Hopefully any questions you have about raids are answered here. If you have a question that is not here please email it to me so I can get it up here, it's very doubtful you're the only one wondering. These rules are general. What the raid leader says goes .. always. It is a good idea to read this entire FAQ, not just the parts that answer your particular question. You should know not only your role on a raid, but the roles of the others on the raid with you.
What do all these abbreviations mean?
What is the job of the lead cleric and clerics in general?
I'm melee, but not MA or SA, what is my job? - Rangers really do more than die. ;)
I can heal, but I'm not a cleric, so what's my job?
To some a raid may be a whole lot of folks getting together for a common purpose, in CoF it's a pre-planned gathering for a common purpose. The number of people does not matter. Of course, the more the merrier. In other words, a raid can be just a single group, but of course then can't accomplish as much as 2 or 3 groups could.
There is always one person in charge of the raid, this is the Raid Leader. The Raid Leader is the one that plans the raid and runs it. It is the responsibility of the Raid Leader to see that the 'mission' is accomplished with as few casualties as possible. This means that what the Raid Leader says goes .. even if it goes against what it said here in this FAQ.
There are certain classes that use a lot of gems for raids. Clerics and Enchanters use Peridots, Mages use Pearls .. if you are of a class that uses gems to buff or CotH and can not afford these gems please let Lizzie know and the guild will provide them.
All on the raid should have a hot key set up to assist the MA (/assist name) and should have auto attack on assist turned off (/assist off).
In CoF, anyone that attends a raid is allowed to roll on items that drop, unless otherwise stated by the Raid Leader at the start of the raid. This includes anyone that comes on the raid that is not in CoF. Anyone on the raid from start to finish worked no less for that item than someone in the guild. Folks are asked to not go in on the roll for more than one item on a raid to give as many on a raid as possible a chance for something.
NBG - Need Before Greed. This means that you should not ask to roll on an item if it is not an upgrade for you. CoF does not pass out loot to be sold on the open market. All items are first offered up to the characters on the raid. (If you are playing an alt on the raid and know the item is an upgrade for someone's main char on the raid, it would be nice if you declined rolling on the item but it's not a 'set rule.') If no one on the raid wants the item it is either offered up to alts (chars not on the raid) or it is guild banked - this is up to the Raid Leader. There are times when the Raid Leader may ask if the item can be donated to someone specific, in which case he/she will ask the raid for permission and everyone is expected to be honest in answering .. if not, then you have no right to complain later.
Epic Loot - Epic loot is normally decided before heading out on the raid. Generally speaking, a raid for epic drops is being done for a certain character, so there is no rolling.
Either the Raid Leader or the Master Looter rolls all items. One person is in charge of looting everything on a raid, the Master Looter. The Raid Leader will let the Master Looter know when items are to be rolled, either as they drop or at the raid's end. When the Master Looter asks who wants in on the roll of a specific item you are expected to answer promptly, otherwise you will be excluded.
Rolling is done alpha. This means that if Aaumin, Dylyn, Mannhec and Lizziebeth are all rolling on the same item, the Master Looter will /random 1 4. If the roll is a 1 it goes to Aaumin, 2 would go to Dylyn, 3 would go to Lizziebeth, and 4 would go to Mannhec.
In CoF, any items not worth rolling on are sold at raid's end and the coin is deposited in the guild bank. Any gems that drop are donated to the guild bank, which members can withdraw if needed. All coin from raid goes to the guild bank.
What do all these abbreviations mean?
AEs - Area Effect spells. These are spells that do damage to all mobs in a specific area (around target or caster) and are rarely allowed on raids. If you're not sure then ask the Raid Leader.
AFK - Away From Keyboard. This means the person will not be at their computer so will not be able to do their job. Double check with the raid leader before pulling when someone goes AFK. If you go AFK during a raid first check with the raid leader to be sure the timing is ok then if given the go ahead make sure you put up your AFK sign (/afk).
BURN - This means to nuke .. hard and fast and relentlessly. Normally this is called by the raid leader (or Kellel) when the raid is killing one big and nasty named mob. Since the raid is over when the mob is dead (or there will be time after the mob is dead to med) you no longer have any reason to stock up that mana and can let loose on the mob.
CAMP - Camp out. If a raid goes really bad then the raid leader, puller, or main cleric may call out CAMP. This means that any clerics should try to camp out as soon as possible and any one else alive should try to help the clerics to camp .. even if they have to die trying. A camped cleric means rez'ing the raid is possible. Once a cleric is safely camped anyone with FD should use it and stay down until they get the message that their enemies have forgotten them AND the area is clear of mobs.
CC - Crowd Control. Normally, CC is done with mez by an enchanter, bard or necromancer. There are times, however, when this is done simply with roots or offtanks. The method of crowd control is decided by the raid leader, based on what classes are on the raid and the particular mob(s) the raid will be killing.
CHEAL - Complete Heal.
CR - Corpse Recovery. 'nough said?
DD - Direct Damage. DD Spells are spells that do damage only once.
DOT - Damage Over Time. DOT Spells are spells that damage continuously over a period of time.
DS - Damage Shield. The raid leader should set up one person to keep DS on all, by default this is the highest level magician on the raid.
EVAC - Evacuate. Druids and Wizards have the ability to evacuate their groups. Evac should only be called by the puller, main cleric or raid leader, and once called should be done immediately without question or hesitation. If evac is called that means the raid is in danger of dying and a hasty retreat is the only option.
GTG - Good to Go. This means folks are ready to fight. Let your group leader know when you're gtg. Group leaders should inform the raid leader when their entire group is gtg.
HOT - Heal Over Time. Healing spells that work like a fast regen for a short time. These spells require a buff slot - ALL should always have an open buff slot for HOT, if you don't you may die.
LOM - Low on mana. Hold pulls! until told by the raid leader or the one LOM says it is ok.
MA - Main Assist. This is the person who you assist for all fights. No one casts, throws items, sends in arrows, or hits any mob until the MA calls for ASSIST. All on the raid should have a hot key set up to assist this person (/assist name) and have auto attack on assist turned off (/assist off).
MEZ - Mesmerize. This means the mob is hopefully asleep and no longer something to worry about. No one should attack a mez'd mob. ONLY the MA breaks mez. The mez'er is the highest level enchanter by default, although any others that can mez are more than welcome to help out. There is no such thing as an over-mez'd mob.
ML - Master Looter. This person is in charge of looting. If an item you would like (which is an upgrade for you) drops on the raid make sure the ML knows you want in on the roll when the item is offered up for rolling.
OOM - Out of mana. Hold pulls! until told by the raid leader or the one OOM says it is ok.
OT - Offtank - This is a person or people assigned or told to tank a mob while the raid is busy helping the MA. The offtank works alone, only slows and snares should be cast by others on any mob an offtank is fighting.
Puller - The person who brings the mobs to the raid to be killed. The Puller is also the one that tells the raid when and where to move.
RL - Raid Leader. This is the person in charge. What this person says is LAW.
SA - Secondary Assist. This is the person that becomes the Main Assist should the assigned MA die and fills in for the MA when he/she goes afk.
Slower - One person is assigned to slow all mobs by the Raid Leader. Slows should not be cast before the MA calls for ASSIST. Slows may be cast on mobs that are mez'd. By default this is the highest level shaman on the raid.
Snarer - One person should be assigned by the Raid Leader to snare mobs. Unless you're MA then mobs should be snared at no more than 20% health. Mobs that are mez'd may be snared when mez'd unless there is a DOT tied in with your snare. If you are having trouble snaring due to resists then inform the Raid Leader. By default this is the highest level ranger on the raid.
The MA is the Main Assist. Like the name says, this is the person the rest of the raid assists for all fights. No one does ANYTHING before assist is called. This means no firing off of arrows or other projectiles .. no casting (including slows) .. no hitting.
The MA should have a hot key set up to call for assist. ( /rs ASSIST ME ON %t! ) The assist call should be in capital letters so it stands out for all on the raid.
Generally speaking, the MA should call for assist when the mob is at 95% health. By waiting until the mob is at 95% health you should have good enough aggro to maintain it throughout the fight.
As MA it is your job to get and maintain aggro, and to keep the mob in place as much as possible. If you find that someone else is constantly taking the aggro from you, let the Raid Leader know. It is NOT your job to control the aggro of everyone else on the raid, it is the job of each person to control their own aggro. Shooting arrows at the mob on incoming will help you to take aggro off the puller early.
ONLY the MA breaks mez. Since mez spells give nasty aggro to the enchanter (or bard or necro).
The MA should allow the puller to bring the mobs TO the camp .. not rush the mob before pulling is done. If the puller brings more than one mob, the puller will stop before the camp and allow any extras to be mez'd then finally back up to the camp with just one mob -- THIS is the mob you should target and kill. If the puller is in danger of dying you may pull the extra off him/her, but do NOT pull the one they have in target as this is the one that will be mez'd. (I suggest you /assist the puller then use Cycle through nearest NPCs to target the other mob. Cycle through NPCs is under Options, Keyboard, Target .. you may set this function to any key you choose.)
Warrior MA - Use of taunt and incite (provoke, infuriate, bellow, berate - any of the disciplines to increase Hate) should help with aggro.
Shadow Knight MA - Use of taunt and hate increasing spell (Terror of Discord, Aura of Hate - any spell that increases Hate) and/or snare spell (any of the darkness spells, but do not cast this on incoming please) should help with aggro.
Paladin MA - Use of taunt and stuns should get you nice aggro.
Ranger MA - PRAY! hehe Use of taunt and snare should get you all the extra aggro you need.
Beastlord MA - This doesn't happen often, but if it does I would suggest slowing as soon as possible to get you some nice aggro.
Monk MA - The best you can do for aggro is use your fastest, hardest hitting weapons - preferably with a proc to assist with the aggro. As a monk MA you should not call for assist until the mob is at 90%, you need more time to build up the hate than classes that can taunt or cast.
Rogue MA - The raid leader is desperate and all in the raid should pray for their soul as they gate out to PoK.
The SA is the Secondary Assist. This is the person that fills in for the MA if he/she should die.
It is also the job of the SA to help with adds. This means that the SA has to be aware of what's going on around the raid at all times.
If there is an enchanter on the raid then the SA should try to keep the add(s) off the enchanter until the mob is mez'd. This can be done with taunt or spells (NO damage over time spells, preferably a spell like snare) or disciplines that increase hate. The key here is to keep the mob off the enchanter, but not to be hitting the mob when mez lands.
If there is no enchanter on the raid then the SA off-tanks the add. This means the SA is all alone on one mob until the mob the MA is fighting is dead .. at which time the rest of the raid will then come help.
What is the job of the lead cleric and clerics in general?
If there is more than one cleric on a raid then one cleric will be assigned as lead cleric by the raid leader. Generally speaking this is the cleric that is grouped with the MA. This cleric should make sure that other clerics and healers on the raid know what to do - who to heal and when. If there are more than 2 healers on the raid this person should set up a healing channel and ask all healers to join it. (/join cofheal) It is the job of the main cleric to set up cheal rotations if required. (Cheal rotation is the order, and timing, in which the clerics on the raid will cast complete heal on the MA.)
Unless otherwise stated by the main cleric or raid leader a cleric is always responsible for healing all in his/her group and keeping an eye out for the MA and puller. There is no such thing as too much healing. If you find that you are constantly full mana and no one is dying, you may get permission from the main cleric or raid leader to nuke.
A good rule of thumb is that if you are getting hit or if you're constantly out of mana or low on mana you are doing something wrong.
No slows should be cast before ASSIST is called by the MA. Slows on add(s) should be done after the add(s) are mez'd or when the mob is at 95% if they are being Off-tanked.
DOT spells should be cast when the mob is around 75% health.
DD spells should be cast when the mob is around 50% health and again when the mob is around 30% health.
Mobs don't run till well under 20% so there is no reason to snare a mob before then, unless the snare is tied in with a DOT.
If you are out of mana (OOM) or low on mana (LOM) make sure your group leader AND the raid leader know this, especially if you are the main cleric or slower on the raid.
If you are having troubles landing spells on the mob(s) due to resists please inform the raid leader.
All classes with pets are responsible for their pets of course. Pets do NOT get sent into the fight until the MA calls for ASSIST, if your pet is feisty and tries to join in early please back your pet off (/pet back off). Pet hold is a great AA ability. ;) If the mob ENRAGES, watch your pet .. if the pet is not at the mob's back they will probably die if you don't back it off. It is advisable for pet classes to park their pets appropriately so that not ALL pets are pushing the mob from the same direction.
Most times AE is NOT allowed. If you're not sure whether you can use them or not, ask the Raid Leader.
Beastlord - You are responsible for controlling your own agro. Yes, a beastlord is mighty and between the beastlord and his/her warder they get a LOT of agro and quickly .. but it is NOT the job of the MA to outdo you .. it is your job to control your own agro - even if you have to turn off attack momentarily. If you are assigned as slower, do not slow until ASSIST is called. Please be careful what procs you cast on your warder as many of them have knock back effects which can cause troubles for the MA in keeping the mob stationary. Because of the natural push of your warder you should always try to fight on the opposite side of the mob from your pet, thus pushing back against your pet.
Cleric - Yes, you are able to nuke, but your job is to heal unless permission to nuke is given by the raid leader or main cleric. (If you can not afford the gems you need to buff the raid or your group please let Lizziebeth know before the raid begins.)
Druid - You are by default a healer and evac'er. You should ALWAYS have enough mana to evacuate your group. You should never evacuate your group unless the raid leader, puller or main cleric calls out EVAC. As long as you have enough mana for emergency heals and evac then you should DOT the mobs when they are at 75% health (only the mob the MA is on). Since you are a healer you should join the heal channel if there is one for the raid. If you are assigned as Snarer by the raid leader then you should be snaring mobs at no more than 20% health.
Enchanter - Generally, you are here for crowd control. You WILL get hit, so keep your rune on at all times (if you can not afford the gems to keep Rune on you, let Lizziebeth know in advance). Please call mez'es to raid (/rs MEZZING %T). The enchanter should assist the puller for mez (/assist name). The puller will hold the mobs in place before the 'camp' so they can be mez'd and will back up and retarget mobs as needed to get them all mez'd. Using Cycle through Nearest NPC (you can set this to any key under Options, Keyboard, Target) helps a great deal in enabling you to target the mob(s) you have mez'd, in order to keep them that way.
Magician - One mage should be responsible for keeping DS on all, especially the MA. Most times, one mage is also assigned to mala. This means casting your highest level mala type spell (malaise, malaisement, malosini, mala or malosinia). This spell DOES cause agro IF no one has done any damage to the mob, so do NOT cast it until you are certain the MA has hit the mob (either with a weapon or an arrow).
Necromancer - The uber masters of everything. On a raid the necromancer is able to serve may roles - slower, cc, mana regen, snarer. Because a necro can fd and can summon corpses it's a good idea always have FD mem'd and to have some coffins both in their inventory and in their bank (if you can not afford them, please speak to Lizziebeth before the raid.). If the raid leader doesn't give you a specific job then you're job is simply to help with the killing. If someone on the raid is constantly asking you to give them mana please let the raid leader know - it is not your job to play mana battery for someone that can't use their mana properly.
Paladin - You're not here to heal, unless asked to or in emergencies. Paladins should keep an eye on the clerics and enchanters on raids and use Lay On Hands if they see the cleric or enchanter will die without it (no heals called to the character, health is going down real fast and other healers are busy.). Because you can heal, you should join the healer channel if one is made for the raid. A Lay On Hands can save a raid if done at the right time. A Paladin is mostly considered melee and if you're not the MA please control your agro, even if you have to turn off attack momentarily to return agro to the MA.
Ranger - Rangers really aren't casters, but they do get spells. Growing up ranger you already know your heals are pretty much useless (smirks) so no need for you to be joining the healer's channel. Only one person is assigned to snaring, if it's not you then please do not snare. If you are assigned to snare there is no reason to snare an unmez'd mob before they are at 20% health, if you get resists on your snare inform the raid leader. Control your agro, if you are not MA you should not be getting hit. This might mean snaring later, or not casting whatever spell you were trying out, or even turning off attack a moment to return agro to the MA.
Shadow Knight - Like with necromancers, keeping FD up at all times is advised .. we may need you to rescue our poor dead bodies. If you are not the assigned snarer, please do not snare the mobs. It's your job to control your own agro, if you're not the MA and you're getting hit then back off on your casting or turn off attack until agro is back with the MA.
Shaman - DO NOT SLOW BEFORE ASSIST IS CALLED. One shaman on the raid will be assigned to slow, if that's not you then don't slow. You are a healer so you should join the healer channel if there is one for the raid. You should always have enough mana to heal should there be an emergency so use your mana accordingly. If you're going to canni try not to let yourself go under 50% health without letting your cleric know.
Wizard - The King of Nukes. As stated above, you should nuke when the mob is around 50% health and again at 30% health. One effective way to slow down a running mob is to blast it good and kill it .. a dead mob can't run away. You should ALWAYS have enough mana to evacuate your group. You should never evacuate your group unless the raid leader, puller or main cleric calls out EVAC.
I'm melee, but not MA or SA, what's my job?
It is not the job of the MA to keep agro off of everyone, it is your job to control your own agro, even if you have to turn off attack momentarily until agro returns to the MA. If you are not the MA and you are getting hit, you are doing something wrong.
No one fights or shoots arrows or throws projectiles until ASSIST is called. This means you!
Unless told differently by the Raid Leader, you should try to surround the mob. If everyone fights on the same side of the mob then it will get pushed. If you notice the mob is dying across the room from where the fight started this might be a good sign that the mob is not being surrounded well. Picking a fight partner can help with this. Pick one person, or pet, to always fight across from. Naturally, any rogue would be fighting opposite the MA.
Rangers - Bow or melee? That is really a personal choice. You want to do what you can to kill the mob(s) quickly. At some levels a ranger is better off melee'ing and at other levels they are better off with their bow.
I can heal, but I'm not a cleric, so what's my job?
All healers should join the healing channel if there is one for the raid. This includes Druids, Paladins and Shamans.
Since clerics on raids are all assigned to the MA for named mobs (or big mobs in general) it is up to you to 'spot heal' anyone that needs it, in or our of your own group. You should also make an effort to watch the health of any clerics and the MA .. there is no such thing as too much healing.
Make sure you always have enough mana to assist with heals in case of an emergency.