Saturday, August 15, 2009

How to properly make a Run, or Raid

Whats my Role?

It is the TANK that holds the front end of the Party together, and in raids, you have a multiple number of these SQUADS of 5 people.

A Tank
3 DPS (Damage)
A Healer

(For a RAID you duplicate this 8 times)

The leader assigns SQUADS to do a certain task usually, or will sometimes ask the Dps to do one thing in each group and the other special attack characters to do something else.

But Mainly a Tank holds the aggro, and keeps all the enemies on Him/her. The DPS then attack the Tank targets as they change and try to stay UNDER the amount of damage the MAIN thank is doing, this way the enemy stays on the Tank and doesn't pull toward you. A good tool for this is called "Omen II", it sets off an alert when you pull aggro off of the Tank. Good tool.

The Healer is looking out for the TANK, if the tank dies then you all die, as he/she is holding ALL the main aggression.

TANKS should be good leaders and know when to assign CC targets when dealing with enemies. This is using the powers of your group to its full advantage and makes you more used to pulling these tricks. This will pay off big time once in PvP combat... Tanks assign targets.

SKULL - Main Target
X - Second Target or Second Tank Target
O - Third
T - (Triangle) Fourth
S - (Square) Fifth
C - (Moon) CC or SAP

The Main Tank generally points the way into the melee, and sometimes a Second Tank or a Primary DPS will keep their eyes out for a monster heading away from aggro and they will hit it and run it back to the Tank, switching back to the main tank target, as the Tank uses an AOE to retain aggro again.

If you get hit and its taking massive damage, head back for the tank and yell or inform the others someones on me, a good idea is to form this with the Tank at the beginning, you can usually however run toward them and a good Tank will see you have someone on you.

Buffs should be used before each pull, and always give healers and dps casters the time to Regen their Manna, sometimes you have to remind them (believe it or not).

You should never NEED an item unless its an upgrade, yes even if its higher level than you, you still should need roll it. Unless there is someone that could use it and CAN wear it right now, but this is your choice and would be a nice thing to do.

Chances are, if your running the Dungeon over and over again, you'll get that same item 4 more times before your done. Don';t fight over items, its JUST a game... be fair to others.

All chests, treasure and loots, gems and the like should be rolled greed. There are cases where if there is a rogue present they will let the rogue have the item and then he will hand out armor that drops from it. This also is up to the group.

Plain and Simple, don't OVER damage the TANK. Use Vent (voice) server when in GUILD groups after level 70 whenever possible and don't NEED on items that are not an upgrade for you. And level does not designate an upgrade unless you want to surrender the roll.

If you have Heals or Rez as a secondary ability, USE it when needed. Help the healer a bit. Help rez the Dead, they would for you, if they were a good player. Bubble your anti magic when the groups under magic assault. Think with your toon, use your powers to their up most ability.

And never give up. Quitters are a dime a dozen. Never quit. But you can compromise, "Hey this 80 Heroic Trials of Champions is rough, lets try Regular...."

Go on rotations. When groups are being formed, let them know that your on CALL. When a spot opens your in, and then as others leave, others join. The groups continue forward in a rotation doing run after run and switching players as they log off for the night and more come on. Fill the Rotation, and....

Now you are a group runner.

No comments:

Post a Comment