Basics of Raiding

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Contents

Basics of Raiding

This section is designed for people who have never raided before and wish to learn.

How To Prepare

If you've made it to lvl 70, then you should know most of this by now. However it's always good to have a reminder somewhere.

For Current Raid

Straight forward common sense things. Make sure you're at the raid zone zone in spot at least 20 minutes early. Make sure your gear is at 100%.

For Future Raids

Try to upgrade your spells to at least adept 3 quality. It may be expensive but showing up with App 4 or Adept 1 is letting the raid down. You're not performing at your best in a zone where your best is required. This also goes for gear. Some treasured does have nice stats, but aim for at least mastercrafted or better.

What To Bring

This is a checklist for raiding.

What You Must Bring

  • Repair kits. At least 1. Most raiders keep 2. Tanks have been known to carry at least 8.
  • Resist jewlery. It can be the cheep topaz, as long as it will boost resists. You will need it for some fights.

What You Need to Bring

  • A set of backup gear.
  • A set of resist gear.

What You Should Bring

  • Potions. At least exceptional in quality. They're kept in mind when a dev designs a raid zone, you should keep them in mind when you fight through one.
  • Poisons. They account for a lot of damage. Like the potions, aim for at least exceptional.
  • Totems. See invis totems. See sneak totems. Power totems. Anything that can give you an edge.

Helpful Macros

Heroic Opportunities

Yes, they're a pain if you don't know how they work. They're also mega fun when you learn. They can also make or break a raid. For example, there is a HO that can restore your group to full health and power.

How To Play Along

Each class gets a HO starter button. They are

  • Fighter; Clenched Fist
  • Priest; A symbol of some sorts
  • Mage; A tome
  • Scout; Bag of Coins

Press that to start the HO

When you see the HO window pop up, you'll see a circle with symbols around it. Blue = Fighters | Yellow = Priests | Red = Mages | Green = Scouts. Each class has 3 to 4 symbols they can use.

  • Fighter/Blue; A horn, A foot, A flexed arm, a sword
  • Priest/Yellow; A hammer, An eye, A cup, A moon
  • Mage/Red; A lightning bolt, A flame, A star
  • Scout/Green; A Cape, A dagger, A mask, A coin

Each of these correspond with a type of CA. For example, the fighter/blue Horn is usually a taunt. The mage/red Flame is usually a DoT.

There are two ways to tell which spell belongs in which HO category. When the skill that is required to advance the HO appears, the icons in your hotbar will begin to flash. Simply push the flashing button. The other method is to inspect your spell. In the upper corner there will be a symbol.

Once the HO has been advanced, you will see a circle. This is called the Wheel. Anyways, there are two basic ways to complete the HO. The arrows define what need to be done. If there is an arrow going clockwise, that is the order in which the spells must be cast to complete. Example

  • Fighter Starts; Priest/Yellow Hammer, Mage/Red Lightning Bolt (the window will now change to the wheel.) Priest/Yellow Eye, Fighter/Blue Flexed Arm, Mage/Red Flame. If done correctly will result in; Archaic Ruin - Moderate Single Target DD.

However, there is another type of arrow. This one points off in every direction. This means that any spell may be cast in any order. Example

  • Fighter Starts; Priest/Yellow Hammer, Mage/Red Lightning Bolt (the window will now change to the wheel.) Fighter/Blue Sword, Mage/Red Lightning Bolt, Priest/Yellow Hammer. If done correctly will result in; Thunder Slash - Moderate Single target DD

Also note, there is also a timer. You will notice a bar that changes color. This is your timer. Your group gets roughly 10 seconds to complete a HO. As well, a scout has the ability to change the HO. This can result in a second chance. For the scout to do this all he needs to do is press Any "Coin" based spell.

Best combinations

The best HO's are started by the scout. If a scout is absent from your group, have the fighter start the HO. If a boost to healing is needed, let the Priest start the HO.


Scout Initiates: Chalice(Healer) + Lighting(Mage)

(Rare) Crucible of Life - ordered - Lightning -> Coin -> Chalice = Full power & health to group plus 10% heal on hit

Mage Initiated HO:

Hammer(Healer)

(Common?)Suffocating Wrath - unordered - Hammer + Lightning = Halves all mobs arcane spell dmg for 36s


Fighter Initiated HO:

Coin(Scout)

Raging Sword - ordered - Cloak -> Horn = attack speed inc for 90s, and 4 times melee damage and taunt

List of HO's

(Ripped right of of 10 Ton Hammer page, I left the names of the people who complied it)

Heroic Opportunities Guide

Thanks to Kantharis, WolfHerz, and all beta testers who originally contributed to this compendium. It has since been updated (5/16/05) to include all known HOs. -Ethec


Heroic Opportunities Listing

Fighter Initiated:

Fighting Chance + Sword (solo)

Sky Cleave - Horn = (common) Single-target slashing dmg (66% of moderate DD)

Crushing Anvil - Horn = (uncommon) Encounter crushing AE.

Hero's Armor - Horn = (rare) 15% AC increase


Chalice (with priest)

Divine Blade - unordered - Hammer + Sword = divine DD

Crippling Shroud - unordered - Horn + Moon = reactive brief 10% slow on mob

Chalice of Life - Chalice = doubles effect of special heals (reactive, ward, HoT) for 90 sec

Divine Nobility - Chalice + Sword = Heal over time to a group member

Coin (with scout)

Luck's Bite - unordered - Cloak + Boot = piercing DD, 50% to 250% extra dmg

Swindler's Gift - ordered - Cloak + Flexed Arm = Group accuracy buff for 2 levels

Raging Sword - ordered - Cloak -> Horn = attack speed inc for 90s, and 4 times melee damage and taunt

Ardent Challenge - Sword + Dagger = group +10 STR and AGI buff

Lightning (with mage)

Scholar's Insight - ordered - Horn -> Lightning = +2 lvls knowledge for mage, DD for 70% of moderate DD

Storm of Ancients - unordered - Sword + Lightning = DD + slows mob

Soldier's Instinct - unordered - Flame + Arm = 20% attack speed buff for 90 sec.

Arcane Aegis - Fist + Star = Crushing / Magic mitigation increase


Hammer (with priest and mage)

Lightning

Thunder Slash - unordered - Hammer + Lightning + Sword = Divine + Magic + Slashing Damage (3 hits)

Archaic Ruin - ordered - Eye -> Flexed Arm -> Flame = 70% bonus to arcane/slash/divine dmg

Ancient Wrath - ordered - Flame -> Fist -> Hammer = massive DD, maybe AE

Arcane Salvation - Star + Arm + Chalice = Increased in-combat group power regeneration


Priest Initiated: Divine Providence + Hammer

Divine Judgement - Hammer = single target divine direct damage (for 100% moderate priest nuke)

Inspiring Piety - Hammer = priest knowledge inc 2 levels, plus Divine Judgment nuke

Blessing of Faith - Chalice = instantly restores some power, inc power production 10% for 90s

Coin (with scout)

Piercing Faith - unordered - Cloak + Moon = Piercing DD (cloak needs to finish HO) and -5 AGI on mob

Divine Trickery - ordered - Hammer -> Cloak = Divine DD + pierce/divine resistance lowered on mob 5%

Faith's Bulwark - ordered - Chalice -> Coin= AC inc by 20% for 90s


Scout Initiated:

Lucky Break + Coin

Ringing Blow - Dagger - Short duration stun (not broken on hit, but short!)

Swindler's Luck - Dagger - 2 lvl accuracy increase

Bravo's Dance - Dagger - 20% haste for 6 minutes

Boot (with fighter and priest)

Chalice

Verdant Trinity - Chalice = 50% group heal

Nature's Growth - unordered - Mask + Sword + Druidic Stones = Group regeneration

Shield of Ancients - Lightning + Horn + Moon = absorbs 15% dmg for 90s

Capricious Strike - Hammer + Dagger + Sword = single-target DD


Horn (with fighter and mage)

Lightning

Trinity Divide - unordered - Star + Mask + Horn = Addt'l piercing dmg + increases hate on fighter by all mobs in group

Soldier's Gambit - unordered - Dagger + Sword + Lightning = bonus nuke dmg 100%-300%

Ancient's Embrace - ordered - Lightning -> Cloak -> Flexed Arm = Chance to "riposte" slash dmg for group when hit for 90s

Resonating Cascade - Mask + Dagger + Lightning = Increased in-combat group power regeneration

Grand Proclamation - Lightning + Mask + Arm = Increased power pool for the group

Chalice (with priest and mage)

Lightning

Breaking Faith - unordered - Lightning + Eye = Doubles dmg of last hit, reduces arcane, divine, and lightning resistance by 5%

Archaic Shackle - Does addt'l dmg, roots briefly and slows by 5%

Crucible of Life - ordered - Lightning -> Coin -> Chalice = Full power & health to group plus 10% heal on hit

Moon (with fighter, priest, and mage)

Fire

Strength in Unity - unordered - Flexed Arm + Chalice - Increases str, wis, int and agility of the party by 10 pts

Ancient Demise - ordered - Boot -> Coin -> Lightning + Hammer = Great AE DD + lowers arcane resist on mob 10% for 5 min.

Past's Awakening - ordered - Fist -> Star -> Cloak - Buffs power and health bars, does 4x dmg to all encounter mobs

Tears of Luclin - Boot + Dagger + Lightning = Increased damage on mage DD


Mage Initiated:

Arcane Augur + Lightning (solo)

Arcane Fury - Lightning - Arcane DD equal to one mage nuke

Arcane Storm - Star - Same as above but AE

Arcane Inspiration - Flame - Restores 20% power, plus 20% power regen and 50% of hits taken convert to power

Hammer (with priest)

Suffocating Wrath - unordered - Hammer + Lightning = Halves all mobs arcane spell dmg for 36s

Arcane Chalice - ordered - Flame -> Chalice= Restores 10% power and major group heal

Ancient Crusible - Moon = Instantly restores 33% of health and power, +25% regen on both for 24s

Coin (with scout)

Arcane Trickery - unordered - Lightning + Dagger = addt'l 75% dmg, 5% arcane debuff on mob

Trickster's Grasp - ordered - Flame -> Mask= Additional 4-tick 150% arcane DoT

Rain of Daggers - unordered - Lightning + Dagger = High dmg proc for 90s

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