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  1. Written By Trollemite
  2.  
  3. RAIDING BOILERPLATE:
  4.  
  5. SKILLS/SPELLS (MUST MAX):
  6. 1. rescue
  7. 2. aim
  8. 3. cure blind
  9. 4. blind
  10. 5. web
  11. 6. dissolve
  12. 7. intimidate
  13. 8. incomplete healing
  14. 9. party heal
  15. 10. invis
  16. 11. sneak
  17. 12. retreat
  18. 13. survey
  19. 14. hunt
  20. 15. globe
  21. 16. antimagic
  22. 17. strangle
  23. 18. scrolls
  24. 19. fly
  25. 20. dispel or dampening field
  26. 21. an area attack spell (preferably c 84 or firebreath)
  27. 22. word of recall
  28. _________________________________________________________________________
  29.  
  30. NOTE - Intimidate/Web/Fly/Dissolve
  31.  
  32. SECTOR TYPE - AIR SECTOR
  33. The typical thing for all maze rooms is to designate the room AIR SECTOR.
  34.  
  35. Q: Why AIR SECTOR?
  36. A: Effectively, it thwarts raiders from dropping an item in the room to mark
  37. it...
  38.  
  39. Q: How does this affect nagivation?
  40. A: You cannot move to adjacent rooms without having fly on. You can fly by
  41. using c levitate, c fly, or the wings of aard.
  42.  
  43. Q: What does this have to do with the skill intimidate?
  44. A: You cannot be intimidated to adjacent rooms if you are not flying.
  45. Alternatively,you cannot be intimidated if you are webbed.
  46. _________________________________________________________________________
  47.  
  48. READ CAREFULLY SO AS TO UNDERSTAND THE IMPORTANCE OF INTIMIDATE:
  49. 1. Intimidate is a key way of adversely affecting a raid party or a
  50. defending party
  51. 2. In particular you can intimidate a defender into a jail room or
  52. another maze room where they cannot return to the instant room where
  53. the party is. And likewise, they can do the same to you.
  54. 3. To intimidate the target, in a typical maze, that target must be
  55. flying and unwebbed.
  56. 4. To avoid being intimidated, make sure you are not flying and are
  57. webbed.
  58. 5. Typically, its a good idea to not use fly in your spellup and rely
  59. on wings of aardwolf (they have flying as an effect).
  60. 6. The reason to use both avoidance techniques (not flying and unwebbed)
  61. is simple: Any player may cast fly on you readily including lowbies in
  62. the maze affording the opportunity of a larger SH to intimidate you upon
  63. entry. Same reasoning with dissolve. It's just good practice.
  64.  
  65. NAVIGATION STEPS:
  66. SITUATION 1: Where defenders are waiting in a PORTAL DESTINATION
  67. 1. Web self, wear wings
  68. 2. Raid leader moves party by entering portal
  69. 3. Remove wings, wear back item
  70. 4. Web only affects cardinal movement e.g. moving w/e/n/s/u/d
  71. 5. You can web self prior to entering portal destinations
  72.  
  73. SITUATION 2: Where defenders are waiting in an ADJACENT ROOM
  74. 1. Wear wings
  75. 2. Raider leader moves party by moving the direction
  76. 3. Remove wings immediately upon entry
  77. 4. Web Self
  78.  
  79. INTIMIDATING TARGET:
  80. 1. Most experienced defenders will know to be webbed and not be flying
  81. 2. What you need to do is
  82. A) dissolve target,
  83. B) then cast fly on target
  84. C) then intimidate target
  85. D) only attempt intimidate if you have a build high in INT/CON/LUCK
  86. E) builds with low INT OR CON are susceptable to intimidate
  87.  
  88. 3. Dissolve cannot be casted while in combat so dissolve must be attempted
  89. first.
  90. 4. Then cast fly, then use the skill intimidate.
  91. 5. Those with low int/con/luck builds are susceptable to intimidate
  92. (e.g. warriors/ranger with 10 int build)
  93.  
  94. 6. Additionally, you should intimidate the targets with most hp and those
  95. that deal most damage. It's easier to kill the low hp targets.
  96. _________________________________________________________________________
  97.  
  98. STRANGLE - sometimes we attempt to "STACK" commands so as to strangle
  99. defenders
  100. 1. Those with high STR/DEX/LUCK will be good at strangling.
  101. 2. Targets with low STR/DEX/LUCK will be easily strangled. (So that means
  102. normally paladins, mages, clerics will be strangled easy)
  103. 3. Targets will normally be picked for you by the raid leader or other
  104. experienced raiders.
  105. _________________________________________________________________________
  106.  
  107. AREA ATTACKS - please remember area attacks changed with v3
  108. 1. Area attacks no longer hit players by casting
  109. 2. The Syntax for casting an area attack to hit players is as follows:
  110. c 'fire breath' ALL
  111. 3. If you do not want to hit players with the area attack use:
  112. c 'fire breath'
  113. 4. There will be instances where you are asked to area attack players as
  114. well as clan guards. Just be mindful of the change.
  115.  
  116. _________________________________________________________________________
  117.  
  118. ANTIMAGIC v. GLOBE - just watch what damage the guards are using and use
  119. the appropriate spell. Default guard damage is PUNCH (BASH). Clans must
  120. pay for the change in damtype of their guards. Often times, clans have not
  121. paid.
  122.  
  123. _________________________________________________________________________
  124.  
  125. AIM - You cannot AIM guards. You may AIM away from guards to players.
  126. However, should you want to aim a particular guard, you would have to rescue
  127. the player targeting that guard.
  128.  
  129. _________________________________________________________________________
  130.  
  131. USEFUL SUBCLASS SKILLS/SPELLS:
  132. 1. huntmaster (hunter)
  133. 2. ambush (hunter)
  134. 3. enrage (berseker)
  135. 4. righteous anger (avenger)
  136. 5. desecration (harmer)
  137. 6. holy shield (priest)
  138.  
  139. _________________________________________________________________________
  140.  
  141. Huntmaster - part of navigating a maze involves hunting certain guards
  142. e.g. hunt 17.guard
  143. Where a player needs to hunt multiple instances of the guards, huntmaster
  144. is useful
  145.  
  146. Ambush - this skill will primarily be useful when defending. Ambush can
  147. be useful where players are SKIPPING rooms because it would hault the skipping
  148. player in that room briefly so as to web that player.
  149.  
  150. Note that ambush is reset if attacked by another player whom you are not
  151. ambushing. If a player attacks you either by charge, area attack, or direct
  152. attack ambush will be cleared and will not have its intended purpose.
  153.  
  154. Enrage - As a general rule, don't enrage. NEVER enrage while tanking a guard.
  155. Only enrage when instructed to by the raid leader. This is normally only done
  156. where the party is FAST KILLING the guards. NEVER enrage while defenders are
  157. in the room OR defenders are expected to come soon. DISABLE ALL ENRAGE TRIGGERS.
  158.  
  159. Righteous Anger - where a player you are fighting receives healing from numerous
  160. sources (e.g. mass party heal by like 10 players) you receive revenge on them.
  161. This skill is only useable when you have revenge. It's always beneficial to have
  162. because of the tempo of raiding with party heal as a chief spell.
  163.  
  164. Desecration - Reduces the effect of Sanctuary substantially on players and clan
  165. guards.
  166.  
  167. Holy Shield - nullifies the effect of Desecration on opponents.
  168. _________________________________________________________________________
  169.  
  170.  
  171. USEFUL EQUIPMENT:
  172. 1. aard shield
  173. 2. wings of aard
  174. 3. true seeing helm
  175.  
  176.  
  177. AARD SHIELD
  178. 1. while raiding, always be shielded unless told expressly
  179. otherwise by the raid leader
  180. 2. the shield of aard has the highest resists of any shield in the game
  181. 3. use the shield of aard unless you require another shield for stat
  182. purposes
  183.  
  184. WINGS OF AARD
  185. 1. this item grants the wearer the ability of fly spell
  186.  
  187. AARD HELM
  188. 1. typically you are engaged for a long period of time with guards or
  189. defenders
  190. 2. should you be dispelled or true seeing wears off then you will not
  191. be able to rescue fellow raiders
  192.  
  193. _________________________________________________________________________
  194.  
  195. USEFUL ITEMS:
  196. 1. mana pots
  197. 2. incomplete scrolls
  198.  
  199. INCOMPLETE SCROLLS - While unnecessary, they are totally beneficial
  200. if you maintain a sufficient stock on hand during the raid.
  201. Scrolls are always better than potions as they can target fellow raiders.
  202. They can be used in clutch situations when you are out of combat briefly
  203. while defenders are trying to engage
  204.  
  205. MANA POTS - I personally only carry mana pots during raids as we
  206. tend to only use party heal and c incomplete for healing... it saves
  207. item slots by not carrying hp potions/scrolls
  208.  
  209. _________________________________________________________________________
  210.  
  211. USEFUL TOGGLING COMMANDS:
  212. 1. groupspam OFF
  213. 2. autoloot ON
  214. 3. autosac OFF
  215. 4. autoass OFF
  216.  
  217. GROUPSPAM OFF - to minimize the spam so you can see clearly
  218.  
  219. AUTOSAC OFF - should you not loot the key for whatever reason
  220. (accidentally left autoloot off or over on item slots) then the
  221. corpse is there temporarily until it floats away in air sector
  222.  
  223. AUTOASS/AUTOPK OFF - its always best to target specific
  224. defenders or specific guards or to stay out of combat so you can
  225. heal the tanks and/or "skip" rooms (occasionally you will be
  226. told to autoass ON just in case you are out of combat long
  227. enough to be strangled by defenders)
  228.  
  229. AUTOLOOT ON - simply to get the key if you don't use keyloot
  230. _________________________________________________________________________
  231.  
  232. USEFUL RAIDING COMMANDS:
  233. 1. Invade
  234. 2. raid timers
  235. 3. raid stats
  236. 4. raidparty list
  237. 5. raid -h
  238. 6. raid clans
  239. 7. suicide suicide
  240.  
  241. INVADE - command is used to initial enter the clan maze each time. You
  242. will ALWAYS want to stack invade maze_direction at the end of the speedwalk
  243. to the maze entrance
  244.  
  245. The maze entrance door is closed by default, so be SURE to place a command
  246. to open that door before invade otherwise defenders who are spamming may
  247. catch you.
  248.  
  249. e.g. run 3d30w; open n; invade n
  250.  
  251. INVADE TRICK - IF you are sure the buffer is a prison (BE FORWARNED SOME ARE
  252. NOT PRISON) you may add c word at the end of the stack
  253.  
  254. e.g. run 3d30w; open n; invade n; c word
  255.  
  256. The reason to do this is just in case defenders are spamming c 'fire breath'
  257. or ambush you, you should be able to word out before you can get webbed
  258.  
  259. RAID TIMERS - a mere chart of reference for timers employed for raiding
  260. circumstances. It is beneficial to become familiar with ALL of the timers.
  261. Please take note of this timer in particular -
  262. Timeout before using 'invade' after a raider death : 5 minutes.
  263.  
  264. RAID STATS - will show you your timer when you can re-invade; will also show
  265. the time after the raid ends when the (RAIDER) flag will wear off
  266.  
  267. RAIDPARTY LIST - shows the list of who the raid leaders are and how many party
  268. members are in the group; if you are a raid member it will show detailed information
  269. as to the persons in the list
  270.  
  271. RAID -H - shows the history of the raid channel. In particular, it will show disbanding
  272. and successful breaches
  273.  
  274. RAID CLANS - shows the timer of when a clan can be raided again in HOURS.
  275.  
  276. SUICIDE SUICIDE - When asked to suicide this is the command you must time.
  277. Upon death your hp and mana and moves will all revert to 10 each. Please note
  278. that dying to a clanguard will save the mana you have on hand.
  279. It is NECESSARY for you to suicide at the time the raid leader instructs you to.
  280. The reason why it is: at particular times the raid leader is mindful of the repop
  281. times and attempting to coordination the raider timeout after death with that
  282. repop time. So while you might save yourself some quaffing by dying to a guard
  283. instead of using the suicide suicide command, please pay particular attention
  284. IF the suicide request is emergent.
  285.  
  286. _________________________________________________________________________
  287.  
  288. USEFUL DEFINITIONS: (tips/notes will follow each definition)
  289.  
  290. SKIP - relating to not killing a guard room because we have
  291. the keys from that guard room already
  292.  
  293. 1. DOUBLE CHECK: AUTOASS OFF, C DISSOLVE
  294. 2. incomplete the main tank (all requests to heal are always to
  295. use the c incomplete spell, no other healing spell)
  296. 3. wait until the raid leader locates the proper direction by hunting
  297. 4. the raid leader will move the party when that location is found
  298.  
  299. FERRYING - relating to a room that has guards in it and
  300. portals needed to be entered into
  301.  
  302. 1. DOUBLE CHECK: AUTOASS OFF
  303. 2. one tank will charge/move into the room thereby engaging all the mobs
  304. 3. players manually follow the direction that the tank charged into
  305. 4. players stack which portal to enter
  306.  
  307. STACKING - using the semi colon to stack a series of navigation commands
  308.  
  309. For example, enter 2.cportal; scan; enter 3.cportal
  310. Should you be asked to stack commands, BE INVIS, SNEAKING.
  311.  
  312. SLOW KILL - relating to guards only, repop is anticipated in
  313. a short amount of time, so a party leader will instruct you to slow kill
  314. so we have the precise number of keys for 1 guardroom, no doubles and so
  315. as to not worry about which player the repop might target
  316.  
  317. 1. if a guard is <40 percent remove weapons
  318. 2. renew if the guard you are aimed at, if need be
  319. 3. rescue another player who is tanking a guard that does NOT have
  320. a wounded flag (usually the last few guards on the list at the bottom)
  321. 4. if out of battle, could incomplete tanks instead of trying to
  322. micromanage the damage you are dealing
  323. 5. you cannot aim other guards (thats the reason for rescuing another
  324. player)
  325.  
  326. FAST KILL - where tanks and others remove shield, dual wield and
  327. use most offensive spells/skills to kill the guard room as
  328. quickly as possible (for repop reasons) - if possible, berserkers
  329. should not tank and should enrage. REMEMBER: Rewear shield after.
  330.  
  331. REPORTING - anytime you move to a location by yourself because
  332. you were directed by the raid leader you will be asked to report.
  333.  
  334. WHAT YOU NEED TO REPORT -
  335. 1) number of portals in the room,
  336. 2) number of guards in the room,
  337. 3) locked doors,
  338. 4) open exits, and
  339. 5) players you see on scan and their directions
  340.  
  341. TIPS ON REPORTING -
  342. 1. when you move a direction, "stack" the commands, e.g.
  343. enter 3.cportal; run e; scan; openall
  344. 2. create an alias called openall (or something comparable) that
  345. effectively does: open e, open w, open n, open s, open u, open d
  346.  
  347. e.g. #alias openall {open e; open w; open n; open s; open u; open d}
  348.  
  349. 3. if guards aggro you that means you cannot do scan, so use survey
  350. 4. when reporting try your best to report on the same gtell message
  351.  
  352. e.g. gtell 7guards, 3portals, exits d/w/s, locked n
  353. (note - one line is easier to use the history feature to collect all
  354. the information by the raid leader)
  355. 5. IMPORTANT: repops and the death of a guard will CHANGE every report
  356. so you must do it timely before the repop or death of a guard occurs!
  357. _________________________________________________________________________
  358.  
  359. CHARGE - charging now makes the guards pissed off and attack harder
  360. (this is a change from v2)
  361. Tips -
  362. 1. be vis
  363. 2. walk the direction
  364. 3. if someone asks you to tank and charge a direction, just be vis/walk
  365. the old convention was to charge, but its no longer the best way to do it
  366. so the person asking may not remember this change. No need to remind them
  367. of the change, just follow the NO-CHARGE Rule.
  368. 4. EXCEPTION: where you are asked to charge so as to engage with the defenders
  369. in the adjacent room.
  370.  
  371. _________________________________________________________________________
  372.  
  373. ITEM SLOTS: keep a significant amount of item slots free while
  374. raiding because if you run near max item slots and need to loot a key
  375. but you are maxed on items that will cripple the party for a full repop
  376.  
  377. _________________________________________________________________________
  378.  
  379. TRIGGERS: Please note that triggers are a detriment instead of
  380. a benefit for the most part during raids. You don't want to spam gtell
  381. with reporting triggers, you do not want to trigger any forms of attacks (e.g.
  382. because you will be told to party heal while engaged most times); The most
  383. successful raider will NOT SPAM and NOT USE TRIGGERS. You have to be able
  384. to adapt to whatever the raid leader asks or what the raidparty needs.
  385. _________________________________________________________________________
  386.  
  387. PURCHASING: Upon successfully navigating to the clanhall,
  388. DO NOT purchase immediately upon arriving at the shopkeeper.
  389. The reason is simple - afford everyone the opportunity to appraise and
  390. determine what they want to buy because time is of the essence.
  391.  
  392. Upon leaving the cmaze after purchasing raided eq you MUST type
  393. CLEAR RAIDFLAGS
  394.  
  395. If you don't clear raidflags I think the eq goes poof after the raid
  396. expires.
  397.  
  398. PURCHASING is limited to 8 items.
  399. _________________________________________________________________________
  400.  
  401. NEUTRAL ALIGN: the reason to go neutral is this: clan guards have
  402. protection good and protection evil. If you are neutral then neither of those
  403. spells reduce the damage you deal. Thus, you deal more damage to the
  404. clan guards. Since this is a time sensitive event, all the marginal benefits
  405. we can derive is all the better.
  406. _________________________________________________________________________
  407.  
  408. NEGATIVE REGEN RATES: Often times clan mazes will have negative regen
  409. rates for mana/moves/hp. Be forwarned in mazes of these types that you may
  410. run out of moves if you are idling there for some time and when the party
  411. leader wishes to move, you may be stuck in the starting room. Party heal
  412. casts refresh and party heal is often used. So party heal will likely
  413. fix this situation most times. However, should you idle in the room with
  414. negative rates while marking a room, you are not actively casting party heal.
  415. For emergency purposes, try to carry a few refresh potions. They are located
  416. north of recall currently: Quadreidess potions.
  417.  
  418. _________________________________________________________________________
  419.  
  420. CLANALLIES ISSUES:
  421. AT WAR - You cannot have AT WAR players in the same raid. This is true even where
  422. the AT WAR status is not returned. For example,
  423.  
  424. Clanallies baal shows -
  425. Imperium at war 00:00 hostile 00:00 -- - --
  426.  
  427. Imperium has NOT returned at war to us and are hostile towards us.
  428. This necessarily means that Baal and Imperium can NEVER raid together
  429. unless or until that AT WAR status is changed.
  430.  
  431. NEUTRAL - You can never raid a clan that you are neutral status to.
  432. FRIENDLY - You can never raid a clan that you are friendly to.
  433. ALLIED - You can defend and be defended by an ally.
  434. HOSTILE - You can raid and be raided by these clans.
  435.  
  436. _________________________________________________________________________
  437.  
  438. BRAVERY WISH - clan guards are now able to intim (see notes for intim)
  439. In many situations, you will not be webbing and if you do not have
  440. BRAVERY then you will be susceptable to intimidate via mobs. Get this
  441. wish.
  442.  
  443. _________________________________________________________________________
  444.  
  445. NOWEB WISH - clan guards are now able to web. This will affect navigation
  446. so be very careful so as to check to see if you are webbed before moving.
  447. You do not want to be caught in a guard room by yourself after repop.
  448. Get this wish so as to not worry about being webbed.
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