LAST UPDATED

09/19/2006.

MURPHYS LAWS OF RAIDING

The Laws:



1. If the mob is in range, you will be hit by the AE

2. Area of effect spells have the right of way

3. Don't look conspicuous, it draws agro.

4. There is always a walkthrough, and it usually doesn't work.

5. The problem with the easy way out is that the mobs have re-popped.

6. Try to look unimportant, they may be low on power.

7. Professional's raiders are predictable; it's the amateurs that are dangerous.

8. The mob invariably agros on two occasions:

    a. When you're ready for them.

    b. When you're not ready for them.

9 .Teamwork is essential; it gives them someone else to take agro.

10. If you can't remember, then the conal AE IS pointed at you.

11. The small AE you have been ignoring will be the huge one.

12. If your attack is going well, then the mob is about to bug into a wall.

13. Never draw agro, it irritates everyone around you.

14. Anything you do can get you agro, including nothing.

15. Never group with anyone braver than yourself.

16. If you're short of everything but the mobs, you're in a raid zone.

17. When you've cleared the room, don't forget to tell the wanderers.

18. Never forget that your weapon was bought from the broker at the lowest possible price or for the lowest amount of DKP you could get away with.

19. The most dangerous thing in the world is a raid leader with a walkthrough and overconfidence.

20. An AE with a 60 second recast will always go off in 44seconds.

21. Remember, a retreating mob is probably just agro'ing on a wizard.

22. If at first you don't succeed break out the repair kits.

23. Exceptions prove the rule, and destroy the plan.

24. The invites never show up until you make a mistake.

25. A fully repaired set of armor is a magnet for agro.

26. Whenever you have plenty of power, you never get resisted. Whenever you are low on power, you can't hit land spell to save your life.

27. The more a weapon costs, the more it will cost to be repaired.

28. Raid experience is something you don't get until just after you need it.

29. When the mob has a fire AE you will have 10k cold resist.

30. If enough parses is collected, a board poster can prove ANYTHING.

31. For every accomplishment, there is somebody who did it faster with less people.

32. The one class you need is always in short supply.

33. The harder the raid, the longer it will be.

34. The complexity of a tactic is inversely proportional to the IQ of the person who will screw it up.

35. Healers always overheal the target, DPS always goes AFK.

36. When reviewing the tactics that you just wrote down last raid, the most important ones are always illegible.

37. Those who hesitate end up wiping the raid.

38. The tough part about being an raid leader is that the raid don't know what they want, but they know for certain what they DON'T want.

39. To steal information from a person is called plagiarism. To steal information from another guild is called gathering intelligence.

40. The person that usually goes LD when you need it the most is the MT.

41. When you have sufficient health & power, the mob wont pop. When you are low on heath & power the mob has already popped and is agro on the DPS.

42. The newest and least experienced raider will usually win the random lotto.

43. A Mythical item just goes to prove that were you smart enough to think of a plan, stupid enough to try it, lucky enough to survive, and stacked DKP long enough to get it.

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