Friends and Raiders: Saying goodbye to guildies

How to properly leave a guild has been a topic often talked about, and even more so as of late with the imminent expansion. It’s that time of year when some folks try to find a better fit than the guild there in, others are taking the opportunity to step away from the game and focus on real life more and some are just out-right quitting the game. No matter the reason, it’s never an easy choice to make. You’re effectively stepping back from one thing you love to focus on something else that you likely care about equally.

Let’s be honest here for a minute. It is incredibly rare for someone to play a game contractually, and in the case of an MMO until the servers go dark. I said incredibly rare because even though you hear of players (or you may very well be one) that still play EQ, for the most part that is a small cross-section of the modern gamer totals. Entering into an MMO you have to have an expectation that people have the potential to leave. Yes, making friends in an MMO can be an extremely rewarding experience, but if you aren’t prepared for the possibility that the person may walk away from the game, you can be left quite devastated.

Minimizing impact

People leaving the game  can be tough on a guild as well, especially if it is a person in a leadership position or someone who has become a person that others depend on in a raid. It’s even harder when it’s someone you consider a close friend.

Let us say that an officer is leaving the game in any serious capacity for what may very well be forever to pursue activities in the real world. Let us also say that said officer is an integral part in the running of the guild, like recruitment, raid leadership or any of the various other administration tasks. That leaves a gap in leadership that has to be filled, and in most cases, pretty quickly. The same holds true for a raider, let’s say the top DPS in the raid decides it’s time to leave. Depending on the rest of the guild and group composition it can leave you with a hell of a damage gap to fill. That affects the rest of the guild’s progression through content later on. This becomes compounded when the departures are unannounced or rather sudden. If people think others are leaving out of the blue, it can sometimes cause a panic attack and cause enough of a stir to leave lasting ripples with other members.

If you are considering leaving a guild or quitting the game, the most important thing to keep in mind is communication. This is especially true if you are in any position of power, or importance, within the structure of a guild. You should never feel you have no choice but to play the game. While some of us have chosen to make a profession out of gaming, for most people it is a source of relaxation and venting. A safe haven if you will. That said, if a game becomes no longer fun, or if you need to find a better place in order to have that fun you should be allowed to do so. The same goes for real life. Anything that happens out of the game should take precedence over any obligations in game. One of the key things when even considering breaking off from a guild or the game in general is communication. Letting key people know ahead of time can help lessen the impact of your departure, and it can afford you some much needed piece of mind in making your decision. Talk to your GM about it, if there is a morale officer in the guild talk to them about it as well, maybe even your class lead if your guild has implemented those ranks.

The point is talking about it, even if you’re just considering it, will not only give people a heads up, but give you an outlet to talk things out. It may help to make you feel a lot better about your choice if you decide to move on. If your guild has forums set up, it is advisable to make a going away or stepping down/back post just to let people know where you’re going. You may be surprised how your leaving affects people around you in game on a personal level, and how much just knowing ahead of time that you’re leaving can help them cope.

Story time

I’ve made a lot of friends in game over the years. On several of those occasions it has turned into a real life friendship. In my previous installments of Friends and Raiders I’ve discussed making lasting friendships, walking the balance between friends and leadership and I’ve even introduced you to my healing team. One of my best friends, Eromon, I met through the game, and found out we lived in the same city. He has since left the game mostly but we still remain in touch. Before he left, we talked about his departure in great detail before anything was said to the guild. It helped him know he was making the right decision, and helped with being able to answer guildie question.

So about a month ago, Unpossible decided it was time to take a break from raiding. We’ve been hitting ICC pretty hard since it was released with little to now time off. Officers gathered and decided that a break before Cataclysm was a good idea and would give people a chance to unwind, relax and have fun doing random things like achievements or *gasp* play other games and maybe leave the house! ( I kid, I kid.) Before this break, one of our top DPS and an officer expressed that he felt it was time to leave the game behind, or at least step back from it. He felt that it was time to focus on other things in his life. We showed him how much we loved him at BlizzCon this year by playing one hell of a prank on him. For the last two weeks, he has been true to his word and hasn’t logged in. Not only is he a big chunk of our DPS and an officer, he is a really good friend of mine. He was one of the first people I met in Unpossible 6 years ago, and was always someone I had great respect for and someone I’ve grown to call a friend. Him leaving marks a hole in our DPS, our leadership structure, and our guild. We’ll still keep in touch over media like facebook and email, so at least on a personal level I’ll still have contact with him.

A few days ago, another two members of our guild announced that they too would be stepping back. One, a rogue who was consistently in our top 3 slots for DPS for as long as I can remember. The second is his wife, and a core member of my healing team. She is also an officer in our guild. Losing him is another big hit on our DPS, and honestly he’s one heck of a guildie and a great guy. His wife, for me, puts a very large hole in my healing team that I will need to fill as well as marking the falling of another tree from my “Forest of Win™”. On a personal level, I will miss them both in game dearly but will try to keep in touch with them via other media.

When I heard that these three were leaving, to be honest I was a bit devastated. It took a little bit for me to work it all out. With Zabos I at least had time to let it sink in and get used to the idea. Because we talked about it before hand. With our rogue and his wife, I had zero warning. These are people that I had come to rely on in raids, in guild structure and honestly were people that I had grown so accustomed to talking to during raids I couldn’t imagine not having them around. When I saw their post declaring that they were essentially stepping back that day,  it hit me all at once and in between personal feelings about their departure, I had to start planning to replace at least my lost healer to make my raiding heal team whole again. It’s something I’m still a little at odds with, just because it blindsided me. Thankfully their posts were very comprehensive, so there are no questions as to why they are stepping down. I know a lot of people in the guild are sad at their leaving, and many have already started asking how we are going to fill those gaps in our raid team.

The difference between the two really is simply that Zabos talked to me about it well before coming to a decision. It didn’t hit nearly as hard, and I was better prepared to deal with it. The other two really hit hard especially on a personal level. I had no idea they were even considering stepping back from the game. Both however communicated why they were leaving so that when guildies found out, there was not mass panic, and no jumping off the proverbial cliff.

Endings are just new beginnings

The world still turns and the server hamsters are still, hopefully, running. Cataclysm is less than a week away, and everyone is getting excited to have new quests, new dungeons and to have that fresh new game smell. Unpossible will still be there. We’ve survived since the game was brand-spanking-new, and we’ll likely be around until the server go dark. Sure, we’ll lose members along the way, but we’ll gain more friends as well. We’ll promote new people to officer as it’s needed and continue to thrive. People are already beginning to step up to try to take the place of those that left, and we’ll be able to fill the raid rolls and keep the ball rolling. That’s the nature of the game after all. We’re going to go ahead and punch Deathwing in the face, and chew through whatever the game throws at us. We’ll miss those that have left, and we’ll tell new guildies all the awesome stories about those that came before them. It’s like keeping an oral tradition alive, their stories will live on. For me though,  I know this newly minted Dwarf Shaman is a lifer. I’m in until the world goes dark.

So how about you? Have you lost any important members to your guild? Did they let you know they were leaving before hand? Have you left a guild and let them know?

Well that’s it for this week. Until next time, Happy Healing!

Rise of the Super Guild

I’m not sure if this is a developing trend or not of what guilds will be evolving into. I stumbled across a recruiting thread. What stood out for me was that this guild wasn’t just a raiding guild. It wasn’t a PvP guild. It wasn’t a leveling guild or a social guild or a casual guild. It’s a guild that houses multiple guilds within it. It boggled my mind at first because some of these smaller or medium sized guilds would be sacrificing their identity along with other privileges. But the more I read about it, the more it made sense.

The main purpose of this organization is to bring as many guilds under one banner as much as possible. The rewards? Accelerating into guild achievements, unlocks and progression rewards. With multiple guilds within this guild, hitting those rewards and achievements would be amazingly quick. Maxing out the guild experience everyday would be a certainty. I think what I’m witnessing isn’t just an organized guild. It’s an actual raiding alliance. The efforts of one guild would spillover and help other guilds. Those other guilds will also be contributing in their own way. After looking at the infrastructure, the sub-guilds would be able to operate under whatever conditions they desired. Each sub guild had their own raid times, standards, and so forth. Players won’t be forced to raid with each other. But it’s basically like guild <A>, guild <B> and guild <C> giving up their individual tags and merging into one giant super guild. Their sites don’t change, they still use their own voice servers and such. It’s all just under one tag. Everything else is logistics when it comes to ranks.

All of a sudden, catching 100000 fish doesn’t sound so bad.

Anyone find any flaws with this? Does it sound like something you would personally go for?

Crafting Your State of the Guild Address

For guild leaders, expansion transition is one of the most perilous moments. I know it can be difficult at times to convey thoughts and desires, but it is absolutely vital to do so before the expansion. This guild leader has a bad habit of occasionally forgetting to communicate. Like any relationship, back and forth discussion is always key.

What is in a state of the guild address?

Every guild will have different points to cover. There are a few similarities. The basic intent here is to state what it is your guild is going to do in the expansion. Even if there is zero change in purpose from Wrath to Cataclysm, it’s a good refresher for existing players and serves as a good place to start for prospects.

Some things your might want to cover are:

  • Direction: Casual guild? Social guild? Raiding guild? PvP guild? What is the point of this guild?
  • History: This is a good time to reflect back on the expansion of your guild accomplishments and anything you wish you could have improved upon.
  • Recruiting: Has anything changed regarding recruiting? Are you accepting max level characters only? What about re-rolls?
  • Raiding: Is the  raiding schedule going to change? New days or new times? What about 10 vs 25 man?
  • Policies: This is a great section to list any updates for any policies like alts, guild bank, loot system changes, attendance and so forth.
  • Timeline: For progression oriented guilds, consider stating intended timelines for leveling and raiding. Which week will the guild hit level 85? When will the guild begin formally raiding?
  • Leadership: Any officers stepping down? Any promotions being handed out?

In your address, you mainly want to target your guild. Your members want to know what is going on because there will be players who might wish for a change of scenery. At the same time, leave it in a publically viewable area like the front page or on a recruiting forum. This way, potential applications can read it and have a better idea of what your intentions are.

Here’s the one I wrote for my guild and I’ll do a breakdown of what I was thinking.

Raiding progression plans

There were a large number of players who have entered the guild. Raiders will come and go. Life happens, right? But I wanted to acknowledge their contributions.

Conquest started during Wrath. The first two years were spent seeing consolidating and seeing what we were capable of. I want to thank the over 100 players who have played alongside Conquest over the years. Without your efforts, we would not be where we are today.

I want to elevate this guild. Right now, we’re a little over 20th on Ner’zhul. I’m not going to be satisfied until we break and maintain at least top 10. Ner’zhul is extremely competitive. There’s over 20 guilds that have downed heroic Sindragosa 25 (pre-patch 4.0.1). I think we can reach that next level.

Our raiding interests will remain in 25 man.

What did I want to do differently? We’re already raiding. There were points during Wrath where I felt the guild “lagged” a bit compared to other raiding guilds on the server. Yes, this is a Wrath guild but now that the guild had been around for an expansion, I wanted to “get there”. I know that over time, we’ll eventually see bosses but I want to clear out the entire expansion. The ambition and the drive wasn’t completely there for me in Wrath and consequently there are a few encounters we did not take down.

A shift in recruiting

After discussion with officers, it was decided to open recruiting up further. With the expansion weeks away, there isn’t much of a point to recruit for current content. We’re just in farm mode and finishing up drakes for players who still need them. The time is best used to recruit anyone who wants to raid in the expansion regardless of their level.

Getting into Conquest is easy. Raiding with Conquest will require a little extra effort. For the time being, we have shifted our recruiting policy. In light of the new guild leveling system and guild perks, we have opened our doors to any player who believes they can contribute. Friends of current guild members are welcome to apply as is anyone else looking to hang out.

Rerolls and non-maxed characters

If you are not max level or wish to reroll, simply go ahead and apply anyway. List any existing 80s you have and fill out the application as normal. Add a note at the end saying that you have no desire to raid current content and you’re here to have a shot for our Cataclysm raiding team.

Why?

We’re planning for the future. We’re not simply looking for appropriate class or spec make up. We’re looking specifically for players with the right character and personality for the guild. Evaluation is always an ongoing process. Players that pass their trial period sometimes leave weeks after citing difference of opinion or other problems. I encourage players to experience the guild environment first before committing themselves to raiding after.

Trust me when I say I made some mistakes regarding personnel. I have no intention of seeing it happen again.

I have always maintained that different players will favour different guilds. I would not last very long in a casual raiding guild or a PvP guild. Can you see me in an RP guild? It would be amusing to watch me, but I would simply drown.

Scheduling

It’s not enough to say that you want to get there. In my case, I had to back it up. I didn’t want to another day or more hours. But I knew there were times when if we had just one or two more attempts, we would have gotten that boss. The decision was made to add 90 minutes overall to the raid schedule. I’m banking that it might be enough to put us over the top.

In light of the renewed commitment from the leadership, we’re looking at a minor extension of the raiding schedule. A fourth day will not be added. Instead, the intent is to run 2 raiding schedules: One for progression and one for farm.

During progression, an extra 30 minutes will be added per raid night.

Tuesday: 6:00 PM – 9:30 PM
Thursday: 6:00 PM – 9:30 PM
Monday: 6:00 PM – 9:30 PM
On farm, we will continue at our current pace and adjust accordingly.

Tuesday: 6:00 PM – 9:00 PM
Thursday: 6:00 PM – 9:00 PM
* Monday: 6:00 PM – 9:00 PM

* We’re going to reach a point where all content can be cleared within that time. As we do not know the scope nor difficulty of the new raids, it is hard to say. Raid times may still be adjusted depending on our progress.

Naturally, this will depend on what raid instances are like. How many bosses are in them? How much trash do we need to blow up? All that stuff adds up.

Timeline

I leveled to 85 once on beta, so I had a rough idea of what to expect. I number of my guild mates have already scheduled time off of work for that opening week (on a side note, have you cashed in on your sick days?)

Here is the expected course for the first opening weeks of Cataclysm.

December 7th: Cataclysm released

Week 1 (December 14th): Guild members at 85 and geared to run dungeon heroics.
Week 2 (December 21st): After farming and acquiring mats for craftable gear coupled with heroic items, we should be ready to begin raiding.
Week 3 (December 28th): Multiple raid boss kills by now.
Stock up on the red bull and the pizza pops.

Please note: 10 man raiding operations will begin immediately the moment we have enough players and the appropriate raid composition. The goal is to get in there and start familiarizing boss mechanics. Any extra loot is a bonus. An item earned then is an item we don’t have to craft or waste time on getting from heroics. We will transition to 25 as quickly as possible from there.

On the beta, when I took down those raid bosses, my average ilevel score was approximately 350. I believe a minimum of approximately 340 ilevel could be sufficient enough.

This is a really optimistic time line. It took me about 50 hours combined just to go from 80 to 85. But I had the advantage of being on a PvE beta server and rested experience. Ner’zhul is a PvP server and I seriously doubt I’ll have that much rested experience lying around. Clearing out the entire normal mode bosses by New Years is something I secretly wish for but that might be too wishful. We entered Wrath as a 25 man guild and we’re going to go into Cataclysm the same way.

Those were just some of the major points. If you’re interested in seeing the rest, feel free to check it out. There really isn’t a wrong way to writing one. You could deliver it verbally over Ventrilo or Mumble but you’ll want to avoid cases of “he said, she said” type situations. Having it laid out in text keeps everyone on the same page.

Now I’m trying to remember what’s next on my to do list. Transitioning expansions is never easy.

How to Melee DPS Without Making Healers Cry

This is a guest post by Shazrad of Zul’jin. One of the best players I’ve ever had the pleasure of raiding with. ~Lodur

As DPS it’s our job to do as much DPS as possible.  We can’t do that if we can’t stay alive. We can’t do that if we are irritating our healers to the point that they think it would be more mana efficient to res us rather than heal us. In truth, nothing irritates healers and raid leaders more than DPS who have little or no situational awareness.  With that said lets break things down a bit.

To start with let’s break down what DPS really is. I know what some readers are thinking.  “DPS means DAMAGE PER SECOND dummy!” I’m sorry but you are wrong.

It stands for this:

  1. Don’t stand in things that damage you
  2. Placement, placement and placement
  3. Stay alive

Any raid leader will tell you I am right.

Matt’s notes: He’s right.

Those 3 things are the most common obstacles that melee DPS face. Your rotation can be perfect. Your spells can be up without missing a beat. Yet if you fail in any of those 3 areas you become useless to your raid. In order to help you better understand what each item means I will break them down for you.

  • Don’t stand in things that damage you – This sounds easy. I guarantee you that almost every raid leader will agree that standing in fire/defile/desecrate/ (insert random boss ability here) causes 90 % of raid DPS deaths. Standing in things that damage does not just mean health dropping. Some things cause your attacks to slow, some cause you to miss more often and so on and so forth. There are rare occasions where standing in something will give you a DPS boost. Those instances are so rare, it’s best to just not stand in anything that appears on the floor during a boss fight. If you’re not sure, ask. No good raid leader will be mad at you for asking but you can bet that you will hear it if you don’t ask and die repeatedly to the same thing when all you really need to do is move.
  • Placement, placement and placement – Where you stand is just as important as where you shouldn’t stand. This typically means that unless told otherwise melee stands BEHIND the target, casters stand off to the side or behind the target. DPS who stand in front of the target are dealing with cleaves, parry, and everything else the tank is dealing with. It’s not somewhere you want to be on most fights. Always know where you need to be and be there and you will be loved by all. (Disclaimer: I probably still won’t love you I’m anti love unless you’re a chicken salad sandwich.)
  • Stay Alive – No matter what you must live. Dead DPS is not DPS; it’s a corpse. Corpses (unless you’re a ghoul) sit there and rot. So do whatever you have to do to NOT die.

If you can do these three things you are already a step ahead of the game.

Tips and Tricks:

In this section I will go over some basic things that will help you survive.

  • Keyboard Turning – Its bad! Do not do it. Keyboard turning is using your arrow or A and S keys to turn. This method of turning is to slow. Instead use your mouse to turn. Right click your mouse and move it to the left or right. It’s about 100000 times faster. Keyboard turning is just too slow for raiding. The abilities that bosses throw when you need to turn and burn hit so hard that if you keyboard turn you will most likely die. Dead characters are useless.
  • Jumping out of Damage – Its bad do NOT do it. Jumping in World of Warcraft is not like jumping in the real world. When you jump the game records your position. When you land it updates your position. So when you jump out of damage the game registers you in the damage until you land. In most cases your jump is farther than you actually need to go. This means you are taking damage the entire time you are in the air. It’s bad. Don’t do it.
  • Strafing – Is useful. When fighting most bosses they have a tendency to throw stuff right at your feet. Try to get in the habit of strafing left and right to move out of the damage. Moving this way is easier and faster than turning and moving.
  • Zoom Out – Zoom your camera out as far as you can. This allows you to not only see what you are doing but you can also see what’s going on around you. Knowing what’s going on in a fight is the key to winning.
  • Situational Awareness – Without this you might as well go back to soloing Dead Mines. Get yourself a good boss mod. Set it up so that the information it provides is easy for you to see. I try and keep all my important alerts right around my character. This way my eyes are always on what my character is doing. Try to avoid sticking it way off in a corner somewhere. With it up there you are having to constantly take your eyes off the action.  Also make sure you enable the audio alerts. These sounds will draw your attention to important details even if you’re focused on something else.
  • Stay Behind – Unless your raid leader tells you to specifically stay in front of a boss attack from behind. Attacking from the front causes you to miss more often (except in certain special boss fights).  Bosses also often have cleaves and other nasty effects that will usually kill you in a single hit.
  • Ask Questions – Do not be afraid to ask your raid leader a question. I know this is cliché but “There are no stupid questions unless you don’t ask them.” So ask. Even if you have asked before. Do not go into an encounter with a question. Unasked questions are the same thing as not knowing what to do. You will likely die or even worse you may wipe the entire raid out because you didn’t know what to do and didn’t have the guts to speak up.
  • Get Some Mods – There are plenty of mods out there that will help you with every aspect of a raid. Mods like Power Auras Classic and GTFO can be set up to let you know when you are taking damage. Deadly Boss Mods and Big Wigs are extremely good at letting you know when to move. These are just a few examples of mods that can help you know when to move.

Final Thoughts:

In closing there are three things I would like to stress:

  1. Anything on the floor be it fire, funky red glowing circles or a big fluffy blue line is probably bad. Get out of it unless your raid leader says to stand in it.
  2. Know the fight before you start the fight. Watch a video, read a strategy, ASK YOUR RAID LEADER! Know when to move.  Don’t be that guy…
  3. STAY ALIVE NO MATTER WHAT. If you die you are useless to the raid.

Guild Advancement 101

This post has everything you ever wanted to know about the guild leveling system and perks for the expansion.

Guild reputation

Edit: There is going to be a cap on the amount of reputation you can earn with your guild. That value will be capped weekly. It’s not like guild experience (that’s capped daily).

Like most other in game factions, you can gain reputation with your guild.

Note that if you decide to change guilds, you will lose all of your guild reputation and will be required to earn it again when you join a new one. Earning reputation is quite easy to do. As you are earning guild experience, you are also earning guild reputation.

The guild cap

A hard cap of 600 1000 members is allowed for a single guild in Cataclysm. If your guild exceeds 600 people, don’t worry. You don’t have to make immediate cuts right away. The problem you’ll have is that you will not be able to invite more players until your guild drops under the 600 1000 member count.

Guild experience

Guilds can now earn experience which contributes to the level of a guild. The higher the level, the better the rewards. guilds will have access to all sorts of cool stuff like additional bank tabs, increased experience gain, and increased money gain.

Ways to earn experience

There are a number of ways for your guild to earn experience:

  • Killing bosses in an dungeon (At least 4/5 must be from the same guild)
  • Killing bosses in a raid (At least 8/10 or 20/25 must be from the same guild)
  • Rated PvP like a battleground or an arena where 80% of the group is from the same guild (8/10, 12/15)
  • Doing normal quests or daily quests which award normal experience
  • Players leveling up their professions (any)
  • Players leveling up their reputation (any)
  • Complete guild achievements

The experience cap

As guilds are participating in activities to level up, there is a hard limit on the amount of experience that can be earned for the week. Currently, the guild cap is weekly daily. Not sure if that will be changed to daily upon the launch of the expansion.

Source

I’m not opposed to the idea of imposing a weekly cap instead of a daily cap. This places smaller guilds on a relatively even footing on larger guilds. For example, assuming the weekly cap is something like 10000 experience, the large< Mammoth> guild could easily score 10000 experience within 2 days. However, the smaller <Stingers> guild would take 5 days to reach that amount of experience. It wouldn’t matter though since the cap would then reset every week. Daily would work if the value was small enough that a 10 man guild (for example) would have the opportunity to max out.

Exception: Guild achievements that contribute guild experience will not count towards the cap. If you want to max out your guild fast, all you need to do is knock out some guild achievements!

Source

Guild perks

guild-perks

As long as players have the appropriate reputation with the guild and the guild is at the right level, you’ll be able to access guild perks in a special tab in your spellbook. If you’re wondering where to find Mass Resurrection, this is where it will be.

On a side note, it doesn’t seem like Mass Resurrection has a mana cost associated with it. I also wonder if I’m in Ashenvale and I’m in a party with someone who is in the Barrens, if that player dies, will I be able to resurrect them from a zone away?

Here’s a full list:

Level 2: Fast Track (Rank 1)
Level 3: Mount up
Level 4: Mr. Popularity (Rank 1)
Level 5: Cash flow (Rank 1)
Level 6: Fast Track (Rank 2)
Level 7: Reinforce (Rank 1)
Level 8: Hasty Hearth
Level 9: Reinforce (Rank 2) 
Level 10: Chug-A-Lug (Rank 1)
Level 11: Mobile Banking
Level 12: Mr. Popularity (Rank 2)
Level 13: Honorable Mention (Rank 1)
Level 14: Working Overtime
Level 15: The Quick and the Dead
Level 16: Cash Flow (Rank 2)
Level 17: G-Mail
Level 18: For Great Justice
Level 19: Honorable Mention (Rank 2)
Level 20: Happy Hour
Level 21: Have Group, Will Travel
Level 22: Chug-A-Lug (Rank 2)
Level 23: Bountiful Bags
Level 24: Bartering
Level 25: Mass Resurrection

Guild achievements

guild-achievements-a

Some of these achievements don’t actually seem all that bad. Obviously you need to be in a group that contains a majority of your guild to actually pull them off.

But then you see these achievements…

 guild-achievements-b

… Any farmers out there looking for a guild?

Guild rewards

guild-rewards

Guild rewards (like an additional bank tab) can be bought. Your guild needs to reach the appropriate guild level, have the appropriate achievement, or the members need to have the right reputation to purchase or use them. Members can buy items like that Worn Stoneskin Gargoyle Cape for 1200g. The item is considered bound to the guild. If that player leaves, the item is returned to the bank. Actually, it looks like once a player buys a next generation heirloom item, it’s theirs to keep. No word on whether or not the ability to transfer it to other guild members is going to stick though. The vendors for these can be found in capital cities near the NPCs that offer guild services.

Guild UI Stuff

guild-activity

The guild UI pane experienced an overhaul. There are a number of different ways to sort the guild roster now. You can see how much experience a person has contributed to the guild and where they rank (and look at that Matticus guy, he’s ranked 18th. The hell’s he doing? Sitting around capital cities trolling trade or something?)

guild-profession

You can even sort the roster list by professions and see what everyone in the guild has. The [View All] link shows what your guildies can produce combined. No more having to sticky forum threads with list of players who can craft specialty items.

My personal favourite? No more receiving messages asking “Matt, link enchanting”.

Guild Controls

Shots of the guild controls courtesy of Kurn. As you can see, it looks like ranks can physically be shuffled up and down the ranks. I’m not sure what the cap is on new ranks. Permissions of ranks have largely remained the same. Bank tabs are now purchased directly from guild control instead of the actual bank. Lastly, there is now an option to enable a rank that requires players to have an authenticator before they’re allowed to reach that rank.

What about you?

Are you still floating around somewhere hopping from guild to guild?

Not quite sure what you want or what to do?

You better figure it out fast!

At the very least, I’d suggest guild shopping now. Any guilds that are still actively doing stuff are a good bet to be stable into Cataclysm. To me, that indicates a leadership that has some idea of what they’re doing if they’ve managed to hold things together this long. I know some people are waiting for Cataclysm to arrive before they start the guild shopping process. But isn’t that a bit late though? Wouldn’t you want to look around now at the proven guilds instead of waiting to see what Cataclysm guilds flop or emerge as power houses?

No rush, I suppose. You still have around 2 months.

Frequently asked questions

For achievements like “Bushels and Bushels”, will the amount of herbs I (and other guildies) have farmed before Cataclysm count towards that total? Or do we all start at zero when this gets implemented?

No. Anything gathered before the guild achievements kick in will not be counted. The only exception is the achievement for We Are Legendary.

Question about “mobile banking” and “have group, will travel”: Does the guild share a cooldown, or can anyone in guild with enough rep to use it do so independently?

I can confirm that the guild does not share a cooldown. I activated my guild Mobile Banking ability and checked with the rest of the guild. It activated my 1 hour cooldown but it did not trip the cooldown of anyone else. I suspect Have Group, Will Travel will work the same way.