Shantar
Guild Leader
Posts: 5
(1/1/02 9:38 am)
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Raid Rules
The main thing to remember about raids is that they are supposed to be fun. You are there to have a good time and to bond with your guildmates and friends. You're there to see a new and interesting zone , see some interesting new monsters, and get a chance at some really great treasures -- all of which you'll likely never see soloing or with a single group!
You should also be aware that raids are hardly EVER about gaining experience. If you're looking forward to a Raid because you think it means you're going toe to toe with some HUGE red monsters, and you'll get loads of XP for killing them, put that thought out of your mind right now!
Please remember our "Awards Based Loot" policy, and carefully review the Avengers raid organization and preparation rules below. If you feel that you cannot abide by these rules, or that you can't follow the Raid Leader's instructions in battle or dividing loot, then please do not attend the raid.
In this guild, expect to see guild raid and XP groups during the week and Multi-Group Zone Raids on the weekends. NOTE: Because most membership is US, expect these raids to be in the late evening hours EST/PST time zone. Sorry, Brits!
Organizing the Raid
1. THE RAID LEADER: The Raid Leader is the organizer and "general" of the assault. They are responsible for carefully researching the zone, understanding all of the enemies weaknesses and defenses, knowing their troops and how to best utilize them. They must keep the lines of communication open, properly evaluate the situation and deploy their troops accordingly. It is also the Raid Leader's job to do his best to take care of his troops, and make the judgment calls on when to follow the rules and when changes need to be made to make the raid successful. They should always focus on using their best judgment and common sense. At the start of the raid, Raid Leaders will assign groups, Main Assist and Secondary Assist tanks, and Deisgnated Looters. The Raid Leader, if he is not a member of the Treasury Council, will participate on the Treasury Council Chat Channel for all raids that they are leading (see Treasury Council in the Loot Rules post). The Raid Leader has final say on settling arguments be it loot or tactics. Raid leaders are to be followed: Allow no confusion -- just follow that one person's direction.
2. WHO CAN COME? Raids will be closed to Avengers and it's allies as much as possible. At the discretion of the Raid Leader, raids may be open to non guild members (especially if we don't have the right class that day). Raid Leaders should keep in mind that bigger is not better! If you have enough of one class, don’t be afraid to say no. Strive for class balance (not sheer numbers) for optimal success. Zergling rushes might work in Starcraft but are no fun and take way too long to organise (buffs, ports, loot) in EQ.
3. REGISTRATION REQUIRED: Raid Leaders will be post details about the raid ahead of time in the War Room. Your advance registration and sign-up for a raid is required. Raid groups will be formed IN ADVANCE of the raid! You must RSVP with a reply post on the raid thread -- or run the risk of not getting a slot. This is very important, because it allows the raid leader to organize optimal, balanced groups in advance.
4. INFORMATION ABOUT THE RAID: In the War Room, raids will be flagged with a goal/objective -- if the raid is just for fun, to tackle a specific MOB or to obtain a specific item. The Raid Leader will also post all other details about the Raid on the Raid Thread in the War Room, including: date/time, meeting location, min level restrictions, min resistances (unbuffed) required, etc. Example of Resist / Level Restrictions: 100 MR/CR (unbuffed) and level 48+ for a Vox raid.
5. SPREADING THE NEWS BY GUILDMOTD: The Raid Leader should make sure that a Guild Officer posts details about the Raid at least 4 days in advance on the MOTD.
6. HAVE A CORPSE RECOVERY PLAN: The Best Raid Leaders formulate a good Corpse Recovery (CR) plan before the raid. On a CR people can get irritated quickly. And if people leave, the CR becomes even harder -- you dont want to have any xp rezz timers expire. Here’s where having a rogue is so key. Monks are good at pulling corpses from the bowels of death, too. As are CoH mages, corpse summoners (Necromancers / Shadow Knights) with enough coffins and an essence emeralds to get the job done, tanks with extra weapons in the bank, raiders with extra hate stones, whatever it takes. As long as you have a good plan it will cut down a lot on possible extended frustration. And you may be able to convince people to try the mob again... and again...
7. KNOW THINE ENEMY: Raid Leaders should research the zone and the MOBs being raided very well. Some mobs can only be cast on from melee range, have immunities to fire/cold, can complete heal, gate, etc. Let people know this (preferably in War Room threads in advance of the raid) so they can prepare and memorize the right spells. You want to know every weakness and ability of the Boss MOB and know every corner of the zone, so people can ask you questions on what color socks your dragon is wearing today -- and have you answer them!
8. BE PREPARED WITH APPROPRIAE RESIST GEAR: If you're smart, you have our PVE gear, worn when you gain experience -- and your Resist Gear, worn when you go on raids. Raid Members must remember to go to the bank and equip themselves with their resist gear before the raid (not as it's about to start). Don’t forget your Gnome Kebobs, of course, cant work on an empty stomach!
9. GET YOUR SPELL REGEANTS FROM THE GUILD BANK: Avengina (Guild Bank/Auctioneer) will purchase advance quantities of spell regeants (for Symbol and Rune spells) using Guild Bank funds. She will post the quantity of each type of component she is able to purchase. Raid Members must determine if they need additional regeants and purchase them accordingly.
10. OPTIMIZE YOUR EQ SETTINGS FOR THE RAID: Raid members should optimize their EQ game settings for maximum performance (especially if performance is a problem on your computer normally -- but this is a good idea for everyone to do). Turn off particle effects, 3D sky, dynamic lights, and Luclin character models. Be sure your data rate is set correctly for your connection type (analog vs. digital ISDN/DSL/Cable). Set serverside filtering on. Turn your Velious Armors off. Maybe Moore's law will some day catch up with EQ expansion requirements and all this tweaking won’t be needed anymore.
11. TURN OFF BATTLE SPAM: Raid Members should consider putting all or most of their 'battle spam' options off, or at least directing them to a special chat window which is DIFFERENT form the window in which the Raid Leader is giving instructions.
12. DON'T BE LATE! Be "online" at least 30 minutes before the Raid is to start. Don't be late! If you are not "online" 30-minutes before the scheduled raid start time, you must find your own transportation to it. Guildies will be put in first at raids above all else. However, you will lose your slot if you are late. If you are not "present" at least 30 mins before the raid, your slot will be filled by a standby -- guilded or not.
13. PREPARE YOUR PRIMARY AND SECONDARY "MAIN ASSIST" HOTKEYS: The Raid Leader will declare a Primary Main Assist and a Secondary Main Assist. Prepare your assist hotkeys (/assist main_assist_name key) at that time. NOTE: For many players, this is DIFFERENT from the normal /assist hotkey they use when grouping, because often times the raid primary assist will NOT be in your group. Don’t rely on an assist hotkey that requires you to mouse-click on the main raid assist. Make a special /assist main_assist_name hotkey.
[EDIT: Minor clarifications and text clean-up on Organizing the Raid]
[EDIT: Moved Raid Loot Rules to a secondary post on this thread -- and will be cleaning / overhauling that next, as well.]
Edited by: Shantar at: 8/6/02 1:52:23 pm
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