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  1. #1
    Join Date
    Mar 2011
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    104

    Raiding 101 - How to raid properly.

    As far as i can tell, we got a bit of lack in terms of raid leaders for Riddermark server. While there might be up to hundred players or more that often join raids, there is maybe 10-15 raid leaders top in glff doing Pugs. I'd like to see more people interested into raiding but i understand it might be just too hard to be up for the expectations of raiding. Some people either is not good enough or they would be but they don't know how to. Understanding corruptions and debuffs is not really easy if it's your first MMO (lord, i learned about the potions the Healer NPCs sell at lvl 60 rofl).

    So... to support Peresbert idea about a Raid School, i hope this Tutorial helps some people, (ignore typos, english is not my native language):

    Special Words:
    A raid is based on teamwork, we all need to work together and because of that we need to understand what it's expected from us. Sometimes the leader or other players will tell us what to do if we are newbies in that raid, in that case you must understand some special words. for it.

    Add: Additional enemies involved in a fight, not a boss.
    DPS: Can be either the action of attack an enemy or a class that as main function is to do massive damage, for example the hunters are a DPS class. In some cases you will see directions like 'dps the adds' wich mostly mean 'kill the additional enemies and not the boss'. Using this words we make it's faster to explain and we don't waste time while fightning.
    Agro: Is the threat that an enemy puts on the group, if you got agro it means that the enemy have your attention. The agro can be built up by us doing damage or specific skills, for example: If an enemy is attacking a healer, your leader will call someone to 'agro that enemy'. In that example we are the ones suppose to create threat on the enemy to make him attack someone else that is not the healer. If you got the agro, the enemy is going to attack you no matter what. You can check who has the agro in real-time enabling 'Show the vitals of your selection target' from the Combat tab in Options.
    Mez or cc: (Crowd Control or Mezmerize).
    It's the abbility to sleep, daze, root or keep an enemy out of combat. If someone ask you to CC an enemy, you know what to do: Make him don't attack anyone by using a daze, stun, fear or root.
    Buff: A temporary raise on our statistics noticeable by a little icon below our morale bars.
    Debuff: A temporary nerf in our statistics noticeable by a little icon below our morale bars.
    Inductions: When you see a noticeable green or orange circle around enemies means that they are casting a spell. That's called an induction and it can be interrupted by some specific skills of any class like: Champion's Clobber, Guardians's Stamp, Captain's Kick, Hunter's Blindside, Burglar's Addle, Minstrel's Piercing Cry, Loremaster's Blinding Flash, Warden's The Boot, Rune-Keepers Final Word and more.
    Corruptions: A corruption is a buff on enemies that can be removed by us. The corruptions usually gives the enemies special skills instead of just a raise of statistics. Every class have skills to remove corruptions, an example of each one: Captain's Blade of elendil, Guardian's Sting, Champion's Feral Strikes, Minstrel's Cry of the valar, Hunter's Dazing Blow, Runekeeper's Final Word, Warden's Reversal, Loremaster's Dispel Corruption, Burglar's Startling Twist.
    AoE: Area of Effect, an AoE is an attack that hits everything in that area, if an enemy is doing an AoE you all must be away from it. On the opposite side, we can also do AoEs, wich are skills that hit everything in an area (For example: That fire that you have probably seen before by a loremaster).
    FMs: Fellowship Manouvres or CJ, Conjuctions. This is so complicated to explain that i made it's own section, check it later.
    Pot: Pot means that you need to use a potion. Usually is not morale or power, the effects to clean would be either a Poison, Fear, Disease or Wound and if you don't do it... well, you'll be in problems, a single debuff not potted can wipe an entire group of 24 players.
    Tank: Basically tanking it's to hold an enemy while he hits you, you work as a decoy to avoid that he kills other players. A tank can be also a tankish class. The official tankish classes are the Guardians and the Wardens due to high survability but sometimes other classes can also hold some enemies.
    Kite: It's the alternative to Tanking, kiting consist in holding an enemy threat while he's chasing you. We do this with enemys that can't hit you if you kite, that way we completely remove the damage from them because they are not fast enough to catch you and although it's not CC, it's a sort of crowd control since we don't need to deal with that enemy damage.
    HoT: Heal over Time: The HoTs are buffs that heals over time. Both players and enemies can use those.
    DoT: The opposite to the HoTs, this is Damage over Time: The DoTs are debuffs that can damage over time, like Bleeds, Poisons and other skills from you or the enemies.
    Cds: Cooldown of our skills or potions, it's important to check these since we usually need specific skills for specific fights.
    For example: If someone haves a debuff that will kill people around and the player is on cooldown on potions and can't use a potion to clean that debuff, he must call 'i am on cooldown' hoping that a loremaster (can cure disease and wound), a captain (can cure fear), a hunter/burglar (can cure poison) or a rune-keepder (scribe a new ending skill can cure all 4 types) clean that debuff for him and saves the day.
    Wipe: Be ready to learn this word in a thousand of different ways. A wipe it's the complete defeat of your entire group. If you wiped, don't discourage, it only means that someone did something wrong.
    Rez: The action to be revived by another player. There are classes with In-Combat rezzes and classes that can only rez out-of-combat.
    AFK/bio: This means that a player is not on the keyboard at this moment and he/she is expecting that you wait until he/she's back.
    Pug: Pick up group. It's the group/raid formed randomly by players not in the same kinship.
    b/p/e: Block/Parry/Evade, it's your abbility to reduce incoming damage.
    Mob: A monster, usually just an enemy that doesn't belong to a boss fight or an specific pull. For example landscape enemies are considered mobs wandering around.



    Instances Short Names:
    GB = Great Barrows
    GA = Garth Agarwen
    Fornost WW, FW, EW or SW = Fornost Water Wrath, Fire Wrath, Earth Wrath or Shadow Wrath
    CD = Carn Dum
    Uru = Urugarth
    Rift = The Rift of Nurs Gashu
    Hele = Helegrod
    HoN = Halls of Night
    IoF = Inn of the Forsaken
    HoC = Halls of Crafting
    Forges = Forges of moria
    FT = Forgotten Treasury
    16th = Sixteenth Hall
    FG = Fil Gashan
    DD = Dark Delvings
    GS = Great Stairs
    Turtle = Filikul
    DN = Dar Narbugud
    Watcher = The Vile Maw
    SG = Sammath Gul
    BG = Barad Guldur
    STH = Stoneheight
    NCF = NorthCotton Farms
    SS = Sari-Surma
    LT = Lost Temple
    OD = Ost dunhoth
    FE = Fangorns Edge
    ToO = Tower of Orthanc
    Drai = Draigoch
    RoF = Roots of Fangorn
    FF = Tower of Orthanc - Fire and Frost Wing
    Lightning = Tower of Orthanc - Lightning Wing
    BfE = Battle for Erebor
    Smaug = Fires of Smaug
    Flight = Flights to the lonely mountain
    Skraid = Skirmish Raid


    Fellowship Manouevres (Old name: Conjuctions)
    They are that special skill that sometimes pop up in your screen with 4 different colours. Intended to help us, most groups will use the basic ones since they are worth and easy to not screw them. (I personally keep asking Turbine for an FM of 5 players able to revive a 6th player dead but so far that is not happening)
    How FMs works is: When someone make an FM appears, only his/her fellowship can use it, but it haves a few rules.

    1: The FMs only last a few seconds, be ready to click a colour or you will miss it.
    2: Green and Blue can always be hit by everyone from a range of 15m distance.
    3: Red and Yellow can only be hit from your attacks range. That means that a Guardian needs to go melee range to hit Red, but a hunter can hit Red from 20m distance.
    4: If you has press a colour but you Move, you cancel the colour that you picked, that is actually a good thing since you can pick the wrong colour by misstake, then move pressing S and select a new one, you just need to be be fast as hell.
    5: Everyone can start FMs randomly in each attack with less than a 1% of chance. But besides that there's a few skills in the game that will guarantee an FM.
    - Burgs have a few skills to start FMs on 100% chance.
    - Guardians can start FMs 20% each 10 seconds with To The King legendary trait(50% if you are geared/traited/legacied for OP).
    - Captains can use Kick to start an FM with 10% chance.
    - Hunters can use Tripwire trap for it, but i don't know the chance.


    Leading/Leader Responsabilities

    The leader is basically the one person that needs to know exactly how to answer all the questions in that specific raid. Don't try to lead if you can't understand this section of the tutorial, could be end badly. For that reason the leader needs to do some Basics and some Advanced tasks.

    - Basics - Before starting to attack.
    1: First of all you need to know clearly what you need to recruit, if you are going to need a Loremaster, a Captain, an Interrupter, 2 or 3 healers, 1 tank or 2 tanks. You need to specifically known the situations where you will need an specific class. As example: You need a Burglar in Draigoch challenge because the challenge is to start and complete 12 specific Fellowship Maneouvres.

    2: When the perfect classes are invited into the raid, the leader needs to see what do we have and ask himself, Who of these 2 tanks would be the best one? or who is going to follow my orders so great that will always DPS the right target? When he knows who those people are, the leader needs to add them to Assist Targets (A new UI pannel where we all can see their morale and their target, that's double useful because the healers can easily click on tank to Heal him and the DPSers can easily click on the same enemy to focus all the damage on it). To enable the assist target window as a player you can press O, go to Raid tab and enable the window at the bottom. To add a player as assist target you can simply right click on his portrait and add him as assist target.

    3: Right when know who are main dps and tank it comes the Groups formation. Leaders can press O, go to raid tab and move people from 1 group to another, as special mention that this is useful because of group-only buffs or balance some battles. For example some healers can do an AoE heal that only affects their group. Also wardens can leech agro of their fellowship, having you 2 wardens in same group would steal agro from each other all the time. For that reasons you will always want 1 Healer in each group, 1 tank in each grop... 1 of each class in each group if you have 2. It's expected that if you have a captain, you switch them to both groups so everyone can get Motivated buff, if you don't know how to do it, ask the captain to explain how to do it. Motivated is an skill that must be executed once per group, so it takes to use it 3 times to cover 12 players groups.

    - Advanced - In Combat
    Here comes the trouble for the raid leader. The advanced settings are for Combats, things the leader might need to do while fighting.

    1: The leader needs to specifically known every detail of bosses.
    As example: If there's an enemy that will put a Poison debuff in someone, then if that poison will kill everyone if you don't use a potion to remove it... It's the leader who needs to warn everyone before the fight and say 'This boss puts a deadly poison debuff on us, watch out and use poison potions as soon as that happens'.
    Giving exact and precise information about the fights mechanism is going to make the difference between your group Winning or Losing a fight.

    2: Readychecks is mandatory. Before we start a boss, before we do a pull, before we loot a chest, before we want to continue. Doing readychecks gives the leader the visual of how many people are paying attention. Don't worry if they tell you that you are doing them too much, they will be happy that you want to make sure they are playing and focused on this raid instead of acting selfish. Remember, you need to think as a group, not as only yourself.

    3: The leader needs to know how the loot rules works and use NEVER free for all loot rule in a raid. We are going use Round Robin with Roll/Pass when we want this to be a Fair chance for everyone to get the items. And we are going to use Master looting when we want to make the people have more than 30 seconds to check items and roll on them (in skraids), also if we want to Save an item for Kinship only; because if you master loot, the leader and only the leader will be able to Assign the items to the players in the raid. To know who want the item in master loot, the people must type /roll and check the Standard channel, Filter it or use the General chat tab for it.
    Loot quality Should be always Uncommon, That means that the loot rules will apply to every item equal or better than uncommon. This option leaves the Trash items out of the rolls because they are common.

    4: Mark enemies using symbols. Lotro gives us the option to mark enemies or allies, or even ourselves; with different symbols from the rick click on portrait menu. Usually for easier management a good leader is going to mark them to speak about. For example you have two trolls and you need 1 CCed, then you will mark 1 troll with a Red Skull and say 'CC the skull, kill the other'. Everyone in the raid must understand with that easy direction that they must NOT attack skull one, because he will be sleeping for a while. (Sidenote: instead of right click portrait, i mapped all the mark options from the Options menu, so i can mark all 10 enemies in 1 second doing fast Tab and pressing a number in the numeric keyboard of my desktop computer. It's specially useful when i say 'kill always skull', because as soon as we kill an enemy and i move to another one, all i need to do is press 1 key to make this new enemy haves a skull over his head.)

    If you have any trouble knowing who is the leader or the assistant, there are little icons easy to see right in the border of the players portraits. Golden one is leader, blue one is Assistant. (The assistand can invite/dismiss players to the group and can set FMs, but they can't do readycheks, change the loot rules or move players from one group or another).

    Following directions is mandatory

    As i just said in the previous section, the leader will mostly be sure to make everyone understand what to do, it's his job to say to us what we need to do. But that is bull&&&& if we don't listen, if we don't do what is expected from us and if we don't even accept we failed (sorry for my french). If you do something wrong say it and ask the group for tips on how to do it/improve for next time, they will be happy to make that you learn but they will be angry if you ignore the fact that you wiped them and you don't try to fix that issue.
    For this i suggest 3 importants advices that you will want to do.

    1 - Have a chat tab for that group. (Right click in that tab and unfilter all unneccesary channels, have only Raid, Tells and Fellowship)

    2 - Be sure you have voice enabled, even if you will never speak, but you will be able to hear the voice of other persons saying what to do if there's an emergency or unexpected situation. Also a lot of leaders love to lead using their voice. (Options, Audio, Voice enabled).

    3 - Keep in touch with someone using Tells, don't be afraid of it. If you are a Loremaster and there's another loremaster and the leader says 'the loremasters CC the 2 trolls' it's your job to speak with the other loremaster and coordinate that CC, telling him if you want to CC the left one or the right one, and this is only an example of grouping interactions to work as a team. Remember that you are not a single player anymore, you are part of a team.


    Raid Locks
    There's a few questions about some locked raids.

    - 1: Why can't we do same raid twice the same day?.
    That is because the server gives us a window of time to beat down the entire raid, since most of them can be so hard that you will spend days and days stuck until you finally beat 1 boss. Now imagine that you beat that boss but it's too late and your group doesn't have time to continue the raid. If you all exit lotro you would lose everything what you did right?, same as a skirmish. Well... actually NO, you can continue the next day because the raid won't reset until an specific times happens. That's the point of the raid locks: Keeping an instance 'ready' for next boss on a different day.

    - 2: What is this Locks?
    When you beat a boss, you instanly get the Lock of that boss.
    That means that until the raid resets you won't be able to kill that boss because he's already dead and locked for you.

    - 3: How locks share?
    Locks are incremental, wich means that... if you have Locks of bosses 2 and 3 in a raid, and your friend has locks of number 1 in the same raid. When you two start that raid the locks will be shared to both, so you two will have Locks in 1,2 and 3. That system works that way so nobody can kill the same boss twice. Remember: If anyone in the raid haves a lock in a boss, it will spread to Everyone when they enter the raid.
    As a sidenote, only the person with an advanced lock can create the raid. If your friend got locks 1 of ToO but you got lock 15, only you can create ToO for you two and not him. If he creates it you wouldn't be able to join because you would be "locked".

    - 4: How to check if i can or can't join?.
    To check times of reset times type: /raid locks (if none appears, you got no locks)
    To check yours and your group Locks press O, go to the Group Stage Info Tab and you will see them there (Pretty much broken).
    Last edited by Magol; Jun 27 2013 at 11:14 PM.
    Saelyth is not forgotten...

  2. #2
    Join Date
    Mar 2011
    Posts
    104
    Class Roles
    You are new in a raid and you don't know what is expected from you? Well, this should help you understand your class capabilities.
    And please, Don't be so naive or closed-mind to think that every class haves only 1 Role, they all got a few roles. 1 Main And a few secondaries roles. It's true that their main role is way easier to master, but that doesn't mean that if they focus in the secondary one they can't be pretty much useful as well. It highly depends of the skill of the player using that character.

    Guardians/Guards
    1: Main tanks, they get all the hits from the enemies due to high survability. Also they will keep the bosses busy making them hit the Guardian holding all the agro possible. Usually the guardians can Tank a single boss better than most wardens, but a Warden will tank a group of adds better than most guardians.

    2: OP, they can do high damage if maxed and put bleeds on enemies, they are better with AoEs than single damage. The problem with being OP is that you will lose a lot of survability, sometimes making you be more squishy than other classes. An OP guard can try to agro and take care of the adds away from the healers when the Main tank is too busy and there's additional enemies. They can also spam FMs if need using To The King legendary trait.

    Champions/Champs
    1: AoE Dpsers, a champion can maintain high damage on a group of enemies being the main source of the group of enemies dying quickly. Due to this effect you can find yourself usually stealing agro from tank, if that happens you want to learn how to use Ebbing Ire Skill, wich transfers agro to another person. Alternatively you can use Ardour stance to assist with not generating aggro too fast while aoe'ing

    2: Offtank, but pretty much only single targets and not big groups, they are perfect for Offtank enemies that needs to be interrupted while in glory stance.

    3: Interrupters: I said that in the point 2 because the champions shine for interrupts, each time a boss is preparing a big attack that will wipe us, you want a champion stopping it, the most expected use for a champion is to Interrup enemies because their cooldown for it is less than most classes.

    Wardens
    1: Main tank, they need more time to build agro and their survability is less than the guardians survability because of medium armour, but they can AoE heal or buff the group using conviction Gambit and be pretty much useful as interrupters or removing corruptions. Nevertheless against a big groups of enemies a good warden can leech morale from them and pretty much become inmortal, some people says that's overpowered but it's really useful.

    2: DPS, i recently found out wardens can do decent DPS in assailtment stance, but they are also good in melee dps.

    Rune-Keepers/RKs

    1: Healers using Heals over time on people. They can stack buffs on players that will heal over time even if they are not casting it on the player anymore, that makes tricky to heal as a runekeeper since you would want to have HoTs on every player being attacked. Also they can put groups wide bubbles to absorv damage for a short amount of time.
    The skill you want to know about if you are not a Runekeeper is 'Do not fall this day'. It's a buff that will revive someone in the exact moment that player dies. Ask for it to a runekeeper if you see you are gonna die no matter what, because it must be applied before you died or won't work.

    2: DPS, They are alike the hunters, single dps and able to nuke enemies as nobody else, just remember they won't heal while dpsing since they need to build up the dps skills or the heal skills using Atunement, there's no way a runekeeper can switch from dps to heal in a second. A good rk dpser will be able to Stun enemies while he's dpsing another enemies, wich will save the group if healer is surrounded by adds.

    Minstrels/Minis
    1: Healing based in crits, the most critical hit you get when you are healing, the more happy your tank will be. The minstrels are really good for Group heals. If you want to be rezzed in combat, inspect the minstrel and make sure the Minstrel haves Rally traited, otherwise they won't be able to rez in combat.

    2: DPS, they can dps a bit, not as much as the damage a runekeeper can do but their attack also adds some ballads as Group buffs, wich makes we all get a temporary buff while the minstrel is attacking. A good minstrel should be able to heal while buffing groups as well.

    Captains/Cappys
    1: Buffers and 'Jack of all trades'. The captains can buff us to do more Critical hits, More power incoming regeneration or More parry to avoid hits. Also to have a 10% more morale. But beyond that the captains can pretty much heal a lot of what a real healer could heal and they can dps a bit of what a real dpser could damage. The captains can always choose what to do but you mostly want 1 for the buffs.
    Also it's better than captains uses Banners instead of pets because they can be placed in combat.

    2: In cases where you totally need more heals but you don't want to lose captain buffs, ask the captain to trait HoH trait line, if he's good you won't regret.

    3: If you really need more DPS, the captain must use Oathbreakers legendary trait wich would increase the damage of the entire raid a +35% for a few seconds.

    Loremasters/LMs
    1: They are AoE dpsers, same as champions they can do some good sustained AoE dps, but they can also Nuke AoE dps fast. The loremasters can do bigger hits, but their cooldowns blocks them to keep doing that massive damage all the time. Loremastes are very effective when they are with a champion.

    2: Debuffers(For bosses)/CC, in raids this is mostly their main role. The loremasters can Daze, Root, and basically keep out of combat an enemy or group of enemies, this is more useful than what it seems. While the group kills the other enemies, the CC ones are always not attacking us. Why i said the loremasters are debuffers for bosses? Because their debuff are gonna make the bosses or enemies hit less damage, slower them and basically keeping them a bit nerfed. For example their Frost-Lore makes the debuffed enemy hit with -25% tactical damage. On OD ivar or Saruman this is a Must Have.

    3: Healers, the loremasters can choose to heal and do it pretty decent if they know what they are doing. Water-lore heals and stun inmunities are 2 of the most expected skills on loremaster healing.

    Stun inmunity in tanks or other players is a must on some raids, like erebor ones. That skills should be used no matter wich of those 3 is your role.

    Burglars/Burgs
    1: CC, They can CC but not as good as a LM, always single targets.

    2: FMers and Debuffers(for us). As i said in the Fellowship Manouvres section, they can start FMs and help the groups when we need. But the most useful for a group from a burg is their Debuffs, and i say debuffs for us because they will Debuff the enemies defenses, not his attacks as Loremasters do. An enemy debuffed by a Burglar will increase Our damage, our critical chance. Basically a burg makes the enemies has less armour, has +10% incoming damage debuffs... So we can kill the enemy faster. There is no many blue traited burgs, its a specialty role but when done right its effective. Mostly affecting attack speed, damage, etc.

    Hunters
    1: Dpsers in single mode, their main role is to burn the enemies 1 by 1 doing Ranged attacks as DPS, it could be a bit bored since hunters can't do anything else but hit right target in this role. But yet that's only if you are average, the Uber Hunters are capable of fight while moving, and being dinamic in a fight will be always useful. (Sidenote: Your main problem is gonna be doing so much damage that u might steal the Tank agro, if that happens you might need to use Beneath Notice and then carefully choose other skills that does dps but dont steal agro. Do that only until the tank haves builded enough agro that you wouldnt steal in a million of years, that is the key to be a good hunter or a bad one).
    To help with agro, the hunter must be aware of their stances, use Endurance for bosses, Precision for everything else. Also NEVER start a fight with big attacks like Heart-Seeker, that would make you the most threatening enemy and not the tank.

    2: Poison CCers, yeah, you never heard about this, that's because only 1% of them actually know how to use it properly, the Poison CCer hunter is an expert in using traps and CC enemies, able to burn down a group of enemies but doing less damage as the nuke ones; Also they can AoE remove poison from us. You totally need 2 of these ones if you ever go to the final boss in Helegrod poison wing, Zaudru.

    Loot, Treasures, Drops, Items!
    The drops and treasures found in the instances and raids are totally changing with each update, that's the reason why i won't speak about any item here. Anyway there's some tips i can give.

    - 1: Bosses has always the better stuff. Symbols, gear, tokens, weapons. If you do the bosses in tier 2 or challenges, you get even a better chance or better items.

    - 2: Don't ever Roll on an item you won't use. For example, if you are a Minstrel, don't roll on Heavy Armour items, u can't use them and if you win the item you are gonna piss off someone that could use it.

    - 3: The 95% of the items worth in raids are Bound to Character. If you are gonna roll, think about yourself. Not an alternative character, not a friend, the item will be only be able to be use for your character. (Updated: not with new scalable stances, turbine changed it so now some items are not bound).

    After reading all this... are you even elegible to do a raid?
    The raids are totally harder than the instances, this is why people needs to be prepared for what is coming, and it's mandatory to check you match the expectations to be raid elegible. Wich is this:

    1: 50 Potions of Fear, Disease, Wound and Poison. (The maximum strenght in each update, can be bough from Healer NPC in the hubs). Move them to quickslots so you can use them as a normal skill.

    2: Hope tokens of +5 (Crafted by Jewellers, you can also buy in AH).

    3: Raid gear - Wich is usually a SET of your class. Don't go to a raid with Questing items, but since most sets are rewarded from raids, that is quite hard to achieve. To explain this better i'll say -don't go to the most harder raid with questing gear-. You will be able to get lesser Set gears doing another instances or skirmish raids, just not the hardest one, ask in the raiders channels like GLFF for expected gear for an specific raid and we will tell you where to get gear for that specific instance (At least in Riddermark server).

    4: Trait specifically intended for your role. If you'r a healer don't bring dps Traits. If you'r a Tank, don't ever bring dps traits. If you are a DPS, don't bring tanking traits. You get it right?.

    5: Morale potions, power potions, scrolls for critical hits (Crafted by scholars), regeneration food (Crafted by cookers)... You must be ready for everything because nobody will give you free stuff. If you don't have potions don't ask for them inside the raid, you should have before joining, check AH if you are in a hurry.

    6: Patience is expected in all the raids, they might take 5-6 hours to be completed (less time if the group is good), for that reason before joining a raid please Ask how much time it will take and make sure you won't leave in mid-raid. That's something we all leaders hate. Also be ready to wipe a lot, don't rage-quit if you die 3-4 times, just find what is failing and make sure it's fixed for next attempt.

    7: The right level is expected. Don't ask for invite to a level 75 Raid if you are level 73, is not gonna happen (Or shouldn't).

    Advice and feedback would be great, thanks for reading.
    Last edited by Magol; Jun 30 2013 at 04:03 PM.
    Saelyth is not forgotten...

  3. #3
    Join Date
    May 2011
    Posts
    33
    Quote Originally Posted by Magol View Post
    2: Hope tokens of +5 (Crafted by Scholars, you can also buy in AH).
    Eastemnet Jewellers craft Riddermark Edhelharn/+5 Hope Tokens, not Scholars-- those craft the Battle and Warding Lores.
    Arkenstone

    The Moors is dead. B> Freep Realm v Freep Realm, maybe we'll see real class balance then.

  4. #4
    Join Date
    Mar 2011
    Posts
    104
    Quote Originally Posted by Phyxrgon View Post
    Eastemnet Jewellers craft Riddermark Edhelharn/+5 Hope Tokens, not Scholars-- those craft the Battle and Warding Lores.
    Thanks, Fixed
    Saelyth is not forgotten...

  5. #5
    Join Date
    Dec 2011
    Posts
    87
    Thank you for posting and I will definitely have people read this. I do get surprised at times about the lack of term knowledge among players. Now only to say pay attention/follow directions more. That is always my biggest issue when running any group.
    Last edited by Peresbert; Jun 28 2013 at 08:30 AM.

  6. #6
    Join Date
    Jun 2010
    Posts
    1,977
    Add:
    LMS: Provide Stun Immunity

    This is their primary role in 2 out of the 3 Erebor Raids.
    Crell-L85-Champion - Riddermark ; Swego-L85-Burglar ; Kotvi-L95-Runekeeper
    Delego-L85 Hunter ; Stodden-L51-Captain ; Edhul-L61-Loremaster
    Deglorion - SoA XP Disabler

  7. #7
    Join Date
    Mar 2011
    Posts
    104
    Quote Originally Posted by Crell_1 View Post
    Add:
    LMS: Provide Stun Immunity

    This is their primary role in 2 out of the 3 Erebor Raids.
    Done, i still need to learn a bit more about loremasters but i guess it works regardless the kind of traits they use?
    Saelyth is not forgotten...

  8. #8
    Join Date
    Dec 2010
    Posts
    105
    Its 30s with no trait or legacy. Legacy is +30s maxed, trait is another 30s. I always use the trait when grouped because so many situations require it and not having si on a tank or healer can wipe a group.

 

 

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