Avengers in Faith
    > Guild Charter, History and Laws
        > AiF Raid Communication (Friend/Ally version)
New Topic    New Poll    Add Reply

<< Prev Topic | Next Topic >>
Author
Comment
Raphayl
Honorary Avenger
Posts: 197
(8/23/02 11:43 am)
Reply

AiF Raid Communication (Friend/Ally version)
The following is a copy of what is posted in the raid training forum for the AiF members. I wanted to make sure all the fantastic friends and allies of AiF has access to this information so they aren't taken by surprize when they encounter it.
*********************************************

During the heat of a big raid fight, communication must be fast, efficient, and with no room for misunderstanding.

Between pulls, there is more time to write out certain explanations and strategies and ensure everyone gets the idea of what we want to do for the upcoming pull. Even detailed information might be able to be transferred at this time.

However, there is often no time for long drawn out explanations and raid commands when seconds count. The raid leader(s) needs to be able to simply hit a hotkey and have the raid instantly move as a single entity in one swift fluid motion.

Some people read very fast, and their particular raid role doesn't product large amounts of raid spam. These people might benefit from having Raid communication come in the form of Text Commands. Others may have excessive amounts of raid spam, and/or may not read very fast. Often, these people will be able to respond faster using a technique called Symbol-recognition. They are given a visual symbol which isn't technically "read", only recognized. Once practiced, this form of communication is much faster and efficient for many.

To accomodate both types of people, and raid roles, we use a special combination of both. Here is a chart explaining the "in-fight" (not downtime) Raid Commands and their meanings:

Raid Communication Table
SIGNALCOMMAND TEXTDETAILED INSTRUCTIONS
>M<<<<<”ENGAGE MOB(Standard)”A1 has achieved aggro, attack the mob in the configuration "Standard". Standard configuration is with A1 directly in front of the mob at minimum melee range, and with everyone else behind the mob and just inside max melee range. More details on combat configurations in another thread later. If you don't know what "A1" is, read up on "Defining Raid Roles".
>>>M<<< ”ENGAGE MOB(Surround)”A1 has achieved aggro, attack the mob in the alternate configuration "Surround." This is used when is it essential that a mob not be allowed to be "pushed" in any direction for the risk of either aggroing other mobs, or the mob moving form a desired spot. If you see the mob beginning to move in a certain direction while in this configuration, rotate to the other side to compensate. While doing this you should still try to avoid getting directly in front of the mob unless you are A1.
|||M>>>>”PULL MOB AWAY”We have inadvertently pushed the mob too far up against an object that we don't want it up against. It may be there the mob has been backup up into a wall and might aggro mobs on the other side. It may be that the rogues can't backstab because the mob is pinned against the wall. It may be that the mob is getting too close to some kind of terrain feature that would be bad for the mob to reach: Lava, a cliff, a pit, a "warp point" (mob gets stuck where we can't attack it, or poofs), whatever. Everyone either back off the mob and let it chase A1 back to the key position, or switch to the other side (if there is room) and push it away from the wall.
|||M<<<< ”PIN THE MOB” We need to "pin" the mob up against the wall, in a corner if at all possible. This is usually against mobs that aggro a bit too easily on raiders other than the A1, or if the A1 has fallen. It forces the mob into a position that it is hard for them to escape from. Be watchful when you see this signal, because when the mob gets close to death, the signal will change to get it off the wall so the corpse doesn't fall into it where it cannot be looted.
+++M----”CHANGE SIDES”Switch sides of the mob. It is usually when we want to push a mob back and forth (but not up against a wall) to reduce casting. Everyone immediately go to the opposite side of the mob and continues attacking as normal. Be sure you "swing around" the mob to get to the other side, rather than cutting straight across and getting close enough to catch aggro. Only A1 should cut across. This will mostly be used on casting mobs in attempts to interrupt their casting.
)))M((( ”INTERRUPT THE CAST”Stop this mob from casting immediately. Stun, mez, bash, push, slam, drain, "pushing" nukes, etc. This is usually when a mob is about to Complete Heal itself, or Gate away.
M<< NUKE”TEAM C NUKE”This signal is for Team C only. It means it is time to "Nuke" the mob with everything. It usually occurs when the mob is around the 25%-30% health mark, but certain situations may call for it earlier or later so be watchful. When you see this signal, move up to within melee range (where you have NOT been up until this time) cast your Nuke and let it land. Wait 1-2 seconds to make sure you didn't catch aggro (get hit or summoned... although you shouldn't get summoned while in the mob's melee range) then you can either Nuke again (if you have mana) or retreat from melee/AoE range to recover. If you are not in Team C, and you are a nuke-capable caster, this is NOT a signal for you. If mana permits, you can land little nukes throughout combat, but don't let it reduce the effectiveness of your primary role.
XXXMXXX”EMERGENCY KILL”This is a rarely used but important signal. This is the "The Mob must go down RIGHT NOW or we are in deep trouble!" signal. If you are a melee and have been holding back to avoid aggro, don't hold back anymore. If you are an SK, use your HT now. If you are nuke capable, and are not a team's healer, nuke. If you have a /disc that increases your damage, use it now. In addition, all Team C members will nuke until the mob glows. This is basically an emergency signal, and won't be given often.
M+++++M”IGNORE THE ADD”This simply means that we have an add. This particular add is of no real consequence (yet), and will be ignored until the current mob goes down.
M>>>>+M”SWITCH TO ADD”We have an add. However, due to the nature of this add, we must switch targets. This can be very tricky. Basically, this means that everyone (including A1)stops attacking the old mob IMMEDIATELY. If you are mid-cast, interrupt it. C1 will root the old mob. B1 will wait until C1 root sticks and then mesmerize the old mob. Once it is rooted, A1 will switch targets to the new mob and begin gaining aggro, so watch for the attack signal
M++++(M)”MEZZ THE ADD”We have an add. B1 will mez/stun this mob if possible until the raid can address it. No one else is to touch it. If B1 goes down while attempting to mez the mob, then C1 will draw it a safe distance from the raid, and root the mob until it can be addressed. If B1 is successful in mezzing the mob, B1 and B2 can perform their debuffs on it. Once the raid is ready to address this new mob, all taunters are to position themselves on the mob, and hit "Taunt" 3 times then stay in position,, but DON'T attack yet. A1 will then begin attacking the mob and getting aggro, and you'll soon see one of the attack signals.
M<<<+>>M”SQUAD ON ADD”We have an add. It may or may not have been preceded with the previous signal. However, this signal means that one or more PREDESIGNATED Team Ds are to break off from the main mob, and engage the add. If this signal is the first signal regarding the add, simply separate it from the raid area, and take it out. If the previous signal was given and this mob is mesmerized, then taunt 3 times before breaking mez, then break it with a Stun or a Root, before attacking it.
!!!ENRAGED!!!”STOP MELEE NOW” This signal is to inform those that may have missed it, that the current mob has ENRAGED. That means the mob will automatically riposte any and all incoming melee attacks. You cannot damage the mob with melee attacks during this brief period, and if you are in the forward arc of the mob every one of your attacks will be turned back against you at the mobs standard attack strength. So.... STOP ATTACKING. However... nukes cannot be riposted and any casters that wish to nuke during this 10-15 second period may do so. Be mindful about taking aggro from A1 during this time. A1 will attempt to maintain a high level of aggro during this time by continuing to Taunt, and using any "clicky" items that have aggro.
!!!ZONE!!!”ZONE OUT NOW” This signal is pretty self-explanatory. This situation has gone bad, and you should immediately stop attacking (no heroes) and run to the zone. If A1 or A2 is still alive, they will remain on the mob(s) until everyone else has zoned so everyone else has a shot at survival. Since you know A1 and A2 are doomed until you zone, delaying this action to try and be a hero simply prevents them from zoning. Read as: GET OUT! Once A1 and A2 see that everyone has zoned, they will do their best to zone out as well. This signal will only be given if the zone is nearby, and easily reachable with a few seconds and won't train another raid or group.
!!!GATE!!!”GATE IF YOU CAN”This is a similar signal in that the situation has gone bad. Anyone with the ability to gate, should do so immediately. Prior to the raid you should have bound (especially the clerics) as close to the raid as possible while not being in a dangerous spot. Monks, Shadowknights, and Necros should FD. All others should wait until the gaters are out, then try their best to die in a good visible spot. If you run off, or fall into some crack in the wall, or in the spawn spot of a nasty mob, etc, then it will become very hard for the CR crew to locate, and drag your corpse to the zone where it can be resurrected.
!!!CAMP!!!”CAMP OUT NOW”This signal is similar to the previous two in that the situation has gone bad. However, in this situation, zoning or gating out is not a reasonable option. When you see this signal, if you are a CLERIC, BARD, or ENCHANTER then step back away from the danger area and camp out. Notice the command is "camp" ... not "gate". Once out, log back on using an alt, and wait on the raid channel until the signal is given to log back into the raid site. All monks and necromancers are to get out of any AoE effect, and FD. All other raiders are to divide up and ensure that all mobs are aggro on them (taunt, etc) and not on the bards, clerics, and enchanters trying to camp. It has just become your time to be a hero and die for the good of the raid. Pull mobs off away from the raid area if you can without going too far. Shadowknights, once you know for sure the clerics, enchanters, and bards are either out (or dead, if they didn't make it) then you can FD as well.
The purpose for the monks, SK, and Necro to FD is for Corpse Recovery and scouting so we know when the area is clear for the clerics, bards, and enchanters to return. The purpose for the clerics returning is rather obvious, so they can resurrect all of the fallen. The enchanters and bards are to provide mana while they do this to speed it along. If no cleric made it out alive, the Necromancers can use an Essence Emerald and resurrect the highest level one to get them started.

This may seem like a lot to remember, but there are only 16 in-fight commands, most look very much like what they mean, and you'll be seeing most of them over and over. You may wish to write/print them out so you can see them until you have them down, but it will not be long before you will learn to watch for the signals and react immediately.

Also, a "Raid Command" channel called "AiFCommand" will be created for raids separate from the normal "raid chat" channel. This is only for the Raid Leader(s) to use, and the rest of the raiders to read... not add to. Questions and other raid communication will take place on the regular raid channel.

As an example of what you would see, if the Raid Leader wished the raid to position the target mob up against the wall, and hold it there, you would see:

" |||M<<<<< *****PIN THE MOB* "

...on the AiFCommand channel. It would be a different color than all other raid chat, and the symbol out front emphasizes that this is an important line of text to be followed asap, not just more raid banter. Some will key in on the symbol; others will read the text; some may do both.

Raid Leader(s) can refer to [this link] to determine which of these Commands are their responsibility, and learn how to set up their hotkeys for these. (Note: Link destination not finished yet... check back soon.)

Raphayl
60 Grandmaster - Rathe

<< Prev Topic | Next Topic >>

Add Reply

Email This To a Friend Email This To a Friend
Topic Control Image Topic Commands
Click to receive email notification of replies Click to receive email notification of replies
Click to stop receiving email notification of replies Click to stop receiving email notification of replies
jump to:

- Avengers in Faith - Guild Charter, History and Laws -






  • Welcome to the Avengers in Faith online application page! If you are interested in joining AiF, please fill out the form below in its entirety (if you don't, it will be rejected). If a question doesn't apply, put something in it (like n/a). The button to submit the application is at the bottom of the form.

  • It should be noted that the information here will be posted in the Membership Application forum, which is a public forum... to ALL visitors of this board.

  • NOTE: As part of your application process, two Avengers must vouch for your application. The best way to achieve this is to get to know us. /join aif:friend, and group with us! It's all about getting to know each other.





  • Character Name:
    Character Race:
    Character Class:
    Character Sex:
    Character Level:
    Character AA # Points:
    Character AA Skills:
    Character Epic Progress:
    Character PoP Flags:
    Character Keys:
    Timezone:
    Email:
    Magelo ID # (Regular):
    Magelo ID # (Resist):


    1.) How did you find out about AiF?
    2.) Why do you want to join AiF?
    3.) How do you feel you can help AiF?
    4.) What are your priorities/goals in EQ? List these in priority order: experience, leveling, upgrading your gear, building friendships, raiding, obtaining your epic, seeing new zones, other (please specify).
    5.) What Time Zone are you and what are your typical hours of play?
    6.) How did you get your name?
    7.) Why did you choose your class and race?
    8.) Tell us a little known secret / tip on how to effectively play your class (or others should know if they were to group with your class):
    9.) Tell us something special about your toon (something you're proud of, or something few other people might know):
    10.) What other guilds have you been in?
    11.) About a little bit about your 'real life' self:
    12.) Having read our Required Reading section on the AiF message boards (Guild Charter, Raid Rules, Loot Rules, etc), are there any questions you may have regarding our policies?
    13.) What Avengers do you know? How do you know them?
    14.) Do you own an insta-click item (zero cast time clicky effect item)? If so, what is it?










    <--- Please don't X these. Or your computer will explode. =)


  • Powered By
    ezboard® Ver. 7.32
    Copyright ©1999-2007 ezboard, Inc.