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Raid Academy
From RaidWiki
Currently, our raids are only open to guild members, but this guide may contain hints that are helpful to others.
Notes on Game Update #37
The recent Game Update 37 nerfs the hate control of scouts and coercers, while improving supportive buffs for many fighter classes. This is to increase the number of fighters needed in a raid.
You will notice that keepingaggro will be harder. Suggested solutions include respeccing tank for better hate control, and bringing in more classes with hate control abilities (including fighters with hate control AA's).
Game Update 38 will further improve on fighters' raiding abilities.
Contents[hide] * 1 Equipment recommendation * 1.1 Armor and Weapons * 1.2 Spells and skills * 1.3 Potions *1.4 Equipment status * 2 Raid conduct * 2.1 Before the raid * 2.2 Communication * 2.3 Going AFK * 2.4 Leaving raid while bidding in progress * 2.5 Command 'all die' or 'wipe' issued by raid leader * 2.6 Active items and doors in raid zones, zone in/out * 2.7 Group leader duty * 3 Tactics * 3.1 Assisting * 3.2 Debuffs * 3.3 Area ofeffect spells * 3.4 Mesmerized mobs * 3.5 Movements * 3.6 DPS players - aggro management * 3.7 Resist reports * 4 Raid grouping * 5 Raid Class Definitions * 5.1 Main Tank (MT) * 5.2 Plate Healer * 5.3 Chain Healer * 5.4 Leather Healer * 5.5 Other Healer * 5.6 Mage Utility * 5.7 Scout Utility * 5.8 Fighters * 5.9Ranged DPS * 5.10 Melee DPS * 5.11 Main Assist (MA) * 5.12 Off-Tank * 6 Forming the groups * 7 Back up Healing * 8 Class Specific Benefits * 8.1 Fighter * 8.1.1 Berserker * 8.1.2 Bruiser * 8.1.3 Guardian * 8.1.4 Monk * 8.1.5 Paladin * 8.1.6 Shadow Knight * 8.2 Mage * 8.2.1 Coercer * 8.2.2Conjurer * 8.2.3 Illusionist * 8.2.4 Necromancer * 8.2.5 Warlock * 8.2.6 Wizard * 8.3 Priest * 8.3.1 Defiler * 8.3.2 Fury * 8.3.3 Inquisitor * 8.3.4 Mystic * 8.3.5 Templar * 8.3.6 Warden * 8.4 Scout * 8.4.1 Assassin * 8.4.2 Brigand * 8.4.3 Dirge * 8.4.4 Ranger* 8.4.5 Swashbuckler * 8.4.6 Troubadour |
Equipment recommendation
Armor and Weapons
* Resists are the first thing you should look at. First make sure you don't get killed, then worry about your DPS or healing performance.
* You need around 3500 in all resists to survive entry-level T7 raiding. This is not hard to achieve using a mix of Mastercrafted, Legendary andTreasured gear. As you progress to harder zones, you'll have to get more. But you'll notice that by the number of times you get killed.
* When signing up to a raid, check if any special resists are needed.
* Try to get at least 6000, preferably more, in those.
* Also buy a couple of Grandmaster's xxxx Reprieve (where xxxx is Noxious, Mental or Arcane). They are made by Alchemistsand ward against damage, and can be used from level 62 up.
* The EOF instances often throw up some pretty smart treasured resists gear if you want to go farming.
* If you can't afford the best equipment, you can buy some cheap Handcrafted resist jewelery to swap in when we get to an enemy with a nasty AE (though you'll lose the stats you get from better jewellery). This can be veryefficient, especially if you have several sets for different types of damage. For instance, buying two handcrafted earrings, two finger rings and a necklace with cold/heat resists will give you over 3500 vs. cold/heat.
* Mastercrafted T7 resist jewelery gives roughly +900 mitigation in either heat/cold, poison/disease or magic/divine.
* Handcrafted T7 resist jewelery gives roughly +700...
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