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Raid Policy
RAID SIGN-UPS & APPROVALS
Members must sign-up for raids to go on raids. Approvals for sign-ups are done on the guilds website calendar at least 24 hours prior to a raid. In order to improve your chances at a spot you should sign up early. However, approvals are not done solely on a first-come, first-serve basis. Class balance, gearing needs, and reliability are all considered. It is the sole discretion of the Officers/Raid Leaders who gets approved or wait listed.
RAID INVITES & START TIME
The raid start time is the time that the raid is buffed and ready for the first pull. Members who know in advance that they are going to be on at the last minute should leave a note on their signup with the time they will be on. Those members should be parked at the instance and ready to go when they login. The timetable for a raid is as follows:
» 30 minutes prior to raid start: - Invites will go out. » 15 minutes prior to a raid start: - Members should be online and at the instance. - Replacements will be found for anyone who is not online unless they gave prior notice. » Raid start: - Zoned in, buffed and ready for the first pull.
If you are NOT "Zoned in, buffed and ready for the first pull" at raid start time, you will NOT be eligible for the DKP bonus. Simply being in the raid group at raid start is not sufficient for this bonus amount. The bonus is for being ready to PULL at raid start, not start summoning.
STANDBY INVITES
SoL recognises that some members aren't always able to get into a specific raid because spots are full and that said member will miss out on raids, despite every effort on their part to sign up for and be available for every raid. In order to encourage the supportive nature of these members while they wait patiently for their spot, SoL are introducing a standby system whereby members who sign up for a raid but can't fit in will be given the OPTION to be brought in as a standby.
How it works:
People on standby are added to the raid group for the full duration of the raid ( groups 6, 7 and 8 ) so you can't enter the instance, but you're part of our team. By having standbys in the raid group the standbys get FULL DKP for the run in question, including on-time bonus, boss kills and end of raid bonus. If somebody DC's or needs to be swapped out, you are moved to the appropriate group and zoned in.
As you can see, this provides people who otherwise would miss out on DKP, to earn some as if they were in the raid, so supportive members who want to raid with us are not left behind on the DKP stakes.
Things to note:
1) Your raiding main HAS to be in the raid group and parked outside ICC for the full duration of the raid, or you cannot go on standby. You are effectively in the raid and part of our team as if you were killing bosses yourself, so you must be able to commit to this or you are not appropriate for a standby spot. If you log onto another character whilst on standby, your must report the name of the character to the raid leader AND be logged onto vent so that you are immediately contactable if needed. 2) When the raid is full the raid leader will ask in Guild Chat if anyone wants to go on standby, at which point you will be added to the raid group. 3) Trials who cannot get spots but are consistently on standby show great promise. If you're unable to show your skills yet, show your willingness and you will earn a spot down the line. 4) Standbys who are unreliable / log off halfway through a raid will lose their ability to sign for standby. Standby is a privilege, not a right, and it will be revoked if people do not respect it. 5) Standby spots are available to Raiders and trials, only in very rare circumstances will a friend rank be added to standby. This is at the discretion of the Raid Leader. 6) Standby is OPTIONAL, so if it doesn't sound like something for you, then don't ask up for it.
RAID ADDONS
Members are expected to use our Ventrilo server and have the required raid addons installed and enabled. They are:
Ventrilo Omen - Threat Meter OR KLH - Threat Meter Deadly Boss Mods - Raid Warnings AVR and AVRE You may also be interested in other addons such as: Recount (Damage Meter)
RAID LENGTH
A scheduled raid will last approx 3 hours. Members are expected to be there for the entire raid if they sign-up. Raids that are at their max raid time will be ended by the raid leader and resumed at an agreed upon start date. If there is a reason that you can't stay for the whole raid and you are aware of this when you sign-up then include a late note. If an emergency comes up then you must let the raid leader know ASAP.
LOOT
The loot threshold will be set to Master Looter. If a trash mob is sparkling for you you may loot it but only AFTER all mobs are dead. There is NO LOOTING DURING COMBAT. The following loot rules apply for the entire raid:
» All Recipes, Patterns, Enchants, etc have no DKP value and so do not affect a members DKP and will be distributed via our loot policies below. » All Bind on Equip (BoE) items will go to whoever needs it at the charge of DKP. If no one in the raid wants the item it will go to the Guild Bank for future use. » All Bind on Pickup (BoP) items will be bidded for via DKP. If no one is interested in the item, it will be DE'd by a Guild Enchanter.
RAID CHAT & VENT
Please do not spam the raid channel with damage meters or other automated information. The raid channel is needed for raid-related communication. Vent should be kept clear of chatter during explanations of pulls or boss fights.
RAID ETIQUETTE
Everyone is welcome to offer input via whispers to the Raid Leaders, just remember to appreciate that Raid Leaders will be busy and not every idea will get processed right away. Do NOT go AFK without letting the Raid Leader know. Breaks will be called throughout the raid when appropriate.
DKP
Sons of Liches utilises an DKP system, as a currency system for loot distribution. DKP is given as a static amount of points that you receive for downing a Raid Boss, but some bonus points can also be awarded as a reward for positive behaviour such as staying for a full raid duration, first time boss kill, providing raid consumables for the guild etc. Conversely, members can be deducted DKP for disruptive activities, such as turning up late to a raid, not being repaired before a raid etc. This system provides a balanced way of distributing loot fairly to those who raid often, reliably and go that extra mile for the guild.
NUANCES:
Decay: Every week, everyone’s DKP will be decayed by 10%. Your relative standings will remain the same, but this means that recent raids/loot will be weighted more than old raids/loot. This will be done Tuesdays, before new raids.
Off-Spec: If an item is not wanted for main-spec it will go for off-spec at a minimum bid of 50DKP.
Alts: Alts can accumulate DKP, which will not be credited to their player’s Main. Alts may bid after off-spec bids.
Switching Mains: If you decide to switch your Main character, you will lose 50% of your DKP.
Switching Your Main Spec: Changing your raid roll (Tank/Healer/Ranged/Melee) may cost up to 25% of your DKP, depending on how much the old/new spec benefits the guild. All such changes must be approved by the officers.
Tie: If two members have the same DKP and wish to have the same item, they will /roll for the item.
DKP Values:
50 DKP for boss kill 150 DKP end raid bonus (staying until raid is called by raid leader) - If you "have to leave" before a raid is called, you will not be eligible for this bonus. 100 DKP for signing on the website and being on time for raid There will be a random bonus for those who performed exceptionally and for anyone who had to sit out an encounter / raid for another class / spec that benefited the raid more. Misc DKP Awards:
It is possible to earn DKP for actions other than boss kills, such as:
Providing guild bank materials (case by case) Recruiting (200 DKP per successful conversion to raider)
The list above is by no means definitive. It's possible to Earn DKP for gestures of goodwill towards the guild or effort made on your part in order to further the guild, and it's goals.
"Learning" Encounters
These are boss encounters we currently have not mastered. We will give 50 DKP for every 20 mins GOOD boss attempts against a boss we haven't beaten twice, regardless of whether or not we succeed in killing that boss. Being present at learning encounters are more important than being present for farm content and the officers certainly take note of those who regularly skip the learning encounters, yet show up for the 'easy loots’.
First time kills are typically worth 200 DKP, but important milestone first-kills can and will be worth more ocassionally. Any additional DKP for milestone kills is at the full discretion of the GM and officers present.
DECAY AND PENALTY SYSTEM
A. Decay
Once a week all members will undergo a 10% DKP reduction due to decay. This is done to combat the practice of hoarding, but it can also reward attendance at the same time.
B. Penalty System
The Penalty System is designed to penalize members for unacceptable behavior. The following penalties will be enforced by the Raid Leader:
» DKP penalty for signing up for a raid but not showing up. This penalty will not be enforced if you notify the raid leader 24 hours in advance or find a suitable replacement for your class function. » If you leave during a Raid for any reason other than an unavoidable problem you will suffer -250 DKP. » If you go AFK without letting the raid leader know you will suffer -200 DKP.
EP Penalties:
-100 DKP if you are late to a raid (no excuses, if you're not there at raid start time you will be deducted). -500 DKP if you sign up for a raid and do not show up (unless 24 hour notice is given to an officer).
Ninja AFK (-200 DKP): If you go AFK without telling the Raid or the raid leaders we will penalize you 200DKP for it. If we call your name (we'll try both vent and raid/guild chat), you have 60 secs to respond before you'll get the penalty, and maybe a boot from the raid.
Facepalm penalty (-200 DKP): If you do something REALLY stupid like prematurely pulling a boss, pulling a mob when we say "run around the mob, it's easy to not agro," Not paying attention and causing a wipe, Pulling unnecessary agro on a boss where it's completely avoidable, etc., you'll get a 200 DKP "Facepalm" penalty. This kind of thing wastes time and should not happen, so this is in place to ensure people stay focussed.
Loot Policy
Our DKP system is only in effect for current content, which at the time of writing is Icecrown Citadel 25 man.
When the Raid Leader announces the item for the first time, first bids will be Mainspec only. At this point, if you are interested in said item, you start bidding for the item in raid chat with a minimum bid of 50. Bids must go up by a minimum of 50, if bids are going too slowly then the Raid Leader may as for bids to go up in hundreds to speed up loot distribution.
Once bidding has stopped and the usual 3,2,1 is complete, the item will go to the interested party with the bid in the raid and the DKP will be deducted from that person.
If nobody wants it for mainspec, the item will be handed out to offspec at which point interested parties bid in raid chat with a minimum bid of 50 DKP. Bidding continues in the same way as for mainspec. The item will go to the interested party with the highest bid in the raid and the DKP will be deducted from that person.
Loot Restrictions (AKA Mainspec/Offspec)
Currently, SoL employ a Mainspec/Offspec system along side the DKP system so all of our regular raiders get to equally gear up. With regards to weaponry, here are the current loot rules:
Caster weapons /w hit = Caster DPS Caster weapons /w MP5 = Healers
2H Weapons - Mainspec 2H DPS/2H Tanks (Please note this means that Polearms are offspec for Hunters.) 1H Weapons (DPS) - Mainspec 1H DPS specs. 1H Weapons (Tanking) - Mainspec 1H/DW tank specs.
If you have any further questions please contact an officer with the issue BEFORE or after a raid, rather than during. (If the rest is to be included move this message to the very bottom of the page)
(Not sure if you needed the armor mainspecs in too but it's not on the DKP page so ill do that now)
With regards to armor, here are the current rules:
Cloth (w/ Hit) - Mainspec Cloth Caster DPS. Cloth (w/ Mp5) - Mainspec Cloth Healers. Cloth (w/o Hit/Mp5) - Mainspec Cloth users.
Leather (Physical DPS) - Mainspec Leather Physical DPS. (Please note this means that ALL leather is Offspec to Hunters.) Leather (Caster) - Mainspec Leather Casters. Same rules regarding Hit/Mp5 as stated above also apply here.
Mail (Physical DPS) - Mainspec Mail Physical DPS (Hunters/Enhancement Shamans) Mail (Caster) - Mainspec Mail Casters. Same rules regarding Hit/Mp5 as stated above also apply here.
Plate (Tanking) - Mainspec tanks. Plate (DPS) - Mainspec Plate DPS Plate (Caster) - Mainspec Plate Casters.
Legendary Items
Legendary items will be handed out by a vote of the officers. The vote will be determined by a number of factors: Rank, dedication, attendance, and history within the guild. Chances are, if you've ever seriously quit the guild in the past, chances are you are completely inelligible for Legendaries.
Patterns / Enchantment drops / Orbs
The distribution of these items will be at the sole discretion of the officers present. These will not be awarded by the use of DKP, but will be majority vote of the officers present. If only one officer is present, then that officer has the deciding vote on who is awaded the item.
Patterns and Enchantment drops will be handed out based on many factors, including but not limited to rank, activity levels, raid attendance, length of time with the guild and general attitude. The purpose is to keep these items in the guild for the benefit of all, so this loot distribution allows us to ensure that these items have the best chance of staying in the guild.
MISC DKP rules:
Trial Members: This is the rank at which you have to prove your worth to the guild. You have no priviliges, access to guild bank tabs or anything of that nature. As a trial, you do not get priority on raid spots and will need to prove yourself in order to make a raid team. Usually you will not be promoted before you have attended at least 3 raids in an appropriately short period of time. (3 raids over 1 month months would not warrant a promotion for example, whereas 3 raids in 1 week probably would provided you performed well).
Raider: Once promoted to Raider you'll gain the ability to get items from the Guild Bank and will also have priority on raid spots over trials.
- All shards / consumables from DE'd greens / epics go to the guild bank
NOTE: THESE RULES ARE SUBJECT TO CHANGE AND IT IS YOUR RESPONSIBILITY TO UNDERSTAND THEM AND KEEP UP TO DATE WITH THEM.
Last edit: 9th June 2010
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