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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.
- Raid Preparation
- Loot Systems
- General Raid & Loot Rules
- 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.
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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. |
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Healing/Mana Potions - 15 or more of each dependent on your class. (Major Healing Potion/Major Mana Potion) |
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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. |
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Buff Potions - 10 or more of your preferred buff potion(s). (Mageblood, Mongoose, Greater Arcane Elixir, etc.) |
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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:
- At least one flask of your choice (Titans, Distilled Wisdom, Supreme Power)
- Stat Buffing Foods & Drinks (Nightfin Soup, Monster Omelet, Rumsey Rum Black Label, etc.)
- Additional Buff Pots (Elixir of Fortitude, Gift of Arthas, Major Troll's Blood, etc.)
- Brilliant Mana Oil or Brilliant Wizard Oil
- Winterspring Juju buffs
- Un'Goro Crystal buffs
- Blasted Lands buffs (Gizzard Gum, Lung Juice Cocktail, etc.)
- Your favorite Zanza
- Felwood Plants (Whipper Root Tubers & Night Dragon's Breaths)
- Winterfall Firewater
- Elemental Sharpening Stones
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
- Attendance - This is the biggest factor of any call. Obviously, if you are on every night your loot consideration will be higher.
- 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.
- 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.
- 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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