During the capture phase, you'll be given a number of Premier Balls, which are the only means to catch the creature. The number of Premier Balls you receive depend on a number of factors, but expect between about five and a dozen to play with:. In short, having the Gym on your team and inflicting more damage will see you have a better chance. It's also worth remembering you can also use Berries during the encounter too, so stockpile those Golden Razz Berries - they may come in handy here for the tier 5 beasts.
Originally there was also a 'Team Contribution' element to the distribution of Premier Balls, with the Team, Mystic for example, that caused the most damage to the raid boss being rewarded with more Premier Balls.
With the introduction of Mega Evolutions , however, this was replaced with the Speed Bonus. Players can receive one free Raid Pass per day from spinning the Gym's photo disc assuming you are high enough level to participate. You can 'bank' one of these free Passes if you don't use it until the next day to hold a maximum of two at one time.
If you want to Raid more than that in a single day, then Premium Raid Passes for local participation or Remote Raid Passes for distant participation must be purchased from the in-game shop for PokeCoins each, or at a discount as part of a bundle.
As well as these, there are also EX Raid Passes , which are rewarded to players who complete a standard Raid at the same gym an EX Raid will appear at soon after.
These allow access to an EX Raid, which have even more elusive creatures to face off against, such as Mewtwo and Gen 3's Deoxys. Meanwhile, completing the battle can reward players with exclusive new items. You can get any item regardless of difficulty tier, but the higher you go the more you'll receive:. The long-running Misunderstood Mischief research can now be completed - learn the latest Arlo, Cliff, Sierra counters and Giovanni counters to help you succeed.
Other major updates in the past year include a level cap increase , the introduction of XL Candy , boosts to some XP sources and the addition of Platinum Medals. Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission.
The last point is really important and works both ways. A dedicated, reliable and serious player should look for a serious raiding guild, while casual or fun oriented future raiders should look for a more casual guild. Matching player and guild character is actually not so much a question of gear, the more progressed guilds are usually aware that it's hard to gear up beyond a certain level without an opportunity to raid. A somewhat related aspect is that of chosen role and spec.
Progress oriented guilds used to have rather tight "job descriptions", when they wanted a healing druid, they were usually not interested in a holy paladin. Similarly, serious raid groups usually had only a limited number of "Off-spec" spots like elemental shaman, retribution paladin , some spec might not have been accepted at all.
These rules were rather strict in vanilla where each class usually had exactly one raid-capable spec , became softer in TBC when most classes had 2 or 3 raid specs , and have all but vanished with WLK.
Since 3. Only the best of the top guilds, those competing for first kills, are still concerned about class and spec. The only challenge which remains when composing a raid is to find the appropriate numbers of tanks, healers and damage dealers the "default" being tanks, healers and damage dealers.
Individual players' capabilities are nowadays much more important than class or spec. Knowledge of boss fights is paramount, as is the players' ability to get the maximum threat, healing, or DPS possible with their current equipment for tanks, healers, and DPS respectively. This is particularly important in fights where one player's ignorance can easily lead to a wipe - encounters such as Thaddius or Kel'Thuzad are particularly notable examples of this. In 5- or man groups, a single leader can do all the management necessary - one person can organize healing, tanking and target assignment without there being much danger that something is forgotten or out of sync.
In a raid the tasks are much more complicated and specialized, and sometimes require detailed knowledge of class or build capabilities, so that actually quite a lot of the management tasks get delegated to "officers", and the raid leader himself mainly focuses on keeping things synchronized.
As all hierarchies, this structure can either be maintained out of necessity, because it makes things easier and better organized, or it can be used as a means of suppression.
For beginning raiders it's sometimes hard to distinguish these two forms. Normally there are a few extra chat channels set up, for example one channel for healers, one for warlocks and mages, another for hunters, and one for all melee classes. Each of these channels should have one leader, and these leaders join the officer channel where they discuss together with the raid leader overall strategy and synchronization. Unless the task at hand is totally routine e.
Raids are not a good place to get to know the other members. There are too many people, and there's too little time. When it comes to tactics, beginners should really be careful and first try to understand how this particular raid works. Although on many bosses there are widely accepted "standard" strategies, some raids may do things differently and still have success.
It is not a good idea to try to teach things to long term raid members, justified as it may be. Movies TV Comics. Star Wars Marvel. Reddit Pocket Flipboard Email. What is a raid? How do remote raids work? What are Mega Raids?
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