Hunting with Marrach Faol

Because hunts are such a critical part of our candidate process and our culture, this section is more detailed than some of the others.  While a quick summary is provided, new members and candidates should read this entire page thoroughly.

Quick Guide

  • Arrive on Time (15 minutes early).
  • Make sure to set aside 1.5 – 2 hours of total hunt time.
  • If you have a hybrid template, line up based on the primary role you will be performing that hunt.
  • Follow the chain of command!
  • Stick with your lance
  • Crossheal and Cross invis
  • If you’re a warrior – engage the spawn and stick to the other warriors.  If you’re a mage, avoid being targeted.
  • Don’t run away
  • Don’t mana dump
  • Drag status bars!

Want to be a Lance Leader?
A guide to Lance Leading can be found here.

Want to be a Hunt Leader?
A guide to Hunt Leading can be found here.

 

Detailed Hunting Guide

Arrive on Time!
At least 15 minutes prior to the start of the hunt, hunt times are listed on the calendar. The hunt leaves as close to the hour as possible.  Latecomers disrupt the forming up process and cause delays.  If you cannot be on time, select a different hunt.  At five minutes till, the hunt is considered ‘closed’.  This means that anyone arriving after five minutes till the hour is not guaranteed a spot on the hunt, and may very well be turned away if adding them would cause a delay in our departure.  The reason for this is that it’s not fair for some people to show up late and delay a hunt for all of those that took the time to prepare and arrive early.

Make sure you can stay for the duration!
There is one hour of hunting, providing we leave on time. But including the 15 minutes of form up time and the the post-hunt activities, it may take up to two hours.

Line up based on the role you will be playing that hunt
Line up with whichever role you`ll be playing that hunt and you will be expected to play that role the entire hunt. Either you come prepared to play a mage, where you will hang back healing and curing and tossing in the occasional offensive spell. OR….you come prepared to be a warrior and the Hunt Leader will assign another mage to the lance. But if you line up as a mage and you are assigned to the lance as a mage, you should not jump into the thick of things wielding a weapon.

Follow the Chain of Command!
As a lance member you are to listen to your lance leader at all times. What they say goes (providing it’s not violating the rules). If they tell you to do something, you do it. If they tell you to stop, you stop. Don’t ask why, don’t given them lip, don’t explain…just do as you are told. If the Lance Leader says it’s time to go, it’s time to go. If you’re fighting spawn, then you should paralyze, peace or provo it, don’t lure. Reason is that there may be other things going on (like the need to rescue another group) that you might not be aware of, and that the LL does not have time to explain.

Same rules apply to the Lance Leaders themselves.  If you are a Lance Leader, you do as the Hunt Leader says. If there’s a dispute or question, it can wait until after the hunt and be discussed then.  As a hunt member, first address the issue with your Lance Leader.  If you are unsatisfied with the resolution, then escalate to the Hunt Leader.  If there is still no resolution, then contact an HC member.  Never be afraid to speak up – but when doing so, follow the chain of command.

Stick with your Lance!
Do not run ahead. Do not run off. Unless given permission by your lance leader to scout ahead, you are to stay with your lance at all times. Do not run off to lure the spawn to your lance. Do not run off if you are being attacked (if you stay put your lancemates will heal you). Do not run off if some of your lancemates are lagging behind. Your lance should always be within 2-8 tiles when on the move, and 1-6 tiles when engaging the spawn (closer for warriors, further off for mages).

Considerations for Mages
If there are two mages in the lance, remember to crossheal and cross-invis each other.  Also, since mages tend not to wear armor, it’s best to let the warriors in the lance attack the spawn first. Otherwise you anger the spawn with a spell that doesn’t kill them, they start chasing you and your lancemates can’t heal you when you’re running around or attack the spawn when it’s following you. If you happen to get targeted, stick by your lancemates so they can heal you.

Crossheal!
It takes 6 seconds to heal yourself and 3 seconds to heal someone else. Your lancemate’s health should be your first priority. It is more important to keep your lancemates alive first, and attack the monster second (and loot third). It is also important that you stay still when your lancemates are trying to heal you. Don’t run off, we can’t heal a moving target with bandages. If someone in your lance dies, it’s better to kill the spawn and keep the other lancemates alive than to step to the side to rez the fallen lancemate, otherwise you put your other lancemates in danger.

Restricted Magery Spells
Wall of Stone and Energy Field are NOT allowed.  Do NOT cast Energy Vortexes and Blade Spirits unless so directed by the hunt leader or lance commander. Mages may also cast Chain Lightning and Meteor Swarm, but should do so with great caution due to the mana cost.  Additionally, summoned elementals are allowed, but the mage must understand that the safety of their lance comes before their summoned pet. Summoned Daemons, however, are not permitted due to their size (they tend to cover up targets which leads to other problems).

Restricted Necro spells
Animate Dead is off limits.  Two reasons.  First, they can be attacked by guildmates and pose a risk to the lance. Second, because they cause looting issues when the summoned critters get the looting rights on a target.  Vengeful spirit is allowed, but due to the mana cost, should be cast VERY sparingly.  It’s for emergencies only, like when you lance is half dead and you need something to keep the spawn occupied. And should only be cast with HL/LL discretion.  Summoning Familiar can be cast freely, but follows the same rule as Summoning Ellies – that your lance is more important that your Familiar.

Hunts and Pets
Unless explicitly stated, towed pets are not allowed on most normal hunts. But you may bring a mare, fire steed or any rideable pet. But we ask that you not sic your pet on everything that spawns. You lancemates want in on the action too.

Looting
All members are responsible for gathering loot. Just make sure the spawn is dead and you’re lancemates are not…otherwise the loot can wait. Don’t put your lancemates in danger by looting while they are still being attacked. Your lancemate’s health should be your first priority, if you lose the loot of some of your kills then you lose it, it’s no big deal.  And remember, it’s not a race to see who loots the most.  Do NOT overload yourself.

Drag status bars!  Watch that double click
Whether you are a warrior or a mage, to avoid attacking lancemates, drag the monster’s healthbar and target that instead of trying to target the spawn itself. If you accidentally attack a lancemate, quickly move apart, tab out and fix the damage you’ve done. Also, when looting make sure you get out of war mode to avoid attacking lancemates who may be standing next to the corpse.

Observe UOAM rules
UOAM is to be used ONLY by the Hunt Leader and members of Command Lance, Lance Leaders, and any High Council that are on the hunt. Also remember…UOAM is not a chat channel! The UOAM Server is provided as a service for our hunts, and from a time period 15 minutes before through 30 minutes after the scheduled hunt time

Loot Handling
All gold is collected and divided at the end amongst those that attended the hunt. Magic items, sem-rares, resources (hides/scales), and treasure maps are divided amongst the lance members by the Lance Leader.  The Hunt Leader handles any disputes.  Things like scrolls, gems, reagents, and potions may either be kept by the finding individual or donated to the guild for sale or to be given to newer members. If you do not wish a share of gold either donate it to the guild or take your share anyway and donate it to newer players.

Final words
Do not rush past junk spawn to get to the better spawn areas. Do not leave spawn for the lances behind you. And do not lure the spawn. Kill it! Do not camp spawn. Do not take over spawn areas. Show some courtesy. If someone is there, either move on or ask if you can take turns. If someone shows up, do the same. But don`t sit in the same spot for the full hour. And unless there’s an emergency (i.e. you’re bleeding to death, your house is on fire, etc)…do not go afk during hunts. It puts your lance in danger.

Respect all members on the hunt. Under absolutely no circumstances is disrespect towards another member to be tolerated. No one lance owns any part of the dungeon, if the spawn is low or if the particular spawn at the venue is difficult there is nothing wrong with teaming up with another lance either for backup or to take turns. We are a family here.  And one of our cornerstones has always been to show respect to all others, guilded or not.  This starts with your lancemates.  Squabbling and bashing of playstyles will not be tolerated.  This also extends to your fellow hunters.  Kill stealing, taunting, and luring will be dealt with harshly.

We have worked long and hard to build a structure that promotes order, and when properly executed, allows us to face down some of the toughest locales in Britannia.  But this only comes with a clarity of purpose and a stern adherence to the rules and guidelines we have set forth.  Disorganized we are nothing more than a mob.  But with focus and discipline, we are a force to be reckoned with.

We recognize that not every hunt goes well.  Things happen – sometimes outside of our control, and sometimes because members stray from the guidelines and rules set forth.  Proper corrective and constructive feedback is critical to maintain discipline.  If a mistake is made, it will be discussed and corrected.  This is not to belittle or ‘pick on’ anyone, it is to help our members grow both individually and as members of our guild.  Exhibit a professional and open minded attitude in these discussions – you are judged not only on your successes but on how you overcome your failures as well.