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This page contains a lot of information regarding the various loot systems, rules, and raid preparation requirements used by the guild as a whole. To make finding what you're looking for a bit easier, use the links below to jump between the various subsections.

  1. Raid Preparation
  2. Loot Systems
  3. General Raid & Loot Rules
  4. Alt/Twink Loot Rules

 

Raid Preparation

Coming prepared to our raids can save us time and can nearly guarantee a successful raid. We require all members to bring some basic components with them to each and every raid. The following are the minimum requirements for every class to raid with us. Please see your class leader and/or class forum for more specific requirements.

Sacred Candle Reagents - You must bring at least 60 of your group buff spell reagents (i.e., Arcane Powder, Sacred Candles, etc.). This is not an option.
Major Healing Potion Healing/Mana Potions - 15 or more of each dependent on your class. (Major Healing Potion/Major Mana Potion)
Greater Nature Protection Potion Greater X Protection Potions - Bring at least 15-20 of each type based on the requirements of the fights we will be or could be doing that night.
Mageblood Potion Buff Potions - 10 or more of your preferred buff potion(s). (Mageblood, Mongoose, Greater Arcane Elixir, etc.)
Heavy Runecloth Bandage Bandages - At least 20 Heavy Runecloth Bandages--even healers. Bring more if you know it's appropriate.

Tougher instances like AQ40 and Naxx will require larger numbers of everything--especially on difficult nights. Please bring whatever is necessary for us to achieve victory.

You should also consider bringing any of the following:

Remember: It's better to over-prepare and have extras for next time than to run out or have none. This is especially true of the Greater X Protection Potions. If you are uncertain what's needed for a given night, or if you need to know your class-specific raiding requirements, talk to your class officer in game.

There is no excuse for being unprepared or unaware of the requirements.

If you show up unprepared, expect to be one of the few sitting out or being asked to sit out. If you are already in the raid, you may be removed at any time.

If you would like to contribute materials to the guild for use in future raids, all of the following things are needed on a regular basis and can be sent to Egbank or one of the guild officers:

Critical Herbs
You cannot go wrong farming any of these.

Other Useful Herbs
Other things we use on a regular basis.

Others

 

Loot Council

Molten Core, Onyxia, Blackwing Lair, Ahn'Qiraj, and Naxxramas will be based on a loot council system. Basically, it is a merit system strongly based off our old officer loot system, with the same basic guidelines: Attendance, Merit, and Need.

The biggest reasons for using this type of loot system are to get rid of the "mystery" involved in the calls and to dispel any rumors or worries of a potential bias, such as playing favorites, negative influence from past personal grudges, etc. Using a council of rotating members will also bring more points of view to the discussions and will help to spread the work (and possible stress) out amongst the guild, leaving more free time for everybody.

We should all be big fans of this basic guideline: "Treat others the way you expect to be treated."

A new loot council based on the relevant class type(s) for the drop in question will be formed for each drop. The Loot Council will consist of an appropriate officer and 2-3 members in good standing of the relevant class for the item in question. A good standing member means someone who is not on probation, has regular attendance, and is not a new recruit. The "relevant class" stipulation is to prevent a situation where a tough decision about a melee weapon is being made by a healer, where another melee class member may be able to make a more informed decision.

Critera

  1. Attendance - This is the biggest factor of any call. Obviously, if you are on every night your loot consideration will be higher.
  2. Merit - Do you come prepared? Do you help outside of raids? Do you help the guild with needed supplies? Are you there on learning nights dying repeatedly? This is the second factor in loot calls.
  3. Need - Obviously, on cross-class loot need shall play a factor. Can your class use this to the highest ability? Can you, specifically? This is the third and smallest portion of a call.
  4. Passing - If an item that is still an upgrade is passed on to the point of being sharded, the council may decide to force it upon someone to better the guild. Note: You may pass on an item as long as someone else will take it. This only would happen if it is about to be sharded.

Passing on upgrades in one instance does not make you more eligible for loot in another because you have sub-par items in your slots. Passing on obvious upgrades to get "bigger" ones will not be tolerated. If you do not take big upgrades, you only hurt the guild and yourself.

 

Class Loot

Items that are tagged for a specific class are usually decided upon in class chat. If the decision is hard, or more than a couple people do not pass, the call needs to go to the loot council immediately. There is no rolling, and class loot does not mean round robin. Example: Raider A makes 99% of the raids, and Raider B makes fewer and leaves early more often than not. In that scenario, Raider A may gather one or more pieces before Raider B does. This is not a jab at people with jobs or budding social lives. This would be the same scenario that would happen if we were on a point system.

Passing on upgrades in one instance does not make you more eligible for loot in another because you have sub-par items in your slots.

Once again: Class Loot is not round robin and one person may end up looting several pieces in a row.

 

Applicable to Class Loot & Loot Council

If you miss raids for a week+, are not prepared for raids, or are a "new guy" (e.g., Grub status/evaluation period), don't be surprised if you get passed by on loot a little bit. The latter is merely because there's the possibility that you'll flake out on us or will otherwise be found to be incompatible with the guild. If you need details on why this is done, ask. The other two criteria are your own responsibility to rectify.

Finally, if you have a question or concern with a looting decision, please bring it to the attention of a loot officer, or directly to Sona. Asking "Billybob always comes to raids. How come he didn't get the Sword of Raping+5?" is ok; such suggestions and questions are fine, but please do not make an uninformed accusation as to why loot goes where. The infamous "Sword of Raping+5" is bound to drop again and eventually Billybob will get his, too.

 

General Raid & Loot Rules

1. Class Leaders & Inspections

Class Leaders have been assigned to inspect each player in their class prior to leaving for a raid. If a player is found to have more than three 'crap' items (i.e. - substandard blues, etc.), thus not making them as big an asset to the group as they could be, they will be placed on watch status to ensure that they are making an attempt to improve.

2. FFA Loot and You

Due to the buggy nature of the Master Looter loot type system, we run the majority of our raids with the loot set to Free-For-All. Unless you are specifically told otherwise (e.g., primary guild enchanters being instructed to loot all greens to disenchant), nobody but the guild officers should be looting anything green or above off of any of the creatures we kill.

For boss kills, do not loot anything until you've had verbal or raid chat confirmation from an officer that it is yours for the taking.

In general, unless you were specifically told by an officer to be there, stay away from the corpses of bosses and never, under any circumstances, shift-click while looting anything--even non-boss kills. Mistakes, although they do happen, are considered very serious offenses.

3. Instance-specific Tradeskill & Non-BOP Quest Items

Fiery Cores, Lava Cores and Core Leather are used in several high-level crafted items. The Fiery and Lava Cores are semi-rare drops from several types of mobs within Molten Core, and the Core Leather is skinned from Ancient Core Hounds. When Lava and Fiery cores drop, they will be held by an officer and put into the guild bank; Leather will be held by the skinner or sent to the guild bank. When a player has enough materials to craft one of the items that require Cores or Leather, they can request them from the guild bank. Note: Having all of the materials does not guarantee that your request will be granted.

Coins & Bijou (which drop in Zul'Gurub), Idols & Scarabs (which drop in Ahn'Qiraj), and Wartorn Armor Scraps & Frozen Runes (which drop in Naxxramas), will be held by one of the guild officers and put into the guild bank for use at a future date, or on an "as needed" basis.

Bloodvine looted from herbs within Zul'Gurub should be mailed to the bank for guild use and should not be kept by the herbalist. Only herbalists possessing a Blood Scythe should be picking herbs within the instance.

4. Instance-only Tradeskill Plans, etc.

There are several tradeskill plans that only drop in the high-level instances. Initially, these will be given to guild officers who have the corresponding tradeskill. Once all officers have them, they will be /randomed to players with the appropriate level of the tradeskill in question. It is guild policy that any money made via the selling of the crafted items will be sent to the guild bank in order to help supply future raids with potions, repair bots, etc.

 
 
   
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