 6x, 7x?).
  • For every Raid Boss you wish to kill, create a new char and name that char after the Raid Boss.
  • Visit the Adventurer Guildsman in any town with the Raid Boss spy char and select the Raid Boss with the same name as the Raid Boss spy char.
  • Follow the arrow above the Raid Boss spy char's head and the pin on the map to the Raid Boss' location.
  • Leave the Raid Boss spy char directly in front of the Raid Boss, so that you may log this spy in at a later date and check to see if the Raid Boss is alive.
  • If you reach the location where the Raid Boss should be and there is no Raid Boss present, but the arrow over the spy's head disappears, this means you are in the right spot and should leave the spy in this location.
  • Set the next Raid Boss spy char at the next Raid Boss in a similar manner until all your spies are set.

2. Pick A Leader - ANY Leader!

Purpose: To minimize confusion & chaos; to encourage teamwork & discipline

  • You need one Raid Boss Leader for every day/set of Raids that you do.
  • The RBLeader is the one who makes the decisions and gives the orders.
  • The RBLeader must be decisive and clear in his instructions.
  • Anyone can be a RBLeader and clan members should take turns playing this role.
  • The RBLeader first decides if there are enough people on of the appropriate levels and the right classes to do Raids.
    Important Note ---> The best time to do a raid is when you have the numbers and classes actually required and ingame to do so. If you rarely have enough people on to make an effective raid party(ies) spontaneously, then you can try to plan in advance by pre-arranging a day and time. This is not ideal however, because the raids may all be dead.
  • If enough players of the appropriate levels are ingame, the RBLeader appoints one, two or more people (depending how many Raid Bosses you have to check) to immediately check the spies to see which Raid Bosses are alive.
    Important Note ---> At this point, if it has been decided you have enough people to do raids, everyone ingame who is in a party must immediately get to a safe place, soe (if they have been hunting) and leave their party as soon as they are in town. Once in town and out of party, they should immediately stock up to prepare for the raids.
  • Everyone should be well stocked with Regeneration and Enhanced Mana potions and should use the Mana potions constantly during the raids rather than relying solely on the Elders to keep them recharged, as even Elders run out of mana fast when people don't use potions.
  • Everyone should have some Charms of Luck, which prevent you dropping equipment should the Raid go bad and you die.

ON YOUR MARK...

3. It's Party Time!

Purpose: To save time and to encourage fast organisation

  • While the spies are checking the Raid Bosses, the RBLeader appoints two Party Leaders: one Tank Party Leader and one Damage Party Leader. The Tank Party Leader should be a Healer or Tank class. The Damage Party Leader may be any damage dealing class.
  • As soon as they are appointed, the two Party Leaders immediately begin to invite people to their parties, according to their classes and levels, until there are no more players left to invite, or until both parties are full or whichever comes first . (see below for party set up)

4. Eeny, Meeny, Miney, Moe...

Purpose: To save time and to encourage efficiency

  • While the Party Leaders are forming their parties, the spies are checking the Raid Bosses and should be pm'ing the RBLeader only if the Raid they are checking is alive and nobody else is nearby getting ready to kill it. The spies pm the RBLeader and simply say "alive", then get onto the next spy to checkm until all the spies they have been assigned have been checked.
  • The RBLeader writes down the names of the Raid Bosses that are alive, along with their general location, as the spies pm him with this info.
  • As the RBLeader receives this info, he should organise the Raid Bosses into an ordered list on paper - which Raid Boss will be done in which order.
    Important Note ---> This list should be based firstly on location (try to do Raid Bosses that are close together), secondly on ease of the Raid Boss and thirdly on what the Raid Boss drops.
  • When the spies are done checking and log back onto their main characters, they should be immediately added to the appropriate party.
  • By the time the spies have done checking all the Raid Bosses, the RBLeader should know which Raid Boss you will do first, the two parties should be formed and its members waiting by an Adventurer Guildsman in town, ready to check the location of the first Raid Boss to be done.
  • From the time someone first says, "Hey, we have enough people on to do a raid!" to the time that the Raid Bosses have all been checked, everyone has stocked up, the two parties have been formed and the RBLeader says, "Okay, first Raid is So&So...let's go!" should take no longer than 15 minutes max.

GET SET...

5. Location, Location, Location!

Purpose: To save time and eliminate confusion and possible interference

  • Unless you are very familiar with a Raid Boss and are certain of its location, every single person going to kill the Raid Boss should check the Adeventurer Guildsman to get the Raid Boss' location (shows as a pin on his map and arrow over his head).
  • As soon as you have the location, travel as quickly as possible to the Raid Boss.
    Important Note ---> If the Raid Boss is in a hard to find or difficult to get to location, it is best to travel to the Raid Boss in a group so as not to lose anyone. Otherwise, it is best to travel to the Raid Boss individually so as to avoid arousing curiosity and possible interference from others.

6. Here A Buff, There A Buff, Everywhere A Buff, Buff!

Purpose: To buff everyone efficiently and effectively to ensure a successful Raid.

  • Once everyone has arrived at the Raid Boss, all extra chatter and fooling around should stop so that the buffers can do their job without becoming distracted.
  • If a OL is present, do NOT buff zerk! PPs must also be very careful not to zerk any Tanks. If present, a OL should focus more of debuffing the Raid Boss than buffing parties.
  • Buffers should immediately begin to buff.
  • PP/WC buffs should be given first, followed by songs and dances (if a SwS and/or BD is present). It is really best to also have songs and/or dances, but it is possible to kill Raid Bosses with only only PP or WC buffs.
  • If the buffers are not experienced buffers, ppl should quickly change their titles to indicate what buffs they need to save time and avoid mistakes.
  • The RBLeader decides at this time who both parties will assist - usually the strongest damage dealer. Everyone in both parties should assist the same player.

GO!

7. Countdown...3...2...1...

Purpose: To ensure everyone is ready to go together

  • The RBLeader asks if everyone is ready. It is especially important to make sure that the (main) Tank is ready.
  • All Healers must have the (main)Tank targeted and be prepared to spam heal on him.
  • The (main) Tank's sole job is to keep the aggro focused on him the entire time by using the hate skill.
  • The (main) Tank should NEVER hit the Raid Boss or minions.
  • When all are ready to go, the (main) Tank counts down from 3.
  • At the count of 1, the (main) Tank hates the Raid Boss, which pulls all aggro to him.
  • Healers prepare to spam heal as necessary as the (main) Tanks takes the first few hits.
  • Once the (main) Tank has the full aggro, he will say "Go".

8. Go, Go, Go!

Purpose: To kill the Raid Boss successfully

  • On "Go", all the DDs, assisting the strongest DD, hit the first minion that the strongest DD has targeted.
  • Kill Healer minions first, then archer minions, then melee minions.
  • Only attack the Raid Boss when all minions are dead. Be prepared to kill the minions immediately if/when they respawn.
  • The (main) Tank should hate the Raid Boss continuously to keep the aggro focused on him.
  • The Damage Dealers continue to attack the Raid Boss (and to dispatch minions as soon as they spawn).
  • The Tank Healer continues to focus on keeping the (main) Tank healed until the Raid Boss is dead.
  • The Tank Recharger continues to focus on keeping the (main) Tank recharged until the Raid Boss is dead.
  • The Recharger's Recharger continues to focus on keeping her own and the Tank's Healer and Tank's Recharger recharged until the Raid Boss is dead.
  • Kill the Raid Boss, collect your loot and soe to town, then repeat steps 5 to 8 for the the Raid Boss the RBLeader indicates is next on the list to kill.

HOW THINGS GO WRONG

Sometimes, no matter how well organised or prepared you are, you run into trouble and end up with a failed Raid - a Raid in which one or more person dies, or even in which the whole group dies and the Raid Boss is left alive. Here are a few of the most common reasons for a Raid failing:

  • A Party Leader gets disconnected, which breaks the party and causes mass confusion.
  • A Healer or Recharger gets disconnected, which causes a healing or mana problem.
  • The (main) Tank gets disconnected, thereby losing aggro.
  • The (main) Tank runs out of mana, thereby losing aggro.
  • The (main) Tank loses aggro for no apparent reason.
  • The Healer(s) run out of mana and cannot heal the (main) Tank, who then dies and loses aggro.
  • The Mages (nukers) run out of mana, thereby reducing the damage output and how long it takes to kill the Raid Boss, which can cause mana problems for the (main) Tank, Healer(s) and Rechargers.
  • The (main) Tank, Healer(s) or Rechargers gets called away suddenly by the real world and must go AFK unexpectedly (sh*t happens! LOL).
  • The Raid Boss is too strong for your parties to kill and/or you don't have enough Damage Dealers and/or you don't have enough of the right classes present.

PARTY SET UP

Correct Party Set Up are crucial to ensuring the success of your Raids. It's important to remember that every person has a particular role to play, and unless absolutely necessary, they should not stray from playing that role.

Two Party Set Up (best when most are not DN subbed or when you want to include as many people for fun as possible)

Unless at least half the members of a party are DN subbed, you should always try to have more than 9 people to kill most Raid Bosses. The ** indicates essential classes and the following configuration is the ideal party set up. Keep in mind that if you are going to kill a Raid Boss that paralyses, you must have at least one Bishop or Elven Elder with you, and preferably two.

Party 1 - Tank Party

  1. ** (main) Tank - to keep aggro.
  2. ** (backup) Tank - to regain aggro if (main) Tank loses aggro or runs out of mana.
  3. ** Elven Elder or Bishop - to keep (main) Tank healed.
  4. ** Elven or Shillen Elder - to keep (main) Tank recharged.
  5. ** Elven or Shillen Elder - to keep all healers recharged and (main) Tank recharged, if necessary.
  6. ** Prophet or Warcryer - to buff and assist in healing if necessary.
  7. Bladedancer - to dance and kill Raid Boss (most important dance is Dance of Concentration).
  8. Swordsinger - to sing and kill Raid Boss (most important songs are Earth, Vitality, Vengeance, Life...other songs may be appropriate depending on Raid Boss).
  9. Damage Dealer or Nuker - to kill Raid Boss.

Party 2 - Damage Dealing Party

  1. ** Damage Dealer/Nuker - to kill Raid Boss.
  2. ** Damage Dealer/Nuker - to kill Raid Boss.
  3. ** Damage Dealer/Nuker - to kill Raid Boss.
  4. ** Damage Dealer/Nuker - to kill Raid Boss.
  5. ** Damage Dealer/Nuker - to kill Raid Boss.
  6. ** Damage Dealer/Nuker - to kill Raid Boss.
  7. ** Damage Dealer/Nuker - to kill Raid Boss.
  8. PP - to buff and assist in healing if necessary (may be replaced by another DD/Nuker)
  9. Elder - to recharge Damage Dealers (may be replaced by another DD/Nuker)

One Party Set Up (only possible if at least half the party is DN subbed)

In the following party set up, you are relying on most players to fill dual roles, usually as both support and as either healers or damage dealers. Because there are so many combinations of subclasses, you cannot say that a specific combination is needed. However, the following classes must be included within the party in one combination or anotherin order to ensure success (songs and dances are extremely important when using only one party):

  • (main) Tank - to keep aggro.
  • (backup) Tank/subbed DD - to kill Raid Boss and to regain aggro if (main) Tank loses aggro or runs out of mana.
  • Prophet or Warcryer (either should be subbed DD) - to kill Raid Boss and to buff and help heal if necessary.
  • 1 or 2 Elven Elders - to heal, recharge and buff
  • 1 or 2 Shillen Elders - to heal, recharge and buff
  • Swordsinger - to kill Raid Boss and to sing
  • Bladedancer - to kill Raid Boss and to dance (Dance of Concentration is a must)
  • The rest of the party should be comprised of strong Damage Dealers/Nukers

AND FINALLY, IT GOES WITHOUT SAYING THAT RAIDS ARE ORGANISED MUCH MORE EFFICIENTLY AND GO MUCH SMOOTHER WHEN ALL ARE ON TS!!


EPIC... 7x ... 6x ... 5x

Forum

Guides

Raid Boss Guide

Potions Guide

Buff Guide

Tattoo Guide

Resurrection Guide

Seven Signs Guide

Hatchling Guide

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