View Full Version : Guild size required for...
Navus
01-25-2005, 10:57 AM
About 1,000,000 years ago, when the Earth was still young on mostly untainted, I played EQ on Innoruuk and was part of a guild called Legions Of Darkness. This was still the early days of Norrath, with the first expansion still quite a ways off, the days where Lady Vox and Nagafen were held up as all but unkillable. LoD became the first guild on Inno to take down the dragons and remained the only guild capable of doing so for quite some time. When the planes opened up, we happily stepped over the remains of shattered raid parties and put the Gods down.
It was great to be one of the best, doing things that other people couldn't, getting the crazy loot.
Today, I play on Shattered Hand, member of a guild of friends that once in a blue moon will have more than 10 people on at a time... and needless to say, I'm already feeling the pull of the impossible.
I'm just wondering how many members Nurfed currently has, and how many you feel will be needed to takedown the 'uber' content.
Rekcah
01-25-2005, 11:46 AM
Im not part of nurfed, but Im in a raid guild.
Our leader was in an EQ guild also, and mostly everyone else.
Our plan is to have around 70 60's. We want 70 because lots of people live in different places, with 40 ( max number for a raid ) a member might be sick, or out with family, with 70 we dont have to worry about that and can have raid's when ever.
Hope that helps.
Navus
01-25-2005, 11:49 AM
That's a pretty big number, not that I didn't expect it.
I guess recruitment is out of the question, it seems everyone on the server from level 1 all the way up to 60 is already guilded.
I guess I'll have to invest some time in trying to get an invite to Shattered Hand's uber guild, which atm I think is Death & Taxes.
Miragul
01-25-2005, 11:58 AM
Most guilds that want to be somewhat self-sufficient try to get around 8 of each necessary class (priests, mages, shaman, warriors, etc) and roughly 4 to 6 of the classes that aren't as useful in Onyxia type raids (rogues, hunters, etc).
Ladro
01-25-2005, 12:01 PM
the more, the better
Dashiva
01-26-2005, 12:06 AM
4 to 6 of the classes that aren't as useful in Onyxia type raids (hunters)
Hunters are THE best dps class for those type of raids.
Miragul
01-26-2005, 01:19 AM
I would think Warlocks and Rogues (DoT damage) would factor in ahead of Hunters. I'll admit that I'm not very familiar with Hunters but I do know that Warlocks do the most DoT damage.
The reason I consider Hunters in the same boat as Rogues is due to their relatively weak ac/hp being similar to rogues. We are both paper tigers. The fact that Hunters are ranged does help them quite a bit in raids like this but it means nothing if they grab aggro.
Nastrand
01-26-2005, 08:01 AM
Navus,
I played on Innoruuk as well and raided some with you guys. I was Piengdaei (Human Monk). I forget the name of the guild I eventually joined though.. hmm.. Anyhow just saying I remember your guild and i was there.. ok bleh. hehe
60'ish level 60's is probably a good number. You will always have problems getting enough people on at the same time (especially during the week and during the school year)
Dots are pretty close to useless on most raid mobs.
Straem
01-26-2005, 08:57 AM
I would think Warlocks and Rogues (DoT damage) would factor in ahead of Hunters. I'll admit that I'm not very familiar with Hunters but I do know that Warlocks do the most DoT damage.
The reason I consider Hunters in the same boat as Rogues is due to their relatively weak ac/hp being similar to rogues. We are both paper tigers. The fact that Hunters are ranged does help them quite a bit in raids like this but it means nothing if they grab aggro.
Rogues aren't range, therefor they take damage and die. As a priest I feel it is my job to keep the tanks and other priests alive on raids before a Rogue:( Sorry but its true.
DoTs are usually knocked off due to the 10 debuff limit. Warlocks are still very very useful for other reasons (stones and other vital aspects) but not necessary DPS.
Miragul
01-26-2005, 09:52 AM
I would think Warlocks and Rogues (DoT damage) would factor in ahead of Hunters. I'll admit that I'm not very familiar with Hunters but I do know that Warlocks do the most DoT damage.
The reason I consider Hunters in the same boat as Rogues is due to their relatively weak ac/hp being similar to rogues. We are both paper tigers. The fact that Hunters are ranged does help them quite a bit in raids like this but it means nothing if they grab aggro.
Rogues aren't range, therefor they take damage and die. As a priest I feel it is my job to keep the tanks and other priests alive on raids before a Rogue:( Sorry but its true.
DoTs are usually knocked off due to the 10 debuff limit. Warlocks are still very very useful for other reasons (stones and other vital aspects) but not necessary DPS.
Ah, I had heard they fixed the debuff limit. I kind of got left behind on my Onyxia key (on Scryer currently) so all my thoughts are based on the limit being fixed.
And trust me, I know all too well how easily we take damage and die....hence my "paper tiger" comment. I realize Rogues are probably the last on the heal list. That's only because someone hasn't come up with a winning strategy yet. Rogues in EQ were the exact same way until someone figured out how to kill a previously "unkillable" boss mob.
Firecrak
01-26-2005, 11:45 AM
I can think of 1 thing a rogue is good at...Expose armor. It would allow the tank to use his rage for more useful things other than sunder.
Rambar
01-26-2005, 04:41 PM
I can think of 1 thing a rogue is good at...Expose armor. It would allow the tank to use his rage for more useful things other than sunder.Unless they changed sunder and expose to stack recently... no, hell no.
Lodekim
01-27-2005, 05:33 AM
I can think of 1 thing a rogue is good at...Expose armor. It would allow the tank to use his rage for more useful things other than sunder.
I'd rather have to blow my rage on sunder personally in a raid instance. The mobs are hitting really hard so you'll never have a shortage of rage, and sunder makes the mob more likely to stay on the tank.
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