Skip to Content

WoW Insider has the latest on the Mists of Pandaria!
BlogComments
WoW134 Comments
Massively8 Comments

Recent Comments:

How do we start a guild? {WoW}

May 18th 2009 11:20PM 1. Recruiting
- make sure to set a plan ahead of time. You can zerg recruit and kick problem people, or you can target recruit and grow slowly with quality. Zerg recruiting will grow you very fast, but the results can be very mixed. Some people get lucky and get great guilds, some people end up with pure disasters on their hands.

To zerg recruit, try this macro:

http://wowui.incgamers.com/?p=macro&m=502

Run /who and then run that macro.
Change ORCISH to whatever it is Alliance speaks if your on that side.
Change to the name of your guild.


The restuls of this are very, very, very risky. It will give you a good 100-200 people in a few days flat, but will likely get you on the ignore list of twice as many others. Expect to have to boot about 20-50% of the people you recruit, but that will still leave you with a good 100 - enough to organically grow from there.

If you want targeted recruiting for slow but quality growth, get the addon 'NazGuildRecruiter and set a recruitment message for it. Let it run for about a week - it will spam the guildrecruitment channel while in cities and general while outside. About once per hour. Have all your officers run it. After a week, post a message on your realm forums that repeats the message in the recruiter addon, and adds a little more detail.

To quality recruit, also get a website that has a forum, and start using it. Have at least one subforum open for outsiders to post welcome messages. I recommend guildlaunch.com, but there are others.

For extreme quality recruiting, and very slow growth, require people to apply to your guild using that website. This is the method I use, and it took us 2 years to hit 100 members, and another 2 months after that to hit 200 (we managed to build a name for ourselves on the server as the most honest and nicest guild around, and we've since had to even turn off website applications because we just got too big for our purpose).

My brother used the macro above for his guild. He hit 170 on day one, and by end of week one he was at 300 or so. He's down to 250 or so after booting a good 150 and letting it grow from there. I notice when we talk shop about running guilds that he has a clique in his guild that he runs with, and most of the others are strangers. Me, I can honestly say I know and like all 220 people in my guild, and most of them know each other, and while we have semi cliques, we mix it up all the time.
- But my website only method did result in an extremely small guild for a very long time. We were only barely ever able to have enough 70s during BC to run Kara. Now we run two 10-man teams and have alt members for both - but for most of our history it was extremely small. So small that I often had people leave from frustration - that hurt, but in an odd way those people who leave spoke so well of us that those who stayed never had trouble with groups and when we started growing the number one thing I heard from applicants was 'everyone talks about how cool you guys are.'

So:
Zerg spam recruit, or quality slow recruit, or some middle ground.
- plan it ahead of time, and then go for it. Each method has its costs.



How do we start a guild? {WoW}

May 18th 2009 11:17PM 1. Recruiting
- make sure to set a plan ahead of time. You can zerg recruit and kick problem people, or you can target recruit and grow slowly with quality. Zerg recruiting will grow you very fast, but the results can be very mixed. Some people get lucky and get great guilds, some people end up with pure disasters on their hands.

To zerg recruit, try this macro:

/script n=GetNumWhoResults(); i=1; while(i

Where in time is Azeroth? {WoW}

May 18th 2009 9:47PM Some MMOs move you out of certain content once you level past it, such as the initial zones of Guild Wars, chapter 1.

Others have redesigned lowbie zones from time to time, a strategy seen recently in City of heroes.

Nothing really stops Blizzard from introducing phasing into the old world - it would actually make for a great third or fourth expansion - a return to Azeroth expansion that shows a changed world after the various events of the other expansions. That's pretty much what happens to you in Guild Wars, though the extent of change you go through there once you enter the 'fast forward' mission can be pretty jarring.

Lichborne: Outland leveling Supplemental: Professions and Dungeons {WoW}

May 18th 2009 6:30PM Don't underestimate the value of Herbalism / Inscription.

The costs of leveling Inscription are probably the lowest in the game. Typically, in leveling those 2 together, I end up with about 600g in profit by the time I hit skill 400-420. Though I did both my inscribers -before- 3.1...

Even if you end up vendoring everything you make, it still might make a few gold in profit, rather than costing anything.

Having access to a high level scribe is very handy if you like alts, and if you're on a DK you at least tolerate alts enough to have 1. :)

But the shoulder enchant is perhaps the best item - that is a very potent enchant for a tank, and the fact that it has a mat of only a single snowfall ink (or 10 of the other northrend ink if you're out of snowfall) means you can easily enchant multiple shoulders. I've been in a situation where I've done it twice in a single run when two tanking shoulders dropped, each better than the last.

Zone out, run to Scholazar Basin, and in five minutes I have the mast that took me back.

Getting herbalism to 300 is also a lot easier than mining or skinning. Mining will take doing circles around Un'Goro for a good 4 to 24 hours in the late 200s, Skinning will require killing -LOTS- of lowbie mobs. Herbalism can be done with a single pass through each of perhaps 5 zones. I've done it twice, took one day on one toon, and a day and a half on the other. Mostly because I spent half the time semi-AFK in chat.

The mats you gather from herbalism alone are almost enough to level inscription side-by-side. Perhaps 40g will make up the difference, and selling the glyphs from it all will make that back, even if sold to vendors.



Lichborne: Outland leveling Supplemental: Professions and Dungeons {WoW}

May 18th 2009 6:18PM We'd need someone who, on 1 or more DKs, has:

1. Raid tanked in the MT / OT position and still does so. Preferably in at least 2 of the specs.
2. Raid DPS'd in at least 2 of the spec's.
3. Done a good deal of DK PvP.
4. Has tried a DK on both factions.
5. Has used (past or present) a number of DK addons and macros.
6. Is a good writer.

Personally I could only meet #1,#4, and #5 of those. I'm allergic to DPSing and PvP... :) I'd wager I could also meet #6, but that's just my opinion.

Any blogger for DKs should be able to meet all 6 of those.


Lichborne: Outland leveling Supplemental: Professions and Dungeons {WoW}

May 18th 2009 6:07PM Tanking on the 4 classes...

I've tanked extensively on 3 of them, and marginally on the fourth (Druid).

Between them I would say that:

how dynamic is play:
1. Warrior - the most exciting to play, very active. You have a tool for every situation, and will never be waiting on a c/d.
2. DK - fairly active, but from time to time stuck on rune-c/ds.
3. Paladin - boring, simplistic rotation that is too repetitive.
4. Druid - jokingly referable to as the 1 button tank. More proper to say you need 3 buttons - swipe, growl, mangle.

How easy is it to be effective:
1. Paladin - ultra simple to be 'good'.
2. DK - simple to be 'good'.
3. Druid - not sure, but I know its not as bad as warrior.
4. Warrior - hard to be even competent.

How far can a top-notch player go:
1. Warrior - a top-notch player on a warrior knows no limits.
2. Druid - still has a lot of room for mastery, despite simplicity.
3. DK - at some point, the class is great, but you are better. A good player won't see this, but an excellent or great player will.
4. Paladin - once you get good, there is no getting better. But for most content, good it all it takes, and 50% of players are still only average or worse, so you will still look great to them.

How easy is it to get a tanking spot:
(very subjective)

Assuming nobody knows you, the player, and just sees your toon applying to be a guild's OT or MT, and you have the gear needed...
1. Paladin - everyone thinks paladins are the be all end all. Great players know otherwise - having seen their limits.
2. Warrior - despite the fact that 50-60% of players can't play a warrior tank all that well, and easily lose AoE aggro or other issues (on a great player, warriors are great AoE tanks, if you think that statement is false, its probably more a reflection on your tanking ability). Well, despite that problem, warriors still get tank spots easily without having to prove themselves due to historic reasons. Now, if you know you have a veteran warrior tank, it makes sense - but if not, you really want to test them first. The class is just harder to master.

3. Deathknight - despite so many of them being 'death-tards' and faceroll tanking on a class that is actually hard to do bad with (and yet so many do), people just are that suspicious druid tanks that they will still take an unknown DK first.

4. Druid - shouldn't be in this spot. This should be your choice after getting a veteran warrior, but for some reason, at least from what I observe, nobody trusts relying on a druid for raid tanking.

The Art of War(craft): Is Wintergrasp too successful for its own good? {WoW}

May 18th 2009 3:04PM I've seen people leave well-going raids in mid pull to go to WG.

Its rewards are just a little too good.

Lowering them will perhaps cut down some of that, and you'll just have people going who enjoy it rather than every DPSer on a server leaving everything they were in the moment WG opens.



From our readers: Always a DPSer, never a tank {WoW}

May 18th 2009 1:47PM PUGs are their own special brand of world.

I tried PUGing OS-10 last night. I've got 2 naxx tanks, so while one went with the guild, the other wasn't saved and I figured, this'll be easy and a quick few emblems.

First off we had a person quit when the raid lead said we were going to do it with 0 drakes up. To me, that was just fine - a PUG is not where you go to get achievements. Make the encounter as simple as possible so we can just farm emblems and get out.

But we zone in and I pull the first drake - left side, and its a near instant wipe - not one of the people entered the portal, and several went down from standing in the blue voids. many of these were people who complained about the above 0-drakes ruling.

IE: They'd read about the achievement, wanted it, but had never been in OS. They missed the most basic part of the strat. Me? I think I knew the mini-raid second best of the group, and this was my third time ever in there (the night my guild farms OS is a night I don't play WoW - so its kind of become a place the OTs and newbies can gear up).

Second try, almost the same result. This time everyone but one healer. me, and the OT enters the portal. Well, OT dies maybe 30 secs later from standing in a blue void. And of course everyone else dies because they entered the portal and had no tank...

That's kind of typical for a PUG.

You get lots of people who feel they're GTG, but haven't read the strats, refuse to accept blame for obvious mistakes, and simply feel because they've been good up to now they can farm anything at its highest difficulty for achievements.

You also get a lot of people on alt-roles in PUGs. A guild tank on his healer or DPS, a DPS trying out a tank or healer, or a healer trying a tank or DPS. They often have an over-developed sense of their abilities. They're good in their usual role, but haven't really learned their alt - even at level 80, as much as they think they have.

Once you get used to running with your usual team, PUGs start to feel more and more rough.

If you're solution to not being able to be a guild tank is to become a PUG tank, then well - you're going to be dealing with a lot of bad play, and you probably can rightly blame many of the others. But if that tank is your alt, there are good odds you're not much better than your fellow PUG mates.

From our readers: Always a DPSer, never a tank {WoW}

May 18th 2009 1:13PM Wrath punishes tanks.

Lets be frank about that. The introduction of the DK, the ease of gaining threat across all tanking classes, and the drop in number of tanks needed as you progress.
- It all works to push people out.

The DK is a great tanking class. Too good in fact. At farm progression ranges, a DPS DK can click frost presence and tank, and a Tank DK can click Blood Presence and DPS - and both will do well, even if their is for the wrong build. The DPS DK might have some issues with not being defense capped, but its very likely that a quick trip to Ebon Hold to swap runes will solve this.

- This results in there being a lot more tanks than there used to be. And too many of them are alt-tanks. People who find it fun, but don't care for it with a passion. The problem is that with a little more time in game, guilds will pick them over a player who's only desire is to tank.

Next up is threat and mitigation ease. It is just too easy to do now. All of the classes have too simple of rotations, and there are very few bosses in the game now where the challenge is heavily on the tank. Again, this means that simply too many people can enter tanking.

Both of the above would be great changes for the game if not for the next change...

3. The drop in the number of tanks needed. In this game we go from a 1:5 ratio in 5-mans and 10-mans, to a 3:25 ratio. Two tanks get pushed out.
- the further a guild goes, the fewer tanks it needs. But the further it goes, the more tanks it is likely to have. It is so easy to gear a tank now - you can go from 80 to being -beyond- naxx gear in a week of heroics. Which is to say: if you get dedicated for 1 week, put in enough hours for say, 3-4 heroics per day for just that 1 week, you can outgear naxx and never need to enter it, before you ever have.
- And a lot of people are figuring this out.

Now, even if you do not take that extreme step, just running heroics on a regular casual's schedule, say 2 to 5 per week (assuming one day a week you play for several hours, and 2 days a week you log in for a little chat and maybe a quick run if lucky) - then in a month you'll outgear naxx.

If you actually enter naxx, even as a DPS, if the guild lets you roll on the loot the tanks don't take, you will equal their gear in a month or two (assuming you never enter a heroic in all that time).

- Which is to say that by the time the average guild moves from 10-naxx to 25, all of its melee DPS is likely to be able to fill the tank spot, save for those who actively -avoided- getting tank gear.

And yet, that same guild will have to dismiss 2 of its tanks, assuming all 25 people were formely in 10's groups (actually unlikely, more likely is you had 2-10s groups and 5 people are just getting to be allowed to join guild raids, or were your alts before). So, at best you're dismissing 1 tank, quite possibly 2, maybe more if you were holding on to a number of alt tanks.

Wrath punishes people who are dedicated to tanking.
- It makes it too easy for anyone to be a tank (a good thing).
- But flips it by making there less spaces for tanks.

Increased supply matched with lowered demand.

Starting your own guild is a good idea...
But you need to recognize a few things.

1. Hardcore raiders already have guilds. You're only going to get them if a guild on your server explodes. In that case, you might be getting the damaged goods other raiders refuse to take.

2. Casuals often come in cliques of friends. They will be loyal to their friends first, your guild second. The good thing is that they may bring some raiders and ex-raiders with them. The bad thing is the ex-raiders are often like people in AA - they love raiding, but are trying to avoid addiction. Put them on your raid roster and they will suddenly burn out your casuals by trying to raid 7-days a week and calling that casual.

3. You will have to tolerate rebooting progression. If you start your own guild, and the raiders are all already taken, the people you will get are the people who play at a slower pace. You need to adjust your expectations. These people love to play alts, collect mini-pets, RP, and/or consider their offline social life more important. They will enter your raid roster at the bottom end of progression, and are likely to rotate off of that roster frequently. Progression resets are going to happen every few weeks or month or two as you have to constantly rebuild your roster.

Get used to it, learn to tolerate it.

Some of these casuals will be amazingly good players - I've taken people into naxx who've never seen a raid before, and seen them out-perform geared hardcores while in their quest blues. I've also seen the reverse. You cannot tell ahead of time with casuals. They've usually not considered what it takes to show their skill level. They are often not aware they are good (if they are) - and will often even not believe they are good even when the stats show they are.

You also will have to tolerate getting some portion of damaged goods.
1. Raiders who for good reason can't get into raid guilds. They will come to you, and you will not have any good way of knowing if they are bad people, or if the stories they tell of how they were mistreated are true. You just have to gamble and then deal with it if they turn out to be the bad ones.

2. People that got carried. I've seen it very often, especially with healers. A Healer can ding 80 and get invited to Ulduar-25 due to rarity, and by week's end (s)he will outgear your entire guild. This person will gain a sense of entitlement, thinking they are better than anyone else. Their stats might be absolutely horrible. These are the people who can wipe a heroic 5 times in a row with the exact same obvious mistake (standing in the fire for example) - and blame other people every single time. And then turn around and use the 25-Ulduar PUG they cleared as justification to why it wasn't them.

(More or less... When you have 5-6 healers on a 25, 3 of them can be absolutely bad if 2 are great, 2 can be bad if 3 are good, and 1 can be bad if 4 are ok).

So there's another thing you will have to deal with - healer bleed out. Get used to it. Your healers are going to get geared very fast from constant invites into anything, and then the raid guilds on your server will be watching your armory stats and whispering them -ALL DAY LONG- to take them from you.

I find I have to rebuild my entire healing roster once a month. I have maybe 3 that are loyal, and the rest just keep cycling through - they ding 80, and I know I can hold them for about a month before a raid guild gets them. A month later they whisper me saying they hate their raid guild, but they still don't return.

I think my guild has geared a fifth to fourth of the servers raid healers this way...

Forum post of the day: Why did you /gquit {WoW}

May 14th 2009 2:48PM This blog post just seems like an inverse QQ.

We can agree the OP is wrong in someway without having to hint that he needs help with comments like:
"" Oreooze, I hope that you find what you're looking for, what you need, or both."

A better blog entry might have instead used the post as a launchpad into a series of comments from people as to why they quit.