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Terrë
Guild Master
<Scions Of Proteus>



Posts: 809
 Post subject: Raiding Regulations
PostPosted: Tue Sep 30, 2008 10:32 pm 
The following are our regulations for raiding with Scions.

You will be expected to have read these regulations and accepted them as a condition of entitlement to raid.

1. Sign up. Keep an eye on the guild calendar and sign up at least 24 hours before the raid if possible. No signing, no raid. We will take the people who sign up first - unless it is a progression raid, then we will take the people we feel are geared and capable of the encounters we are planning.

If you sign up first for a progression raid and do not get invited, it is because we feel you may not be geared up enough and no reflection on you personally.

If you sign up and do not turn up unless for a very good reason, we will not take you to the next week's raids regardless of your ability/gear/etc.

2. If we put a 25 man raid up on the calendar and do not get 25 sign ups, we will convert to a 10 man raid. If it is not a progression raid, we will then take the people who need gear the most. Conversely, if we put a 10 man encounter up and 25 people sign up (and most importantly, turn up), we will convert to 25 man.

3. Invites start at 6.30 - 6.45 (7.30 - 7.45 game time) We will not invite after this. Be online and ready. Do not expect a summon. Make your way to the raid area as soon as you are invited. We want to be in the raid and hitting the first trash at 7.00 (8.00 game time) sharp.

4. VENT IS ESSENTIAL! No vent, no raid! You don't have to be able to talk, but hearing the raid leader is vital.

5. Be prepared. Do NOT arrive for a raid without sufficient consumables to last the entire raid and gold for repairs. Remember that while we are progressing wipes may be commonplace, so you may require more consumables than you expect. People who consistently turn up for raids and run out of consumables may find themselves barred from future raids.

6. Be prepared. Make sure that you have read up on all the encounters that are planned for any particular raid. We need to be able to get to each encounter and have *every* raid member have at least a broad grasp of what will be happening. We don't want to have to explain all the subtleties of every fight. That's the type of thing that turns what should be a one hour raid into a three hour marathon! The aim is that the raid leaders should be able to assign the tanks, healers and dps to their targets; give a kill order if appropriate and issue any special instructions, but be able to rely on all raid members to know in advance about such things as boss abilities, potentially damaging effects etc. Raiders who turn up to a raid and then ask for a blow-by-blow description of an encounter are very likely to find themselves replaced.

7. Be prepared. Make sure that you have all the addons required. Omen2 (threat meter) and Deadly Boss Mods. Other addons that should be considered are healbot (for healing classes, even if you don't like healbot's click-to-heal frames approach, the facility to see incoming heals on targets from other healers is very useful as an aid to mana conservation). Classes that can remove curses or magical effects/cure poisons/cure diseases) should ensure that they have decursive installed (this allows you to cast a decursing spell on a party member without deselecting your current target). Mages in particular tend to forget about a very useful spell they have, "Remove Lesser Curse". Decursive makes using this spell a cinch!



Raiding is a group experience and everyone in a raid is there to have fun and progress. Lack of preparation causes stress for the raid leaders and for members who have "done their homework" and come well prepared.

While we have historically been a fairly casual raiding guild we have to be far more organised and mature in our progression to the harder end-game content.

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