GUILD STRUCTURE

RAID INSTANCES:
We have had some great new additions to our ranks as well as internal growth, and it is getting harder and harder to find spots for everyone within our 10 man Kara raid runs. It is now time to place structure and scheduling in place to ensure everyone has a chance to enjoy this part of wow and reap the rewards to be gained.

From here forward, guildys who sign-up for scheduled events will have 1st dibs for the run. We will have 3 Raid schedules to choose from and once they are filled with the desired classes and specs, the raid team will be set. Each team will also have slots for alternates in case a scheduled member has unexpected aggro. Once an alternate runs with a set team, they will be locked into that team for the remainder of the week. An alternate will not have 1st dibs if the team schedule is set for another night of raiding and all the original sign-ups are present at the raid start.

Each Raid leader may alter this as they see fit.

Kara Raid Start Times
Will be Set as Follows: All time is Server time (Central Standard Time). End times to be coordinated within each team.

Wednesday thru Friday (3 Days a week)


6:30 Murder & Delrio


8:30
Pesce & Castwalter

10:30
Vrie & Zalf :))

Zul'Aman Raid Times (10-man raid)
will be set and coordinated by Pesce. This will be an invitation only event until more of our ranks are better geared.

Gruul Raid Times (25-man raid)
will be set and coordinated by Pesce. Look for it on our calendars.

Other 25 man raid Times we are not yet ready for. We are getting close tho. Keep up your good work.

Raid Rules:

Sign-up
for Raid events to participate. On the fly invites will be limited.

When you sign-up for a raid event, be online and ready to go before the event start time.

If you will not be able to attend an event you signed-up for, make every effort to notify people so alternates can be quickly coordinated.

Keep ventrilo chatter limited.
Ideally, only the raid leaders should be speaking. Jokes, innuendos, comments, idle talk, if not directly related to the next mob or boss pull, should be done through raid type.

LOOT Rules:
SF Operates on a Need, Want, DE, system.

NEED roll
only if it is an immediate upgrade to your current class/spec gear. Raid leaders will call-out the rolls. Raid leaders also reserve the right to verify need, and may make alternate suggestions/compromises.

WANT roll
only if nobody needs and it is an item you can use. This roll is typically for your off-spec fun times.

DE
and Roll on crystals. Top roll(s) receive depending upon the number of crystal created. This obviously requires an enchanter. If none are present in the raid run, raid leaders reserve the right to distribute items as they see fit.

RAID Requirements:
Ventrilo
Speakers (Minimum) Mic (Optional)
Deadly Boss Mods (Or similar)
Guild Portal Account (To view Boss fight Info)
Omen Threat Meters

Group Calendar (To Schedule your attendance)

Failure to have any or all of the above may eliminate you from the scheduled raid run. Have them ready prior to raid start times.

Sample Raid Team Structure by Kara Boss:
Attunement, Moroes, Maiden, Curator (1-MT, 1-OT, 3-Healers, 5-DPS) 2-3 cc classes.

Shade, Illhoof (1-MT, 3-Healers, 6-DPS) 2-3 cc classes.

Chess (is an event. Have fun)

Prince (1-MT, 2-3-healers, 6-7 Ranged DPS)

Nightbane (1-MT, 2-3-healers, 6-7 ranged DPS)

Netherspite (1-MT, 1-DPSOT, 3 healers, 5 ranged DPS)

Each boss has specific class/spec needs. Read Boss Fights within Guild Portal for exact team make-up and strategies.

Guild Structure:

Level based structure: Commanders (lvl 61+) are the leaders of the guild, and have most officer authority within it. Rear Admirals are our designated officers. Combat Officers, Green Berets’, and KP Duty round out the field. See the "guild information" within the game for a full run down.

Play Time has been set to a maximum of 2 months inactivity. If you have not play'd your character within this timeframe, your toon will be removed from the guild. We realize that real life events can have an affect on your wow time, but this practice will be adopted in order to keep the guild uncluttered with abandoned toons. If you should come back to wow once you have been removed, you will be welcomed back into the guild with open arms.

Everyone can invite other players without any restrictions. We do not have sign-up forms. We do not require subscriptions to the blog - nor impose a training period. ALT's are welcome!

Tabards? Are not required, but it'd be nice if your toons wore them.

Begging? is strongly discouraged. I walk near a mile every day from the train to my downtown office, and I pass many beggars along the way. I certainly do not want to deal with it in the game. Please don't impose the uncomfortable request upon your other guildies.
**New Note** I have been noticing more and more people begging other guildies for gold to help buy an assortment of things, including 40 & 60 level mounts. As a player who never asked for any help obtaining my own stuff, I'd like to see this practice end. Money and friendship rarely ends in happiness out in the real world, it certainly has a greater risk within the game. Please be selfsufficient.

Questing/Instances? I have found the game to be much more fun doing these with others of similar level. Plus, you get experience that way. If a much higher level is with you, the WoW Gods do not bestow experience upon you.

ALL classes Now Welcome - Please feel free to invite any and all who seek a fun guild to enjoy the world of warcraft. SF has diversified. Every guild member has the authority to invite others into our ranks.

Thursday, October 11, 2007

Season 3 Arena Armor - :((

Season 3 Armor Penetration Compliments to Resto4life

For those who aren't aware, the Season 3 armor sets for melee classes and specs will include Armor Penetration rating. Armor Penetration is a stat that allows the attacker to ignore that amount of their target's armor. This stat is ostensibly being added to Season 3 armor to prevent PvE Tier 6 armor (which includes Armor Penetration) from being superior to PvP Season 3 armor. At this news, cloth-wearing casters were outraged, declaiming this addition to give an unfair advantage to melee players. Kalgan responded:
The Priest and Warlock season 2 armor sets already have +910 bonus armor on them. As of season 3, the Mage set will also have the +910 armor (all the armor pen on season 3 melee gear adds up to less than 910).
So basically, as long as Warriors, Rogues, Priests, Mages, and Warlocks all have their ducks in a row and are wearing suitable Season 3 armor, there should be little net difference. But what does this mean for Druids who are not included in those classes listed as receiving additional item budgeting toward armor?
If a Priest has her cloth armor buffed up to the level of Leather, she essentially becomes a Priest in Druid's armor with the additional survivability tools (Blessed Resilience, Inner Fire, Power Word: Shield, Psychic Scream) intended to compensate for having to wear the "squishiest" armor type. The Priest is then better able to stand toe-to-toe against melee attackers for longer than the Druid. All other things being equal — which they are not based upon the bracket in which you compete — why would someone then choose a Restoration Druid over a Holy Priest?
Here is a breakdown of the Season 2 cloth sets vs. the sets for Rogues and Restoration Druids:
Restoration Druid = 1964
Rogue = 1740 (???)
Priest = 1847
Mage = 1837
Warlock = 1837
In full PvP gear, Resto Druids have slightly higher armor than Warlocks and Priests, before any buffs are considered. Once Season 3 comes out, cloth sets will have close to the armor of the Resto Druid set and more armor than the Rogue set. Now add another 2k armor to Priests (Inner Fire), 645 armor to Mages (Frost Armor), and +26% healing to Warlocks (Fel Armor). Rogues and Druids (the only 2 leather wearers) will have the lowest armor in the game by a significant margin. What are they making these robes out of, Kevlar?
What is the point of distinctions among armor types if the armor values are the same? Leather is supposed to have more armor than cloth. Assuming Druids do not receive a similar stat allocation for additional armor (unlikely due to the nature of Bear Form), this change will only further emphasize the Druid's need to kite and retreat to the safety (and inability to heal) of Bear Form. If the purpose of this change is to ensure that PvP armor is a better choice than PvE armor for melee players, then the armor bonuses must be applied to leather armor, as well. Otherwise the end result will be nothing more than a buff to melee against leather wearers.
While this change also hurts mail and plate wearers, the DPS boost will be much greater against lower armor targets due to the mechanics of damage mitigation. To be fair, however, +910 armor should probably be added to their gear, as well.
Druids aren't the only ones with reason to be upset. Rogues have it even worse than we do. Read what Valenna has to say about it.

Tuesday, October 2, 2007

Guild Chat Now Active

Voice Chat Instructions (Link below)

Pre-set Chat Channels

Sfchitchat
Our general guild chat box. It is not password protected, so all are welcome.

Sfarena
Pesce uses this for arena battles. This is a password protected chat box.

Sfquestchat
Used to seek others doing similar quests and instances. No password.

http://www.worldofwarcraft.com/info/basics/voicechat.html