Basics of Raiding
From Ecodex
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