Raphayl
Honorary Avenger
Posts: 220
(8/27/02 2:44 pm)
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AiF Raid Roles and Duties (Friend/Ally Version)
In a successful raid, each person has a distinct role, and they know it well. As well as your own role, you must know the role of every other person in order to help each other the right way, and at the right time.
With the 20+ people we have in our little training group, we can still form the primary teams critical to every big raid. These are the teams (A-D) and roles (1-6):
Team A
A1
A2
A3
A4
A5
A6
Team B
B1
B2
B3
B4
B5
B6
Team C
C1
C2
C3
C4
C5
C6
Team D
D1
D2
D3
D4
D5
D6
Here are the basic explanations of each team:
Team A = "Tank Team"
This team's primary function is establishing and keeping the mob's attention. No other team should be gaining ANY aggro but this one. This team has the highest healing abilities.. There is only 1 Team A on a raid.
Team B = "Pull Team"
This team's primary function is to bring the desired mob(s) to the raid, without bringing the undesired mob(s), and then debuff it. This is also "Team Death", as the members of this team have the shortest life-expectancy and highest death rate. This team has only moderate healing abilities since anyone gaining aggro for any length of time is most likely going to die anyways, and healing them is a waste of mana. There is only 1 Team B on a raid.
Team C = "Nuke Team"
This team's primary function is to wait until the signal is given, and then fry the mob(s) mercilessly. This is usually when the mob is at a certain health point, but can also be signalled if a nasty add is imminent, and the current mob must go down right NOW. This is also "Team Kill-Steal", as they often gain the experience for the mob. This team only has moderate healing abilities, as Team A usually has solid aggro by the time this team is called into play, and if a member does get aggro, they will likely die rapidly anyhow and waste the mana. There may be more than one Team C on a raid, but not usually more than 2.
Team D = "Support Team"
This team's primary role is to wait until the signal is given, and then begin damaging the mob(s) at the maximum melee range, and (usually) from behind the mob. They must listen closely to raid signals which might need them to rapidly change strategies. If any member of Team D gains aggro, they must immediately stop attacking, stand still, and wait for Team A to regain aggro. Then they may regain position and resume the attack. This team has only moderate to slight healing abilities, as each person on it should be controlling their aggro responsibly so they aren't hit. There may be any number of Team Ds on a raid (the more the better) and they are the primary factor in killing the mob(s).
Here are the primary responsibilities of each role:
A1 = "Primary Tank"
It is your one and only responsibility to gain, and hold, the primary target mob's attention. You must make it hate you more than any other perosn on the raid beyond doubt. After the mob turns to attack you, you aren't to allow it to turn to attack another for even one hit. You must pull out all the stops, and use every trick you have to increase your aggro: positioning, distance, visibility, taunt, disarm, procs, etc. You must have the very highest AC/ and HP gear the guild can provide to survive this onslaught as the success of the whole raid lies squarely on you surviving.
A2 = "Secondary Tank"
Should A1 fall, it is your responsibility to step in and resume their role, so read up above. You will work to have the aggro just below that of A1 until A1 falls, then you must go all out. If this event doesn't occur, you are to function as a D2 (see below).
A3 = "Primary Healer"
You are to keep A1 alive, and that's all you are concerned about. No matter who else falls, you keep A1 alive. If you should falter, and A1 falls, then A2 will resumes A1's place, and again... you must keep A1 alive. You will stay at maximum fuctioning healing range, and if possible, out of the mob's line of sight, while trying to stay within A5's AoE. You must be as efficient will your mana as possible, so you must be able to time your Complete Heals well.
A4 = "Secondary Healer"
Your primary role is to backup A3, rotating in when needed to heal A1. Your secondary role is to heal A3 if attacked. You try to share the healing of A1 with A3 so that neither you nor A3 gain too much aggro. Should A3 drop, you become A3.
A5 = "Primary Support"
Your primary function is to twist the songs needed to help A1/2 and A3/4 to do their jobs. Usually this consists of restoration (esp mana), resists, haste, and any sort of augmentation that helps A1 hold more aggro. You must position yourself close enough to A1 to include him/her in your song AoE, while staying behind the mob and as close to A3 as you can. Should B1 fall, you also serve as "Backup Mezzer" if the situation calls for it.
A6 = "Emergency Healer"
Your primary responsibilty is to watch the lifebars of the entire team. You will heal A2, A4, A5, and yourself as needed. You will save your "Lay on Hands" for the emergency healing of A1 if the given the signal by A2/3. If the lifebars of your team is under control, you will perform the role of a D2 (see below).
B1 = "Primary Mezzer/Primary Debuffer"
You have 2 primary roles. One is to to mezmerize multiple incoming mobs other than the desired target. The second is to debuff (other than slow) the primary target mob. As a seondary function, you will suck the mana out of any caster mobs. Try to stay in the AoE of A5 so you can benefit from the additional mana. In certain situations, it may be necessary to use your Rune casting ability on A1. Watch your aggro as you don't have a big healer.
B2 = "Primary Slower/Secondary Debuffer"
Your main responsibility is to slow any slowable mob, but be sure to wait until A1 has aggro. Slowing has high aggro, so if you cannot get a slow to stick by your 3rd try, stop trying. After slowing, perform any functional debuffs/DoTs on the mob your mana permits. Coordinate with C1 to ensure A1 always has a good regen buff on. You are not the group's healer, so save your mana for your primary role. Try to stay in A5's AoE to benefit from the mana. Watch your aggro as you don't have a big healer.
B3 = "Primary Puller"
Your primary function is to get the desired mob, and only the desired mob to a predestined location where B5 can grab it from you. If you cannot grab only the desired mob, you will bring it to a different predestined location where B4 can split one of the mobs off and bring it to B5. Under no circumstances do you train the raid. It is your duty to die to save the raid from a bad pull. Under some circumstances you may return to act as a D2 once the mob is at the raid, but if there is ANY chance you have aggro from multiple mobs you will not return to the raid encampment.
B4 = "Secondary Puller"
Your role is to position yourself at a predestined location and wait until B3 brings you one or more mobs. You will then bring a single (if possible) to a predestined location where B5 can grab the desired mob from you. Under no circumstances do you bring a train to the raid. It is your duty to die to save the raid from a bad pull. Under some circumstances you may return to act as a D2 once the mob is at the raid, but if there is ANY chance you have aggro from multiple mobs you will not return to the raid encampment.
B5 = "Primary Picker"
You have the honor of selecting the final mob to bring to the raid. You wait at the predestined location until B3/4 brings you a nice mob or small bundle of mobs. You will then accurately time the spacing of the mobs and fire an arrow at max effective range to aggro the mob to you. You must wait to ensure you only have the desired mob. If you have more than what the raid can safely handle, it is now your job to die to save the raid. If you only get your desired target, you then bring it to A1, and Jolt to lose your aggro. Once your priamry role is complete, you may function as a D2.
B6 = "Backup Emergency Healer"
Your primary role is to watch the lifebars of your team, and heal as needed. You will save your mighty "Lay on Hands" for one of two purposes. If the situation is "Mez Sensitive", you will save it for B1. If the situation is not (single mob, or unmezzable), then you will save it for rotating in to relieve A6 should Team A expend their LoH.
C1 = "Primary Ensnare"
Your primary role is to wait until the signal, and ensnare (or root... as the situation dictates) the mob. You are also responsible for ensuring A1 always has the best Damage Shield available. No one else needs a DS, since no one else should be getting hit, and if they do, we don't want anything giving them additional aggro. Coordinate with B2 to ensure A1 always has a good regen buff on. Your final responsibility is to keep your team's health from dropping too far from any AoE's the mob may generate. try not to waste mana on other spells.
C2 = "Backup Ensnare"
You will aid C1 in attempting to ensnare or root mobs that begin to run. C1 should have ensnared the mob long before they begin to run, but if C1 "forgets", or if they have trouble getting it to stick, or if it wears off, you will get it. You are also responsible for placing nasty DoTs on the mob, early enough in the fight to get full effect.
C3 = "Primary Nuker"
You job is to wait until the signal, and nuke the mob into oblivion. Show no mercy. However, do not nuke too early. There may be nukers in Team D, byt they are small nukes and scattered throughout the fight to avoid aggro. You on the other hand, will not nuke until close to the end and then you unload everything. By the time you are called A1 should have neough aggro that the mob shouldn't attack you. if it does, simply slop casting and wait until A1 regains aggro, then continue.
C4 = Same as C3
C5 = Same as C3
C6 = Same as C3
D1 = "Support Healer"
Your responsibility is to keep the lifebars of your team from dropping too far during a mob's AoEs.... NOT from gaining aggro. Each person is responsible for ensuring they don't gain aggro through their actions. A good pop in the mouth from a big mob is just the thing to cool off an over-eager attacker. So don't heal them until after the fight unless you have mana to spare. If you have any offensive ability and your group isn't hurt, feel free to do some modest nuking.
D2 = "Support Melee/Caster"
Your job is to wait until the signal, carefully position yourself BEHIND the mob and at MAX MELEE RANGE, then begin attacking it. You will NOT taunt the mob, or create too much aggro. In general, if the mob hits you, you screwed up. Stop attacking and just stand still until A1 regains aggro. DO NOT run around yelling "get it off me!" This repositions the mob, and makes everyone's job much harder. Your team's healer will be instructed never to heal a runner, so if you want to be saved... freeze.
D3 = Same as D2
D4 = Same as D2
D5 = Same as D2
D6 = Same as D2
Ok... well those are the basics. There is alot more to each role, but that depends on who specifically is holding it, and the current situation. We may need to rotate the roles around a bit to figure our where everyone functions the best, but my initial projections are:
Team A
A1 = Solaxx
A2 = Ahrok
A3 = Sarneho
A4 = Howlar
A5 = Seraphyne
A6 = Damarv
Team B
B1 = Shantar
B2 = Juziah
B3 = Raphayl (for now)
B4 = Wushong
B5 = Ytilor
B6 = Feaddil
Team C
C1 = Yohanna
C2 = *Vacant
C3 = Saltome
C4 = Nilyenea
C5 = Mcsetsr
C6 = Nadian
Team D
D1 = Erinyi
D2 = Marissya
D3 = Timmbukk
D4 = Kordolmer
D5 = Scye
D6 = Blaid
Invites and allies can be substitued into any of these roles they are competant in, or to compose additional Team Ds.
That's it for now. Please make notes and dedicate the team and role designations to memory, as well as their primary responsibilities. In raids, communication needs to happen fast and clear, so people and team may be referred to by their letter/number designations. (Much faster to type "A5" than recall that it's Seraphyne at the current raid, and then type it out.) We will try out these positions first, and then make any changes needed.
Note: Certain raid roles were not defined here as they are not active in-combat fighting roles; such as Main Raid Leader, Loot Coordinator, Etc.
Raphayl 600Grandmaster0-0Rathe
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