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  #31  
Old 08-26-2010, 09:47 PM
HeallunRumblebelly HeallunRumblebelly is offline
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Quote:
Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
In all honesty having 1 bard per raid group can seriously trivialize most raid content due to the resists alone. Just have all your bards equipped with the best percussion mod they can get their hands on and most raids will basically turn into a tank and spank with an occasional death touch. There are some exceptions, but not many.
furthermore, most velious dragons have a negative resist component (-300, -400) in their aoe, making it difficult to even put up any kind of resist (usually just better off in your +HP gear).
  #32  
Old 08-26-2010, 10:05 PM
HeallunRumblebelly HeallunRumblebelly is offline
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To answer your question about velious raid roles

Warriors tank (main and ramp generally)
Clerics heal
shm / dru / enc buff (shm also can do some decent healing) -- really depends what version of mobs we get for places like tov / kael depending on their charmability but they're all unmezz D=
SKs don't do !@#$ but the ocassional inc pickup and light drake work in ToV
Paladin casts brells, note singular :P
Mage / Rogues / Wizards / Monks dps (monk also pulls)
Bard is manabot for CLR due to lengthiness of encounters
Necro pumps CLR mana

As far as velious raiding goes, wizard / rogue / CLR / 1-2 warriors who don't ragequit will be what decides whether your guild progresses or stagnates (assuming you get the encounters from the other guilds D=)
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