Do your raids need more structure or do you get confused when attending a raid?

Here are some tips on Raiding in EverQuest that were written by your fellow community members.



A Raidleader's Guide to Raiding
Written by Community Member Loral

"He who wishes to be obeyed must know how to command." - Niccolo Machiavelli

Gray clouds blanket the sky, blocking the carnage of war from the eyes of the gods. Snow falls on grim faces. Gloved hands clutch the hardened wooden handles of spears and swords. Cold eyes, alive now but perhaps soon dead, stare over the dunes of white snow. A rumble grows in the distance. It gets closer, followed by the rings of armored plates crashing together. The first giant appears over the horizon. Another appears beside it. Then another and another. They are huge. They roar the name of Rallos Zek and raise their own swords, ten feet long and sharp as razors. One adventurer holds his sword high into the air and returns the roar. A battle explodes in sweat and steel and blood.

At one time or another in our paths as adventurers on Norrath we might find ourselves at the lead of one such battle. Few of us are born into leadership as the warlords of Felwithe are. Sometimes we find ourselves leading three dozen people without an ounce of experience under our belt. Sometimes a guide like this is all we have.

This guide outlines a crash course in leading a raid. Rather than specific tactics against various beasts, this guide outlines the strategies and basic tips for leading a successful raid. For many powerful warlords, this guide will help little. The following guidelines are written to last the ages, whether you target Emperor Crush or Fennin Ro. Let us begin.

Plan Ahead

Before any successful raid can begin, one must seek all knowledge of this raid. Read message boards, post questions, seek answers from the great oracles of Google. Most have fought your battle before, learn from their triumphs and their mistakes. There is little worse than a raid leader who does not understand his or her own raid. Do not fear asking for help from those who have battled what you soon face. Add an advisor to your command group. Ask for help from them, and them alone, through tells or in a group chat. Do not ask an entire raid for advise or you make your ignorance clear to all and that leads quickly to failure.

Decide Swiftly and Stay with that Decision

Be decisive in all of your actions. Choose a path and stick to it. Know exactly what it is you seek and exactly how you plan to get there. Do not lead by bureaucracy, only you command. Do not allow any other to speak for you except for a single delegated second-in-command. If voices rise up in protest, crush them down or let them leave to their own path. You lead raids against Norrath's mightiest beasts, do not let someone's loud voice quiet your own.

Start On Time

Choose a time for your raid and start within 30 minutes of the start time. If you do not have the forces to start within 30 minutes of your start time, do not waste your time or the time of everyone who showed up on time by waiting for stragglers. Choose another time and cancel the raid. Remember that every person at your event spends their time on top of your own. A single hour raid with 30 people takes up 30 hours of people's time. Do not waste 15 people-hours waiting for people to log in. Do not insult the promptness of those who showed up on time by bowing down to those who do not. Be prepared to cancel your raid if you cannot start on time.

End On Time

"The way of the warrior is resolute acceptance of death." - Miyamoto Musashi

Have an end goal and an estimated time. Tell people how long a raid should take and end it on time. Do not drag those who would fight with you through hours of unscheduled events. Do not change the focus of a raid half way in and end up turning a two hour raid into a six hour one. Generally, plan all raids for under two hours. People won't want to battle much longer than that.

Delegate

There are many jobs on a raid and no one person should do them all. Delegate out the portions not requiring your personal attention. Use people you trust to assist you with individual tasks. Assign a second-in-command to lead the raid should you die or go linkdead. Make sure he or she understands what the raid needs to accomplish at all times and is prepared to step into leadership at a moment's notice. Assign a scout, a puller, a main tank, a loot distributor, and group leaders. Choose people you trust. Make sure raiders use the chain of command starting with their group leader first, the second-in-command next, and finally you.

Move

"Fixed fortifications are monuments to the stupidity of man." - George S. Patton.

Always keep a raid in constant motion. Always have beasts in the camp to fight. Stay still for as little time as necessary. Do not waste too much time buffing or planning. You should already be prepared and ready to do what you need to. Keep a raid constantly moving and attacking. The more you wait, the less people will be ready when you do. Avoid people going afk by keeping them constantly in battle or constantly running. A raid should be a whirlwind of motion from the minute it starts until the minute it ends.

Define Goals and Rewards

Before a raid is called, know the goal of the raid. Keep this goal in mind at all times and stick to it. Do not change a raid's goal. If treasure is involved, make sure it is clear to all raiders how treasure will be distributed. Make sure your treasure distributor, the person you delegated treasure handling to, understands clearly how loot will be distributed. Should loot be distributed randomly, roll on it as soon as you can, do not wait.

Compose Balanced Groups

Know how classes should be distributed within each group and use the "raid lock" feature to rearrange groups to the way you want them. Build a command group, a group with your delegates, scouts, advisers, and primary armored bladeswinger. Most groups should have a healer to keep an eye on a group's health but the rest of the group may change depending on the situations. Know beforehand how groups should be balanced.

"Know your enemy and know yourself and you will be successful in 100 battles" - Sun Tzu, the Art of War

Know Your Tools

There are many in-game tools to lead raids and we gain new ones often. Understand how these tools work. Spend some time learning about them from other successful raid leaders. Read up on new features. Experiment with them before you lead a raid. Use the raid window, the "raid lock" feature, and the new raid voice macros to assist you with your battles.

Think forward

When planning a raid, plan raids that others have not done before. You will not get people to come on an event that may be many years old. Our world constantly shifts and changes and it is important that we change with it. Find new fun events that few have done before and always keep your eye forward to new events. You will watch your ranks swell if you continually fight forward.

Don't Let Perfect Be the Enemy of Good

"The Marines don't want robots, they want killers." - Full Metal Jacket

Keep control of your raid but not too much control. You don't want to waste time on pointless exercises in discipline. Keep your raid hungry and make sure they stay focused but remember that they are each individuals. As long as the raid is fun and successful, little else matters. If you continually move your raid, your raiders will have little choice but to follow through with you. If you stay still, they are more likely to run off on their own or sit where they are when you need them to move.

These are just a few guidelines for leading a successful raid. The best way to learn how to raid is to raid. As you join other raids, watch how people lead them. Whether good or bad, you will learn much watching the leadership of others. Raids come in many varieties. No one set of rules will work for all possible circumstances. Use the rules above and your chances for success increase. Ignore them and the folly is yours.

 

Rules for taking part in someone else's raid
Written by Community Member Kyroskrane

Rule #0: Always follow orders.

This rule trumps everything else that follows.  Once the raid has engaged the target, THE RAID LEADER IS ALWAYS RIGHT.  Even if it sounds like he's about to commit the biggest mistake in history, even if you're positive that he's about to wipe the raid, THE RAID LEADER IS ALWAYS RIGHT.  If you have comments or suggestions, make them before the raid, make them after the raid, or stifle them.

It's very possible the raid is doing something differently than you're used to.  Your previous raid may have wiped because attacking at a certain time spawned four adds.  On this raid, though, the raid leader may have four off-tanks ready to pick up those adds.  Your yelling "No! Stop!" in the middle of the raid will just sow confusion, and even if you're right, you'll likely to make everyone hesitate just long enough to wipe anyway.

Rule #1: Shut up.


The /raidsay (/rs) channel is not the place to chat about your girlfriend, your lack of gear, your dinner, or anything else not directly related to the raid.  Many raids will have a dedicated chat channel, just for randomly chatting.  If you're not sure, ask your group, and as a last resort, ask the raid leader.  Some guilds/associations treat raiding as seriously as a heart operation, and any idle chatter is frowned upon.  Others are much more relaxed, with multiple conversations going on in group chat, the raid chat channel, and even in /say.

Rule #2: Speak up.

Yes, I know I just told you to shut up.  However, if you have ANY questions about the raid, speak up.  Ask your group, and if you don't get a satisfactory response, ask someone else in the raid.  As a last resort, ask the raid leader, but whatever you do, ASK.  On many raids, there are special emotes that only appear to one person or a few people at a time, and those people must react immediately to the emote.  Failure to react will often result in a total raid wipe.

Don't assume that just because you raided The Big Bad Boss with Guild A last week, that when you raid him with Guild B this week they'll do it the same way.  As a simple example, some guilds like to kite adds on events and deal with them after the boss dies.  Others prefer to off-tank the adds or mez them.  Yet others will off-tank the boss and switch DPS to the adds.  Positioning will also vary from raid to raid, and if you drag the adds with the nasty AE to the corner you're used to, you may find that your current raid actually puts their clerics there...

Rule #3: Keep AFK's to a minimum.

A well organized raid will have breaks for AFK's periodically.  Even if it's not specifically stated, it's usually OK to AFK during a med break.  If you do decide to AFK during a break, ALWAYS tell your group when you leave and when you return.  If you think the raid may move while you're gone, auto-follow someone else (preferably a cleric or someone who won't move you into harm's way) and TELL them you're auto-following.  If they object, follow someone else.

We all know that real life intervenes, and sometimes you absolutely must take an AFK at a bad time.  Again, tell your group, and if you have an important task in the raid (like announcing adds or timing AE's), tell the whole raid.  Even just a quick "Emergency AFK" is enough to let the raid leader shift resources to cover for you.  While most raiders will be understanding, you really don't want to have to do this more than once in your career if you can avoid it.  AFK'ing during the action is a VERY bad idea, and will quickly become part of your reputation.

Rule #4: Learn what you can about the event BEFORE starting.

Many raids are highly complex scripts, with multiple stages.  If you've never done this particular raid before, try to read up on it before you start.  Sites like Allakhazam will often provide background information and a general overview of the raid.  It may not be enough to let you lead the raid by yourself, but it's usually enough to give you context and background on why the raid leader just ordered DPS to back away from the target, for example.

What you do NOT want to do is try to read up on the event WHILE you're actually engaged.  It's a very bad idea, usually, to focus on something other than the raid itself.

Rule #5: Pay attention.

I can't believe that I actually have to list this rule, but sadly, I do.  When you're on an unfamiliar raid, don't be watching American Idol and only glancing at your PC every couple of minutes.  Listen to the raid leaders, pay attention to what's going on around you, look at where you're going and how the raid is moving.  Distractions will only get you killed, and easily the most common distraction is a TV show.  (The second most common is someone grabbing at your keyboard, which includes a significant other pulling it out of your hands or a pet jumping onto it, both demanding your attention.)

 

Raid Etiquette
Written by Community Member The_Bryko_Effect

Promptness

Please show up on time. The sooner everyone is together and buffed, the sooner we kill a target. If we are done very fast, we might get to kill another target. More kills = more loot = more happy people.

Buffing

Coordinate with others of the same class regarding buffs so efforts are not duplicated. Coordinate on who is handling what rebuff post rez and if stragglers show up. We don't have raiders below level 61 (except on the rare occasion that the raidleader permits it), so use the best group buffs available.

If we don't have the buffers, please get leveled and work on getting the spells to achieve being able to help buff with these spells. Those who have to buff an entire raid by themselves will be greatly helped if you can eventually be able to contribute.

Communication

When given the call to raid, if you are available to raid, gather wherever the raidleader indicates. Who cares what the target is, just show up if you can raid. The raidleader will make a note if there is an access related restriction. Other than that, if you are ready and able to raid, show up to raid. The only target you should be interested in is helping the guild. Organized guilds don't get into the target asking deal, in fact many will boot you from the guild if you ask for the target before it is announced as the status quo appears to indicate that asking what the target is equates to n00b or greedy individual (whether or not this applies to you is not the question, but I am making it clear the reasons why it is discouraged).

If you have a question related to the raid, ask either your group leader or the authority of the specialized task (i.e. if you are a healer, you can ask your healing related question in healing channel). Chances are the raid leader is in tell hell as it is. If you are neither an officer or groupleader, your tell to the raidleader will more than likely be ignored for the sheer fact that the raidleader will be selective on who out of the 50 tells to respond to to keep from sitting there for half an hour just responding to tells with questions that have long since been answered.

If you need to go afk for whatever reason, be sure to let your groupleader know. This way there is no mystery as to what is happening with you.

Instruction

You pay attention and wait for instructions. You don't start spouting mid instruction. This is an event. You wait for instructions from those managing. If you are not managing then wait for instructions from those who are. In the middle of a funeral or a wedding you don't spout your mouth off mid way. You have a coke and a smile and shut up. Don't cop an attitude, don't do anything to delay or complicate matters, just shut up and await instructions. Thank you.

Preparation

There are some encounters that persistently dispel. There are some encounters that require underwater travel or fighting. In your journeys you should always keep an insta-clicky item (an item that casts some sort of buff, even if it is junk, instant cast) and an enduring breath item. The insta click item is great when you have a mob that fires a dispel, quickly click your insta-click item so you have that buff back up to absorb the next dispel. Obviously have invis potions. Preparation is SOLELY your responsibility. It is NOT anyone else's fault if you are unprepared.

Have a means of leaving the raid available (i.e. gate, Origin AA, gate potion, QoK potion to go with your gate neck). Whether it be at the end of a raid or in the middle, be prepared to make your exit as needed.

Very important, know your way around. Maps for most zones are standard now. Most of you are adults. Those of you who aren't are very close to being adults. Learn your way around. It will help a lot when travelling to raid destinations that are more than a couple of zones away. It's courteous to the raid to be able to make it to the destination efficiently. Please learn your way around. Responsible people shouldn't have to be delayed because you don't know the way.

Execution

It is very important to keep a tight camp. It makes player management and mob management a lot easier. The whole raid should stay somewhat tightly packed unless told otherwise.

To make it simple for those of you who have a tendency to believe that when words run together you do the opposite of what is instructed, read this CAREFULLY:

Everyone except the puller/MT/OT should stay back until assist is called.

Once assist is called, then everyone should surround the mob or push the mob in the corner depending on the strategy.

It is important to balance the mob and lock it in place. Pushing the mob around is bad for several reasons. Among those reasons:

1) you may end up pushing everyone out of healing range for the healers 2) you may be pushing the mob into a position to aggro other mobs

3) some classes will have a hard time dishing out the damage, especially when they are doing most of the damage if the mob is pushed into a bad position (rangers, rogues)

4) line of sight may get messed up. This may lead to an extreme drop in DPS, or casters getting hit by a harsh Area Effect spell that we placed them earlier to avoid.
There are more reasons, but that should be more than enough to say there is no justification for it. Bottom line is lock the mob in place. Balancing a mob is like intercourse. If you position correctly by finding the 'opening' on the target the motion is smooth and you can lock the target in place. If you miss the 'opening' you may end up pushing your target back with your attack and perhaps involuntarily aggro your target.

Also very important, unless you are asked to offtank, don't do it. You may think you are trying to be some sort of hero, but you are not. We have a plan in place. Our success is all a matter of executing the intended plan. So stay in the reset position and assist the MT when he calls for it unless you have been instructed otherwise.

Once the mob is dead, everyone resets back into the initial position waiting for the next assist or move call. You don't stand around scattered all about.

No popping jesters on raids. They tend to do things like make people look like adds in camp, which gives the chanters heart attacks, grow people who should be shrunk, shrink people who need to be big, and generally get in the way. Jesters are fun but do not have a place on the raids. Steadfast servants are good little imps and they can come out to play. Jesters are grounded. Thanks

Target Post-Mortem

Once the intended target is dead, there is the issue of loot distribution and/or hail for flag. Once the target goes down, be sure all adds are handled first and camp is clear. Do not run up and Hail NPCs until the raidleader gives the go ahead. Also pay attention to the raidleader's loot handling and follow instructions accordingly. If you are not the RL or an officer, then unless you have been given the authority to do so, you don't award loot, you don't step on toes. You sit tight and follow.

 

Raiding Guide
Written by Community Member AeiaForestheart

While some of the information in the guide is about the way my guild, Defenders of Fae handles raids, most of it is general and will apply for all raids.

To make it easier to read, this whole article is divided into several sections.

 

Guide to Raiding
Written by Community Member Diptera

Gather before the Raid Starts
Be at the raid zone or designated meeting point before the raid is due to start. Determine how raid invites are done, and get it done as quickly as possible - some people use a single raid leader to handle invites, some just say "make groups, group leader send a tell for invite", and then move people around as required. There is usually no need to try to assemble a "normal group" of people (healer, tank, slower, dps), as the raid leader will arrange people as needed.

Do your homework
Make sure you have maps for the zone you'll be raiding. Look up the event if it's new to you, so you have an idea what you'll be facing - casters look up resists, so you can load an appropriate spell set. Make sure you have any required components for any spells you may have to cast on the raid - Emeralds, Pearls, Coffins, etc. Look up any AE spells that may need to be cured, and check what is required to cure them. Make any hotkeys you may need, set any audiotriggers if you use them.

Some events have "special rules" that you may need to be aware of, usually with good reason. If your Raid Leader tells you not to use swarm pets, not to use fire or ice spells, not to use /say, etc, there will be a good reason for doing so.
Your raidleader is God. Obey them. Even if they're not doing an event the way you've previously done it.

/assist
Always. If you are not assigned a specific task, or part of the crowd control team, the only mob you should be attacking is what the Main Assist tells you to attack. And only WHEN they tell you to attack it, not before.

Be self-sufficient
You should be able to levi, shrink and invis yourself. Yes, the raid will have people that can cast these on you, but it is much easier if you can do it yourself. Having a stack of heal potions never hurt, either. Or cure potions, or SoW, Invis to undead, Clarity, or anything else you may need. Look at obtaining clicky items or AA's for these buffs if possible so you don't need to rely on potions for everything. Make friends with a gnome with a high Tinkering score, as they can make levi, invis and shrink devices.

Channels
Some raids use them, some don't. Check if you are supposed to be in a healing channel, a pulling channel, or any other channel. /rs is usually reserved for raidleader and assistants, and is only for them to give you instructions. In some cases, loot may be dealt with in its own channel, so make sure you're in there if you want anything.

Buffs
Unless there are specific people assigned to buff duty, send a /tell to a member of the appropriate class to ask for the buff. Do not announce your requirements in a channel - by using /tells, the buff class can use /rt to target you immediately and start casting. The raid tool (alt-R) is a great way to find the class you need - set different classes to different colours so you can see at a glance who you need (I have clerics in yellow, druids in green, shammies in white, pallies in light blue, so when I need symbol, focus, p11 and Brells, I can just look for the appropriate colour names). Use the raid tool to target the buff class you need - click on their name in the raid tool. If you see them in your target window, then use /ttell to ask for the buff. If they don't appear in the window when you click their name, don't ask them for a buff - if you can't see them, they won't be able to see you to buff you.

Know your role in the raid
Ask if you're not certain what is expected of you. Do not expect to be able to demonstrate your wide variety of leet skillz0rz on a raid. It may be that as a cleric, all you are expected to do is heal. Necros may be asked to twitch for extended periods of time. If you are a chanter, accept that you may not be allowed to mez anything, or that your entire job may be to keep a single mob mezzed for the whole duration. Some people may have to kite mobs for half an hour. These are not glorious jobs, but need to be done - the raid leader will be well aware that clerics can nuke, necros love their DoTs, chanters instinctively want to mez everything, and that rangers would prefer to wade in and dps rather than running around in circles with mobs chasing them, but that's not what is required in this instance. There may be little glory in kiting for 45 minutes, but even less for wiping a raid because you overreached yourself trying to prove a point.

If you or your group are assigned a specific role, do it! - it may be that group 3 in the raid has responsibility for handling adds, or clicking triggers at a certain time. If that is the case, this task is your highest priority - showing how much you can crit for is of little use if you're forgetting to close the coffins in FC2, for example.

Look out for your group members - if somebody dies whilst the raid is moving somewhere, you should already be dragging their corpse to a safe rez spot. If you happen to be that corpse, it may take a few minutes before you get a rez. Safe rezzing is more important than beating the hover timer, remember that the clerics often have more important things on their mind, such as keeping the rest of the raid alive before worrying about the dead. Some events are downright dangerous to rez into - Sendaii, for example, and any other raid that has large AE nukes going off all over the place. You may be able to take it when geared and buffed, but if you rez into an AE, all you're going to do is give the necros more corpses on which to use Wake The Dead.

Unless it is part of your role, do not steal agro from the people that are supposed to be tanking mobs. Know who is in your group, and what they are doing - don't rely on the fact that you have a cleric in your group; if that cleric is spam healing the MA, they won't have time to heal you. On some raids you may not even have a healer in your group - it is then even more important that you don't agro mobs that you shouldn't. Again, the point of a raid is to beat the encounter, not to demonstrate your amazing dps or mega-crits.

Do not train the raid
The only time you should be bringing mobs to the raid force is if you are designated to pull mobs, AND the raid is ready for them. If you are trying to catch up with the raid force and you pick up a train, then the correct action is anything OTHER than running to the raid with your new-found friends. Feign Death, Evade, Succor, Mez & Blur, or whatever tools you have at your disposal - but make certain that you do NOT have agro when you catch up with the raid. Use the OOC Regen icon as a visual check - if you see crossed swords, then something still has agro on you.

 

To provide additional tips on Raiding, join the Raiding Tips discussion on the EverQuest Official Forums.