View Full Version : Help! Am I raid ready?
Aranticus
01-04-2009, 01:11 AM
...
Talish
01-04-2009, 01:12 AM
Don't forget Tempest Spine as it is likely to be the first raid they may encounter and it works very differently then the other raids.
RATRACE931
01-04-2009, 01:21 AM
and dont ferget that u dont just need to complete the 5 quest for shroud but need the 5 stones aswell
PS: glad some1 did this finally.
branmakmuffin
01-04-2009, 02:07 AM
The Thirtheenth Eclipse (Shroud)
Raid - 20 minutes to 1.5 hours, consists of the raid The Shroud
Never have done and never will do a raid, but I find it academically interesting that the time estimate for this one has such a wide variance (short estimate:long estimate).
Aranticus
01-04-2009, 02:12 AM
Never have done and never will do a raid, but I find it academically interesting that the time estimate for this one has such a wide variance (short estimate:long estimate).
many guilds do speed runs and may have 1 spot open, typical speed runs are abt 22-24 mins ish. others like me run fully pugged raids which can sometimes turn ugly and hit 1.5 hrs long. my avg runs usually take 45-60 mins. there is nothing academically interesting if about quest times, i just factor in both elite and non elite groups
Mithran
01-04-2009, 02:14 AM
I think the log estimate is for without the shortcuts and if everything needs to be deliberated over by whoever is responsible for the various puzzles. Many people know them, now. Fedaykin's 20th (for the Reaver Ring) was done in about forty minutes in a pug, but we took all the shortcuts.
branmakmuffin
01-04-2009, 02:16 AM
many guilds do speed runs and may have 1 spot open, typical speed runs are abt 22-24 mins ish. others like me run fully pugged raids which can sometimes turn ugly and hit 1.5 hrs long. my avg runs usually take 45-60 mins. there is nothing academically interesting if about quest times, i just factor in both elite and non elite groups
And the other raids don't lend themselves to these same kind of speed runs, or at least not the same dramatic degree?
Edit: academic curiosity is the only thing that even remotely interests me about raids, which is why this thread is interesting.
Aranticus
01-04-2009, 02:38 AM
And the other raids don't lend themselves to these same kind of speed runs, or at least not the same dramatic degree?
Edit: academic curiosity is the only thing that even remotely interests me about raids, which is why this thread is interesting.
there are some which have pre-raids which has to be completed and hence is going to be longer. time can be cut short by not completing the pre-raid (titan)
DoctorWhofan
01-04-2009, 03:03 AM
Don't forget Tempest Spine as it is likely to be the first raid they may encounter and it works very differently then the other raids.
Tempest's SPine House J. Duration 45 minutes to 2 hours depending on level of characters and difficulty. No flagging no three day waiting peirod. Weapons: Smiting, giant bane, elf bane, evil outsider (flensers/reavers?)
BUFFS: deathward, FIRE RESIST 20-30, poison immunity. Also any item that can deflect Beholder damage is nice.
NOTE: If on THelanis, look up guild Merc's Only and ask for Trissa. the 45 minute rule will generally apply fully PuGGed. Also, I have toons on Sarlona that can do it. I?W for Khyber and Ghallanda. THe Goddess is everywhere. :D
500520
01-04-2009, 03:12 AM
Tempest's SPine House J. Duration 45 minutes to 2 hours depending on level of characters and difficulty. No flagging no three day waiting peirod. Weapons: Smiting, giant bane, elf bane, evil outsider (flensers/reavers?)
BUFFS: deathward, FIRE RESIST 20-30, poison immunity. Also any item that can deflect Beholder damage is nice.
NOTE: If on THelanis, look up guild Merc's Only and ask for Trissa. the 45 minute rule will generally apply fully PuGGed. Also, I have toons on Sarlona that can do it. I?W for Khyber and Ghallanda. THe Goddess is everywhere. :D
45 :O try 15...
Junts
01-04-2009, 03:33 AM
And the other raids don't lend themselves to these same kind of speed runs, or at least not the same dramatic degree?
Edit: academic curiosity is the only thing that even remotely interests me about raids, which is why this thread is interesting.
because of the dynamic of pts 2 and 4 of the shroud, they can take anywhere from 3-5 minutes if executed properly to upwards of 15-20 - pt 2 involves having to kill 4 red-named bosses at basically the same time and then executing an action (breaking a crystal) before their ghosts return to it (the ghosts move at different speeds) - each time they ressurrect at the crystal, they have less hp, but you still have to repeat the process. an experienced and well-equipped group can do this easily, one with difficulty or mistakes made may have to repeat the process 3-4 times
pt 4 features 'rounds' of repetitive process: you fight 4 green devils in the arena, when they die they turn into swirling blades, when all 4 are dead, arraetrikos reappears while the blades twirl into the middle where he's at (2nd round and later, 8 gnolls appear and he feeds on their lifeforce to self-heal), when the blades reach arraetrikos, he vanishes and the process repeats (you have roughly 2 minutes to pummel him while the blades swirl)
the non-fighting-arraetrikos part of each round takes another 3 minutes or so, and unless you are very, very fast on the gnolls, they will heal him a bit. an amazing dps group can take him down in 1 single round, most very good ones in two. those that struggle, or start losing members (if you die in this part, you cannot be raised, so every loss is permanent) can go as far as 7-8 rounds before defeating him, eg, 35 minutes at 5 min/round (when the 1-round group took 5).
its rare for a group to need that many rounds on normal; the all-cleric shroud i ran took 7, but, well, it was all-cleric, you need p retty bad damage, badluck or bad characters to achieve that problem, but it can happen (imagine a lagspike where the blades/arraetrikos fireballs wipe 4 of the 7 melees in the party, for example).
Aranticus
01-04-2009, 06:24 AM
list is more or less complete, details are fuzzy as some quests have not been done in many months. as for the abbot, i have totally no clue and is relying on the experience i have in the many training runs i did. feel free to add on anything i missed
Kraldor
01-04-2009, 07:01 AM
Some typos
Litant of the Dead should be Litany of the Dead
The Thirtheenth Eclipse should be The Thirteenth Eclipse
The Coalesence Chamber should be The Coalescence Chamber
Also thought you may want to list the 8 different Sigil pieces for the Abbot and their drop locations:
Left Pincer, Right Pincer, Center Frame, Eye of the Abbot (Random in all 4 Quests)
Left Frame (Ghosts of Perdition)
Right Frame (Inferno of the Damned)
Left Wing (Flesh Maker's Laboratory)
Right Wing (Desecrated Temple of Vol)
Not sure about their order in the Sigil though.
As for getting ready for the Abbot, you have to kill all four end bosses in the Litany of the Dead pre-raid. Only completing the quest does not grant you access.
Aranticus
01-04-2009, 07:20 AM
Some typos
Litant of the Dead should be Litany of the Dead
The Thirtheenth Eclipse should be The Thirteenth Eclipse
The Coalesence Chamber should be The Coalescence Chamber
Also thought you may want to list the 8 different Sigil pieces for the Abbot and their drop locations:
Left Pincer, Right Pincer, Center Frame, Eye of the Abbot (Random in all 4 Quests)
Left Frame (Ghosts of Perdition)
Right Frame (Inferno of the Damned)
Left Wing (Flesh Maker's Laboratory)
Right Wing (Desecrated Temple of Vol)
Not sure about their order in the Sigil though.
As for getting ready for the Abbot, you have to kill all four end bosses in the Litany of the Dead pre-raid. Only completing the quest does not grant you access.
updated and thanks :)
Angelus_dead
01-04-2009, 09:31 AM
Raid - 10 to --, consist of the raid Ascension Chamber
You're being misleading there. Using "--" in place of a number is the only way you're acknowledging that the large majority of players are incapable of winning this raid, or even making credible progress.
Since your guide is meant for newbies, you owe them a warning: the Black Abbot is not like other DDO raids. It is harder than any of them, and for reasons that are stupid, and nobody can beat it unless they **** *** ***** ******** ****** when they go into the ******** *******.
Honestly, to be "ready" for the Abbot raid you either need (1) an invitation to a group that already wins it regularly, of which there are approx four on the planet, or (2) people who are willing to spend a solid 400 hours trying it, plus a lot of luck besides.
Angelus_dead
01-04-2009, 09:35 AM
Even though it's a 6-man instance, Stealer of Souls should be included, because the quality of loot and complexity of getting ready are similar to what raids have.
Angelus_dead
01-04-2009, 09:39 AM
45 :O try 15...
Not really.
You see, 15 minutes is a speed-run, not a relaxed run. For a raid with good loot like Shroud, maxxed characters will run it a lot and they'll often do it fast. But Tempest Spine has no good loot, so maxxed characters have no reason to go there, and if they do they'll often handicap themselves by using no armor or something silly like that.
A newbie who joins a Shroud group might really see a 20-minute completion if everyone else goes fast. But that'll almost never happen if he joins a TS group. There's no reward for completing it, so people who run it probably want to go slow and horse around.
Sirea
01-04-2009, 09:40 AM
I'd add for Titan that you need Osler (sp?) on the Restless Isles to repair the Dal Quor sigil before you rerun the quest. I forget that bit all the time ;)
Also maybe add a bit about quest timers and remembering to get your end reward to start the time, maybe add a note on TS that there is no rerun timer.
gorloch
01-04-2009, 11:48 AM
Should add that all but Tempest Spine had a three day waiting period before it can be repeated. Also the New & Returning Mentor Program has been updated very recently with players names/alts that are more than willing to help answer any questions that new and returning players have (I am one of those).
PIXA
DoctorWhofan
01-04-2009, 11:51 AM
45 :O try 15...
Try 45 with 11 new people who have never been in there are all. I can do 15 with a bunch of seasoned vets. I take in account for the stray n00b (note not newbie) who shows up. I plan for the worse and hope forthe best. And I earned my title.
Aranticus
01-04-2009, 06:04 PM
updated
Boldrin
01-04-2009, 06:39 PM
Great job consolidating Shug :)
boldarblood
01-04-2009, 06:49 PM
Try 45 with 11 new people who have never been in there are all. I can do 15 with a bunch of seasoned vets. I take in account for the stray n00b (note not newbie) who shows up. I plan for the worse and hope forthe best. And I earned my title.
45 minutes is absolute slowest time I have been on recently. This is not guild groups as most of my guild is maxed capped toons. I would say the average run I have been is ~30 minutes and less on level appropriate characters.
Lost_Leader
01-04-2009, 07:02 PM
Perhaps include travel time to VoD and Hound? Someone expecting a 5 min raid may be a little surprised when it takes 20 minutes just to get there.
branmakmuffin
01-04-2009, 07:04 PM
because of the dynamic of pts 2 and 4 of the shroud, they can take anywhere from 3-5 minutes if executed properly to upwards of 15-20 - pt 2 involves having to kill 4 red-named bosses at basically the same time and then executing an action (breaking a crystal) before their ghosts return to it (the ghosts move at different speeds) - each time they ressurrect at the crystal, they have less hp, but you still have to repeat the process. an experienced and well-equipped group can do this easily, one with difficulty or mistakes made may have to repeat the process 3-4 times
pt 4 features 'rounds' of repetitive process: you fight 4 green devils in the arena, when they die they turn into swirling blades, when all 4 are dead, arraetrikos reappears while the blades twirl into the middle where he's at (2nd round and later, 8 gnolls appear and he feeds on their lifeforce to self-heal), when the blades reach arraetrikos, he vanishes and the process repeats (you have roughly 2 minutes to pummel him while the blades swirl)
the non-fighting-arraetrikos part of each round takes another 3 minutes or so, and unless you are very, very fast on the gnolls, they will heal him a bit. an amazing dps group can take him down in 1 single round, most very good ones in two. those that struggle, or start losing members (if you die in this part, you cannot be raised, so every loss is permanent) can go as far as 7-8 rounds before defeating him, eg, 35 minutes at 5 min/round (when the 1-round group took 5).
its rare for a group to need that many rounds on normal; the all-cleric shroud i ran took 7, but, well, it was all-cleric, you need p retty bad damage, badluck or bad characters to achieve that problem, but it can happen (imagine a lagspike where the blades/arraetrikos fireballs wipe 4 of the 7 melees in the party, for example).
When you say "bad characters" do you really mean "bad characters" or do you mean "unskilled players?"
Aranticus
01-04-2009, 07:08 PM
When you say "bad characters" do you really mean "bad characters" or do you mean "unskilled players?"
it can mean:
bad players - people who refuse to listen
bad toons - characters not properly equipped
sirgog
01-04-2009, 08:40 PM
I'd suggest one change to your weapons recommendations: For players not doing tough raids (e.g. Shroud on Hard or above), players don't necessarily need all the better weapons you outlined; plain old transmuters will often suffice (e.g. for Shroud normal, a party member with dual +5 transmuters will deal enough damage to the Pit Fiend to pull their weight).
Some form of dealing with high HP mobs is, however, needed - either Vorpals or Con damage weapons.
DoctorWhofan
01-05-2009, 07:21 AM
45 minutes is absolute slowest time I have been on recently. This is not guild groups as most of my guild is maxed capped toons. I would say the average run I have been is ~30 minutes and less on level appropriate characters.
You didn't read I plan for the worse and hope for the best part. I'd rather them block an hour out for the quest than say 30 minutes only to find out there are 3 people in the group that need hand holding. 45 minutes is average non zerging a couple people get lost, afk, etc. run. I also don't hold out them having good gear at level 7-8. So killing thngs takes a little longer. And I am usually on a cleric, so I don't have any killing gear on them anyways...except spells.
DoctorWhofan
01-05-2009, 07:24 AM
When you say "bad characters" do you really mean "bad characters" or do you mean "unskilled players?"
Bad characters usually means bad players. Unskilled usually means new, though after almost three years, i have no twitch skills :p
500520
01-05-2009, 07:29 AM
Try 45 with 11 new people who have never been in there are all. I can do 15 with a bunch of seasoned vets. I take in account for the stray n00b (note not newbie) who shows up. I plan for the worse and hope forthe best. And I earned my title.
Ill do 20 with level 7-10 puggles....
DoctorWhofan
01-05-2009, 07:37 AM
Ill do 20 with level 7-10 puggles....
PuG does not equal new.
Hordo
01-05-2009, 07:48 AM
Nice summary Shug! This, along with your other thread re. possible tipping for clerics which is useful in this context as a primer for clericing resources for the above raids should help some of those who are newer to the raids understand them. Just one thing though...you forgot to estimate the number of times one of my toons would die in these raids! :p:D
transtemporal
01-07-2009, 07:43 PM
Nice work aranticus. The devils in the details though. For example, VoN requires you to complete the 4 pre-quests in sequence and talk to the appropriate parties to flag every time you want to run von. DQ requires you to complete the 3 pre-quests in any order and turn in the 3 objects to the djinn to flag every time you want to run DQ, but you can bank as many of the objects as you like.
The difference is VoN lets you flag for the raid once each time, whereas DQ will let you "bank" flags when its convinient for you.
Aranticus
01-10-2009, 05:23 AM
Nice work aranticus. The devils in the details though. For example, VoN requires you to complete the 4 pre-quests in sequence and talk to the appropriate parties to flag every time you want to run von. DQ requires you to complete the 3 pre-quests in any order and turn in the 3 objects to the djinn to flag every time you want to run DQ, but you can bank as many of the objects as you like.
The difference is VoN lets you flag for the raid once each time, whereas DQ will let you "bank" flags when its convinient for you.
i'm pretty sure the indivdual mechanics are out here somewhere, i'm still trying to look for them so i can link them in
theedtwo
01-12-2009, 04:39 PM
nice job... just a heads up.. im willing to help most any1 ready for the Abbot raid and run w/ them several times in it on Ghallanda w/ it.. just look up any of the Iwills really :D once again nice job w/ this post
Djimonte
01-12-2009, 04:49 PM
Hi if I may make a suggestion an explanation of getting raid ready might be needed i.e. first you need to talk to the drawf at the vault then talk to marek then after every quest you need to talk to marek and upon completion of von4 you need to talk to marek
the titan it need to be addressed that you must reset the quest with the drawf then repair to be able to cycle into another raid
the demon queen you must trun in all three items you recieve to the djinn then head back out into the desert and find the queens lair
the two sub raids need clarification that you have to reset quest with the two guys in old marketplace tent
the thirteenth eclipse you need to create a large stone by crafting 5 small stones
This seems to be most of the confussion i tend to come across from the newer players
transtemporal
01-12-2009, 09:31 PM
i'm pretty sure the indivdual mechanics are out here somewhere, i'm still trying to look for them so i can link them in
Hmm, I've tried looking too and I can't find it anymore. There used to be a link to a google spreadsheet that had a pretty good breakdown. Will post it if I find it.
Aranticus
01-12-2009, 11:48 PM
I think it's time for a sticky
Aranticus
01-19-2009, 10:32 AM
thanks to theedtwo for info on abbot :)
sephiroth1084
01-19-2009, 10:58 AM
I'd probably change VoN to 1-3 hours. If the group is overly weak, or really doesn't know the raid well, it can take a loooong time figuring out the puzzle, the steps to take, how the man-canons work, where the traps are, etc... and then will likely take almost all of the timer in part 5.
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I believe that the Titan flagging may be done out of order (Slavers and/or Ghola Fan) before HIPS if someone uses a Greater Teleport to send a person to the Foothold. I've done this a few times in order to bring along people who wanted to run the Restless Isles quests (pretty sure they advanced their quests, but the memory is old...also not sure if they did end up having to do HIPS at all). Seems that the latter quest givers do not have to be triggered by HIPS. Apparently the devs at the time decided to simply make getting to the Foothold impossible as a way to make the series work in a particular order, and didn't realize that they gave us a workaround for it with GT.
This can be relevant for a new player, since I've done this most often when the flagging group I'm in has run HIPS 2+ times in order to get people caught up and ready to move on, only to have someone drop (yet again), and we are too fed up with running HIPS to do it again...but still want to fill out the party.
I don't know if anyone else does this or not...I discovered this trick when trying to flag the whole **** server so I could fill some groups on my quest for the Chattering Ring.
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May want to also put up some relevant raid-related links, such as The Definitive Static Rewards List, and 1-3 links regarding Shroud crafting.
Junts
01-20-2009, 12:34 AM
If you can get a greater tele to the restless isles, you can never do hips, though you would need one every time you want to do a sigil repair; doing hips just unlocks the airship travel to the isles.
Its annoying and not worth doing it that way.
Aranticus
01-20-2009, 12:34 AM
I'd probably change VoN to 1-3 hours. If the group is overly weak, or really doesn't know the raid well, it can take a loooong time figuring out the puzzle, the steps to take, how the man-canons work, where the traps are, etc... and then will likely take almost all of the timer in part 5.
the times i state are for groups with someone to lead. while i encourage people to explorer, a group full of 1st timers can stretch the time to infinity
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I believe that the Titan flagging may be done out of order (Slavers and/or Ghola Fan) before HIPS if someone uses a Greater Teleport to send a person to the Foothold. I've done this a few times in order to bring along people who wanted to run the Restless Isles quests (pretty sure they advanced their quests, but the memory is old...also not sure if they did end up having to do HIPS at all). Seems that the latter quest givers do not have to be triggered by HIPS. Apparently the devs at the time decided to simply make getting to the Foothold impossible as a way to make the series work in a particular order, and didn't realize that they gave us a workaround for it with GT.
This can be relevant for a new player, since I've done this most often when the flagging group I'm in has run HIPS 2+ times in order to get people caught up and ready to move on, only to have someone drop (yet again), and we are too fed up with running HIPS to do it again...but still want to fill out the party.
I don't know if anyone else does this or not...I discovered this trick when trying to flag the whole **** server so I could fill some groups on my quest for the Chattering Ring.
yeap need more info on this one, can someone please confirm?
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May want to also put up some relevant raid-related links, such as The Definitive Static Rewards List, and 1-3 links regarding Shroud crafting.
the purpose of this list is simple, that is a newbie should equip himself properly before joining raids. the list that i give is an indication of the weapons one would like have. one does not need a +1000 wonder sword of uberness but neither should someone join a raid with -1000 rusty sword of gimpness
imo, anyone who joins a party should contribute but when the contribution is such that the rest have to do alot extra to make it up, then that player is a freeloader. new players may not have the gear but while leveling, they can look out for certain gear along the way which can make then an asset rather than a liability
Aranticus
01-26-2009, 09:00 PM
SoS details added with reference to Davey's thread
Balkas
03-26-2009, 07:47 PM
Very useful for new people; nice work.
Just a quick nit-pick; you list that the quest timers start on completion when they actually start when you select your end reward.
NinetyNineTails
10-07-2009, 12:50 AM
Could I get confirmation on the Demon Queen reflag? I've heard conflicting reports; A) that you don't need to repeat Chains, Wizard-King, or Blood, but you do need to redo Against the Demon Queen before you can redo the final raid, or B) you need to redo Chains, Wizard-King, and Blood each time you want to kill Lailat.
Sir_Chonas
10-07-2009, 04:22 PM
Don't mean to be picky, because it's a stellar guide. Perhaps posting it in the player created guides forum would be better, and putting in the "with a minimum 3x experienced leader" and filling out the chattering ring one.
This is after all a f2p forum, and as such most of us haven't the ability or idea what you're talking about unless we (like me) have done a little fantasy reading in the p2p forums and dreamt of what could be . . .http://forums.ddo.com/forumdisplay.php?f=104
WONDERFUL read though. Very well done. Good show.
RACRGUY
10-07-2009, 04:44 PM
Could I get confirmation on the Demon Queen reflag? I've heard conflicting reports; A) that you don't need to repeat Chains, Wizard-King, or Blood, but you do need to redo Against the Demon Queen before you can redo the final raid, or B) you need to redo Chains, Wizard-King, and Blood each time you want to kill Lailat.
When he wrote the guide, you did have to rerun Chains, Wizking, and Blood. As of DDO:U (Mod 9) that has been changed, reflagging only requires that you run Against the Demon Queen.
NinetyNineTails
10-07-2009, 04:49 PM
Thanks, RACRGUY. Cleared that right up for me.
NinetyNineTails
10-16-2009, 03:42 PM
Does anybody know of a good link for mod9 content?
Aranticus
10-27-2009, 03:30 AM
update a little if anything is still missing, pls fill me in
Tempest's Spine
...
Gear - poison proof, disease immunity, underwater action, resist electricity/fire/acid/sonic, remove curse, lesser restore, deathward, freedom of movement
I can't recall being subjected to disease or sonic attacks during the raid. Am I missing something?
NinetyNineTails
11-09-2009, 07:45 PM
The inevitable(s?) do sonic.
Zippo
11-09-2009, 08:02 PM
The inevitable(s?) do sonic.
Correct you are.
Aranticus
11-09-2009, 09:47 PM
I can't recall being subjected to disease or sonic attacks during the raid. Am I missing something?
the drow casters can cause disease and the maruts do sonic
LucianWhitewolf
11-19-2009, 09:11 AM
Ok I know the more experienced players know this...BUT, there are many people that seem not to know that they are supposed to convert their party to Raid. I guess it's not their fault. After all why would someone look at a selection they don't use. ;P Anyway, before going into a Raid Quest you must convert your party to Raid. You can do this by right clicking any party members name as if removing. Then just click "Convert PvP/Raid". TaDa Now you have room for 12 party members. Thus making it a raid. Like I said experts, or, smart people will kow this. Howevr I see too many noobs making the mistake of not converting.
Crann
11-24-2009, 01:35 PM
For those of us who have never played another MMO with raids, could you elaborate a little further as to "what" one is. Or, instead of re-explaining the wheel...point us newbies in the right direction of a previous thread that has done so. I thought that would be the point of this thread, but have not really absorbed any kind of "Raid 101" type information, like:
1. What distinguishes a raid from a regular quest?
2. Why are there 12 instead of 6 players in group?
3. What character level should I be before trying to participate in a raid?
I would imagine that with the length of time this game has been out, and with the helpfulness of all the folks that have written guides and posted advice in the forums, that this information is already out there. I have yet to find it, so any help would be appreciated.
NinetyNineTails
11-24-2009, 04:03 PM
1. The number of people involved. Often, raids will offer better gear than non-raids. However, this is not always the case; Tempest's Spine, a raid, doesn't offer particularly good loot, because advancing level caps have allowed group content to surpass them. On the other hand, Stealer of Souls (aka Sor'jek) in Reaver's Refuge offers some of the best armor in the game, but is not considered a raid, because of its single group nature.
2. That's what defines a raid.
3. It varies from raid to raid and time to time. Tempest's Spine and Vault of Night require very different standards than Vision of Destruction or Tower of Despair. For the most popular raids, you should look at being at or near the level cap of 20. However, in many cases, there are also gear thresholds one should consider before considering oneself fully ready for some raids. Many of the minibosses and bosses of these raids have serious Damage Reduction that require specific weapons to bypass. (perhaps someone else with more detailed knowledge than I could outline some of that? I play healers and don't really keep that stuff in my head).
Aranticus
11-25-2009, 07:22 PM
1. The number of people involved. Often, raids will offer better gear than non-raids. However, this is not always the case; Tempest's Spine, a raid, doesn't offer particularly good loot, because advancing level caps have allowed group content to surpass them. On the other hand, Stealer of Souls (aka Sor'jek) in Reaver's Refuge offers some of the best armor in the game, but is not considered a raid, because of its single group nature.
2. That's what defines a raid.
3. It varies from raid to raid and time to time. Tempest's Spine and Vault of Night require very different standards than Vision of Destruction or Tower of Despair. For the most popular raids, you should look at being at or near the level cap of 20. However, in many cases, there are also gear thresholds one should consider before considering oneself fully ready for some raids. Many of the minibosses and bosses of these raids have serious Damage Reduction that require specific weapons to bypass. (perhaps someone else with more detailed knowledge than I could outline some of that? I play healers and don't really keep that stuff in my head).
DR weapons are already outlined in the OP
DartanTR
12-11-2009, 09:39 PM
Could you also add which adventure packs are needed to do all of these raids? :)
MeliCat
01-02-2010, 03:21 AM
The Inspired Quarter raid? (found this guide very helpful thank you... just trying to be clear on what to do with these coloured shards I'm finding).
Bolo_Grubb
01-19-2010, 08:30 PM
I have done the quests you listed for tower of despair, but it would not let me in the wilderness area through the portal I saw everyone else using, so what am I am missing?
Aranticus
01-19-2010, 08:46 PM
I have done the quests you listed for tower of despair, but it would not let me in the wilderness area through the portal I saw everyone else using, so what am I am missing?
the portal is a teleporter to the sharavath area. what you need to do is to run through the sharavath area in a non raid group, reach the tower cave entrance, go in and talk to the yugoloth inside. by doing so, you are activating the portal to be able to teleport you directly to the tower cave where the entrance to tod is. also the yugoloth can teleport you back to town
Bolo_Grubb
01-20-2010, 06:08 PM
the portal is a teleporter to the sharavath area. what you need to do is to run through the sharavath area in a non raid group, reach the tower cave entrance, go in and talk to the yugoloth inside. by doing so, you are activating the portal to be able to teleport you directly to the tower cave where the entrance to tod is. also the yugoloth can teleport you back to town
I would add this to the first post for Tower requirments. I was not aware of this and a group dropped me because they did not want to take the time to explain why I suddenly could not use the portal or offer to run me out.
My fault for not knowing, but it was frustrating and disappointing to miss out on the quest.
Also found it very difficult to find the the NPC out in the wilderness area. My guild leader had logged in at that time and said even he had not run out but someone had teleported him there with a bracelet from the DDO store. He then did that for me so I can be ready for the next chance I get
DANTEIL
01-23-2010, 11:46 PM
I just want to say that I think that it's pretty sucky that the original poster decided to remove the information from the first post in this thread. Whatever beef he apparently had with these forums shouldn't penalize the rest of us who have come to rely heavily on the information that was compiled here. Lame.
uhgungawa
01-24-2010, 12:12 AM
He had a falling out with the forum mods, but he did get his info put into DDOWiki (http://ddowiki.com/page/Home)
Bolo_Grubb
01-24-2010, 08:41 AM
I just want to say that I think that it's pretty sucky that the original poster decided to remove the information from the first post in this thread. Whatever beef he apparently had with these forums shouldn't penalize the rest of us who have come to rely heavily on the information that was compiled here. Lame.
wow I just saw this and have to say I have now lost respect for the original poster. That is just childish to remove good information out of spite.
oh well
Sirea
01-24-2010, 09:01 AM
Geez, it's not like the information isn't available anywhere anymore. It's just on the wiki now.
You don't know the exact circumstances that made the OP leave, so you really have no right to call him "childish."
Mav145
01-24-2010, 09:17 AM
Gotta say.....Aranticus, your info has been really helpful since I started playing. The ddowiki has also been super useful. I think that this is a logical move. It makes the info much easier to locate and use.
Don't care why you left but hate to see you leave. Take care and thanks.
Dawnsfire
01-24-2010, 09:17 AM
Geez, it's not like the information isn't available anywhere anymore. It's just on the wiki now.
You don't know the exact circumstances that made the OP leave, so you really have no right to call him "childish."
Agreed.
DANTEIL
01-24-2010, 10:08 AM
Okay so I got a PM saying that I was lame myself for not "checking anything." But the thing is, I did go to the ddowiki to look to see if I could find the raid information. And I did ultimately find it -- spread out over multiple pages with the information in a slightly different format on each page. If the original post was just moved wholesale and pasted onto some new page, I couldn't locate it. Maybe it's ridiculous that I came to rely on the single-link/single-source/single-format list that was originally in the this thread, but it was an efficient, understandable resource that is now no longer available. Too bad.
EDIT: I compiled the information myself and posted it here: http://forums.ddo.com/showthread.php?t=226644
Bolo_Grubb
01-24-2010, 03:10 PM
Geez, it's not like the information isn't available anywhere anymore. It's just on the wiki now.
You don't know the exact circumstances that made the OP leave, so you really have no right to call him "childish."
you are right in that I don't know the circumstances, but I have every right to state my opinion and I stand by it. if Aranticus wants to leave for what ever reason, that is his business, but taking the time to erase all the good information he has posted here is a childish move regardless of the circumstances.
Aranticus has posted a lot of good information here and these forums have been very useful. I hate to see Aranticus and his information leave these forums, but it does not change my opinion of what has happened.
Sirea
01-24-2010, 03:29 PM
Well at the very least he could have posted a link to the wiki page, it's true, especially since the thread hasn't been un-stickied yet. If the mods see this, they should probably unsticky and close it, IMO, in Aranticus has no intentions of coming back.
EDIT: The new home of this thread on the DDOWiki: http://ddowiki.com/page/Help!_Am_I_Raid_Ready
you are right in that I don't know the circumstances, but I have every right to state my opinion and I stand by it. if Aranticus wants to leave for what ever reason, that is his business, but taking the time to erase all the good information he has posted here is a childish move regardless of the circumstances.
Aranticus has posted a lot of good information here and these forums have been very useful. I hate to see Aranticus and his information leave these forums, but it does not change my opinion of what has happened.
False sense of entitlement much?
You should be ****ed off at the moderators, not Ara.
Bolo_Grubb
01-25-2010, 09:07 AM
False sense of entitlement much?
You should be ****ed off at the moderators, not Ara.
I don't see where I have indicated any sense of entitlement, but every one has their own opinion. Without knowing the details (and I do not want to know) I don't see how I could be mad at anyone. I certainly not mad at Ara.
I don't see where I have indicated any sense of entitlement, but every one has their own opinion. Without knowing the details (and I do not want to know) I don't see how I could be mad at anyone. I certainly not mad at Ara.
People complaining that Ara pulled HIS posts have a false sense of entitlement. It was his work, he can do with it what he wants. He owes you and everyone else nothing. Why call him childish for doing what he did if you don't feel entitled to HIS work?
I agree that it is sad, but I understand exactly why he did it. You should be focused on the mods IMO.
FanboySlayer
01-25-2010, 09:31 AM
Those complaining he remove his posts and calling him names - get real.Help yourself and do a bit of searching.It's always easy to complain and ask for everything pre-prepared,cooked and even pre-chewed for you.I understand what he did and why he did it.If you wanna blame someone,blame those censoring the paying user.
You're lucky there was these guides to start with so thank him rather than bash him.A lot of people used his advice for builds but i don't see many giving credit where it's due.So yeah,that's a false sense of entitlement.
DartanTR
01-25-2010, 03:52 PM
Pretty sure the people who are calling Aranticus childish are actually the children. It's Aranticus' intellectual property. He can do whatever he wants with it. If he feels it shouldn't be shared on this forum anymore, that's his decision.
Quikster
01-25-2010, 03:57 PM
you are right in that I don't know the circumstances, but I have every right to state my opinion and I stand by it. if Aranticus wants to leave for what ever reason, that is his business, but taking the time to erase all the good information he has posted here is a childish move regardless of the circumstances.
Aranticus has posted a lot of good information here and these forums have been very useful. I hate to see Aranticus and his information leave these forums, but it does not change my opinion of what has happened.
But see its not taking time to erase information. Its taking time to make a statement. His statement is Im not happy with the moderators of this forum, so i am moving my contributions to another venue. Its his right, and I support him in doing what he feels is necessary.
I dont agree or disagree with him deciding to leave as I dont know the circumstances. I do agree with him removing his posts though. There are few ways he has of making a statement, obviously the ones he has chosen have made an impact. That tells me his choice was a correct one.
vettkinn
02-06-2010, 05:15 PM
Regardless, moderators please un-sticky this thread as it is no longer useful.
Quikster
02-06-2010, 05:19 PM
Regardless, moderators please un-sticky this thread as it is no longer useful.
Might as well lock it too. I cant disagree with you there.
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