Post by Klinka on Apr 6, 2007 13:00:22 GMT -5
This post will get into raid protocol, and anything we need to talk about besides loot rules, which is in a different thread. It will also cover some basic class roles, and your input is of course encouraged.
Raid Markers
The raid markers; Skull, Moon, Orange (sometimes referred to as condom) etc. are symbols that can be placed above the targets heads and help direct traffic and delegate responsiblilty. Our Guild will use them as follows:
Skull
The main tank target and target of most all DPS.
Orange
The 'off-tank' target. Off tanking can be done another Warrior, by a Hunter's pet, a Warlock's Voidwalker or a Pally/Shaman. It is the second threat that needs to be kept away from the main tank and healer.
Moon
Target of a Mage's Sheep spell. To be kept sheeped (shept?) until the main tank attacks it.
Yellow Star
Target of Rogue's Sap ability. Only Rogues with Improved Sap please.
Green Triangle
Druid Root or Sleep target
Blue Square
Hunter Freezing Trap (Ice Block) Do not Attack!
Purple Diamond
Patrol! Not so much a target as an indicator or caution sign.
Red X
Do not aggro or attack.
Now obviously, not all of these are used at all times, and some flexibility is required in the instance, but get to know them and be ready to use them.
I will post screenshots with examples soon.
Class Roles
Raid Leader
The leader can be any one of the classes but should know the instance, be familiar with the loot rules, and how to use the marks and direct traffic.
Warrior
Pull target, taunt, sunder armor, tank, dps and hold aggro.
Priest
First priority: Heal the main tank. The Warrior is the only class that can truly keep aggro off the healer, with the possible exception of a Druid's bear form. The off-tank should heal themselves, when possible, or be healed by their Hunter/Warlock master.
Druid
Can double as the Priest's role, or play the off-tank role. Should provide support heals for the dps and tanking classes, and can assist with dps too.
Mage
Sheep, frost and ice for crowd control... then DPS, baby.
Shaman
Off-tank, support heals, additional dps, and resurrection.
Pally
See Shaman.
Warlock
DPS and specialized pet use. Voidwalker or Succubus (with seduce) can off-tank or Imp for DPS and the group stamina buff.
Hunter
DPS and specialized pet use. Defensive pet off-tanks, offensive supports main tank on DPS. Traps for crowd control when neccessary
Rogue
Improved Sap for crowd control, and supporting main tank. DPS DPS and more DPS ...but without pulling aggro from the Warrior. The Rogue is also a great 'floater', and should be assigned to protect the Healer with stuns and a quick take-down of anything that gets loose.
Let's run through a simple example battle.
A group of 5 mobs stands before us. 3 of them are elites, one of them a named boss, of higher level than the others.
Raid Leader marks the targets: The boss gets the Skull - he's going down first. One of the other elites gets a Moon - he's getting sheeped or a Yellow Star to get sapped. The third gets an Orange - a pet or other off-tank will hold aggro on him.
In this situation, the Rogue can sap first, if he has improved sap, and won't aggro anything. If there are no other mobs to pull or clear out, the Warrior can charge right in to the boss. Priest should drop an absorb shield on him before he charges. Everything will hit the Warrior. Sheep, and send in the pets, then target ALL dps on the Skull. Take him down as fast as possible. Focussed dps is key.
Move on to the off-tank target next. Make sure the Warrior pulls aggro from the off-tank before laying down too much dps. pets can pick up any loose mobs at this point and hold aggro on them. ALL dps now on the Orange.
Keep an eye on the Priest and Mage, if anything has broken crowd control, get a hold of it, and protect our clothies.
Once the Orange is down, the Warrior will aggro the Yellow Star or Moon. In tough fights, that mob has probably broken sap and is after the Rogue, that's when the pets previously rolling off the Orange to the Star helps. At this point we are down to the last elite and can area of effect the remaining mobs. Clothies should not AoE too early - you don't want to be aggroing multiple mobs.
The last two should go down easy, if they are alive at all.
Remember DON'T LOOT until the battle is over. See the Loot Rules thread for details.
...to be continued.
Raid Markers
The raid markers; Skull, Moon, Orange (sometimes referred to as condom) etc. are symbols that can be placed above the targets heads and help direct traffic and delegate responsiblilty. Our Guild will use them as follows:
Skull
The main tank target and target of most all DPS.
Orange
The 'off-tank' target. Off tanking can be done another Warrior, by a Hunter's pet, a Warlock's Voidwalker or a Pally/Shaman. It is the second threat that needs to be kept away from the main tank and healer.
Moon
Target of a Mage's Sheep spell. To be kept sheeped (shept?) until the main tank attacks it.
Yellow Star
Target of Rogue's Sap ability. Only Rogues with Improved Sap please.
Green Triangle
Druid Root or Sleep target
Blue Square
Hunter Freezing Trap (Ice Block) Do not Attack!
Purple Diamond
Patrol! Not so much a target as an indicator or caution sign.
Red X
Do not aggro or attack.
Now obviously, not all of these are used at all times, and some flexibility is required in the instance, but get to know them and be ready to use them.
I will post screenshots with examples soon.
Class Roles
Raid Leader
The leader can be any one of the classes but should know the instance, be familiar with the loot rules, and how to use the marks and direct traffic.
Warrior
Pull target, taunt, sunder armor, tank, dps and hold aggro.
Priest
First priority: Heal the main tank. The Warrior is the only class that can truly keep aggro off the healer, with the possible exception of a Druid's bear form. The off-tank should heal themselves, when possible, or be healed by their Hunter/Warlock master.
Druid
Can double as the Priest's role, or play the off-tank role. Should provide support heals for the dps and tanking classes, and can assist with dps too.
Mage
Sheep, frost and ice for crowd control... then DPS, baby.
Shaman
Off-tank, support heals, additional dps, and resurrection.
Pally
See Shaman.
Warlock
DPS and specialized pet use. Voidwalker or Succubus (with seduce) can off-tank or Imp for DPS and the group stamina buff.
Hunter
DPS and specialized pet use. Defensive pet off-tanks, offensive supports main tank on DPS. Traps for crowd control when neccessary
Rogue
Improved Sap for crowd control, and supporting main tank. DPS DPS and more DPS ...but without pulling aggro from the Warrior. The Rogue is also a great 'floater', and should be assigned to protect the Healer with stuns and a quick take-down of anything that gets loose.
Let's run through a simple example battle.
A group of 5 mobs stands before us. 3 of them are elites, one of them a named boss, of higher level than the others.
Raid Leader marks the targets: The boss gets the Skull - he's going down first. One of the other elites gets a Moon - he's getting sheeped or a Yellow Star to get sapped. The third gets an Orange - a pet or other off-tank will hold aggro on him.
In this situation, the Rogue can sap first, if he has improved sap, and won't aggro anything. If there are no other mobs to pull or clear out, the Warrior can charge right in to the boss. Priest should drop an absorb shield on him before he charges. Everything will hit the Warrior. Sheep, and send in the pets, then target ALL dps on the Skull. Take him down as fast as possible. Focussed dps is key.
Move on to the off-tank target next. Make sure the Warrior pulls aggro from the off-tank before laying down too much dps. pets can pick up any loose mobs at this point and hold aggro on them. ALL dps now on the Orange.
Keep an eye on the Priest and Mage, if anything has broken crowd control, get a hold of it, and protect our clothies.
Once the Orange is down, the Warrior will aggro the Yellow Star or Moon. In tough fights, that mob has probably broken sap and is after the Rogue, that's when the pets previously rolling off the Orange to the Star helps. At this point we are down to the last elite and can area of effect the remaining mobs. Clothies should not AoE too early - you don't want to be aggroing multiple mobs.
The last two should go down easy, if they are alive at all.
Remember DON'T LOOT until the battle is over. See the Loot Rules thread for details.
...to be continued.