Raid rules
2010-01-07 2:18 PM PST
Background
Ex-GL of an EQ1 raiding guild, on the PvP server Sullon Zek. By comparison, raiding in WoW is crayons and markers, with a naptime and snack. However, people will still be required to know their class, their spec, and execute well in that role.
Mistakes happen. Life happens. The goal is not pure perfection but an honest, solid raid where people are paying full attention and making a solid effort. Raiding in WoW is not "hard" but if you're interested in progressing you do have to make a little effort and definitely pay attention.
My goal is the smooth, clean and quick gearing up of a raiding team. I have no problems kicking someone out and replacing them for all eternity. We're here to run as a team and take the bosses and see the content. People start consistently acting up, action will be taken. The end.
Overview
Raids will be scheduled and signed up for via the in-game calendar. We will be progressing quickly and the focus is less on "screw around and have a good time" and more on "we're going to beat this into the ground in a timely fashion."
A "token" system similar to DKP will be used.
The more you raid, the more you gain and the faster you gear. If we have to pick up a PUG they'll be at a slight disadvantage, but at the same time our raiders will lose gear to PUGs less often. It will not be so severe that new people are discouraged but it will alleviate some of the issues with long-term-and-fully-geared, dedicated people losing gear they really want because of a single roll.
Those who raid will have the most points. When the "really good" gear drops then those without points will be at a disadvantage.
Realistically, at the top end of raiding, people don't get upgrades very often ... sometimes weeks without upgrades. To then lose on a single roll, perhaps to a PUG, for the ONE item you could really use is a real pain. Besides -- if they have numerous points then those people have put in time and...
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