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  You should read all of these guidelines even if you don't intend to raid as they contain a lot of information about your character and its role in the game, even if you are only intending to solo. If you are going on a raid you are expected to know all of these because you will be called on them if you break one.  
           
 
1. Raid Leaders.
A. A raid leader has to plan the event.
i. Have maps or scouts, there is no point in being lost;
ii. Know how much firepower is needed;
iii. Have a back up plan for who assumes control:
1. If you go link dead;
2. If a Group Leader goes link dead.
iv. Make sure you keep track of AFK and LD people;
v. Make sure your commands are clear and consistent;
vi. Outline when it is ok to send a tell or not;
vii. Make sure everyone knows who the MT/MA (Main Tank/Main Assist) are;
viii. Make sure you call all moves or make a Movement Caller for the raid;
ix. Make sure you tell anyone when they are not following orders.
x. Create the raid channel with prefix "gwon" to the zone being raided:
1. Remove minor words such as "the" or "of";
2. The channel should be issued privately, never broadcast it by /shout;
3. Channel for a raid too "The Estate of Unrest" is "/join gwoneu".
B. Posting the event:
i. Email the raid info Use previous raids on the Past Events as a template;
ii. If not an Officer get an Officer to assist with the guildmotd.
C. Do Not Be afraid to kick anyone from a raid:
i. If someone is doing something to put the rest of raid in danger;
ii. I don't care if it's a cleric, shaman, chanter, tank or RL family;
iii. If they are putting the raid into jeopardy then they HAVE to leave the raid;
iv. Its best to be done in tells but if you must do it publicly, don't hesitate to do so;
v. Its important to make people accountable for their mistakes;
vi. If someone breaks mesmerize once no biggie, but if they break mesmerize 10 times in a row; you are headed for a wipe;
vii. If someone breaks mez tell them to use /assist;
viii. If someone has a assist button that says assisting Target every 5 seconds tell them to edit the button and stop the spam;
ix. If people still refuse to heed the warnings - remove them.
D. Do research:
i. The zone;
ii. The Mobs;
iii. Get someone you trust to help you out before you need it;
iv. Poor planning can end in many hours of sitting around waiting on CR or summoned corpses;
v. State loot, plan and goal ahead of the raid:
1. Its best when people know what's going on and what to expect;
2. Do not have to give great details but basic info helps everyone.
E. Making groups:
i. The main trick is to fudge your way through groups;
ii. The important people are the:
1. Mezzers -- Chanters and high level Necromancers;
2. Slowers -- Chanters or Shamans;
3. Tank -- Warriors Paladins or Shadow Knights are best here;
4. Main pullers -- Monks or Rangers do best, based on indoor or outdoor zones;
5. Healers -- Cleric or CH Druids;
6. Back up healer -- Shamans, Druids and Necromancers in a pinch.
iii. Main attack group:
1. If everything is going right, the main groups will always be:
a. Lowest on mana;
b. Highest on damage;
c. The center of the raid.
2. Put the best tank as MT/MA with Main Cleric and Main Puller.
3. Fill in Main group with others that will help that group the most:
a. Necromancer for mana pump;
b. Bards for mana song;
c. A second Enchanter;
d. One nuker;
e. A Druid with Superior Heal.
iv. Main Slow/Debuff group:
1. Slowers and Mezzers get smacked around alot, try putting them with the secondary cleric.
2. A backup healer is good practice:
a. A shaman does not count as a healer if they are the slower.
v. Corpse Retrieve and Rez group:
1. Group should be outside the main fighting force and are not to engage in battles.
2. And should contain a:
a. Warrior -- clears the path;
b. Cleric -- brings them back;
c. Druid -- takes them home;
d. Bard -- high speed swiss army knives.
3. Supplies for the rez group are taken out of the loot before it's divided.

2. Raid Officers
A. As an officer at a raid:
i. You are to assist the raid leader with any problems;
ii. You are also expected to assist in the loot control;
iii. You are still in charge of yourself, if you see a member acting up, call him on his behaviors in tell;
iv. Help the members follow the raid leaders commands.
B. Help watch the raid
i. Offer a hand if you see something going very badly before it does:
1. If the help is not wanted be willing to help with CR or any other problems that come out of it.
2. Do not attempt to take over the raid, leave before starting a take over.
ii. If you think the loot was handed out to the wrong person do not hold up the raid.
1. Post it on the message board or talk to the leader after the raid.
iii. If a member feels wronged let them know it will be dealt with at the next officer meeting, do not hold up the raid.
1. As it may take a few days to resolve the matter keep in contact with them about the status of their complaint.

3. Members
A. You have to be able to follow orders:
i. No one like spending hours on a corpse run because of you:
1. Famous last words "what's this do?" or "where does this go?"
ii. You are now a drunk SWAT team.
iii. As a member respect the workload of the raid leader:
1. During group set up time ...NEVER SEND TELLS:
a. That is the worst time to ask anything:
i. Do not send tells asking about a item you want to loot or where we are going;
ii. Also never ask what group I am in .... Just makes sure you have your LFG tag on.
2. When you go to a raid:
a. Be there 30 minutes before raid starts;
b. With roleplay and anon off;
c. When the leader calls for it put LFG on;
d. No groups on raid are set in stone;
e. Be ready to follow orders and change group when called;
f. If you are group leader you have to really watch what the raid leader says;
g. You are responsible for your group;
h. Main tank.... Main cleric ... Main Assist... And Main Puller should have buttons changed to /rs or /channel #;
i. All Raiders set up the assist key to the Main tank or Main Assist;
j. This does not count chanters, shamans, or any other Debuffer.
3. Being on time:
a. If you are late do not think the raid will turn around and get you:
i. If you can get to the raid late and can:
1. Get to them with out a train then you can come;
2. Raid leaders call on if they think you should try.
ii. If the raid leader says no, do not attempt to change their mind they are busy enough.
iv. If you think the loot was handed out to the wrong person do not hold up the raid:
1. Post it on the message board or talk to the leader after the raid;
2. Let the person that feels they where wronged about loot know it is going to be handled, keep in contact with them.
B. Always mention AFK:
i. Tell in group and raid chat, even if it's for 5 seconds;
ii. Always put an AFK flag up:
1. If you don't mention it and don't have a flag up then expect to get left behind;
2. And finally when you are back, mention you are back;
3. It is group leader's responsibility to keep track of AFK and LD people;
4. Group leaders are to tell the Raid leader of any changes in AFK and LD.
C. Never move unless you are told to do so:
i. Do not go wondering around or you will die;
ii. Do not follow anyone except when the raid leader tells you or the raid to do so;
iii. Stay in the group of people:
1. Don't move up near the main tank unless the attack call has been made;
2. You are not important in this situation and must stay with the group at all times.
D. Never train the raid:
i. If you do for some reason get left behind or get off on your own:
1. If you are under attack, sit there and die:
a. Broadcast your /loc so we can find your corpse for a rez;
b. Never bring mobs to camp unless you are the puller;
c. One death is much eaiser to take care of than many.
2. If you are not under attack, stop where you are and don't move:
a. Its eaiser to find you;
b. You lessen the risk of agroing anything.
E. Keep chat in the raid channel to a bare minimum:
i. Nobody cares who you are assisting so don't put that text on your assist button;
ii. Don't spam in chat or ask any un-needed questions or un-needed humor;
iii. Absolutely NEVER use the shout command;
iv. Don't give advice on where or when to move.
F. Never give a direct tell to the raid leader unless they ask for it:
i. There is usually someone designated to take questions on raids.
G. Attacking the pulls.
i. Make sure you assist only when instructed by the Main Tank;
ii. Only attack with /assist:
1. Exception being the Second Assist as he must sometimes "tank mez";
2. But only after the call for the attack has been made.
iii. Not doing so will result in some goof breaking mez 10 times in a row;
iv. The one exception on attacking before call is shaman or enchanter's slow.
H. Ping ponging:
i. If you are not the main tank and have agro you did something wrong:
1. Maybe attacked too early;
2. Maybe haven't been casting jolt (ranger);
3. Not evading (rogue);
4. Was taunting (warrior);
5. Nuked too much (wizard);
6. Overstacked the DOTs (druid);
7. Not using agro wipe (bard);
8. Healed the Main Tank before assist was called (cleric).
ii. Turn attack off;
iii. Face the mob, you will take less damage this way;
iv. Root and back off, or stand ground and call for a heal;
v. Never. Ever. Run. That makes it hard or impossible for the tank to get agro back;
vi. When the Main Tank has agro back, move away and DO NOT SIT DOWN;
vii. Basically by getting too much agro you lose your medding privileges for that fight;
viii. Do NOTHING to get more agro, you are done for the fight.
I. For charmed mobs,
i. Do not charm mobs unless the raid leader has asked for it;
ii. Charming is an advanced type of mez for raid purposes;
iii. Always let us know when you have charmed a mob, and when it is about to wear off.


Class/Duties Raid Guidelines

1. Main Tank
A. You as Main Tank or Main Assist call for the rest to attack:
i. If you do not, we will stand here and watch you die, or solo the mob.
B. Fight order:
i. Always kill clerical mobs first;
ii. Followed by any other casting mobs;
iii. Then work down from the strongest mob to the weakest.
C. Getting agro back or building agro:
i. Only taunt during a fight if you have lost agro;
ii. Use weapons that do a direct damage, non-area of effect, proc;
iii. Taunt, disarm and beg the mob at least once before breaking mez;
iv. Slam, bash or kick continuously;
v. Sit down, this gives you instant double agro.
D. Make a clear incoming message:
i. People should know when to attack and the name of the mob;
ii. Best to put this in as many types of chat as possible;
E. Always keep the mob in camp, its your call if everyone needs to back up.

2. Main Puller
A. Expect to die;
B. What to do when pulling:
i. When pulling more than one mob:
1. Hit each mob enough to gain base agro before returning to group;
2. Hit your pulling button more than once.
ii. When pulling a mob that can gate:
1. Add a weak (non-gating) mob, they are less likely to gate if others are around;
2. Know where their gate point is, you will have to go get them if they do;
3. Watch them when their hp get low, slam when they begin to cast.
iii. There are 13 different ways to pull a mob. Details can be found Here.
1. Ordinary Pull;
2. Range Attack Pull;
3. No-Damage Range Attack Pull;
4. Proximity Pull;
5. Hail Pull;
6. Lull Pull;
7. Mesmerize or Root Pull;
8. Pet Pull;
9. Feign and Pick Pull;
10. Run and Pick Pull;
11. Sacrificial Lamb Pull;
12. High Level Pull;
13. Charm Pull.
C. Make sure no members are following you around:
i. If some are, tell them to move back and stay with the group.
D. Ask when you have no choice but to pull a group of mobs;
E. If its a bad pull and you don't have feign death, just die:
i. We will have a service and rez for you later, someone will mourn your passing;
ii. Make sure you can give directions to where your body is;
iii. We will pick a victim to drag or summon your corpse;
iv. Make sure you consent, confirm consent, and wait for rez;
v. Have a seat, if you are zoning when rezzed you just wasted the cleric's mana.
F. Call your feign death so we are not standing around waiting for you.

3. Enchanter/Mezzer
A. Announce when you are:
i. Mezzing anything:
1. Call your mezzes;
2. Know the order in which you mezzed them;
3. Call to other enchanters when you have too many to handle.
ii. Charming something:
1. Charm only when raid leader has said it is OK;
2. Call out what you charmed;
3. Call out when it breaks.
iii. Needing a heal;
iv. What should be killed next:
1. Only you know the order in which you mezzed the mobs.
B. You must know how to control a crowd:
C. Your pets are not wanted, leave them at home.

4. Cleric/Main Healer
A. Your job is to keep the Main Tank alive:
i. If Main Tank dies you did something wrong:
1. The Assist Healer should help with keeping group and yourself alive;
2. Your job is not to keep the enchanter alive, that's the Assist Healer's job.
ii. Keep everyone informed about your mana, if it's low say LOM or OOM:
1. People depend on your mana supply so let us know;
2. In /rs /OOC /channel, do not worry about group the raid needs to know;
3. Your mana controls the pull rate, Med time, and rez breaks.
iii. Keeping the raid informed is a top priority.
B. Buffs:
i. It is not your job to buff every group;
ii. It is not your job to keep track of buffs for another group;
iii. Do not waste mana on buffing another group they have someone to buff them:
1. Dragon raids or planer may call for different rules;
2. Unless raid leader tells you to buff someone not in your group. Do not buff them.

5. All the rest is:
A. Play your class;
B. Use common sense;
C. Be helpful to the raid;
D. Expect to die alot;
E. Don't expect to get good exp or loot;
F. If you don't know what to do ask your Group Leader;
G. Never send tells to the raid leader, they are already:
i. Maintaining functional groups through LDs or deaths;
ii. Talking to Mains (puller, assist, slower, chanter,) and other officers;
iii. Running the raid;
iv. Running the loot control.
H. If you are told to do something by a Group Leader or Raid Leader:
i. Do it or leave the raid;
ii. Understand that a raid is not always a party;
iii. A lot of work went into it and you are there only to assist.



Original Guidelines by Mirth and Mayhem.