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03-12-2008, 12:24 AM
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Angry Tank
Character: Undorett
Guild: Despair
Server: Guk
Posts: 19
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Raid structure
I have read about guilds boasting anywhere from 70 to 100k+ dps. Now I know this has a lot to do with the people behind the characters, but I was wondering if anyone from a guild doing this sort of dps is willing to share their standard raid group structures and if at all possible the very rough dps the characters in each slot do (I do not need a summation of buffs on each character or anything like that).
Our guild is not, and never will be a top end raiding guild; however, we would like to at least start moving in the right direction. I know many questions about raid structure have been asked before, many saying I have these characters what should I do, many saying you may only have one of each type of character, but I didn’t see any giving the people who reply all power in choosing which characters go in each slot. On most nights, my guild has more raiders than raid slots and can accommodate most preferred raid groups. If this question has been asked before and the answer to it is still up-to-date, please refer me to that post. If this question is too taboo for some people, I am very sorry but I am not looking for handouts or strategy, just some help on making groups more properly from the experts of the raiding community.
Thank you
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03-12-2008, 12:26 AM
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The Devil's Other Advocate
Character: Ahkrenh (AoC)
Guild: Envy
Server: Derekto
Posts: 690
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Re: Raid structure
Going to avoid being too much of an ass and simply say, use the search feature.
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03-12-2008, 01:02 AM
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Didn't exploit Pirate Jones fight
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Re: Raid structure
Quote:
Originally Posted by Tyirul
Going to avoid being too much of an ass and simply say, use the search feature.
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fail. dude, please just stop posting for a while. you are bringing nothing to the table.
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03-12-2008, 01:37 AM
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The Devil's Other Advocate
Character: Ahkrenh (AoC)
Guild: Envy
Server: Derekto
Posts: 690
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Re: Raid structure
Quote:
Originally Posted by miguex
fail. dude, please just stop posting for a while. you are bringing nothing to the table.
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I answered his question, how is this a failure? Or are you simply rambling about personal events or typing to yourself while posting?
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03-12-2008, 12:11 PM
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Angry Tank
Character: Undorett
Guild: Despair
Server: Guk
Posts: 19
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Re: Raid structure
Sorry if I was not as clear as I could have been. I did use the search function, and the closest posts I could find to my question pertained to "True raids" of having one of each class, which seems to be asked a lot here. I am looking for highest potential DPS group setups, I don't think having one of each class would make for a 90k dps raid...
If you have a link to the post you found in the search function, would you please post it as I must have missed it?
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03-12-2008, 12:37 PM
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Regular
Character: Estal
Guild: none
Server: RE
Posts: 456
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Re: Raid structure
point one: have people betray if necesesary (coercer to illus is a good current example).
point two: get rid of waste of space classes like crusaders.
point 3: everyone can dps, even if its only a "little" which means clerics, bards, shamans and such have no excuse for not autoattacking / nuking / whatever.
point 4: competition, over recruit a bit, the ones that perform better will get the spots in raids, the rest will be filling material for those that are on holidays or whatver until they get pissed enough over not being in raid regularly to leave.
point 5: vary your group setups and try out different things to see what works out best.
point 6: communication, let's say you have two wizards and one parses far higher than the other, have them talk to each other how the lower parsing one can improve.
of course, thats not the end of all strategy to improve your dps, but there is not too much the guild can do, most of it is up to the individual, casting order, upgrading spells / gear, having the right aa's, knowing your class, you get the idea.
__________________
Quote:
Originally Posted by Pink Poodle
Oh so it's like Scientology!
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Quote:
Originally Posted by Edwin Ahe
It`s worse. It`s a Sony! (C) 
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Soe please upgrade your servers, this would be a good start.
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03-12-2008, 12:49 PM
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25 Star General
Character: Argyuile
Server: Unrest
Posts: 738
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Re: Raid structure
You also need to remember that increasing your DPS on a parse is non linear. The more DPS you do the faster the fight and the higher your parse. Meaning the difference between 60k and 90k isn't as much as it seems.
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03-12-2008, 12:50 PM
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The Devil's Other Advocate
Character: Ahkrenh (AoC)
Guild: Envy
Server: Derekto
Posts: 690
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Re: Raid structure
Quote:
Originally Posted by osibia
point one: have people betray if necesesary (coercer to illus is a good current example).
point two: get rid of waste of space classes like crusaders.
point 3: everyone can dps, even if its only a "little" which means clerics, bards, shamans and such have no excuse for not autoattacking / nuking / whatever.
point 4: competition, over recruit a bit, the ones that perform better will get the spots in raids, the rest will be filling material for those that are on holidays or whatver until they get pissed enough over not being in raid regularly to leave.
point 5: vary your group setups and try out different things to see what works out best.
point 6: communication, let's say you have two wizards and one parses far higher than the other, have them talk to each other how the lower parsing one can improve.
of course, thats not the end of all strategy to improve your dps, but there is not too much the guild can do, most of it is up to the individual, casting order, upgrading spells / gear, having the right aa's, knowing your class, you get the idea.
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The only point I can disagree with is the Crusaders. As it is now, Paladins are far better OT's as far as aggro and survivability compared to anyone else. Depending on the content, at the very least he should be parsing 1k zw for Tier 1.
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03-12-2008, 01:58 PM
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Angry Tank
Character: Undorett
Guild: Despair
Server: Guk
Posts: 19
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Re: Raid structure
It seems we are having an abundance of mages lately and our scout population is dwindling. Most of them are necros and wizards, it is likely this way due to the classes being selected more at the lower levels to level and be a main. If I have 2 necros and 2 wizards, is it better to throw all four in a group with a troub and a fury, or would the raid be better served to move one of the three out and put an illusionist in the group? If the illusionist is moved into the group, do I then put a solid scout in that group to get some buffs from that illusionist and fury, or do I have those buffs placed on the troubador? If I move one or two out of the group, which ones do I move out?
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03-12-2008, 05:03 PM
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Ya Rly
Character: Aravis
Guild: Khef
Server: Befallen
Posts: 12
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Re: Raid structure
I'm pretty sure the guilds hitting 100k have their mythicals, and consequently better gear than most and that is undeniably a large part of it.
Bards help dps. Recruit some and put one in each group.
__________________
Aravis Tarkheena * 80 Assassin, Befallen
Anradin Tarkaan * 80 Paladin, Befallen
/cutemode
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