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.

Monday, April 7, 2008

Gruul's Lair - 25 man raid Healing Assignments

Gruul’s Lair.
There are a total of 7 trash pulls in the entirety of Gruul’s Lair (2 before Maulgar and 5 before Gruul) and in each one, it’s the only time I find myself using my GHeal sparingly: Otherwise it’s Frisbee and Renew, since there’s one to two tanks, and as long as everyone groups up on the Lair Brutes, no one else should be taking damage.

Need about five tanks (sometimes six). The MT tanks Maulgar, a Moonkin druid tanks Kiggler, a mage tanks Krosh, a rogue/furry warrior/spare tank tanks Blind Eye and one to two tanks for Olm. U need 6 to 7 healers for this dungeon, though you can do it with five if you have pally tanks that aren't tanking on Gruul, they tossed on healing gear.

Usually, a pally healer gets assigned the Mage tank on Krosh, for those fast heals. Kiggler has this nasty tendency to polymorph anyone near him, so if you have a resto druid, kiss their leaves and send them over with the druid moonkin tank to Kiggler. Olm is just a gigantic PITFA. One tank can try to tank him, but make sure they’re prepared to run around a lot. He Skillcoils a lot. If he gets away from the tank, he usually will Skillcoil healers (usually ones on the other tanks) and then things can get bad. We used to have just one “tank” on him, but since then have adopted a two tank strat. The healer on these tanks can be any type really. Olm hurts, but he’s not the ZOMG SPIKE type. He’s just annoying.

Maulgar’s tank, usually your best geared one, needs two healers on him. Two priests, a pally/priest is our usual assignment for the Maulgar tank, because the High King has two whammy attacks. Your MT can easily be two shotted if you don’t heal through the Arcing Strikes Maulgar inflicts.

Blindeye? Please. He’s a push over. The rogue/furry warrior/whoever who’s tanking him is going to feel like they’re bathing in Blind eye’s massaging “wrath”. Blindeye dies first because he’s the priest (/sniffle) of the gang, and he’s got so many people interupting his spells, he hardly gets a chance to do anything before he dies. If you’re just starting in Gruuls, you can put a healer on the Blindeye tank, but as soon as Blindeye kisses dirt, move them to one of the other tanks. It will be needed.

Now that that’s done, you have five more trash pulls before Gruul. Repeat above.

Ah, Gruul. Once you can get a rhythm going for this place, Gruul’s is easily done in about 35 to 45 mins. The Gruul fight is a gear check for most guilds starting their 25 man raiding days. His “soft” enrage timer is that every 45 seconds or so, he grows bigger, which causes him to hit harder. There’s only three tanks needed, and make sure melee knows those three tanks need to stay at the top of the aggro list, or else you’re gonna start having dead melee. See, Gruul’s normal hits aren’t so bad, but every once in a while he does a Hurtful Strike to the second person on his aggro list. This strike HURTS. Tanks can take it, rogues usually get one shotted by it.
If you thought melee was the only ones who had it hard, guess again. Ranged has to watch out for Cave Ins, which also hurt more the bigger Gruul gets. They’re annoying but livable through, since you’ll see the CAVE IN happen and have about two seconds to just RUN out of the area it’s affecting (which is small).

He also has an AoE silence, which stinks when it hits at the wrong time, so make sure you have a Tree keeping HoTs up on those three tanks. It may save your raid in case of a unlucky silence.

Then there’s the fun part: Grasp of the Gronn Lord and Shatter!

Basically every 45 seconds or so, Gruul pounds the ground (Ground Slam) and everyone in the raid goes FLYING (no joke, watch the vid.) You and your raid buddies have about 5 seconds to get the F away from each other or else when you freeze and Gruul Shatter’s you, you’re going to kill anyone who’s either on top of you or the five buddies who happen to be within 15(?) yards of you. Deadly Boss Mods has a nice little screen that tells you who’s close so that u can try and minimize this damage, and a Power Word Shield and a Frisbee on yourself also can help in case you’re a tad to close to someone.

Now, as for who’s healing who… depends on your healing make up. The pallies and the druids can usually take good care of the tanks, though Priests should toss a Frisbee to help the melee out in case they get caught in a Cave In. Three to four healers on the tanks is good, any one left over, just have them heal the raid. Keeping the tanks up is important, but keeping DPS alive is VERY important. Dead DPS means your tank gets one shotted because Gruul’s reached Growth 13. The longer the fight, the more likely people will die too fast for you to save. Cave ins will tick for too hard or you’ll run out of tanks.

No comments: