Back to Forum Re New

Raid Leader

Text Commands:

/raidinvite NAME - Pretty obvious.

/dzadd NAME - Adds player to your instance

/kickplayers exp - Removes all players from an instance. After beating an raid + all loot has been looted, you'll want to use this so that you can move on to the next event (given it isn't in the same zone)

-- Note, the above command has a tendency to graphics glitch and show that there are XX players still in the instance, there aren't thats just a display bug --

/compareexp - Compares the players in your raid vs. the players in your instance, will display a message like:

-- NAMEHERE is in your raid, but not your expedition. OR NAMEHERE is in your expedition, but not your raid.

/makeraidleader or /dzmakeleader - If you need to hand off the raidlead or dzlead to someone else, this is the command



Button Commands:

Invite/Disband/MakeLeader - Obvious commands, usable instead of /raidinvite etc. Required to target the player you wish to hit with whichever of these commands to use. The text commands above which do the same thing, do not require you to target them (or click on their name in the raid window)



Options - This opens up the options for looting. Default = Leader Only. Other options are: Leader + Group Leaders, Leader + Selected (Selected are chosen by AddLooter + RemLooter buttons), Entire Raid. In all guild and open raids I lead, I almost always have the looting set to Entire Raid. It cuts down on the 2min downtime to loot if someone wins loot fast, and is just less of a hassle over all (ESPECIALLY in raids where you must loot certain items like Ritual of Terror)

Also under the option tab is the ability to color coordinate the raid window by class (IE Assigning Paladins to Dark Blue, see below)



Exp/Task - These commands Invite all players not in your expedition or task, but in your raid, to your expedition or task. I seem to recall these being broken at some point in time, as such I've never used them and have gotten used to typing fast to /dzadd everyone.



Dump - This command dumps all of the players in raid, level, class, and raid role (group or raid leader) into a text file. It is extremely useful for keeping attendance in guilds for point or merit based systems to see how often players attend raids. The file is labeled:

RaidRoster - YEAR MONTH DAY - HOUR MINUTE SECOND . Txt , IE:

RaidRoster-20110831-013151 , 2011 August 31st at 1:31:51



Lock - This command locks the raid, meaning if you are a group leader you may no longer invite players to the raid, nor may you make someone else the leader of your group. More importantly it also give the raid leader the power to move characters around.

While the raid is locked you may select a player, highlighting their name (and if in range of them, targetting them). Then click the 1 button underneath or near lock depending on your Raid Window UI. This places that selected player in group 1. If you want to place them in group 2, you can select them again and click the 2 button. If you don't have a place for the character for the time being you can just select No Group which will place them out of any group but still in the raid.



RLAA Unlocked Commands:

MainAssist - Delegates 1 player the Main Assist of the raid (for the 1st rank, more ranks = more MAs). This player whenever targetting something will get a target ring seeable by all players in the raid. Making it easier to see which mob they are on. (Costs 6RLAA Points, should be 1st purchase)



MarkNPC - Marks 1-3 NPCs so that you can easily detect the marked NPCs in a pack of maps, which will display their Name and then a number next to it IE: Orc Centurion - 1. This is semiuseful for killing mobs in order but has been decreased in usefulness due to the Extended Targets Window imo.



Find PC - Functions like Find NPC, creates a glowing path to a player in the raid for your location.



Group Placement:

To preface this, many guilds do not have ideal set ups, meaning if you cannot make these classes then fill in the best you can, but try to emulate them well enough.

Tank Groups - Ideally these consist of 2 Warriors, 1 Knight, 1 Cleric, 1 Cleric/Druid, 1 misc. Most of the time the misc. class is a SK, if you have trouble keeping tanks alive adding a 3rd healer will help, but more often then not the only classes that should be in a tank group are: Warriors, Paladins, SKs, Clerics and Druids. The absolute ideal imo is:

1 Cleric, 1 Druid, 2 Warriors, 1 Paladin, 1 SK. This way you get cleric auras + cleric healing, druid healing + utility (white wolf), warrior tankage + AC group disc, Paladin tankage + paladin aura + paladin healing, SK tanking + 2.0.

Using 2 Clerics instead of Cleric/Druid works very well too, not much a druid can't do outside of group that they could inside of group (Basically if you have a cleric in raid, they are in a tank group.... only exception is lack of druids/shamans to heal DPS imo)



Melee DPS Groups - Ideally these groups consist of 1 Shaman, 1 Bard, 4 Melee DPS. Certain melee synergize better together. If you have a beastlord and a berserker you'll want to place them together as the support DPS a beastlord can provide is substantial. Bard support DPS affects all classes, of the melee DPS who gain the MOST, likely would be berserker due to several factors, meaning you'll want to toss a Bard with a Berserker if you have it. An example of a good melee DPS group is:

1 Shaman, 1 Bard, 1 Beastlord, 1 Berserker, 1 Ranger, 1 Monk/Rogue. This way you get Shaman heals + proc buff + 2.0/3rd spire/ancestral, Bard 2.0 + 3rd spire/Quick Time/Fierce Eye + Aria/Noiras/Arcane/War March, Beastlord for DPS + NF, Berserker aura + DPS, Ranger support + DPS, Monk/Rogue DPS.



Caster DPS Groups - Ideally these groups consist of 1 Druid, 1 Enchanter, 4 Caster DPS OR 3 Caster DPS, 1 Bard. Generally speaking if the event is melee friendly where there aren't mechanics like large damageshields (Grounds), or large AE Ramp / DDs that kill melee DPS who get too close... you'll want to place your bards with melee groups. However if those mechanics are in place and stop your melee DPS from doing their things, its best to place your Bards with your casters. An example of a good caster DPS group is:

1 Druid, 1 Enchanter, 1 Necromancer, 1 Wizard, 1 Wizard/Magician. This way you get Druid heals + black wolf, Enchanter twincast/mana reiterate aura + spires, Necromancer RB + DPS, Wizard DPS, Magician DPS.

Given specific situations that have many casters present you may create specialized groups

1 Druid, 1 Enchanter, 1 Bard, 3 Necromancers. Such a group would use Druid heals + black wolf, Enchanter Twincast Aura, Necromancer RB, Bard Lyrin's Psalm of Potency to be an extremely successful DPS and survivable group.

1 Druid, 1 Enchanter, 1 Bard, 3 Wizards/Magicians. Such a group would Druid heals + black wolf, Enchanter Twincast/Mana reiterate Aura, Bard Aria of the Composter / Sotor's Aria / Fergar's Fatesong for Wizard/Magician nukes, and Wizard/Magician DPS

1 Shaman, 1 Enchanter, 1 Bard, 3 Magicians. Sucha group would use Shaman Melee support DPS for the mage pets + bard, Bard Aura of Composter for Mage swarm/pets + Sotors for Mage nukes, Enchanter Twincast/Mana Reiterate Aura for Magician nukes, Magician DPS



tl;dr about group setups

Clerics = Tank groups. Place with War/Pal/SK, atleast 1 in each tank group for auras + balance effects.

Paladins = Tank groups. Place 1 in each if possible to get their aura

Shamans = Melee DPS groups. Place with Ber/Beast/Monk/Ranger/Rog

Druids = Caster DPS group or Tank group. Place with Wiz/Necro/Mag or War/Pal/SK... depending on lack clerics go tank group etc.

Enchanters = Caster DPS group. Place with Wiz/Necro/Mag to get the most out of their aura/spire support DPS

Bards = Melee DPS group (UNLESS Event isn't melee friendly, then Caster DPS group). Place with Ber/Beast/Monk/Ranger/Rog to amplify their DPS from Bard AAs + Songs

Beastlord = Put with Berserkers to help their DPS with NF.

Berserkers = Seperate in groups, their Aura is very helpful and stacking multiples in a single group is a waste imo.

Rangers/(Beastlords) = Hybrids but mostly melee, they gain the MOST from a Melee DPS group, but in a pinch they will fit in a caster DPS group better than a Rogue or Monk would.





General Raid Leadage:

Understand your raiders. If you are leading a guild or an alliance, know who works well with who, whom plays often with other raiders during non raid hours. Friends tend to work better with their friends, more inclined to perform at their best when you are working along side people you play with every day. Its also best to group spouses if you happen to have married players amongst you as they tend to work together well (generally speaking )... given the friends/spouses classes synergize together. But a Warrior + Enchanter wouldn't really gain from being grouped together even if friends.



Understand the event. If an event needs to split up into teams know which team needs what more. For example Miragul. The Magic section needs to have a tad more healing and mostly caster DPS. The Body section needs most all your CC and your melee DPS. The Brain section needs atleast 1 caster DPS to do combines, a healer and some DPS of mixed variety. If you have to set aside a group for tanking/kiting adds, you can remove some of your warriors and place your knights in there to tank/kite the adds (if thats how your guild handles the adds)



Maximizing potential - If you have only 1 bard on your raid, you'll want to get the most out of their DPS. That means placing him with your most skilled/best DPSers... not with the players who need improvement.



Healing balancing - If you have a tank healer who is a weaker healer (slower to react, not cognizant of how much they are healing the tank for.. IE spam healing), place a better tank healer with them to balance out the skill level so that the group doesn't completely crash and burn.



Boxers, if you are in a raiding situation where boxing is allowed, know who is boxing who. Having a rogue box a cleric usually isn't the best as those two don't synergize well in a group together meaning you will have to either split them up or place them in the same group which is inefficient given you have better options.



Customizing the Raid Tool, imo it greatly helps. Personally I'm a visual person, If I see lots of blues/blacks = Tank group. Orange + Light blue = Melee group. Green + Yellow + Reds/Grey = Caster group. This is personal preference but I find it helps a decent amount.



Obviously this isn't an IDEAL raid, but its a decent mix of players. This raid, our strategy involved using Shadowknights to AE aggro and tank at a certain point in time so they were grouped together as they functioned in a similar role (and given an extra healer). There were also emotes that required melee to move around, so I decided to place the sole bard with the Necromancers who were uneffected by the emote to move around.



The Non-Ideals, 1 extra Ranger/Clerics in group 7, would've been better suited with 2 wizards or mages or necros. Obviously the lack of bards.



Given the raid didn't involve any special role for the SK's... the groups would've looked like...

1 = 2 Cleric, 2 War, 1 Pal, 1 SK

2 = 3 Cleric, 2 War, 1 Pal

3 = 2 Cleric, 2 Pal, 2 SK
Back to Forum