With the release of 2.4, I’ve taken the opportunity to organize Magtheridon and Gruul’s raids (with Dager’s help, since he’s the best pally on Ner’Zhul). For the most part, they are considered pickup raids in the fact that they do not consist entirely of my guild. Rather, we go through an exhaustive step-by-step process in order to filter out players and ensure loot fairness as much as possible. In today’s post, I want to highlight what was done in Mag’s encounter from start to finish for players who wanted to set up their own polished and successful pickup raids.
So why Mag?
Personally, I like to refer to him as Bagtheridon. In addition to 3 set tokens, he drops 3 badges, a 20 slot bag, and a bag filled with epic and blue gems. My motive for going in there was getting a 20 slot bag along with an epic gem. Other than badges, it’s the only early way for guilds to get gems unless they go take cracks at Hyjal or Black Temple.
"Before anything else, preparation is the key to success."
Alexandar Graham Bell
Set a time in advance
First, pick a time and day that will not conflict with your official raid. We don’t officially raid anything on Saturday and I know that we have players in the Eastern Time Zone. In my case, I picked a time of 4:00 PM on Saturday. This allowed ample time for people to run any errands they had before hand and allowed them to risk not losing the rest of their evening. I made a point of mentioning every day that I was organizing a Mag’s lair run on Saturday so that my Guildmates would know.
Handpick your players first
When you’re selecting the players to form the raid, want to ideally choose the players that you have raided with in the past or know by reputation due to their Guild. I started out initially with Carnage players. Many of them have alts that I knew would be interested in getting gear from Mag. Once I filled it out with players from my Guild, I started turning outward to players that I know. In this case, I alerted both Dager (Blue Moon) and Agrona (Fallen Heroes) that I was organizing a Mag run and asked if they were either interested or had players in their guild interested in going. I was able to cobble together an effective raid using no more than 3 guilds. In a fight like Mag, you’ll want a composition along the lines of:
- 4 tanks
- 8 healers
- 2 rogues
- 2-3 warlocks
- assorted DPS
Again, adjust your raid group as needed.
Prioritize your positions
In an encounter like Mag, there’s a minimum number of tanks and healers that you need in order to successfully complete the encounter. I wanted at least 4 tanks since I knew Dager would be able to handle 2 of the initial ads (Prot. Paladin). For healers, I wanted to be conservative and take 8. Make sure you leave those slots reserved for those roles. The worse thing that can happen is where you have to ask a player to leave because you need a healer instead.
Start invites early
Even though I scheduled the raid for 4 PM, I started forming the raid at 330 PM. Because like life, you cannot control all the variables and it is better to err on the side of being early then being late. Forming a pickup raid is not quite the same as forming a guild raid. You never know which players might have to leave early or cannot commit. Our Mag raid didn’t begin until 430 PM. Yes, it took us an hour to form the raid and get everyone here. To be fair, I was munching on food and delegated some quick tasks to my assistants since we were missing a few more players.
If it’s important, macro it. You don’t know what kind of players you are getting. You don’t know if they’re actually listening on vent or not. You just don’t know them. If it’s important to the success of your raid, macro it for easy repeating.
Some things to consider macro’ing:
- Vent server: randomventserver.nationvoice.com :: 10001 :: PW – worldofmatticus
- Loot rules: This might take up 2 different macros depending on how extensive it is. But you will want this in your library of macros for easy repetition. See below.
- Tanking assignments: Hold your tanks by the hand. Write down exactly what marked targets they’re supposed to get.
- Healing assignments: Once your tanks know who to go after, make sure you set up healers for the appropriate tanks. It’s okay to double shift healers. I put myself on the 1st, 4th, and 5th ad tanks. I set up a Druid to look after the 3rd and 4th ad tanks.
- Cube clickers: Very important to have – /rw TEAM CLICKERZ: KAYPASSA RYANDAN GHETTO FAVRE YEESH
Having macros in place allows you to answer questions with ease. Plus if something isn’t working properly, you can go back in and adjust it without having to rely on your memory. I know I can never remember which healer is on which tank unless I write it down.
Make your loot rules known in advance
A surefire way to tarnish your reputation is by mishandling loot or misinforming your raid group. By setting your loot rules in advance, then the raid can at least hold you accountable. If someone raises an issue at the end regarding loot, you can also say that loot rules were mentioned beforehand and by coming into the raid, they waive any rights to complain about loot after (but that’s the law student in me).
Here’s an example:
/rw Loot rules: 1 Item per player
/rw NEED: Primary spec 1st
/rw GREED: Off spec 2nd
/rw Mag’s head: Free roll
/rw If 2 or more of the same tokens drop, top rolls get it.
/rw BAG and GEMS gets randomed 1-25 according to Saph’s Window
I allow players to free roll Mag’s head as I don’t know who has done the quest before and who has not. Typically when going through the rolls, I call out the name and highest roll number on vent so people know who is highest. If someone else rolled higher, I’m hoping someone else in the raid can correct me. During rolls, I also initiate a countdown from 5 down to 1 followed by a cut off dash. Any rolls that come after the dash do not count. I will not accept late rolls because they have 5 seconds to look at the loot being offered and decide whether or not they want it. We don’t have all day to stand around for players to ask opinions of their Guildies and friends on whether or not they should roll for it.
With regards to the 2+ same token policy, I set it this way so that I don’t have to sort through rolls twice. On the other hand, you could make the case that this allows players with low rolls a second chance at getting the set item that they want but that has both it’s upsides and downsides.
The random 25 policy on bags and gems is there because I really don’t want to go through everyone’s rolls 5 different times. After the 20 slot bag is taken care of, the gems are next. They appear in a nice, green bag that you have to open and extract the gems from (I had 3 epic gems, and 2 blue gems).
1 item per player is there to minimize any possible accusations of favoritism. This means that at least 10 different players will walk away with some kind of loot.
Notice that the loot rules and policies here are designed to be as neutral and self-explanatory as possible in order to encourage repeat raiders. Since I plan on making this a weekly operation, it would be very stupid if I changed the loot rules in the last minute or set them in an unfair fashion. I might prioritize loot in the future, but it’s extremely important for me to be as fair and objective as possible when it comes to handling loot. The last thing I want to get is a bad reputation.
Make sure everyone stays during loot
We did Gruul’s lair right afterwards and right after Gruul dropped, we had a Defender token drop. A portal was immediately established for those that didn’t need any loot so that they could get out. The Priest who won decided to pass in favour of giving it to one of the tanks who also rolled. That tank in turn wanted to pass to a different Priest who might have benefited from it.
It was a noble act that the players did in order to pass the loot to the undergeared players. But the 3 players that did roll took the portal out! As a result I could not loot it to them! This indecision resulted in the token going to someone else who had no interest in the piece and did not even roll.
So, for you players that have any interest in attending pug runs, here some quick lessons for you:
- Don’t ever leave until all of the loot gets handed out. You never know when a better geared player will pass the item to you.
- Either want something or don’t. Please don’t roll on an item and then pass afterwards.
- Roll before the line, not after it.
Know when to cut losses
Finally, establish a cut off point. Either pick a number of wipes or pick a time when you will call the raid. Pickup raids certainly aren’t worth the time or frustration of progression runs. A good number is calling it after 5 wipe or 90 minutes. It might be disappointing for sure, but realize that eventually you’re going to hear a chorus of "I gotta go!". Once that happens, the hunt for replacements is going to either take too long resulting in more people leaving or just not happen at all due to attrition and fatigue.
Oh, and if you’re wondering about the above image, yes Canadians do play volleyball during the winter.
11 thoughts on “8 Great Rules to Follow for Forming Your Pickup Raid<span class="wtr-time-wrap after-title"><span class="wtr-time-number">8</span> min read</span>”
Excellent, excellent advice all around.
Great Job on the Mag run on saturday!! I enjoyed getting the bag 😛 Also, you might want to try using the lootster addon to sniff the rolls and show them to you in an easy to handle window.
Wynthea: Thanks =).
Agrona: I’ll need to try that addon when I get home. Remind me when I get home.
BEST PALLY!!!!!!!!!! WOW
fyi matt we had Blori tank the first add so we actually used 5 tanks(Blori was dps specced though)
Doc: YUP BEST PALLY!
And yeah, I just remembered that. Oops. Too late to fix that now. But it’s doable with 4, however.
What an apropos topic Matt, I was in a Mag/VR pick up raid yesterday. It was a ton of fun although I wish they had started invites earlier so we could have started on time.
Psh, Jeffro > Dager any raid of the week.
My guild does Maggie with 3 tanks and 2 misdirects.
MT tanks the first-kill channeler and maggie in phase 2. The other 2 tanks grab 2 channelers each, with one channeler MD’d onto each off-tank for convience.
The DPS just goes counter-clockwise around the room. By the time the first channeler is killed, the 2nd and 3rd are firmly in the grasp of the off-tanks.
Works great, and you don’t need to sacrifice 2 DPS slots for tankage. Just put your best 2 healers on the tank for the last 2 channelers.