Ninjapickle
Seasoned veteran member
- Joined
- Dec 30, 2019
- RedCents
- 1,307¢
What are some easily 1 groupable raids without crazy mechanics? Any era is fine, I just want to do something different for a bit. Thanks.
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The list is long....and once you get hooked, before you know it you are 54 boxing everything!.
I started from Vex Thal (Still good illusions, shrink item) (Difficult to find it all up)
POP is all doable
GOD - Tacvi etc can be fun. If really bored do the BIC quest. Guaranteed to cure boredom.
OOW - Anguish for epic orbs.
Dragons of Norrath - Mostly really easy raids - some mechanics on Vishimitar are difficult. - no items really worth keeping.
Depths of Dark Hollow - Dreadspire - Mechanics start to get difficult on Sisters. and performer and hatchet - cant just zerg
Prophecy of Ro - Deathknell - COPIII item drops from first raid. Mechanics ruin the next event though, so i only did first raid.
Serpentspine - Ashengate - Frostcrypt - both fun raids. Illusion items drop. Mechanics not too difficult
Solteris - One event has difficult mechanics - Illusion items drop here though. can be fun
Crystallos - Good raid for killing dragons. No great items drop though, and can bug scripts with too much dps.
Seeds of Destruction - try all the raids from field of bone -> Some spells still worth it. Citadel of the Worldslayer 2nd last event has a mechanic which can be difficult. Fire -Ice- Fire combo's to kill the Synarcana.
Underfoot - All the raids here are doable. Start from brells rest Zippy. and progress all the way to Convorteum (One of the best raiding zones in the entire game imo - something about climbing up the the reverse pyramid was epic)
- Oh - one of the brells temple raids for progression was SUPER stupid. need to have 2 people i think (One does tradeskills, other kills mobs)
House of Thule - Can do a lot of these raids. Some have difficult (Stupid) mechanics towards the end.
Veil of Alaris - most of these raids are ruined by dumb mechanics
Rain of Fear - some really cool raids in this expansion - Valley of King Xorbb is awesome, Grelleths Palace is super chaotic and fun. Mechanics did ruin a few raids.
COTF - these raids start off easy - then difficult. I couldnt get past Neriak #2 - 24 mobs and charms etc.. Lots of stuff going on. Bee raid gives you DT from certain mobs etc. Annoying
Arx Mentis Raids are fun. First even is just absolute chaos but doable.
Broken Mirror and beyond - haven't tried these yet. I'm not looking forward to the mechanics at all.
Im at 24.. trying to not go any moreI started with 6....then 12...then 36...then said wth..ill do 54
I started with 6....then 12...then 36...then said wth..ill do 54
Do you run all 54 on one PC? I can run 24 comfortably right now, but when they launch they are using ~700MB per client, which will drop down to around 200-300 after being logged in after 1 hour or so. Do you log your teams in phases to deal with that spike in memory usage?
Also on the topic of raid setups...currently my 4 groups look like:
1. War/Clr/Brd/Mnk/Rog/Rog
2. War/Clr/Shm/Brd/Ber/Ber
3. SK/Clr/Shm/Brd/Ber/Ber
4. SK/Clr/Brd/Mnk/Ber/Ber
Right now I have everyone level locked at 60 and am trying to do things "in-era" ish in terms of level (I am using defiant gear though). So far the above setup seems to be doing ok for velious targets (Tormax and a couple of dragons in ToV so far). They also killed CT once I got a clean pull with not so many adds.
I'm wondering when adding more groups at this point, is there a diminishing return on tanks/healers? Would Brd+5x rogues be an ideal addition? Seems some AoE damage might end up wiping out a group without a cleric in it, but I don't have any experience with velious+ raid targets so not sure how to prepare. (I've been posting some DPS outputs and fight recaps here: https://www.redguides.com/community...or-non-progression-servers.70258/#post-469468 )
This thread is why I both wish and secretly fear they'll add account to account transfers. My 6 accounts with 12 toons would quickly explode to 12 accounts, and of course once I hit 12 I definitely see the slippery slope to 54
Your raid groups look too much like group groups. You’re wasting synergies.
Most raids group tanks into 2-3 groups and then group dps up to maximize adps and synergy.
Switch a rogue with a zerker. Also tank groups usually are 2 to 3 tanks and the rest healers.
War/War/Sk/Sk/Brd/Ber
Clr/Clr/Clr/Clr/Enc/Brd
Brd/Shm/Rog/Rog/Mnk/Ber
Brd/Shm/Ber/Ber/Ber/Ber
Drop the bard and add a pally to the MT group.Try something more like:
WAR/WAR/SK/CLR/CLR/BRD as your MT grp.
Your MT Group staying alive is more important than anything else.
If you dont have a Cleric in your MT grp you will miss the Epic clicks and divine arb etc.
War/Sk/Bsrk/Bard/clr/Clr is resilient as hell as a main Tank groupDrop the bard and add a pally to the MT group.
more dps healing from the sk epic ?What does a Berzerker add to the MT grp in a raid situation?
Not worried about dps...worried about staying alive.
War/Sk/Bsrk/Bard/clr/Clr is resilient as hell as a main Tank group
Style points of course! ... I like the berserker aura...and the my main bsrk is raid geared so he can take some hits too. So for me it's situational...i'd say add a Paladin...but who on their right mind who pick a pally as a tank...lol...let the pally flames ensue!What does a Berzerker add to the MT grp in a raid situation?
Not worried about dps...worried about staying alive.
I like it...just foundationally it's agaisnt me DNA to acknowledge Paladins as tanks...i'd take a berzerker...a rogue...heck a ranger or a mage as a better tank....JK! Pallies are cool...they make fantastic floor decorations.But you're wasting group slots with that setup. Pally adds group heals to help keep the clerics/bard alive while the clerics take care of the tanks. You also want to bunch your tanks up to the greatest degree as possible with your heavy-hitting healers to take advantage of group abilities the clerics get. A zerker in that group is a waste. The zerker is getting next to zero adps from the other classes, and isn't really giving anything back to the other classes. Yea, you have a bard there, but I'd argue the bard is also wasted in that group 99% of the time, unless your main is a warrior/sk and you're going for an e-peen worthy dps parse. And if you're doing that, drop the stupid zerker for a beastlord or ranger.
In an ideal world, you'd have a group with 2-3 warriors, 2 clerics, pally... and those 2-3 warriors are 100% your main raid tanks. You'd have a 2nd group with offtanks/adds tanks/kiters with 2 clerics, and a 3rd group with any remaining offtanks/add tanks/kiters with 2 clerics (or 1 cleric and 1 super competent shammy... if you do this, this group MUST have a pally). Rest of the groups are Shammy, bard, melee dpsx4 (ideally) and druid, bard/enchanter, caster dps x4 (ideally).
Woot! Bard is essential bruh...did you not hear Sic's rendition of Zombie...that's what they're playingThere's room to throw bards around, if you have enough, but never swap healing for a bard, and never waste a bard in the main tank group unless there's a really good reason to do so (the dancer raid in tov's tofs, for example, could require a bard to help keep the MT from getting drunk).
I like it...just foundationally it's agaisnt me DNA to acknowledge Paladins as tanks...i'd take a berzerker...a rogue...heck a ranger or a mage as a better tank....JK! Pallies are cool...they make fantastic floor decorations.
Here's my emoji explanation of a pally tanking ... ... ... the end ... lolHow much tanking do you think a pally in the raid MT group is doing? Fuckin zero, if they're smart (or if you code it correctly). The pally in the MT group is a healer, curer, splasher, and general "oh shit" stop gap. Your warriors should be tanking the main mobs, and your extra warriors/SKs are probably tanking most of the adds. Leftover pallies can tank, if needed... or they can pull out their 2 handers and dps their fuckin heart out on undead mobs.
Omg I’ll put money into that. Before I found RG and got really into boxing I had 3 accounts and have multiple 115s I wish I could move around. I have one account with 115 Zerk, necro, mage and wiz.This thread is why I both wish and secretly fear they'll add account to account transfers. My 6 accounts with 12 toons would quickly explode to 12 accounts, and of course once I hit 12 I definitely see the slippery slope to 54
In all seriousness though you're not wrong, it's just not my style...every single one of my teams is going to have its own tank/crowd/healer ... Team Alpha just has the beefies best raid geared tanks...if shit goes bump into the night outside their purview it'll get mezzed by one of the many enchanters or owned by the alt tanks/dps on teams B-D or by the many mage pets swarming about...How much tanking do you think a pally in the raid MT group is doing? Fuckin zero, if they're smart (or if you code it correctly). The pally in the MT group is a healer, curer, splasher, and general "oh shit" stop gap. Your warriors should be tanking the main mobs, and your extra warriors/SKs are probably tanking most of the adds. Leftover pallies can tank, if needed... or they can pull out their 2 handers and dps their fuckin heart out on undead mobs.
you could use mages, druid for dps.. they also parse very well on zland.. id inc bst for fero if your running zerkersIf someone just wanted to start a raid force to do zlandicar, what do you think would be the minimum amount of accounts? 5 groups of 4 zerkers, bard, shaman, tank group of war war cleric cleric shaman, a group of ranger ranger shaman bard paladin enchanter
If someone just wanted to start a raid force to do zlandicar, what do you think would be the minimum amount of accounts? 5 groups of 4 zerkers, bard, shaman, tank group of war war cleric cleric shaman, a group of ranger ranger shaman bard paladin enchanter
I was meaning straight burn, we've been able to do it without killing the piper, sometimes we still get rats but with enough burn and a little luck we avoid them.