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MPG Raid Trails..

Posted:
Sat Oct 21, 2006 12:29 pm
by thurvok

Posted:
Sat Oct 21, 2006 12:42 pm
by Samanna

Posted:
Sun Oct 22, 2006 2:07 am
by Saintsaens

Posted:
Sun Oct 22, 2006 2:04 pm
by fildaor

Posted:
Sun Oct 22, 2006 2:58 pm
by Ashramm Damodred

Posted:
Mon Oct 23, 2006 7:43 am
by Lakih

Posted:
Mon Oct 23, 2006 9:18 am
by Kneesmasher

Posted:
Mon Nov 20, 2006 8:38 pm
by thurvok

Posted:
Mon Nov 20, 2006 8:46 pm
by Brohg

Posted:
Mon Nov 20, 2006 9:19 pm
by joks

Posted:
Mon Nov 20, 2006 10:54 pm
by Beafly

Posted:
Tue Nov 21, 2006 12:00 am
by thurvok

Posted:
Tue Nov 21, 2006 12:48 am
by Saintsaens

Posted:
Tue Nov 21, 2006 3:10 am
by Brohg

Posted:
Tue Nov 21, 2006 8:04 am
by emandes

Posted:
Tue Nov 21, 2006 12:16 pm
by Kilgaroz

Posted:
Tue Nov 21, 2006 1:16 pm
by Samanna

Posted:
Wed Nov 22, 2006 10:51 am
by Stephen51

Posted:
Wed Nov 22, 2006 6:53 pm
by thurvok
Well I know this is bass ackwards,.. BUT I think we will end up doing ToB, MPG Raid Trials, Anguish, DON Dragons and Shyra in order to gear up.. THAN go back to do GoD.. JUST so we can go thru them faster.. We are FINALLY getting enough raiders to establish a consistant raiding core... We need to learn, pratice, master more raiding skills.. A key skill that most of our tanks have yet to master is the ability to cycle thru the adds FAST.. learning to quickly decide IF a mob is mezzed ( so leave him alone).. if a mob is already on a tank ( keep cyclying).. if a mob is on a squessy target ( get agro fast & tell the raid that you are so a healer can be ready to watch your ass).. and lastly adds under control assit MA..
The trial of Endurace is perfect to master this skill.. hehe we have tried 4 times now.. each time lasting a little longer ( 3 min, 5 min, 7 min and last night 9 min)..
What are some more skills that raiders MUST master that regular players probably never have to deal with???

Posted:
Thu Nov 23, 2006 1:03 pm
by Kilgaroz
Little tricks like making a window with Other filtered to it will help for some events such as Foreskin, I mean Foresight, so the people will know if they're about to get pounded. Pet control for mages, beasts and anyone else using pets is a must, moreso than for a casual player as a pet attacking at the wrong time can wipe a raid with some scripts. Controlling push (positioning the dps [including which way casters face while they're DDing] to keep a mob in a given place) is huge too. Knowing which buffs are valuable to you and which to drop, especially for people without extra buff slots. Getting people to come to your guild board to read the scripts and KNOW them, because I don't care how retentive you are, reading it a time or two in /rs just isn't enough. Some thoughts off the top of my head.

Posted:
Thu Nov 23, 2006 1:22 pm
by Samanna
You probably want to have guildies set up audio triggers for raid events if they haven't already. See
http://crucible.samanna.net/viewtopic.php?t=1256 for some great tips.

Posted:
Mon Nov 27, 2006 10:21 am
by Veril
Audio Triggers are critically important in many encounters.
Pet Control. If you do not have /pet hold then you are not allowed to summon a pet while on a raid. Never ever, under any circumstances. It's that important.
/assist on a key. You need the speed.
The target next nerest key (not F8) for cycling through mobs.
Post your strategies for dealing with mobs on you guild boards, insist that people read them. Post the texts that they spam you with (audio triggers).
Assigned duties (i.e. pallys and SK are watching for adds and not meleeing at all when waiting)
Paying attention to the raid channel.
Audio Trigger for ENRAGED. Don't turn mobs at 12%.
Every single person must be able to invis, shrink, levitate and breath water. Buy potions or geerlock devices, carry batteries. Accept no excuses. anyone who cannot should be fined DKP (ELP) if they turn up unable to do these things (my guild doesn't, but they should)
Everyone must have an instant clickie - do any DoD spell arc for one.
Buff slot management. Know when you need HP vs ATK buffs. People must leave a slot free for HoT's or similar spells.

Posted:
Mon Nov 27, 2006 11:35 am
by emandes
@thurvok - endurance is easy to control - if you figure out which adds have which capabilities and decide how to lock them down - it will break down to controll 3 to 4 adds at a time. Use appropriate positioning of force and it is reduced to keeping up your 2 MTs - after 2 early wipes we found out what to change and next try was successfull.
Skills -
section defence - setup sectors from where adds come in - assign offtanks in teams, we use bst, pal, war as a team - bst/pal get initial agro and war takes over - pal/bst are open for next incoming add, war OTs add till killed by raid.
main assist - don't use an Offtank as MA unless you are ploughing through trivial trash - get MA know the script and sequence of killing the mobs (SENDAIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII) - get your force aquainted to FOLLOW the MA - if no ASSIST is called no dps is laid on mob. Get backup MAs skilled.
I don't know how I should name this skill - people should get a feeling when they strictly have to obay orders given by RL and when they should react on theri own on changing environments - we had some specialists that meant they have not to evade sendais 11k AE due to their 15k hp or others that meant that they don't have to stay close to the paladin when fighting kessi.