View Full Version : guild leader wanting to learn more about raiding
JaymenM
04-02-2007, 01:09 AM
ok so recently i made a guild on mistmoore, i plan on getting people to start raiding. i have done a little bit of all tiers but some of the stuff seems so difficult to get everyone in the raid party understanding how to get it done, basically very hard mobs like vox. I would like to get some strategies for some t5 raids and some help on how to basically get my guild effective for raiding, so give me some help on this one people, thanks.
Nuhus
04-02-2007, 01:39 AM
<p>The city raids are a decent learning experience. And some decent starter gear. Hehe, gear up and don't get discouraged.</p><p><a href="http://www.raidwiki.org/" target="_blank" rel="nofollow">http://www.raidwiki.org</a> can be handy</p>
JaymenM
04-02-2007, 02:22 AM
i dont know exactly what you mean by city raids, but i will start out with epic angler and king zalak those are the only two i know how to do right now, thanks for the link also
SpritRaja
04-02-2007, 02:39 AM
The city raids are epic x2 raids requiring only 2 groups. You pick up the quest at the same place as you start a guild in your respective city. The raids themselves tend to teach general raid mob tactics and reward you with armor patterns that become good legendary gear. EDIT: I was going to post a link but just noticed there is a sticky on top of this board detailing them. Called Guild raids there.
doctorbow
04-02-2007, 05:39 AM
The hard mobs that people are referring to in raiding situations take a lot of trial and error to figure out the first time you've done something, without prior knowledge of the mechanics of the zone/encounter. My opinion is, you need to have people that are as willing and excited to learn as you are, and don't mind the eventual 20g repair bills, continually, when your raids have failed several times. It will happen. Your guildmates will need to understand and accept this. As leader, you yourself have to be knowledgeable about pretty much every aspect of game mechanics. Who tanks best in what situations? What healers work best with what tanks? What debuffs will you need with this or that mob? What type of attack will this mob be throwing out, so we can buff against it? Is this mob immune to this type of attack? What strategies will WIN this for your team? You will need to understand the capabilities of nearly every single class in game and know how to exploit that to your ultimate victories. Ultimately, the more you group with your team-members, the better you will understand their capabilities and how well they play their class on an individual level. This takes a lot of active involvement on your part, such as single-group instances, helping w/ quests, teaming with another guild and doing partner raids, etc. Last bit of advice I'll give: Leadership is about delegation. If you take it upon yourself personally to ensure the success of your guild and it's raids, you will fail. The most critical thing you can have is a solid core of trusted officers who all agree on the goals and ideology of the guild, and will recruit players that fit the goals of your guild and help you build it. Decide raiding and grouping times and recruit around that. Focus on building cohesion among guild-members, encourage guild-groups, and guild x2 raids, with minimal out-of-guild players. Eventually you will work up to the x4 content. The reality is, raid content doesn't HAVE to be more difficult than group content. The typicality is, people tend to make it more difficult than it really is. That is the reason that a 'hard-core' raid guild can clear labs in like, 2-3 hours, and maybe a labs open raid might take 5-6, even though the relative strength/skills of the players might be near-equal, a real raid-guild has cohesion and understanding among it's members that an open-raid can't match. I am an officer in a small guild, but it's not a raid-guild (by personal choice). I have, however, led a very successful 'guild' in text-based RPG's, and it is my opinion that the same principles apply. In the text-world, I would DEFINITELY classify my guild as hard-core. We were #1 in game, first through all the new content, first to contested, best in PK. We dominated because we knew each others strengths and played off of them. These are simple things that apply to any large team-based project. Know thyself, and know thy enemy. -Drakhammor, 70 swash, everfrost.
JaymenM
04-02-2007, 06:34 PM
what levels exactly are the city raids?
Cassend
04-02-2007, 06:56 PM
I forget how it works exactly, but I believe the mobs will con depending on the average level of the raid or the highest level, something like that. Basically the level of the mobs are dependent upon the level of the raid, so to speak.
<cite>JaymenM wrote:</cite><blockquote>what levels exactly are the city raids?</blockquote><u><span style="font-size: medium">Mentoring</span></u> A few tips on how mentoring can work to your advantage, and some of the quirks of mentoring. - The instance will scale to the highest level character in the zone at the time of creation. So if you intend to have one or more folks high level during the instance, keep them mentored for the zone in so the instance doesn't spawn at the higher level. - If you are unmentoring after zoning, recast any buffs that were scaled down. Even after unmentoring, the buff will stay at the lower level cast until you recast it. - Keeping the whole raid within xp levels (14 at cap) of each other will allow everyone to update the quests and give you guild xp upon quest completion. The more the merrier, so make sure no one is "not getting xp". - Chest drops come from non-grey mobs. Keep it in the green, and the higher you can manage it the better it seems. I've seen two drops per chest before when we didn't mentor down as far. - Don't worry about group setups for the raid until you've zoned in. It's more important that you have everyone mentored correctly, so keeping all the Freeport folks in one group and Qeynos in the other, that need to mentor, and then rearrange after zoning in. Let people unmentor before moving them to another group too, since that likes to bug them into not being able to unmentor. Just disband and reinvite if that happens. If you are doing this, make sure that someone in each group can zone you into the planned instance. So at least one person per group will need to have the quest. - Only the first set of people that zone in will determine the level of the zone. So you'll only need one side (qeynos or freeport) mentored and zone in first, then the rest can zone in once the instance has been made. This can save a lot of headaches if you have are having trouble getting everyone to a certain level or lower. <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=346817" target="_blank" rel="nofollow">Taken from the stikied guide to city raids in this forum</a>
lrdpath
04-06-2007, 11:29 AM
<p>I have a more specific question as a guild leader who wants to know more about making an effective raid force out of their guild without excluding people.</p><p> Unfortunately, nearing 70 most of the folks interested were plate tanks. I don't want to tell them they all can't come, but a raid cannot be effective with 10 tanks. Our DPS was too low, and our healing was too low because the mobs were going down slower and therefore having more a chance to hit me (The MT in this instance).</p><p> How do you tell guildies they can't participate because you are too heavy on said class? Teaching folks used to grouping how to effectively raid when you are the experienced one, and they don't quite know what they are doing is tough too. You wear too many caps trying to know what all other classes should be doing.</p><p> Suggestions would be nice.</p>
SacDaddy420
04-06-2007, 11:47 AM
you only really have two choices: A) tell em whatsup and get the mages/scouts you need in there. B) suck it up and try to make it work. Then next time remind em what a horrible time it was.
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