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Posts with tag Raiding

Drama Mamas: When marital troubles are played out in guild

Drama Mamas Lisa Poisso and Robin Torres are experienced gamers and real-life mamas -- and just as we don't want our precious babies to be the ones kicking and wailing on the floor of the checkout lane next to the candy, neither do we want you to become known as That Guy on your realm.

The above video has nothing to do with this week's letter. Deal.
Hello Ladies,

I am a member of a fairly old casual raiding guild. Coming into Cataclysm, our GM/RL left for a hard core guild and leadership was transferred to other officers. There were some hard feelings and it was a very rough patch but we persevered for the most part. We were even able to recruit as our new raid lead, a returning raid team member who had quit playing WOW for personal reasons.

Unfortunately, those personal reasons involved his wife having multiple affairs, some via Wow. Worse, he told quite a few guildies about it when he left. Even more worse, she was a guild member also and as she has communicated, he "allowed" her to come back.

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Filed under: Analysis / Opinion, Drama Mamas

Reader UI of the Week: Enter the box with Oakdusa's raiding UI

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Each week, WoW Insider and Mathew McCurley bring you a fresh look at reader-submitted UIs as well as Addon Spotlight, which spotlights the latest user interface addons. Have a screenshot of your own UI that you'd like to submit? Send your screenshots along with info on what mods you're using to readerui@wowinsider.com, and follow Mathew on Twitter.

Functional isn't always beautiful. All of you should go out to your vehicles in your driveways or parking structures and look at the floor mats. I guarantee that your car is a wreck. If you've got kids, don't even get up from the seat; we've all been in your car. Functional, but not going to win any beauty contests.
I'm featuring Oakdusa's UI because it made me incredibly nostalgic for the days of the original World of Warcraft and its eternal predecessor, EverQuest. The EQ user interface was this odd creation, living in the realm of "this sounds like a great idea on paper because people enjoy the comforts of realism in a fantasy world." What an MMO's UI fundamentally had to have was not defined yet, not in the modern setting, until World of Warcraft came along.

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Filed under: Add-Ons, Reader UI of the Week

Officers' Quarters: How to avoid the feeder guild label

A fern feeder moth in Grizzly Hills
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available from No Starch Press.

No community wants to be known as a feeder guild. No raid team wants to see its best members leave for more progressed guilds when they have the opportunity. No guild leader wants to fall victim to poaching over and over again. It's an embarrassing place to be. How can you stop the bleeding and shake the label? Read on to find out! But first, this week's email:

Hi Scott.

I'm GM of a guild that is not a hard core raiding guild. We have been around since Ulduar and were founded at the break up of a guild that existed since vanilla. ... The founding principle of the guild was no drama and keep it casual. This has crystallised into my own rule as GM: advice for other players is fine if you ask if they want it first. Unsolicited "you are rubbish" comments are not allowed.

... One advantage of the guild is that the atmosphere of advice and support over criticism means that "OMG you Noob" players either change their tune or leave. This mean the relations between guild members generally remain good even after people move on. So on to the issue.

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Filed under: Officers' Quarters (Guild Leadership)

5 awesome ways World of Warcraft has improved since day one

I've been known to wax poetic about the good old days of vanilla World of Warcraft from time to time. I have lots of crazy good memories about the early days of the game -- exploring the world, playing through quests that are now long gone, raiding old content when it was current, that sort of thing. And I've followed the story of Warcraft along the way, delighting the various ways its changed and shifted over the years. It's no secret that I loved the early days of WoW -- heck, I've been playing this game for seven years now. Something's kept me sticking around, right?

Every now and again, I'll have a conversation with a friend that starts with said friend asking, "Hey, Anne! You like vanilla WoW. If they ever released a server that was just vanilla WoW with nothing else on it, would you play it?" And then there's a moment where I think about that. I think about the first day I was presented with the character selection screen, going over my choices with wide-eyed delight. I think about the night elf druid I made, and the months spent exploring this shiny new world. I think of my Forsaken priest and the hours of fun I had raiding with 39 other people.

And then I say to my friend, "No. Oh, no no no. Heck no."

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Filed under: Analysis / Opinion

GuildOx player analysis highlights the warlock decline

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The folks at GuildOx have gone through their database and done some simple filtering that reveals some fascinating things about who is raiding heroic Dragon Soul. GuildOx started with level 85 characters, filtered for characters with ilevel 400 gear, and then filtered out anyone with PvP gear. What you see in the chart above is the result of that work -- a representative sample of who out of the over 13 million level 85 characters in the GuildOx database is raiding heroic Dragon Soul.

If you remember the post about the complexity of systems and player retention that I made a couple of weeks back, you'll remember that I mentioned Cynwise's excellent posts about the warlock decline. Well, here it is again reflected in GuildOx's data. Warlocks are the least played class in heroic raiding.

Warriors aren't doing much better, really. Most other classes seem fairly healthy, with classes that have healing specs doing fairly well and rogues absolutely ruling heroic raiding despite being one of the least-played classes in the game overall. It gets even more interesting once we get to look at the GuildOx spec-by-spec breakdown.

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Filed under: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior, Analysis / Opinion, Raiding, Death Knight, Cataclysm

What signals the end of an expansion?

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Wrath of the Lich King ended on kind of a sour note for me, largely because I didn't get to participate in my guild's one and only 25-man heroic Lich King kill before Cataclysm launched. Part of the rankle was for personal reasons, but part of it was also that for me, that kill would have ended the expansion. Never mind that we didn't kill Halion on heroic -- that was filler content, as far as I was concerned. Wrath of the Lich King was all about the Lich King and seeing him die.

But really, it goes back farther than that. In vanilla, I had no idea what an expansion really was; my MMOG experience was limited to WoW, for the most part, with a brief dabble in City of Heroes. So terms like expansions didn't make any sense to me until a friend explained what it meant: a new game was coming, building off the game I was already playing. No, I didn't have to purchase it if I didn't want to, but I wouldn't be able to see any of the new stuff if I didn't. And then my friend showed me just a sampling of all the cool stuff to be seen in The Burning Crusade. A beta invite later, and I was thoroughly hooked.

But there wasn't an end to vanilla for me. One day, I was playing vanilla WoW; the next, I was tromping through the Dark Portal and headed to Outland.

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Filed under: Analysis / Opinion, Raiding

Officers' Quarters: Dropping the drama totem

Troll totems have unhappy faces
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available from No Starch Press.

Selecting players for slots is always a sensitive situation, whether it's for a Rated Battleground or a heroic raid. That situation can be magnified when other factors -- such as cliques -- come into play. This week, a guild leader finds himself torn between friendship with a member and loyalty to his raid leader after a shaman protests a benching.

My guild was dying on our old server, so me (guild leader) and 8 other raiders, who I had been raiding with for 4 years, transferred to a new server. We needed a new dps/healer as a backup and a new tank, and set out recruiting. The new tank has worked out well, but our ele/resto shaman hasn't worked out as well. He's a nice guy, someone who I view as a friend, always shows up on time, often shares volcanic potions with other raid members etc. He's been in the guild now for 2 months and has helped us progress through Heroic Warship, Spine, and Madness.

Anyway, last Tuesday, we sat him for H Spine to bring in someone else, and with the 15% nerf, we 1-shot Spine, something he was bitter at missing after spending two weeks with us ... progressing and missing out on the kill. We did a few attempts on madness and looked forward to our Thursday run. On Thursday, we spent about an hour and a half progressing on Spine. Our holy paladin (and also an officer) was getting angry over some in-game stuff and was making mistakes. He finally logged off in frustration and we brought in the shaman and he helped us progress throughout the night (8% wipe).

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Filed under: Officers' Quarters (Guild Leadership)

The unspoken etiquette of world boss encounters

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World bosses are returning in Mists of Pandaria!

You know, my uncle, the legendary General Commandicus Brutallicus, told me stories of veteran players staying up at various odd hours of the day to challenge the emerald dragons, Lord Kazzak, and others. Even though I was but a young priest at the time, he told me that going after them was a hoot and experience in itself, especially if your home was on a PvP realm.

There was an unspoken etiquette among raid leaders who went after world bosses. Since world bosses are making a comeback, I wanted to share them.
  • You can't call dibs. The first group that arrives, is buffed, and ready gets to pull the boss first. No exceptions. You can't just stroll in there and call dibs when your entire raid group wasn't there or ready yet. Heck, you can't even physically contest the boss even if you did get there first. Back in my day, anyone who cried about seeing the boss first and losing out was generally laughed at.
  • You take turns. There was an unspoken level of respect between the top raiding guilds. Despite the hatred and the fierce competition, we never interfered with attempts that were already progress. To do so brought dishonor to the guild and would cause you to be blacklisted from the realm. In an era when realm and faction transfer never existed, it was a big deal -- not to mention, if you opened fire on one group, they would come back and wipe your attempts. This would go on back and forth before everyone got tired, but no one would give. Yes, which leads me to the next rule ...
  • Bring two raid groups. You had one raid group which would tackle the main boss. The second raid group was there to provide cover and to engage or otherwise tie up any hostile players who wanted to wipe your raid. These tended to be the PvP contingents within the various guilds. They were the players who didn't raid but spent all day grinding Alterac Valley for Grand Marshall and all that. This second group of players would hide behind a mountain or a tree or something and wait for instructions from the primary raid leader before engaging anyone.
  • Majority guild receives first picks on loot. This is more of a courtesy than anything else. If a raid group consisted primarily of a raiding group and it was demonstrable that they did most of the heavy lifting, they had the right to select one item they wanted out of the loot drops before opening the rest to free roll. However, since the loot method is going to change, this rule is no longer relevant.

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Filed under: Raiding, Mists of Pandaria

Mists of Pandaria Beta: First look at the new raid instances

YouTube user WazopVids has dropped some of the Mists of Pandaria beta files into a model viewer and recorded the results -- our first look at the Mogu'shan Vaults and the Mantid raid zones. I must stress that these are works in progress and not running in WoW software, so take all of this with a grain of salt. However, what we have seen so far looks pretty damn promising. Check out the Mogu'shan Vaults up above and the Mantid zone after the jump.

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Filed under: Raiding, Mists of Pandaria

Officers' Quarters: 6 qualities of a successful raiding guild

a guild poses after defeating deathwing
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available from No Starch Press.

Recently a reader asked me, "What do raiders typically look for in a guild?" My initial reaction was to balk at the question. All raiders have their own preferences and pet peeves. What possible common factors could there be?

However, I realized I was approaching the question from the wrong angle. Players might not agree on the details, but there are essential qualities that every raiding guild should strive toward in order to attract and retain members. Below, I have outlined six.

1. Stability A stable roster led by stable leadership is the ideal situation for a raiding guild. It's also incredibly difficult to maintain. Life, drama, and boredom can poke holes in your roster and your officer corps at any time -- and there's often little you can do to anticipate or prevent it. The best way to establish stability is by gathering like-minded players who find value in accomplishing goals as a team. Commitment is much easier to earn when your members are on the same page and enjoy raiding together.

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Filed under: Officers' Quarters (Guild Leadership)

Poll: Which was your favorite classic WoW 40-man raid?

Classic raiding in vanilla World of Warcraft will always hold a special place in my heart because it was the first time in any MMO I had ever played that I actually got to enjoy the full raiding experience. I had stepped into the planes in EverQuest but never got to be a vital member of the team. WoW changed all of that.

For me, Blackwing Lair was probably the pinnacle of class WoW raiding. While Naxxramas was exhilarating and bold with its mechanics, Blackwing Lair felt more like storming the castle. The bosses had some great dialog, the scenery was impressive, and there were awesome healing trinkets that I coveted for years. Let's not forget the epic fight with Nefarion at the end where hunter's broke bows, mages polymorphed friends into grubs, and everyone was cloaked in Onyxia's scales.

Which classic WoW raid was your favorite?

Which was your favorite classic WoW 40-man raid instance?
The Molten Core1650 (28.0%)
Blackwing Lair1827 (31.1%)
Temple of Ahn'Qiraj (AQ40)1177 (20.0%)
Naxxramas (40-man)1229 (20.9%)


Breakfast Topic: Is DKP starting to become obsolete?

I was trundling through Wowpedia the other day for some background reading on loot systems (I'm writing a follow-up to Robert's not-so-original WoW miscellany) when I was struck by a sudden thought: I literally cannot remember the last time I saw a guild on my server advertising a DKP system or common variant like Suicide Kings. They advertise what level they are and what type of players they're looking for, the kind of raid content they do if they're raiders, if they do Rated Battlegrounds, and all that good stuff. But only very rarely is DKP ever mentioned, rarer still with a 10-man raiding guild.

I trawled through the guild recruitment forums to see if this was actually part of a wider trend, but don't know what to think. The 25-man raiding guilds are the most likely to say they use a DKP system or variant; 10-man raiding guilds nearly all use loot councils, at least from my (admittedly brief) survey of the current advertisements.

Is this also happening on your realms, or have I gotten this wrong? We all know that every DKP system has its issues and that administrating them is one of the larger headaches for guild leaders. 10-man raiding is also more popular than 25-man raiding right now, and it probably doesn't make sense for a guild to obsessively track DKP for a 10-man where most players probably aren't rolling on the same stuff. Is DKP dying, or is it just a sign of the popularity of the 10-man model?

Filed under: Breakfast Topics

All-druid guild shreds Dragon Soul by tooth and claw

Druids of the Beast
Why is there something inherently funny about a bunch of druids all together in one place? Whether it's a flock of squawking, Moonfiring moonkin or a genial pack of dancing bears, even the most dedicated lore fiends among us have to admit that the design for these characters is all a wee bit silly. No matter how you cut it, the mere thought of a gathering of all druids evokes a grin every time.

What's not so silly, though, is this all-druid guild's rampage through WoW's most challenging raid content. Druids of the Beast is no gentle gathering of roleplaying night elves, drifting through Darnassus to pluck at the tangled knot of druidic lore -- no, this is a full-on, endgame raiding guild that also happens to be comprised entirely of members of the druid class. You'll find no army of declawed alts in this guild, no buffing machines parked outside raid instances. Druids of the Beast's roster represents pure, unadulterated druidic power, and its progress through Dragon Soul is among the world's leaders for all-druid raiding.

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Filed under: Druid, Interviews, 15 Minutes of Fame

Blizzard's post-mortem on Cataclysm dungeons and raids

Blizzard recently released a blog from Dave "Fargo" Kosak that acted as a post-mortem for Cataclysm's quest design. Following on its heels is this entry from Scott "Daelo" Mercer, the lead encounter designer for World of Warcraft. In it, Scott talks successes (Dungeon Journal, Raid Finder) and failures (difficulty level of launch heroics) in the dungeons and raids portion of the game's third expansion and shares what he's looking forward to with the release of Mists of Pandaria. I'm definitely with him in anticipating challenge modes and PvE scenarios.

Read the full interview after the break.

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Filed under: Blizzard, Cataclysm, Mists of Pandaria

Drama Mamas: The case of the PvE wife and PvP husband

Drama Mamas Lisa Poisso and Robin Torres are experienced gamers and real-life mamas -- and just as we don't want our precious babies to be the ones kicking and wailing on the floor of the checkout lane next to the candy, neither do we want you to become known as That Guy on your realm.

Next week will be another results edition of Drama Mamas. But there is still time to email us. If you have written the Drama Mamas and we have answered you in print, please send us an update at robin@wowinsider.com. We would love to know how your WoW dilemma worked out!
Dear Drama mamas,

I've been a longtime wow player and I almost exclusively pve, while my husband only enjoys pvp. I've tried without success to get him to try raiding, and have given up on that. Instead I found an awesome guild and I love raiding with them a couple nights a week.

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Filed under: Analysis / Opinion, Drama Mamas

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