Ancient Port Warehouse Preparation Guide
Soon the gates will open to Vanguard's premier raiding zone, Ancient Port Warehouse. A flurry of excitement surrounds the community as preparations are being made for the release. Many hours of design and testing have gone into the zone to ensure that it will provide months of entertainment for even the most hardcore of guilds. The lead developer on the Ancient Port Warehouse project is Andrew "Avarem" Krausnick.
The purpose of this guide will be to give players an idea of what to expect upon entering APW as well as provide methods of preparation for your excursion. First, we'll take a look at some of the new concepts introduced with APW. We will review the mob AI and discuss some common tactics employed throughout the dungeon. Moving on, we will discuss ways in which an individual can prepare themselves for raiding in Vanguard including a short equipment guide. We will then discuss ways in which leadership can prepare their guilds (and themselves) for the challenges that lay ahead. Finally, we will end by discussing the typical aspects of an APW raid.
This guide is intended to be a basic conceptual raid guide and will benefit primarily those individuals who are casual or new to raiding. Experienced raiders will find much of this information to be second nature and at best this guide will serve as a review. Regardless of your experience with raiding, you will be able to find some specific information regarding APW that everyone will be able to use.
PLEASE DO NOT REPRODUCE THIS GUIDE. I will be updateing this guide on vgplayers.com daily for the next several months. I would ask that this guide not be copied onto any other sites (in part or entirety). Feel free however to post a link directing players to the version on vgplayers.
Special thanks to Nikantor and Blades of Wrath, Dikaman, Thund, Nyca and Avarem for reviewing the guide prior to release.
If you note any errors, unclear passages or things which you feel should have been included, please respond or PM.
Enjoy!
Ancient Port Warehouse Concepts, Features and Released Information
All of this information has been posteed on vgplayers by either Avarem or another dev. No information within this first portion is spoiler in nature and should be considered only a preview. IF YOU BELIEVE THAT KNOWING ANYTHING ABOUT THE DUNGEON IS CONSIDERED SPOILER INFORMATION THAN YOU SHOULD NOT READ BEYOND THIS POINT!
18-Man Raids
Ancient Port Warehouse is a raid zone designed for an 18-man raid group. Any individuals beyond the 18-man limit will be unable to engage the mob or assist players engaged on the mob in any way. During non-combat periods, players may interact without regard for the 18-man limit and buff or rezz one another. As such, there is no limit on the number of people who can accompany a raid, but only the first 18 on the raid will be able to engage and interact with the mob.
Quested Access
Once In an effort to slow the initial rush (and the many trains which would accompany said rush) will first have to complete an access quest to gain entrance to APW. The quest is reported as being relatively straight forward and culminates in an encounter which will require a raid force to defeat. Once the mob has been defeated you will be able to redeem the quest for key access and possibly other rewards as well. The mob which will need to be killed will be available in three seperate zones allowing three raid groups to obtain their access each respawn cycle. The quest on test is not currently available to characters under level 48. All Raid members will be required to have the key to access APW.
Lockout Timers
Once a boss has been defeated, the 18 players that engaged will be flagged with a Lockout Timer for that specific encounter. Mobs in APW are currently expected to have a one hour re-spawn however, raids will only be able to engage locked-out mobs once every 72 hours (all times are subject to change). While flagged with the Lockout Timer, the player will be unable to engage or be engaged by that particular boss mob.
Mob Uniqueness
One of the more promising features of APW will center on the difficulty of tackling encounters. Every mob in the dungeon will have specific strategies to defeat them. Avarem's goal has always been to provide content that was unique not only among MMO's, but even when compared to itself. The result is a zone in which every step forward will be fought for and earned. The design team has available to it many new tools which give the AI abilities which are unique to Vanguard.
Movement in APW
Movement in APW will be facilitated by the usage of a rift-way system. Once your raid has moved to a certain portion of the dungeon you will be able to activate that particular rift-way and then return to that point on future raids. You will be able to summon / CoH at the entrance, between rift-way points and at the outpost area located within the dungeon.
Loot
What will loot be like in APW? That's the question on everyone's mind. To be truthful, we don't know for certain. Recently, Avarem has begun a total re-examination of the itemization in APW. Many items will likely be changed based on player input that was recently solicited. In general, loot will come in three forms.
In the interest of putting any rumors and misinformation to bed, here's how crafting in APW works:Recipes are very rare drops off of bosses.Recipes are tradable.There are recipes for fabled as well as legendary gear.The items required to craft this gear is all tradable.In order to get the items required to craft this gear you must kill the hardest bosses within APW and both loot their corpses as well as harvest their remains.Once the items are created, they are either hexed (if fabled) or cursed (if legendary) - this means that their effectiveness is such that they are not worth using.The hex can only be removed by a semi-rare drop off the very bosses that drop the components, this drop is soulbound.The curse can only be removed by dragon's eyes, also soulbound, that drop rarely off the dragon.Once combined, the tradable crafted item gains stats appropriate to the difficulty of obtaining it as well as becoming soulbound.
Multiple Dungeon Copies
On Nov 27th, 2007 the following information was released regarding multiple instances / copies of APW being utilized in an attempt to help offset the lag of 90+ players.
Hey all,As many of you have correctly pointed out, it’s very likely that during prime time – given the number of high level players in our game, that APW could potentially be rendered unplayable due to volume of traffic. As a result, we have implemented a solution to this problem that we wanted to outline for you here before it goes to test and then live in order to give us time to make sure it is fully understood before you guys start interacting with it on the test server.Our first step was actually to move the dungeon itself to its own separate chunk. This is why you’ll notice an empty dungeon behind the current doorway, and soon the doors will be made immobile and this version of the dungeon removed completely. By moving the dungeon this allows the server supporting the dungeon to dedicate its resources entirely to those hunting within the dungeon itself, wasting no server resources on anyone who might be spending time doing the overland content.The second step was actually to create multiple copies of this separate dungeon. Opening day we will only have one APW ‘shard’ (and yes, this could even potentially be called an ‘instance’) open. However, we will be able to, if it is deemed necessary and on a per server basis, open additional overflow copies of APW. The way it will work is as follows:These will be accessed by using the APW key on the overland door, where a choice will be presented between all currently available overflow shards.All overflow shards share a single regional chat.If you have guild mates in the wrong shard it is possible to use healer summoning spells to transfer players between overflow shards.Boss lockouts are shared between all overflow shards, so each boss can still only be slain once per 6 days despite any additional shards being available.The shard is not limited to only one group or raid. Our current tests have shown that APW can accommodate in excess of 90 players and our goal number is around twice that. This number is something we hope to evaluate once we open APW on the test server.As usual, if you have any comments about this please feel free to post here and I will respond to any questions or concerns.
As many of you have correctly pointed out, it’s very likely that during prime time – given the number of high level players in our game, that APW could potentially be rendered unplayable due to volume of traffic. As a result, we have implemented a solution to this problem that we wanted to outline for you here before it goes to test and then live in order to give us time to make sure it is fully understood before you guys start interacting with it on the test server.
Our first step was actually to move the dungeon itself to its own separate chunk. This is why you’ll notice an empty dungeon behind the current doorway, and soon the doors will be made immobile and this version of the dungeon removed completely. By moving the dungeon this allows the server supporting the dungeon to dedicate its resources entirely to those hunting within the dungeon itself, wasting no server resources on anyone who might be spending time doing the overland content.
The second step was actually to create multiple copies of this separate dungeon. Opening day we will only have one APW ‘shard’ (and yes, this could even potentially be called an ‘instance’) open. However, we will be able to, if it is deemed necessary and on a per server basis, open additional overflow copies of APW.
The way it will work is as follows:
As usual, if you have any comments about this please feel free to post here and I will respond to any questions or concerns.
Armor Sets and Quested Items - Currently there are quested armor sets for each class being designed. While APW tester's have had the opportunity to review the initial armor, it is being changed to more adequately reflect the play styles of common players. There is little information in regards to armor sets at this time and this section will be updated as more information is released.
Preparing yourself (and your guild) for APW.
First let me make it clear that this is in no way a spoiler. You will not find strategies for defeating the various mobs within APW or even hints as to how to defeat them. What you will find here are some general tips and suggestions on preparing yourself, your gear and your guild for the challenges that await you in Ancient Port Warehouse. This guide is by no means a "You must do this In order to succeed" but instead a "This may help you to succeed more quickly" type of publication.
With that said, first I want to point out that the encounters we've faced in testing have all been challenging and uniquely entertaining. Even clearing yard trash yielded challenges that stretched our playing abilities to the extreme. Yet, of all the suggestions made in this guide, the one which will stand out the most is simply this: While you're in APW, keep your eyes and ears open, focus and follow the leader.
Raid Member Responsibilities
As a member of a raid you are responsible for two things...yourself and doing your job. The following are general guidelines of what to expect in a typical APW raid and suggestions on how to better prepare including a brief equipment guide. By focusing on these points and successfully applying them to your play-style, you will in general become a better player and an asset to any raid. Keep in mind that different leaders have different ways of leading and that not all of these suggestions may apply to a specific circumstance.
Be Prepared
It's the Boy Scout's marching song. Be prepared for APW. If the raid leader and the other 16 people are ready to go, but they're waiting on a tank because he forgot to repair his gear, then the tank has failed to be prepared and cost his guild valuable raid time.
Focus
The most challenging skill that will need to be learned (or re-learned by many) will be that of listening; eyes open, ears open, mouth shut...words to live by in APW. Pay attention and stay focused at all times. It's very easy to get caught in the moment and not realize roaming mobs are nearby or that your guild is moving. If you're not focused, you will die and quite likely cost your raid their lives as well. Don't watch TV, don't surf web-sites and don't get involved in guild chat / tells. If you have to go afk then let the appropriate people know.
Control and Discipline
You will find that most guilds in some way moderate discussion during raids. There is simply too much going on for 18 people to have an opinion. Forums are for opinions...raids are for following. Raid Leaders will ask for input if they feel it is needed otherwise, let them do their job and leave them alone. If you have something you feel is important then pass it on to your group leader, raid assistant or otherwise appointed individual or wait to discuss it till a later time. When things are getting especially stressful, you will need to be in control of your emotions and actions.
Be Proficient
Know your class and all of its capabilities. It is strongly encouraged for all raid members to participate on the forums of their particular affiliate sites. You will be able to learn and share information that may have otherwise seemed unimportant. If you see a way in which your class might be used in APW, then bring forth the idea (on the forums or in tells) and see how it works. Keep in practice with your character. If you play an alt 6 days of the week, then log in your L50 only for Saturday night's raid you're not going to be as efficient had you played your L50 a few times during the week. Keep up with the latest changes to your class and always be aware of how to maximize you're DPS when required.
Be Patient
Your first few trips to APW may be lengthy and slow endeavors as your raid leaders begin to develop their initial strategies. Be aware that you will not be a stranger to death, more than likely you will die a lot so, have patience! The more time you spend in APW the more that it will become second nature and the less time you will spend singing Kum Ba Ya around the bindstone. Officers especially are going to have a rough time of it as they not only have to focus on basic raid tasks, but learning entirely new concepts and encounters. Treat your officers with respect and always be understanding that their job is often the most difficult.
General APW Tips
Equipment Preparation for APW
It's a safe bet that a guild decked out in full heroic and legendary gear is going to have a much easier time than a raid geared with blue and yellow armor and weapons. As well, individuals not geared in at least swamp / quested / T5 heroic gear will have an extremely frustrating challenge awaiting them. Now is the time to prepare to your gear. This section will be dedicated to discussing some of the various equipment types available and the usefulness of each.
When you enter APW you will want do so with very best armor you have available while meeting the guidelines below. Tanks and healers especially can not skimp on gear. A tank with 8k hit points buffed and 50% mitigation will simply not survive and healers without the bonus afforded from +500 healing will have difficulty keeping people alive. I really can't stress this enough. If you're still wearing blues and yellows, now is the time to raise the standard. You still have time to work on this, but the countdown on APW has begun and it is in the final stages of testing.
Hit Points and Constitution
These two should have a heavy impact everyone's gear. The typical AE boss-mob will have an AE doing approximately 1k-5k damage. They will auto-attack (using strikethrough) for 1-9k with an attack speed of approximately 2-3 seconds. This means that if you are under-geared, the tank will only have about 2.5 seconds to pull agro from you before you take 6k damage and exceed the hit points of many common gear builds. Therefore, it is imperative that you have at least 4500 un-buffed hit points. After buffs this will put you at approximately 6-7k hp...just enough to survive 5 seconds of agro or one big AE. My personal recommendation is at least 7k+ hp buffed in case you get agro as an AE goes off. It is important to note that any class in the game, with the right combination of gear and buffs, can exceed 10k hit points so it's simply a matter of reorganizing your gear and changing some priorities. DPS gear is essential, but being alive to use it is much more important. At a minimum, you will want your tanks to have at least 10k HP when fully buffed and 12k is not impossible.
Mitigation
For tanks this will also play a critical role in your gear selection. In general you will want to achieve and maintain the mitigation cap (65% mitigation) at all times. Using strikethrough, you will see even trash mobs auto-attack for between 2-12k damage and specials hitting for as much as 19k. It is imperative to ensure that damage is reduced as much as possible by the usage of mitigation.
Evasion
Evasion is an added-effect for tanks but may cause more trouble than it is worth. The issue involving evasion is that a mob will miss, hit, miss, hit, hit, miss...it wont be consistent damage. This will often lull healers into a false sense of control and they will begin to back off of healing slightly as a method of compensation. Then as soon as the next big damage spike occurs or a de-buff fades, the tank will be dead.
In general, for tanks at least, it is more advisable to spend these slots improving hit points or mitigation. For non-melee classes this gear should not be needed either. The simple fact is, if you get agro in APW and you're not a tank, you're doing something wrong (or your tank is). There are a few mobs that have random agro / mem wipes, but these are the exceptions, not the norm. For offensive classes, Instead of using evasion gear, go with DPS gear but work very hard at controlling your agro. For tanks, use mitigation.
Endurance Regen
Endurance regen gear has recently been adjusted to a six-second pulse to better match the energy / health regeneration which is currently in game. In it's current state it is no longer as useful as it was before and is currently undergoing testing. Once a "balance" has been found then I will re-evaluate the usefulness of the gear.
Energy Regen
In theory, you will have a psi or a bird sham on your raid and energy regen should not pose any major issue for the majority of fights. A few fights you come to will involve energy drains / spell cost increases / etc. On these fights a typical strategy is to keep healers out of AE range and energy regen may prove useful, albeit only in large chunks (+6 energy regen = 6 / 6 seconds which isn't much). For bards, in order to play the strongest songs, you will need approximately 50-60 energy regen in addition to psi / sham buffs or +90 energy regen without buffs. My general theory is that if you run below 40-50% energy on a consistent basis outside of APW, you won't be able to maintain your energy pool inside APW.
Health Regen
This really isn't very useful. The amount of damage caused by AE's will not be offset by gear unless the entirety of your gear is specifically focused for that task. In general, health regen follows the same rule as energy regen in that it's only useful in large chunks. So while + 60 health regen will prove useful, +6 will not.
Crit / +Damage / +accuracy
Critical hit, accuracy and damage bonuses are the bread and butter of any DPS class and includes all crit and damage whether it be for casters, ranged or melee. One extremely important note, the higher the crit % you maintain the greater the likelihood of wresting agro from a tank will be. This is not to say that you should forgo these very important bonuses, only that when wearing them on high end gear, take great care to ensure you stay low on the agro list. Pay particular attention to legendary hits as 20k+ damage can quickly boost your hate well beyond the tanks. If you do not have methods of de-taunt or de-agro, then you may want to re-evaluate these items as part of your gear kit. For those meant and able to maintain high levels of DPS through the use of de-agro abilities, this type of gear will be your primary focus. On mobs that are known to have AE damage, some crit / damage gear may need to be swapped out for hit point / constitution gear.
Haste
There are three kinds of haste in Vanguard: melee haste, spell haste and refresh haste. The effects of melee haste are arguable but ultimately those slots on armor would be better filled with DPS or HP. Regardless, make sure you get the haste buff as every little bit does help. In regards to spell haste, the effects will be noticeable depending on your particular class; I recommend discussing this on the various affiliate class sites to determine the exact impact it may have on your class. Caps on both haste and spell haste are currently 20% haste from gear, 30% haste from spells / songs for a cap of 50%. Refresh haste reduces the cool down timers on abilities with longer refresh timers. A skill with the refresh of 120 seconds (2 minutes) will become a 96-second refresh. At this time, bard-song refresh haste and psi refresh haste are stacking for 40% refresh haste. Previously, they did not stack and limited players to 20% refresh haste. I have not received clarification regarding this matter. NOTE: With the recent adjustments to endurance regen gear, haste may yet play a very critical role in damage. More testing will be required to determine the effects of haste on combat at a raid level.
Resist Gear
The impact resists can have on an individual are often significant. In testing, by raising the groups fire resist by 399 pts, we offset almost 2k damage from a 10k nuke and about 400 damage from a 3.5k AE. With this said the only classes that may find resist gear useful (though it's unlikely) might be tanks and disciples. More than likely it would be better if tanks focus on Hit Points and Con (which also gives resist bonus) and use buffs and bardsong when resists become an issue. Thus far, I have not seen any mobs that have an AE so horrible it required resist gear; this is not to say that they don't exist. Most AE's will occur every 15-30 seconds giving healers more than sufficient time to heal a properly equipped raid (hence the reason you need 5-7k hp buffed).
Gear Overview
Personally, I would recommend carrying additional gear that will allow you to customize your gear kit to a specific mob. Some mobs will require more HP; some will require burst DPS while some others may require ranged combat. Being able to swap out gear depending on your situation will aid in min-maxing your raids overall DPS. Still, I can't stress enough the importance of having enough hit points to be able to survive AE's. Focus mostly on T5 Crafted, Swamp Armor and overland single-target boss mobs that drop heroic items for your gear.
Leadership Responsibilities
While many of the responsibilities can be shared between guild leaders and regular members, the tasks required to achieve those goals should not be. Since all guilds are led differently it would be impossible for the suggestions in this guide to relate to every type of leadership style and leader. So, instead, I will offer general leadership advice that will apply regardless the individual.
You also need to be a Boy Scout. This guide will help you in some ways, but the responsibility will ultimately fall upon you and your officers. Before your first trip into the dungeon you should already have determined the policies to be used while raiding and have discussed them at length with your membership to ensure understanding.
Be professional
As a leader, you likely have more influence on your members and their behavior than anyone else in the guild does. It is crucial to ensure that you act and think professionally at all times. A raid leader who is upstanding on raids, then goes out and exploits mobs in RI is not a good leader. The good leader is one who holds ethical values in the highest regard. Set the example...be the example. Above all else, you should be what you expect those who follow you to become.
Communication
If you do not give adequate direction, your members will be confused and not function. Likewise, giving too much information may also lead to confusion and disorganization. Say what needs to be said and leave it at that. Keep the chat to a minimum and discussions for the forums. The fewer people giving directions the better...the adage "Too many chiefs, not enough indians" always applies. Once strategies have been developed make them available to all members of the guild (I recommend a separate forum on your guild site). All guild members should strive to understand not only their role within the strategies, but also the role of everyone else. It is important for leaders to ensure that the lines of communication are open in both directions. Listen and act on suggestions but be able to distinguish actual concerns with whining. This doesn't necessarily have to occur on raids, but instead outside of raids and on forums. Most importantly, keep your members informed at all times, don't let them be surprised by details. As a note, if people are constantly talking in Vent / raid chat during raids, then communication is not flowing correctly.
Develop Pride (Motivation and Attitude)
As a leader especially, you should be proud of your guild. Build up your team when you have success and focus on small achievements during the times you have failures ("Yea, we wiped, but killed both adds for the first time!" ). Understand that you are going to die in APW...A LOT. That's ok, we all will be dying along with you. It's not important that you died, what's important is that you get up, buff and re-engage. With pride comes cohesion and with cohesion comes loyalty. As a leader, you must never complain or lay blame, fix problems, yes, but avoid accusations. You should never let your raid members hear you sounding defeated or beaten in Vent, even if you feel that way. You are the leader, the source of motivation and determination for the raid. If you do not have enough pride in your guild to rise above those feelings then you should end the raid until you are better capable of leading. You alone are responsible for your attitude and you should never allow a negative attitude to influence those individuals that you are leading.
Set Standards
Set achievable standards for your guild and hold them to it. Clearly explain to your guild what your expectations are for them. Be prepared to support and discuss why you are setting standards at their implemented levels. If required, conduct special training with guild members that have weaknesses and provide feedback to help facilitate their growth. In cases where a single player constantly fails to meet standards then the player may need disciplinary actions (see below). In cases where several players are having difficulties meeting standards then perhaps the standard should be re-evaluated. Always be flexible. Just because you want your guild to accomplish a standard doesn't mean that they will.
Individual / Group Competency and Personal Development
The most successful raiding guilds are those that can think for themselves and still follow orders. As leaders, it will be your responsibility to ensure your guild maintains individual and group competency capable of working together in a raid environment. This doesn't sound difficult but consider that your first trip to APW will be filled with a great deal of confusion. Players currently have always performed in a standard group environment, not one which requires healing or rescuing outside of ones group. There will be many new experiences to be had. The best way to get your guild through it...you guessed it...be prepared. An excellent "practice" spot for multi-group content are the temples in Tehatamani Harbor and you receive the extra bonus of gearing up your guild with some very good jewelry. (See Raid Testing below)
Leave the Ego At Home
Nothing is worse than an egotistical "I'm right, your wrong hahaha" raid leader. As a leader, you have no room for ego in your leadership style. Every person's opinion and input is important. This doesn't mean you should stop a raid in order to hear one person's suggestion, that would be rude to the other 16 people but it does mean that when you have an appropriate time you should strongly listen to and discuss all pressing issues. Ultimately you will have to make certain decisions but let ethics be your guide when making them, not ego.
In cases where a player is constantly violating rules then they may require discipline. Back to the "Be prepared" comment...as officers you should discuss and prepare policies for such occurrences on raids. Will the first warning be verbal or should he just get booted from the raid? These are questions that should already have answers prior to engaging mobs in APW. There are bad and immature players in Vanguard. By weeding out the bad players you will encourage the good players to stay in your guild. Hold people responsible for their actions.
Learn to Delegate
First, understand that delegation doesn't mean handing off the crappy jobs; delegation is the spreading of duties equally amongst participants. Let's face it, many leaders, especially those without experience, will have difficulty handling every task associated with an APW raid. Doing so ends up stressing that person and often causes them to miss important details. By delegating certain responsibilities you are focusing your own attention on the task itself instead of the many details surrounding it. Find out who in your guild has leadership qualities and then give them the opportunity to shine. Raid leaders, if you don't want people sending you tells directly then you must assign a person that duty and inform the raid. As well, you will probably want an officer / trusted member doing the corpse checking and looting. Other duties that you may wish to delegate to officers (or members) are: Loot Distribution, Healing Coordinator, Pull Team Leader, Crowd Control Supervisor, Group Formation, Strategy and anything else which can allow the leader to focus on leading.
Raid Testing
With all the information you now have regarding APW there is yet one thing left to discuss, raid testing. Prior to release on live servers, APW will be opened for server-copy characters to test. Simply have your live character copied over, form a guild (or not) and go test APW. I strongly encourage any guild preparing for APW to have their guild copied over, re-form and test APW. This will allow you a few days in which to get basic concepts and logistics under your feet so that when the zone is released you can begin killing instead of fumbling around with buffs and the raid UI.
Leadership End Notes
Leading raids in APW will be challenging your first few trips so be prepared for downtime. Use it to your advantage and allow members to take breaks or buff. Use your officers for advice and to discuss strategies on the fly. Remember that raid members aren't a tool, they are people who willingly follow you so be fair and respectful when offering advice, rewards and punishment.
Try and find the positive aspects from every experience and use it to build on future endeavors. You are going to die in APW so use those deaths to build your team. While recovering use the time to reiterate any important details and to relay any strategy changes. Use every moment of time you have available to you productively because when you waste time, you're wasting the time of at least 17 other people. Trust your members to have the competence to buff and listen simultaneously as this will save you a huge amount of time.
Remember that at the end of the day, you are only a servant to those that follow you and always be respectful of those you lead. Be appreciative of them and they will be respectful of you.
A Typical Night in APW
This section is designed to give you a better idea of what will be occurring during a typical night in APW. As stated above, this isn't a walkthrough, but instead a logistics guide. We will start with some basic planning / preparation and then discuss the various stages you will move through as you progress your raid. Finally, we will touch on boss mob preparation and execution. I won't repeat many of the notes listed above, so assume that they apply here and during all stages of this last section. In general, these tips will apply to clearing trash mobs as well as fighting boss mobs.
Planning Stage
During this phase you will inform your members that you will be "going to APW at 8 PM EST on July 10th". You should have player's form approximately 10-30 minutes before you intend to start the raid so that the raid leader can get things organized. Give out any information on the purpose and goals of the raid as well as a list of the classes that will be needed and in what numbers. Alternatively, some guilds will ask for individuals to sign up prior to an event to "reserve" their slots. I won't spend much time on this section as it will vary greatly guild to guild but as a final note, I will say this: The more time spent planning and preparing, the more enjoyment you will find your first few nights in APW.
Forming and Group Preparation (On your marks....)
Raid Formation
Getting everyone together on time will be your first challenge. Have a set time and location where the raid will form. Start inviting before hand and even consider setting a form time prior to your start to give group's plenty of time to get organized. Your first few nights you will probably form either in the foyer or just outside of APW. After subsequent trips to APW (and further progression) you will be able to form at rift-ways.
Group Organization
Group setup will vary depending on the current function of the raid...ie...you wouldn't have the same group set up for an AE mob as you would for clearing yard trash. You have three groups that are generally organized as Tank Group, Melee DPS / Utility Group, Caster DPS / Utility group. In general, you will want to group the DPS together as much as possible with DPS enhancement classes. This means Clerics, Bards, DK's, etc...any class which can give large, group-only, combat bonuses. Be flexible with your group make up, understand how the different classes work and use them accordingly. Don't be afraid to experiment, as there are many synergies amongst the classes in Vanguard and finding the right one for your raid group will be crucial to success.
Buffing
Once group setup is done, the raid leader will generally call for buffs to begin. It's important that you not begin buffing until the raid leader's call so that all buffs will degrade at approximately the same time and rebuffing can occur en masse. In cases where multiple individuals of the same class are present, they should determine which of them will be buffing what buffs and what groups. Raid Leaders, take care to ensure that you are not shuffling people's groups around while buffing. If someone is moved they may miss a necessary buff. Except in a few cases, buffing should not take longer than 5-10 minutes.
Assign Duties
The buffing phase is an excellent time to assign additional duties such as Main Tank, Main Assist, etc... Ensure that all raid members are aware of who is doing what and adjust their hotkeys. Goals and expectations should be explained during this time as well.
Placement and Preparation (Get set....)
Ready Check
There is a raid tool called "Ready Check". When used by a raid leader, a small window will appear on each raid member's screen asking if they are ready and to check Yes or No. It's there...use it. In my time playing MMO's, I've seen countless groups and raids wipe from pulling a mob only to find out a primary healer or tank is afk. It should be the standard that once a ready check is completed, no one should go AFK, if it's unavoidable, notify the leadership at once.
Encounter Explanation
After the ready check to ensure everyone is there and listening, the raid leader will be delivering an explanation of the upcoming encounter. It may be as simple as "OK everyone, this mob has a knockback, use lev buffs" to something quite intricate and detailed. Take notes if need be. Raid Leaders may also "mark" key players with the above-head-icons activated by right-clicking on a player's name. While some guilds prefer to use Vent / TS for this function, my personal recommendation is for the raid leader to create macro's with the instructions written out in /raid. Vent isn't always heard or remembered...in game text can be referenced again for review.
Raid Positioning and Placement
Many encounters, especially boss mobs, will require special positioning considerations. If it has AE, then healers will want to remain at the outskirts or if the AE is frontal based, then everyone will need to be behind the mob. In some cases the geometry can be used to help shield players. Be aware of the surroundings and use them to your advantage (but not to exploit). During pulls you will want to ensure that the raid is far enough that the puller can die without the raid acquiring agro. I recommend you keep your healers grouped together in one area (not in the same group necessarily) and out of AE range when possible (except Disc's, suck it up boys). You should also keep your ranged DPS separate from your healer classes in the event they pull agro. On some AE mobs, you can fight through the AE in melee range using Disc's and BM's AE heals, on others everyone will be at range...that doesn't mean they should stand in one group. Agro slips can and will wipe a raid.
Raid Combat (Go...)
Raid Warnings
An additional raid tool is that of Raid Warnings. Using a Raid Alert will flash a red message across the screen of all raid members as well as make an audible alarm sound. . Any member of a raid that has been promoted to raid assistant has the ability to use this feature. This should be used as much as necessary during raids, starting from the go. Broadcast "Pulling in 15 seconds" (or 30, or 60, whatever). Tank's use Raid Alert's when another tank dies and you assume agro.
Pulling
Pulling in Vanguard can be accomplished in two ways. First, you could have a designated puller (generally a monk) bring a mob / group of mobs to a certain point then die / feign death / run by the tank at which point the main tank attempts to gain agro. The second method involves the main tank simply pulling the mob in question and bringing it back to the group. Both have their advantages and place so bring a monk or two along, you'll be glad you did. Either way, make sure that the pull occurs far enough from the raid that a bad pull will only kill the puller.
Often a raid will employ a pull team. The pull team should have a separate channel and include the main tank, off-tanks, the puller, crowd control and a healer or two. Many guilds will use the pull channel as the crowd control channel as well. Once the mob has been pulled the main tank will usually engage the target and build agro.
Building Agro
Upon pulling a mob, the main tank will need to tank it solo for a short period of time in order to build agro. During this stage, no one should attack the mob. This period of time will generally range from 10-30 seconds depending on the mob. In some cases, other tanks will join shortly after the main tank so that they may also build agro prior to DPS engaging. At some point, the tank will feel comfortable with the agro he has generated and will give the signal for the raid to attack (see Engagement and Combat section below.) It's extremely important to afford the tank the time he needs so that he may build up his agro. Without it, agro will be unstable and the mob will have a tendency to "ping-pong" between different DPS / Healing classes.
Crowd Control / Off Tanking
On some pulls and encounters, you will be unable to get a single mob. It is at these times that you will be required to employ some form of crowd control or off tanking. There are various types of crowd control and all will be used at one point or another. Just because something doesn't work on one mob doesn't mean that it won't be absolutely required on another. Mez, charm, root, stun, kiting and fear are all valid forms of crowd control in some circumstances, including some named mobs. Make sure to try different things during encounters to find out what does and does not work.
In regards to off tanking, there is no specific "off tank" class. All tanks are capable of both primary and secondary tanking. It will be up to the raid leadership to determine who will do what during an encounter. One important note however, in many cases you will not beat the respawn. There should always be at least one or two tanks assigned to act as sentries and pick up agro on any adds. Beware the respawn...find out the timers and make sure you beat them. EVERYONE should know which mobs are able to be CC'd and which require off tanking.
Raid Engagement, De-buffing and Combat
After a tank has had sufficient time to build agro and all additional mobs are contained, the Main Assist will call for the raid to engage the mob. I'll say this again...Use /assist It's the most important button on your hotbar. At this point you are able to begin your barrage of damage on the mob. Let's look at a typical fight point by point
Death, Raid Wipes and Rezzing
Death will be a part of every excursion to APW. The important thing isn't that you die, it's what you do after you die that makes the difference. Depending on who dies, different actions will need to be taken.
In-Combat Rezzing
Not every class is worthy of the In-Combat Rez. Having a 10 minute timer, it should be used on critical classes...tanks and primary healers. During long fights, you may be able to use the rez more than once.
Defeat
You will have more cases of defeat than victory for the first few trips. Eventually your ratio will change and the victories will become more prevalent. Keep a good attitude. You've been warned about death in APW...it's going to happen and often. Go into the dungeon with a good attitude and you will come out with a very rewarding experience.
Wipe Recovery
Also see buffing. With death comes the inevitable recovery stage. When you are certain that you are going to wipe, the raid leader should call the fight. At this point everyone still alive pretty much gives up and dies. There is no point of wasting 2-3 minutes running around the room with a mob chasing you when you could be re-buffing and preparing for an additional attempt. Die and recover and do it again until you get it right. You will want to have contingency plans for wipes and be prepared to start from the last rift-way should things go very bad.
Victory
Congrats! A victory well earned. Be proud of your accomplishments and fair with the loot. Everyone has worked hard to get this far and everyone should be offered the same chances. (whether it be DKP, god loot or random).
Ending the Raid and After Actions
After each raid, a successful guild will often evaluate what happened during the raid on the following day. This is the time to relay any input, feedback, suggestions and opinions on how the raid leader did the night before. Report anything that worked well / didn't work at all and offer any suggestions that you may have regarding the encounter. Above all, keep it respectful. Everyone is part of the same team and should all be working for the same goal.
Conclusion
Ancient Port Warehouse holds the promise of exceptional encounters, decent rewards and a sense of accomplishment. This guide will hopefully better prepare you for your first few trips to the zone. As always, if there is anything anyone feels I have left out or could perhaps better word please let me know. I hope you have enjoyed your read and wish you the best of luck in your raiding endeavors.
Awesome thanks, I will pass this on it's a great read.
Equipment Preparation for APWWhen you enter APW you will want do so with very best armor you have available while meeting the guidelines below. Tanks and healers especially can not skimp on gear. A tank with 8k hit points buffed and 50% mitigation will simply not survive and healers without the bonus afforded from +500 healing will have difficulty keeping people alive. I really can't stress this enough. If you're still wearing blues and yellows, now is the time to raise the standard. You still have time to work on this, but the countdown on APW has begun and it is in the final stages of testing.
Don't forget repair bots! http://vg.curse.com/database/items/...etails/1323802/Obtained in the Arena.