Thunderforged: Will it Breathe Life into 25 mans?

Thunderforged: Will it Breathe Life into 25 mans?

The new Thunderforged item concept adds another two levels of items into raids. Only available to items that are non-tier. Not sure how the slight stat allocation of Thunderforged compares to the set bonuses that tier provides, but that’s not the object of discussion here.

Much of the feedback Blizzard received was around 25 man raiding and how to proportionately reward those who eagerly go through the logistical challenges of organizing them (y’know, hopeless idiots like myself). 25 mans are gradually diminishing. Top guilds Vodka and Exodus merged resulting in the loss of another prominent 25 man guild.

Coming to the PTR in the near future will be a new designation of item type in Normal and Heroic raids for non-tier pieces. Each 5.2 raid boss will have a chance of dropping this new designation of a particular item that’s 6 item levels higher than their counterparts. These higher quality versions will be called “Thunderforged”. This means that there will be five variations of some items. You’ll now see a 5.2 raid item of LFR quality at item level 502, the same item in Normal quality at item level 522, the item in Normal Thunderforged quality at item level 528, the Heroic version of the item at level 535, and the Heroic Thunderforged version of the item at level 541.

[…]

We’ve also received a lot of feedback regarding 25-player raids, and have been looking for ways to address some concerns. Ever since we changed 10-player raids to drop the same item level as 25′s, we’ve seen a steady decline in 25-player raiding. This isn’t surprising. A 25-player raid takes an extra level of logistical commitment for the officers of those groups. It’s unfortunately easy for a 25-player guild to collapse down into a 10-player guild, but very unlikely for the opposite to happen. However, we like 25-player raiding and don’t want to see it go away. Like many players, we love the epic feeling that comes with banding together more massive groups to battle powerful foes, we love that there’s opportunity for those groups to try out new players or unusual comps without causing a huge burden, and we want to support the larger raiding guilds. That said, we’re also concerned that over-rewarding the 25-player guilds-if, for example, we went back to a higher item level across the board for 25′s, as was the case for Icecrown Citadel-would feel like a slap in the face to the many 10-player raiders out there, who are the majority of our Normal and Heroic raiders.

To attempt to navigate this minefield, we’re going to try having Thunderforged items drop more frequently in 25-player raids. They’ll be somewhat rare in both cases compared to the standard versions that’ll drop, but they’ll be even rarer in 10′s. Overall, a 25-player group will be more likely to end up with a slightly higher item level after several weeks of raiding.

This isn’t going to have much effect on the guilds that already run 25 man raids. Conquest has survived some of the worst ordeals in it’s history. 10 man raiding has never been a long term solution in any fashion and it never will be as long as I continue to run it. The players and the leaders have no interest in it all and that resiliency has helped us.

Have to admit, reward incentive here with the Thunderforged is cool. It’s a neat compromise to the whole suggestion of adding a completely different level of gear between 25s and 10s (the Wrath style). I’ve seen cases of 25s dropping down to 10s but I have never seen a 10 man raid step up to a 25 man raid which continues to be active. If you happen to be the architect of such a move, give me a shout!

More importantly, is this going be enough to influence players to make the switch from 10 to 25? I don’t think so. My guess is no. The interactions I’ve had with the 10 man players is that they have no interest in the logistical maintenance that’s required at the 25 level. There’s a strong preference for the closer intimacy that’s offered.

This change seems to be targeting the players that like having the best stuff available. They raid a set amount of hours a week and they want to really maximize their return on their time investment.

What about the leaders? As I said, it’s a cool reward for the few that brave the logistical nightmares. But if you’re a 10 man raid leader, is it enough to consider to make that shift? I’m not sure about that. Seems to me that the players already comfortable where they are don’t want to take that leap. I gather there’s large number of players that aren’t raiding purely for the gear level (but I acknowledge that there are some who do).

During Wrath, 25s were the dominant raiding force. The challenges there offered undoubtedly better geared compared to the 10 man counterparts. With this in place, 25 man raiders have a better chance of securing better gear compared to the 10 man raiders. The 10 man players won’t be shut out. They’ll still have a chance at it but it won’t be as strong. We’ll have to wait and see what the frequency of the Thunderforge drops are going to be.

I took a quick poll on Twitter to see what other people felt.

Here’s what you said:

Yup, I figured that was going to be the case for quite a few players. What else?

Also understandable. Doesn’t matter how good the rewards and incentives are. Sometimes there is no price that’s high enough. next?

So not exactly eager to look for a 25 but won’t resist if the current leadership decides to go that route. That’s fair. It does lower the barrier slightly. And this change does seem to go after the players that are either on the fence or virtually indifferent.

Oof, I hate hearing about situations like that. Players joining a guild expecting one kind of experience only for that to be abruptly changed soon after. It’s crappy.

That’s unexpected. So in the grand scheme of things, there is an extremely slight chance that it’s enough to split a 10  man (maybe not break it).

What are your thoughts on this addition? Is it enough to give you a reason to start looking around for 25s? Are you or your raid leaders suitably incentivized to give 25s a shot or look for a guild to merge with? Or does nothing change and the status quo is maintained?

Skewering Vizier Zor’lok

Skewering Vizier Zor’lok

Wikipedia states that A vizier […] is a high-ranking political adviser or minister in an Islamic government.[3][4] The word is derived from Middle Persian[5][6] and then adopted into Arabic root. The vizier stood between sovereign and subjects, representing the former in all matters touching the latter.

Well, today I learned. Not exactly the voice of Psy, but he’s fun and engaging nonetheless.

Healers looking for pointers can visit this page.

We got trolled. For the longest time, Vizier would always run to the Attenuation platform. We would routinely trigger the boss from the middle and then run to it. We figured he’d go there everytime. Sure enough, the one time we set up at the Attenuation platform, the Vizier runs to the Force and Verve platform instead.

I was never able to take down the Vizier during the beta. Either I ran out of time or the gear or skill just wasn’t there for the groups I was in. I knew the Attenuation platform was going to be challenging for players (especially those who use the keyboard to turn instead of to strafe). Pay attention because Attenuation rings can go clockwise or counter clockwise.

Pro tip: Rebind your A and D keys to strafe left and strafe right respectively. It helps with moving through discs. Point your camera so that it’s from the top down. Paladins with the Relic of Chi Ji are instructed not to use Light of Dawn.

Look how blinding that can be. My guild likes to joke about it and call it the vagina of light.

With all the movement that’s going on in the Attenuation phase, I switched up my glyphs and used the Glyph of Shadow Word: Death instead. When I’m dodging discs, there’s situations where I’ll get lucky with Mind Blast, Mind Spike, and Devouring Plague procs. It’s possible to stand in one place and get a 2-tick Mind Flay through before interrupting it. Shadow Word: Death just gives you an extra spell for to to use on the go.

During the Convert platform, pop your Psychic Scream and Halo spells early and on cooldown. People get pissed off at you if you’re Mind Controlled and dropping fear bombs all over the place. Halo if used at the wrong time will chunk or even kill players.

On the Force and Verve platform, I’d activate Vampiric Embrace while under the Noise Cancelling shield. We assigned all the ranged players to the bubble furthest away. Healers would take the next closest (or middle) bubble. Melee DPS and the tank would secure the closest bubble to the Vizier. Any bubbles that had more than 9 players would have extras reassigned to the healer bubble.

Heroism was used in the final phase during the first Noise Cancelling bubble. It was used defensively to help the healers keep up with the healing without activating their raid cooldowns.

It’s not the greatest fight for a Shadow Priest with the amount of moving that’s going on. I’m still struggling with maintaining meaningful uptime. 80.5% on my Vampiric Touch just isn’t quite cutting it. The DoTs just keep falling off and I’m not able to refresh them fast enough. I try to reapply them with anywhere from 3-4 seconds left, but I’m not all there. Shadow’s fun this expansion (compared to Cataclysm where maintaining 3 different DoTs was a chore).

I’m using Fortexorcist to help track my DoTs but I think I need to find a better place for it. Maybe underneath the target on the top right? Where do you Shadow Priests park their timers? Should I just clip more and throw it up earlier?

So Shadow Maybe

So Shadow Maybe

“Hey I just met you
And this is crazy
But Monks are OP
So Shadow maybe.”

 

The world is officially ending.

Seriously, this is the year. Volcanoes are erupting ash into the atmosphere. Earthquakes are shattering continents. Storms are tearing up landscapes.

Why? Because the two most unlikeliest things have occurred.

I have a Horde Priest at max level. Never thought I’d get a character that high and routinely doing stuff. My friends ask me why didn’t I try a different class. It’s because I don’t feel comfortable playing another class. I just have an affinity and love for playing a Priest. However, I did decide to take her Shadow instead though she’s still quite capable of healing.

That’s the first bit of news.

The second?

It’s been clear to me after the first few weeks of raids that Holy Priests just can’t seem to match the level of other healing classes right now – Well, either that, or I can’t match the level of the other healers. That’s potentially true. The officers in my guild asked me to give Shadow a try. Since I’ve been predominantly Shadow on my Horde priest, I’ve had some practice. They were curious to see how I’d do in raids. I wasn’t the greatest Shadow player in Cataclysm but that’s largely due to my inability to maintain uptimes on DoTs (among other things).

But the Mist changes have made it a little easier for a newer Shadow player like me.

It’s fun, but I still feel wary. After playing a healer for 8 years, you still have assorted muscle memory from healing for so long. I find myself not only watching my DoTs on bosses, my timers, and my cooldowns, but I’m constantly scanning my raid frames. Burning Mana Hymns when I spot healer mana fairly low. I’m not quite sure what I’m looking for. My Resto Druid has been giving me her Symbiosis for Tranquility (which is fairly weaksauce, but not meant to stand on it’s own as a true healing CD).

I don’t know if I’ll ever play at full DPS capacity because I’m worried that something bad is going to happen. 

It’s not that I don’t trust the team, but I can read the play and “see” what’s going on.

Anyway, I apparently passed my trial so I’ll be doubleshifting as Shadow and Holy.

Things I need to work on:

  • Lining up cooldowns
  • Maintaining DoTs
  • Decision making (on spells)
  • Acquiring additional shadow gear (because I really don’t want to touch my healing gear)
  • Figuring out how to properly burst down orbs on Elegon
First impression on raiding with fixed mana in MoP

First impression on raiding with fixed mana in MoP

So we’ve just had our first raid in MoP, Mogu’shan Vaults. It was pretty interesting from a healer perspective. Fixed mana has been one of those ultimately strange concepts from the time it was announced, and to be fair we weren’t quite sure how it would play out in a regular raid. I’m here to give you my first impressions on it, and a few opinions.

Again these are just my opinions, and my observations.

[Read more...]

[VIDEO] Mists Beta: Videos from the Vault of Mysteries

[VIDEO] Mists Beta: Videos from the Vault of Mysteries

Managed to queue into the second half of Mogu’shan Vaults on beta this week really late at night. I figured while these attempts were still fresh on my mine, I could at least get some pointers and notes down along with the recorded video. Apologies for the 720p. I found out that my bottleneck’s my video card (GTX 460, looking to get a 670 later on).

Didn’t actually take down Will of the Emperor. Got to within 2% left before the raid buckled. It’s fairly repetitive and you get the idea of what’s going on. I’ll keep making notes and additions with any changes or insights I get later on as we get into the expansion itself.

My favourite encounter by far is the Spirit Kings. Just so much going on with both covering the raid and making sure you don’t get screwed by specific player abilities. Elegon’s a visual beauty, too.

I’ll get the first half of Mogu’shan Vaults up in a few days. If you can’t wait, you can see them on my Youtube channel.

13 Punishing Raid Mechanics Which Made You Go “PICK ME PLEASE!”

13 Punishing Raid Mechanics Which Made You Go “PICK ME PLEASE!”

Blizzard’s been crazy inventive with their raid mechanics over the year. Whenever I think they’re running fresh out of ideas, they manage to come up with something new and different. Malygos was one of the first raid bosses where we were not using our own class abilities to bring down a boss — We sat in a vehicle (red dragonflight).

But, encounters aren’t all about the tanking, the DPS, and the healing. There’s these little gimmicks and tricks that need to be executed with perfection or else it’s back to square one. Most guilds have those few players that were liabilities. For whatever reason, they couldn’t get it quick enough.

Learning curves? No, more like a learning line which was parallel to the X axis. The quality of a player’s skill isn’t measured by their HPS, DPS, or SPS (Survival per second). It’s an immeasurable quality of their ability to pick up mechanics quickly enough and master it. Mastery just isn’t a character stat. It’s also a player stat.

Atramedes – Gongs

Ah, the gongs. All you had to do was click a gong which interrupted Atramedes’ casting, reset every player’s sound, and gave Atramedes a case of Vertigo. This was one responsibility that you trusted to a small, select group of people. Too early, and you waste a gong that’s not going to catch an interrupt. Too late, someone in the raid dies and you need to burn a fast combat res or go through the raid short handed. Most raid leaders assumed this duty themselves.

Honorable mention: Players that ran the Sonic Breath right into the raid or into the tank.

Ultraxion – Fading Light and Hour of Twilight

One of the easiest mechanics in the game yet has claimed so many lives. Raid wipes hinged on people both hitting “the button” at the right time and not hitting “the button”. Getting the occasional death? Sure. Getting consistent deaths? What the hell, man. And there was a 5 second grace period which is like an eternity.

Actually, the times I died was either because my macro wasn’t on the bar, or I hit it too early. When you’re used to fighting Ultraxion on hard mode and then downshifting to normal mode, old habits die hard.

Nefarian – Missing an interrupt

Prior to the nerfs, you needed (at minimum) 6 solid, reliable interrupters (or 3 on 10 man). Shaman classes dominated here because Wind Shear was awesome. If even one person blew an interrupt on phase 2, the entire raid wiped after the platform exploded.

I was tempted to switch to my Resto Shaman alt for this one.

Teron Gorefiend – Ghost

Beating Gorefiend was like spinning Roulette. We all prayed that the ball didn’t land on that one player who struggled night after night. They couldn’t reliably kill their ghosts without the instance of the others. I kid you not. One night, there was a conversation that went something like this:

“It’s hard to turn the ghost, target the enemies, and click on the different abilities to kill them!”

Vent turned silent.

Supremus – Running

People that couldn’t run. Goddamnit. How can you not outrun the slowest, largest thing in the instance? Yes, Supremus had a quick dash if you were too far. BUT STILL. You didn’t have to outrun him forever. You had to outrun him long enough so that he switched phases!

Professor Putricide hard mode – Unbound Plague

Putricide on hard mode was one of my favourite fights during Wrath. It was one of the ultimate exercises in teamwork. Players had to coordinate who had the debuff, who didn’t, and who could take the debuff. You had situations where a dirty person mistakenly ran into a clean person too early. Did it too late and you run the risk of dying. Eventually you’d run out of people to use if the Unbound Plague debuff didn’t wear off. Thankfully, the debuff only last for about 60 seconds — But it was 60 seconds of steadily increasing damage.

Archimonde – Air Burst

I observed that people with really bad depth perception struggled like crazy on this fight. Air Burst would knock players up really high and Tyrande gave you feathers to slow your descent. They had a hard time gauging where the ground was and how long it took before they pancaked. I can understand the Fires being a problem because they were often unpredictable. I remember I was kept way out in the back with no way to get within range of my groups because the fire had cut me off. But at least with tears, you have some semblance of control when to hit the button.

Lurker Below – Spout

World’s easiest mechanic which also claimed many lives. Yes jumping into the water meant you’d take some damage, but it was hardly even fatal. I’m quite ashamed to say that I was the worse at this largely because I was healing with 5 FPS. I stood directly behind Lurker (opposite the tank). I compensated for this by facing away from Lurker and looking at the water instead. Backwards healing so that I could smash my forward button and prayed it was enough time to push me into the water. With single digit FPS, you did everything possible to get as much of a lead off as you could.

Shade of Aran – Flame Wreath

Oddly enough, the biggest wiper of this tier was to people moving when they didn’t have to. Flame Wreath incinerated those with itchy fingers. They’d see a huge ring of fire around them and instinctively try to move after being constantly drilled to stand out of the fire.

The Lich King – Defile

The more you stand in it, the bigger it gets. This took us way longer then it should’ve to master. I view Lich King as 1 of my biggest failures for the group I had at the time. If I had been more ruthless, would I have been able to gather players that were capable of getting us through that phase faster? I don’t know.

Thaddius – Plus and Minus

“Is positive side his right or our left?”

Buried my face in my hands.

Magtheridon – Cube clicking

Ol’ Maggy had a channeling ability that would go off and nuke the entire raid. However, there was only one way to stop this — Synchronized cubing. If 5 people clicked the cube at the right time, his channel would be interrupted and he’d get pissed off at the raid and rage out. However, if even one person missed a cube click, the rest of the raid would rage out.

Raid’s sounded something like this:

“HOLD HOLD HOLD HOLD HOLD HOLD HOLD HOLD OKAYCLICKRIGHTTHEHELLNOW

*wipe*

“… Okay, who missed it this time?”

“Sorry, boss.”

“Damnit Joey.”

Sindragosa – Ice Tombs

We had this one Mage back in the day. We entered the air phase with the Sindragosa Ice Tombs. Targeted players had to array themselves in a specific pattern so as to not nuke their partners. The rest of the raid ran to the top of the stairs and waited until the Tombs hit, then they had to run back within melee range and DPS the players out of the ice block (Hagara’s intermission phase was inspired by this).

Anyway, this one Mage would run to the top of the stairs with the rest of us despite the fact that he had the mark above his head from Frost BaconAnd he kept forgetting to move down to get the frost bombs away from us. It felt like every third raid he’d forget to do this. After about 6 raids of him consistently doing this, we were too tired to yell at him anymore. We pretty much just stopped saying anything and vent was super quiet when it happened. While we were still recruiting a replacement, I’m positive every person in the raid kept praying “Please target me with the Tomb. Please, please, please target me.”

Geeze, I just about aged a few years from this encounter alone.

Just thinking about all that stuff makes my blood boil.

… Actually, don’t even get me started about Blood Boil.

 

No Attunements: It’s a Good Thing

No Attunements: It’s a Good Thing

Remember Burning Crusade? It was WoW’s first expansion. Whole new continent to explore. We were able  to challenge Illidan for supremacy of Outland. Heroics were introduced for the first time. Content was difficult and everyone was going through it at a manageable pace. Progression felt like progression because it seemed like stuff would take forever to do and you had to wait for everyone else to catch up.

We’re not talking a simple BRD run to get attuned for Molten Core, either. We’re talking full fledged chains and reputation requirements.

Seriously, the only real “fun” aspect of the system was that you could lord it over other people who couldn’t do it. I’m ashamed to admit it, but I used to be one of those people.

“Oh what’s that? You can’t get into Serpentshrine? Sorry to hear that man, I gotta go raid it right now.”

I wasn’t proud of who I was then. But I was young, I didn’t know better, and it felt like a status thing to me. I could get into this one instance that only a select few people could get into. Tempest Keep was like the prefect’s bathroom of Hogwarts that only the best and hardest working could get into. It was another way to measure and compare your character’s “worth” against others.

Look at this diagram below (Can click to expand).

830px-WoWRaids

Look at what a mess the entire Burning Crusade tier was.

You had to get keys and hit revered with certain factions just to hit different raids. The benefit attunements came with is that the players who went through the entire gauntlet were well trained at the end. They put in the hours, the wipes, and were well equipped to handle the raids. The attunement process took them through so many instance runs that they had to inevitably gear up through drops or valor that by the time they finished, their character could survive and contribute to the raid.

Not a bad raiding initiation and training process.

Pre-nerf Shattered Halls.

Pre-nerf Shadow Labyrinth.

I’m hoping challenge modes return or exceed that level of difficulty.

Actually, I will grant that there is one thing I liked about the way everything was laid out. Progression was clearly laid out. There wasn’t a recommended path or anything, but you clearly knew based on the quests received what you had to do in order to get to the end. Cataclysm was a little more open ended at max level. Call it a hunch, but when given too many options or choices, I suspect people might freeze up and not where to go. I believe it’s called Decision paralysis. Does it apply? Maybe. So much selection and not knowing where to go.

I’m hoping Mists will have some signposts that offer some insight on where you should go first.

With the first raiding tier of Wrath, you could waltz into Obsidian Sanctum then onwards to Naxx. But only after taking Sapphiron’s key could you assault Malygos in the Eye of Eternity.

So bottom lining this, I’m not in a rush to see Attunements return. But I’m not opposed if a minor gating mechanism was in place for select bosses. The way Algalon’s was setup or Sinestra is one way you can place a pseudo-attunement in place. In addition, I was internally debating with myself the idea of either select guild attunements or account based attunements. Not sure what conditions or settings would have to be in order to pull it off, but it’s something in the back of my mind.

You Screwed Up

You Screwed Up

You let the tank die.

You missed the interrupt.

You didn’t line up your cooldowns properly.

You died to the fire.

You dispelled the frost bomb in the wrong place.

You got hit by the ball.

You hit a healing cooldown on a purple ooze.

You faced the boss and it cleared the whole raid.

You didn’t hit the Heroic Will button.

You want to quit the raid in shame and disgust at yourself for failing so hard.

No way. No how. Not a chance.

You learned something that cost the guild bank hundreds, possibly thousands of gold.

Make that gold count.

Look, I get it. You screwed up.

You can punish yourself, if you want to.

You can deposit money in the guild bank, if you’ll feel better.

You can apologize profusely to the raid, if you think it will help.

Everyone deals with personal failure in their own way.

At the end of the day, it doesn’t matter what you do as long as you learn from it.

7 Fun Activities to do on the Bench

7 Fun Activities to do on the Bench

6 PM rolls around which means it’s time to raid.

Potions? Check.

Buff food? Check.

Drinks? Ginger Ale for me, not sure what the rest of you go with.

You get the invite to raid and glance at your party frames before doing a double take. Your name isn’t anywhere in the first five groups. Guess what? You’re in the ever elusive group 6. Your WoW Instant Messenger springs to life with a message from the boss. Looks like they’re going for a new composition which means you need to take a seat on the bench for the first few encounters.

At this stage in the expansion, compositions vary wildly based on bosses, who needs what, and number of trial players (if any). It’s pretty darn dejecting to warm the seats. It’s not done out of malice or hate. Your guild has decided on that specific configuration to get them through that specific challenge (or if it’s a farm boss, it’s they need to grab someone specifically for loot or trial reasons).

Hey, your guild is counting on you, too!

Even I, thee Matticus, gets called upon to sit. On the evenings I do sit, I have a myriad of activities at my disposal.

  • Reading: It seems as if there’s not enough time for people to read as much as they want. Right now, I’m working on the third book in the Kane Chronicles (The Serpent’s Shadow). If not books, I’ll catch up on various blogs around the internet via Google Reader.
  • Gaming: I don’t think I’ll be get in a full League of Legends match, but I can squeeze in a game of Draw Something or Scramble with Friends on my iPhone. On the computer, I’ll pounce onto the guild Minecraft server (I’m working on a personal fortress but I need more cobblestone).
  • Alts: Great time to work on some questing or getting in some leveling time on an alt. Don’t have an alt? Great time to start one!
  • Watch a movie or a TV show: Netflix anyone? Been rewatching a few episodes of Family Guy (Be a banana!). If the raiding group needs me, they can just holler. Enough time for me to pause and switch back to the game.
  • Writing: So many post ideas and so many things to write, just not enough time to do it all! Great time for me to work on a post like what I do when I’m chilling on the side.
  • Raiding: Raid Finder on an alt? Working on my 5th Priest now.
  • Watching the livestream: The guild has several streamers now. I’ll usually have a monitor up to keep track of progress while doing one of the other activities above.

What if you need gear?

No problem! Send a tell to your raid leader letting them know that you’re really interested in coming in for a future attempt.

Here, let me write you a template. Use the terms appropriate to your guild’s atmosphere.

Dear [boss/captain/fearless leader/a**hole]

This is just a tell to let you know that I would really like to come in for the next boss. There’s an item that I want because it [upgrades an item/is off spec/is for transmog/makes my character look 5 pounds lighter than I actually am]. Could you find it in your [heart/soul/noggin’] to bring me in so that I might benefit from the spoils?

Sincerely,

Your favourite [player/monkey/badass/<class> of all time]

Anyway, tell me about your bench experiences. You cool with watching from the side? What do you like to do or work on when you’re on the bench?

Answering 8 Questions of a Guild Acquisition

Answering 8 Questions of a Guild Acquisition

Like many of our fellow 25 man raiding guild friends, we experienced our share of recruiting problems. Players had been losing interest in Warcraft. Every raid night was a dice-roll to see which line ups could be fielded. Some days we were able to raid short-handed with 23 or less.

It’s really easy to sit back and say “Just recruit”. I commend those who have the weight to attract candidates. The reality for the rest of us is that it’s a little different. If you divided the 10 million-ish players among their different criteria, you’d end up with categories based on stuff like:

  • Time zone (Region)
  • Focus (Competitive, hardcore, casual)
  • Progression
  • Loot system (DKP, loot council)
  • Activities (PvP, PvE)

One of the officers in guild proposed wholesale acquisition of a guild instead of a merger.

For the sake of definition:

Guild merger – Complete integration of two guilds with agreed upon distribution of players (roles), leadership, and loot. Possibly includes name changes and site changes. Resources tend to be combined together.

Guild acquisition – One guild completely absorbs and assimilates a guild. Generally, no leadership spots are given. Bank items can be distributed as they see fit. Sometimes, there is no pooling of resources. There’s minimal (if any) changes to the absorbing guild’s identity or website.

Several months ago, we ran into a guild that was looking to be acquired. Seems that their officer corps was in a mess.

More importantly, they couldn’t find anyone with the time, dedications, or skills to lead the group. Ultimately, they decided they still wanted to play together as much as possible and went shopping for a guild that was willing to consider taking them in.

What were the qualities?

From our perspective, when looking for guilds to pick up, we’re looking for a number of key aspects:

  • Skilled players that can suit our immediate needs. No point picking up 2 surplus tanks and extra rogues if the present raid already has 4. If we’re looking for healers and ranged DPS and that group had those players, we’d talk business.
  • Similar progression. We wanted to avoid  having to re-teach certain encounters. We also wanted to minimize gear gaps.
  • Similar raid ethic and mindset. This is just for general raiding compatibility. Players that have the same attitude towards raiding are generally more cooperative with each other and are willing to set personal feelings aside in favour of getting the job done.
  • Compatible personalities. Similar to the above point. Minimizes any personnel disagreements or verbal fights/arguments.
  • Indifferent to leadership positions. Non-negotiable. Leadership structure already in place. It’s okay to have leadership aspirations like being an officer, but that can come later after getting a few raids under the belt.
  • Raid times and hours. Also non-negotiable. No point in picking up players who can’t raid because they have to go to sleep early or because they can’t get home from work early enough.

We decided to jump on their Ventrilo servers. It was extremely important that we figure out what the intentions and philosophies of each other were. We found that there were a surprising number of questions. Here’s the questions we received and how we answered them:

  • What happens to the social players?
    We’ll accept all of them. They can participate in whatever activities they like but if they’re looking for spots on the raid or rated BG teams, they’ll need to apply.
  • How is loot handled? Will our status prevent us from rolling?
    We use loot council. Initiates are allowed to express their interest in an item. You won’t be prevented from rolling on an item that is an upgrade for you.
  • What kind of raiding opportunities can we expect?
    There’s a spot for you and your players on our progression team. If your contributions are solid, we’ll make sure you see action.
  • What other activities are there?
    We have a Minecraft server that some of the players like to mess around with. We have a growing group of competitive Starcraft 2 players. League of Legends games usually occurs nightly with as much as 2 or 3 5 man teams firing off at once.
  • What happens if things don’t work out?
    If things aren’t compatible, Ner’zhul has a balanced and decent sized population. There are other raiding guilds on the server you could consider working with that might be willing to give you and your team a shot.
  • What roles are looking to be filled?
    [At the time] Ranged DPS and healers.

They weren’t the only ones with questions. We owed it to ourselves for due diligence. No one likes to waste anyone’s time. Here’s the questions that we asked them:

  • Why do you want to merge with us?
    No one really wants the job of being a GM or raid leading. We just want to play the game and raid.
  • Is it an absolute requirement for all of you to raid together?
    It’s preferred but we understand that there isn’t going to be roster slots open the whole time. We’re okay with being in the same guild at the very least.

I can’t say for sure the viability of a 10 man guild absorbing or merging with a 10 man guild. But a 25 man raiding guild taking in a 10 man guild appears to be easier to handle and coordinate since much of the infrastructure and power base already exists. Whereas two 10 mans trying to join forces might need additional time to work out leadership structures, guidelines, and other administrative details.

Have you ever been a part of a guild merger before? How did that end up for you? If you could have done something different, what would it have been?