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- Written By Trollemite
- RAIDING BOILERPLATE:
- SKILLS/SPELLS (MUST MAX):
- 1. rescue
- 2. aim
- 3. cure blind
- 4. blind
- 5. web
- 6. dissolve
- 7. intimidate
- 8. incomplete healing
- 9. party heal
- 10. invis
- 11. sneak
- 12. retreat
- 13. survey
- 14. hunt
- 15. globe
- 16. antimagic
- 17. strangle
- 18. scrolls
- 19. fly
- 20. dispel or dampening field
- 21. an area attack spell (preferably c 84 or firebreath)
- 22. word of recall
- _________________________________________________________________________
- NOTE - Intimidate/Web/Fly/Dissolve
- SECTOR TYPE - AIR SECTOR
- The typical thing for all maze rooms is to designate the room AIR SECTOR.
- Q: Why AIR SECTOR?
- A: Effectively, it thwarts raiders from dropping an item in the room to mark
- it...
- Q: How does this affect nagivation?
- A: You cannot move to adjacent rooms without having fly on. You can fly by
- using c levitate, c fly, or the wings of aard.
- Q: What does this have to do with the skill intimidate?
- A: You cannot be intimidated to adjacent rooms if you are not flying.
- Alternatively,you cannot be intimidated if you are webbed.
- _________________________________________________________________________
- READ CAREFULLY SO AS TO UNDERSTAND THE IMPORTANCE OF INTIMIDATE:
- 1. Intimidate is a key way of adversely affecting a raid party or a
- defending party
- 2. In particular you can intimidate a defender into a jail room or
- another maze room where they cannot return to the instant room where
- the party is. And likewise, they can do the same to you.
- 3. To intimidate the target, in a typical maze, that target must be
- flying and unwebbed.
- 4. To avoid being intimidated, make sure you are not flying and are
- webbed.
- 5. Typically, its a good idea to not use fly in your spellup and rely
- on wings of aardwolf (they have flying as an effect).
- 6. The reason to use both avoidance techniques (not flying and unwebbed)
- is simple: Any player may cast fly on you readily including lowbies in
- the maze affording the opportunity of a larger SH to intimidate you upon
- entry. Same reasoning with dissolve. It's just good practice.
- NAVIGATION STEPS:
- SITUATION 1: Where defenders are waiting in a PORTAL DESTINATION
- 1. Web self, wear wings
- 2. Raid leader moves party by entering portal
- 3. Remove wings, wear back item
- 4. Web only affects cardinal movement e.g. moving w/e/n/s/u/d
- 5. You can web self prior to entering portal destinations
- SITUATION 2: Where defenders are waiting in an ADJACENT ROOM
- 1. Wear wings
- 2. Raider leader moves party by moving the direction
- 3. Remove wings immediately upon entry
- 4. Web Self
- INTIMIDATING TARGET:
- 1. Most experienced defenders will know to be webbed and not be flying
- 2. What you need to do is
- A) dissolve target,
- B) then cast fly on target
- C) then intimidate target
- D) only attempt intimidate if you have a build high in INT/CON/LUCK
- E) builds with low INT OR CON are susceptable to intimidate
- 3. Dissolve cannot be casted while in combat so dissolve must be attempted
- first.
- 4. Then cast fly, then use the skill intimidate.
- 5. Those with low int/con/luck builds are susceptable to intimidate
- (e.g. warriors/ranger with 10 int build)
- 6. Additionally, you should intimidate the targets with most hp and those
- that deal most damage. It's easier to kill the low hp targets.
- _________________________________________________________________________
- STRANGLE - sometimes we attempt to "STACK" commands so as to strangle
- defenders
- 1. Those with high STR/DEX/LUCK will be good at strangling.
- 2. Targets with low STR/DEX/LUCK will be easily strangled. (So that means
- normally paladins, mages, clerics will be strangled easy)
- 3. Targets will normally be picked for you by the raid leader or other
- experienced raiders.
- _________________________________________________________________________
- AREA ATTACKS - please remember area attacks changed with v3
- 1. Area attacks no longer hit players by casting
- 2. The Syntax for casting an area attack to hit players is as follows:
- c 'fire breath' ALL
- 3. If you do not want to hit players with the area attack use:
- c 'fire breath'
- 4. There will be instances where you are asked to area attack players as
- well as clan guards. Just be mindful of the change.
- _________________________________________________________________________
- ANTIMAGIC v. GLOBE - just watch what damage the guards are using and use
- the appropriate spell. Default guard damage is PUNCH (BASH). Clans must
- pay for the change in damtype of their guards. Often times, clans have not
- paid.
- _________________________________________________________________________
- AIM - You cannot AIM guards. You may AIM away from guards to players.
- However, should you want to aim a particular guard, you would have to rescue
- the player targeting that guard.
- _________________________________________________________________________
- USEFUL SUBCLASS SKILLS/SPELLS:
- 1. huntmaster (hunter)
- 2. ambush (hunter)
- 3. enrage (berseker)
- 4. righteous anger (avenger)
- 5. desecration (harmer)
- 6. holy shield (priest)
- _________________________________________________________________________
- Huntmaster - part of navigating a maze involves hunting certain guards
- e.g. hunt 17.guard
- Where a player needs to hunt multiple instances of the guards, huntmaster
- is useful
- Ambush - this skill will primarily be useful when defending. Ambush can
- be useful where players are SKIPPING rooms because it would hault the skipping
- player in that room briefly so as to web that player.
- Note that ambush is reset if attacked by another player whom you are not
- ambushing. If a player attacks you either by charge, area attack, or direct
- attack ambush will be cleared and will not have its intended purpose.
- Enrage - As a general rule, don't enrage. NEVER enrage while tanking a guard.
- Only enrage when instructed to by the raid leader. This is normally only done
- where the party is FAST KILLING the guards. NEVER enrage while defenders are
- in the room OR defenders are expected to come soon. DISABLE ALL ENRAGE TRIGGERS.
- Righteous Anger - where a player you are fighting receives healing from numerous
- sources (e.g. mass party heal by like 10 players) you receive revenge on them.
- This skill is only useable when you have revenge. It's always beneficial to have
- because of the tempo of raiding with party heal as a chief spell.
- Desecration - Reduces the effect of Sanctuary substantially on players and clan
- guards.
- Holy Shield - nullifies the effect of Desecration on opponents.
- _________________________________________________________________________
- USEFUL EQUIPMENT:
- 1. aard shield
- 2. wings of aard
- 3. true seeing helm
- AARD SHIELD
- 1. while raiding, always be shielded unless told expressly
- otherwise by the raid leader
- 2. the shield of aard has the highest resists of any shield in the game
- 3. use the shield of aard unless you require another shield for stat
- purposes
- WINGS OF AARD
- 1. this item grants the wearer the ability of fly spell
- AARD HELM
- 1. typically you are engaged for a long period of time with guards or
- defenders
- 2. should you be dispelled or true seeing wears off then you will not
- be able to rescue fellow raiders
- _________________________________________________________________________
- USEFUL ITEMS:
- 1. mana pots
- 2. incomplete scrolls
- INCOMPLETE SCROLLS - While unnecessary, they are totally beneficial
- if you maintain a sufficient stock on hand during the raid.
- Scrolls are always better than potions as they can target fellow raiders.
- They can be used in clutch situations when you are out of combat briefly
- while defenders are trying to engage
- MANA POTS - I personally only carry mana pots during raids as we
- tend to only use party heal and c incomplete for healing... it saves
- item slots by not carrying hp potions/scrolls
- _________________________________________________________________________
- USEFUL TOGGLING COMMANDS:
- 1. groupspam OFF
- 2. autoloot ON
- 3. autosac OFF
- 4. autoass OFF
- GROUPSPAM OFF - to minimize the spam so you can see clearly
- AUTOSAC OFF - should you not loot the key for whatever reason
- (accidentally left autoloot off or over on item slots) then the
- corpse is there temporarily until it floats away in air sector
- AUTOASS/AUTOPK OFF - its always best to target specific
- defenders or specific guards or to stay out of combat so you can
- heal the tanks and/or "skip" rooms (occasionally you will be
- told to autoass ON just in case you are out of combat long
- enough to be strangled by defenders)
- AUTOLOOT ON - simply to get the key if you don't use keyloot
- _________________________________________________________________________
- USEFUL RAIDING COMMANDS:
- 1. Invade
- 2. raid timers
- 3. raid stats
- 4. raidparty list
- 5. raid -h
- 6. raid clans
- 7. suicide suicide
- INVADE - command is used to initial enter the clan maze each time. You
- will ALWAYS want to stack invade maze_direction at the end of the speedwalk
- to the maze entrance
- The maze entrance door is closed by default, so be SURE to place a command
- to open that door before invade otherwise defenders who are spamming may
- catch you.
- e.g. run 3d30w; open n; invade n
- INVADE TRICK - IF you are sure the buffer is a prison (BE FORWARNED SOME ARE
- NOT PRISON) you may add c word at the end of the stack
- e.g. run 3d30w; open n; invade n; c word
- The reason to do this is just in case defenders are spamming c 'fire breath'
- or ambush you, you should be able to word out before you can get webbed
- RAID TIMERS - a mere chart of reference for timers employed for raiding
- circumstances. It is beneficial to become familiar with ALL of the timers.
- Please take note of this timer in particular -
- Timeout before using 'invade' after a raider death : 5 minutes.
- RAID STATS - will show you your timer when you can re-invade; will also show
- the time after the raid ends when the (RAIDER) flag will wear off
- RAIDPARTY LIST - shows the list of who the raid leaders are and how many party
- members are in the group; if you are a raid member it will show detailed information
- as to the persons in the list
- RAID -H - shows the history of the raid channel. In particular, it will show disbanding
- and successful breaches
- RAID CLANS - shows the timer of when a clan can be raided again in HOURS.
- SUICIDE SUICIDE - When asked to suicide this is the command you must time.
- Upon death your hp and mana and moves will all revert to 10 each. Please note
- that dying to a clanguard will save the mana you have on hand.
- It is NECESSARY for you to suicide at the time the raid leader instructs you to.
- The reason why it is: at particular times the raid leader is mindful of the repop
- times and attempting to coordination the raider timeout after death with that
- repop time. So while you might save yourself some quaffing by dying to a guard
- instead of using the suicide suicide command, please pay particular attention
- IF the suicide request is emergent.
- _________________________________________________________________________
- USEFUL DEFINITIONS: (tips/notes will follow each definition)
- SKIP - relating to not killing a guard room because we have
- the keys from that guard room already
- 1. DOUBLE CHECK: AUTOASS OFF, C DISSOLVE
- 2. incomplete the main tank (all requests to heal are always to
- use the c incomplete spell, no other healing spell)
- 3. wait until the raid leader locates the proper direction by hunting
- 4. the raid leader will move the party when that location is found
- FERRYING - relating to a room that has guards in it and
- portals needed to be entered into
- 1. DOUBLE CHECK: AUTOASS OFF
- 2. one tank will charge/move into the room thereby engaging all the mobs
- 3. players manually follow the direction that the tank charged into
- 4. players stack which portal to enter
- STACKING - using the semi colon to stack a series of navigation commands
- For example, enter 2.cportal; scan; enter 3.cportal
- Should you be asked to stack commands, BE INVIS, SNEAKING.
- SLOW KILL - relating to guards only, repop is anticipated in
- a short amount of time, so a party leader will instruct you to slow kill
- so we have the precise number of keys for 1 guardroom, no doubles and so
- as to not worry about which player the repop might target
- 1. if a guard is <40 percent remove weapons
- 2. renew if the guard you are aimed at, if need be
- 3. rescue another player who is tanking a guard that does NOT have
- a wounded flag (usually the last few guards on the list at the bottom)
- 4. if out of battle, could incomplete tanks instead of trying to
- micromanage the damage you are dealing
- 5. you cannot aim other guards (thats the reason for rescuing another
- player)
- FAST KILL - where tanks and others remove shield, dual wield and
- use most offensive spells/skills to kill the guard room as
- quickly as possible (for repop reasons) - if possible, berserkers
- should not tank and should enrage. REMEMBER: Rewear shield after.
- REPORTING - anytime you move to a location by yourself because
- you were directed by the raid leader you will be asked to report.
- WHAT YOU NEED TO REPORT -
- 1) number of portals in the room,
- 2) number of guards in the room,
- 3) locked doors,
- 4) open exits, and
- 5) players you see on scan and their directions
- TIPS ON REPORTING -
- 1. when you move a direction, "stack" the commands, e.g.
- enter 3.cportal; run e; scan; openall
- 2. create an alias called openall (or something comparable) that
- effectively does: open e, open w, open n, open s, open u, open d
- e.g. #alias openall {open e; open w; open n; open s; open u; open d}
- 3. if guards aggro you that means you cannot do scan, so use survey
- 4. when reporting try your best to report on the same gtell message
- e.g. gtell 7guards, 3portals, exits d/w/s, locked n
- (note - one line is easier to use the history feature to collect all
- the information by the raid leader)
- 5. IMPORTANT: repops and the death of a guard will CHANGE every report
- so you must do it timely before the repop or death of a guard occurs!
- _________________________________________________________________________
- CHARGE - charging now makes the guards pissed off and attack harder
- (this is a change from v2)
- Tips -
- 1. be vis
- 2. walk the direction
- 3. if someone asks you to tank and charge a direction, just be vis/walk
- the old convention was to charge, but its no longer the best way to do it
- so the person asking may not remember this change. No need to remind them
- of the change, just follow the NO-CHARGE Rule.
- 4. EXCEPTION: where you are asked to charge so as to engage with the defenders
- in the adjacent room.
- _________________________________________________________________________
- ITEM SLOTS: keep a significant amount of item slots free while
- raiding because if you run near max item slots and need to loot a key
- but you are maxed on items that will cripple the party for a full repop
- _________________________________________________________________________
- TRIGGERS: Please note that triggers are a detriment instead of
- a benefit for the most part during raids. You don't want to spam gtell
- with reporting triggers, you do not want to trigger any forms of attacks (e.g.
- because you will be told to party heal while engaged most times); The most
- successful raider will NOT SPAM and NOT USE TRIGGERS. You have to be able
- to adapt to whatever the raid leader asks or what the raidparty needs.
- _________________________________________________________________________
- PURCHASING: Upon successfully navigating to the clanhall,
- DO NOT purchase immediately upon arriving at the shopkeeper.
- The reason is simple - afford everyone the opportunity to appraise and
- determine what they want to buy because time is of the essence.
- Upon leaving the cmaze after purchasing raided eq you MUST type
- CLEAR RAIDFLAGS
- If you don't clear raidflags I think the eq goes poof after the raid
- expires.
- PURCHASING is limited to 8 items.
- _________________________________________________________________________
- NEUTRAL ALIGN: the reason to go neutral is this: clan guards have
- protection good and protection evil. If you are neutral then neither of those
- spells reduce the damage you deal. Thus, you deal more damage to the
- clan guards. Since this is a time sensitive event, all the marginal benefits
- we can derive is all the better.
- _________________________________________________________________________
- NEGATIVE REGEN RATES: Often times clan mazes will have negative regen
- rates for mana/moves/hp. Be forwarned in mazes of these types that you may
- run out of moves if you are idling there for some time and when the party
- leader wishes to move, you may be stuck in the starting room. Party heal
- casts refresh and party heal is often used. So party heal will likely
- fix this situation most times. However, should you idle in the room with
- negative rates while marking a room, you are not actively casting party heal.
- For emergency purposes, try to carry a few refresh potions. They are located
- north of recall currently: Quadreidess potions.
- _________________________________________________________________________
- CLANALLIES ISSUES:
- AT WAR - You cannot have AT WAR players in the same raid. This is true even where
- the AT WAR status is not returned. For example,
- Clanallies baal shows -
- Imperium at war 00:00 hostile 00:00 -- - --
- Imperium has NOT returned at war to us and are hostile towards us.
- This necessarily means that Baal and Imperium can NEVER raid together
- unless or until that AT WAR status is changed.
- NEUTRAL - You can never raid a clan that you are neutral status to.
- FRIENDLY - You can never raid a clan that you are friendly to.
- ALLIED - You can defend and be defended by an ally.
- HOSTILE - You can raid and be raided by these clans.
- _________________________________________________________________________
- BRAVERY WISH - clan guards are now able to intim (see notes for intim)
- In many situations, you will not be webbing and if you do not have
- BRAVERY then you will be susceptable to intimidate via mobs. Get this
- wish.
- _________________________________________________________________________
- NOWEB WISH - clan guards are now able to web. This will affect navigation
- so be very careful so as to check to see if you are webbed before moving.
- You do not want to be caught in a guard room by yourself after repop.
- Get this wish so as to not worry about being webbed.
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