8 Great Rules to Follow for Forming Your Pickup Raid

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.

Macro assignments

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 =============
/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:

  1. 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.
  2. Either want something or don’t. Please don’t roll on an item and then pass afterwards.
  3. 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.

20 Characteristics of a Mature Guild Member

Our beloved WoW is full of many different types of players. The people behind them are people of all ages and all maturity levels. I’ve met my share of intelligent 16 year olds who have shown signs of wisdom and humility. I’ve also met 23 year olds who wonder why they’re shunned by other players. In my past guild, we would always debate amongst the officers if we should impose age restrictions. Eventually we did but it was solely because of the content and nature of our guild discussions at times and not because of maturity levels.

What exactly is a mature guildmate then? There are 20 characteristics that I can think of:

  1. Exhibiting patience and calm after wipes.
  2. Knowing that bosses do not go down right away after 1 attempt.
  3. Looks at the bright side of a wipe and learning from the mistakes that were made instead of trying to assign blame.
  4. Able to control their own temper.
  5. Is empathetic and is able to keep the feelings of other players under consideration before taking any actions.
  6. Is aware that being prepared for raids on time and always showing up is better then being skilled and talented.
  7. Willing to listen to negative feedback in order to become a better player.
  8. Has a high sense of self esteem and confidence.
  9. Knows that WoW can be a communication barrier as in game text does not fully communicate the emotion or feelings of the other person and does not hesitate to ask for clarification.
  10. Willing to ask questions until understanding is achieved.
  11. Willing to answer questions until understanding is achieved.
  12. Knows the difference between needing an epic and wanting an epic.
  13. Aware that World of Warcraft is like computer technology and that whatever you have now will be outdated later.
  14. Accepts responsibility for their own actions and mistakes.
  15. Knows the difference between confidence and arrogance.
  16. Realizes that there are real people behind the characters and treats them as such.
  17. Understands that gear is earned and not freely given.
  18. Behaves gracefully under pressure.
  19. Gives 110% effort in everything they do.
  20. Has an open mind and is willing to try anything.

Most importantly, mature guildmates will not object when they are asked to do something. They are aware of their own capabilities and limitations and they are downright dependable.

Leaving the Guild the Right Way

So relations have soured and you feel like you want to leave and start fresh. Several days ago, two of my most respected and trusted colleagues left with almost no word or reason why. It was a surprise to many people. One of them had done it before and to be quite honest and open, I had a feeling that person would leave again. The second was a real true surprise because I honestly had no idea.

Before you GQuit, I’m asking you do one really important thing.

Talk to your GM

As much as your feelings may be overtly obvious to you, it isn’t to anyone else. Not every GM is psychic. You cannot expect things to happen if there is no idea nor awareness. It’s unfair to expect your leadership to understand you inside and out. Pick a time and a date and talk to your GM about it.

Let your leadership know of your problem

Let me make clear that I have no problem with anyone leaving the Guild. You’re paying your 15 bucks a month to play this game. It’s your right. The fact is, you and your Guild got this far together. If you have a problem with someone or an issue with a system, let your leaders know. Speak up about it. If you don’t say or mention anything, then nothing will get changed.

It’s like people who complain about the Government and don’t vote. By not voting, you’ve forfeited your right to complain.

A month ago, another colleague of mine left. But he did it the right way. He expressed his misgivings and it was clear that the Guild progression rate was not enough to satisfy him. That’s okay. That can’t really be solved unless by some miracle. There are always going to be people like that in this game where everything isn’t going to be enough. At least he was mature enough to be kind and forward about it.

Don’t lie or deny

If it’s plainly obvious that you’re dissatisfied because you’ve been silently mentioning your problems to other people, then don’t deny it when your GM gets wind of it and asks you up front if everything is okay.

If you have an issue with the way loot is handled, then for cryin’ out loud speak up. I’ve BEEN an officer before. I’m a grunt right now. I like being a grunt because I don’t have to be the poor guy stuck dealing with brushfires week. I can tell you nothing is more frustrating then not knowing what the issue is.

“Avoiding Drama”

I’ve had issues and problems with people and systems before. In the past, I would have quit overnight too to “avoid drama”. Upon further reflection, I realized I was just sugarcoating the answer. I didn’t want to avoid drama. I wanted to avoid confrontation. I didn’t have the guts or the courage to speak up. That’s why I used the drama avoiding excuse to ease my conscience. I’m doing it for the “good of the Guild” right? Can’t they respect the fact that my leaving overnight will save the Guild trouble in the long run? No, they can’t because you left them hanging. You quit without saying why.

Ever since I was an officer in my past Guilds, I realized what a pain in the ass excuse that was. My heart goes out to every GM and officer on the planet who knows what I’m talking about. It’s a tough job to have such unrealistic expectations placed upon your shoulders and that makes this game less fun.

Do it the right way

So you finished speaking to your GM about it and have explored every possible solution. There’s nothing more anyone else can do. Be classy about it at least. You can leave your Guild the same way you entered it: with your pride and dignity intact.

Common and recommended excuses
  • Looking for a new direction:
    The goals of this Guild no longer coincide with my personal goals (IE, not moving fast enough, moving too fast, SEE YA)
  • Personal problems
    I’m having problems working with various aspects of the Guild and I’m no longer able to handle the stress along with school/work (IE, this guys a jackass)
  • Raid times
    I’m losing sleep over raiding and it’s screwing up my schedule so I’m going to leave to find a new Guild that can fit it (IE, can’t raid at midnight anymore)

How you do it is entirely up to you. When I left Angelic Advocates, I posted a long and lengthy explanation on the forums explaining my problem. I left that Guild because I could no longer commit to their raiding times. When I left Aurora, it was right after a raid on a monday before the reset. I went from vent channel to vent channel explaining that I was leaving. I was no longer satisfied with the direction the Guild was going in and I received a contract offer to sign with Carnage (an organization I am still a part of to this day).

In regards to the 2 that left, I’m not angry at them. It’s worse. I’m disappointed at them.

Raiding Horror Stories and the Opportunity it Brings

Cracking a 25 man raid roster is not the easiest thing to do in the world, especially when it’s been set in stone for a while. Every now and then, a slot or two will open up which could allow any other player in the guild to fill it. They just have to be given the opportunity to step into it. Benching a raider is a strong message to deliver and it should only be used sparingly if that player’s performance is not up to par. On the other hand, it allows another person the chance to replace them. But when do you determine who gets to sit and who gets to go? Surely the following will help you shape your opinion.

Stories

Every Guild has their AFK stories. Every Guild has their horror wipe stories. These are all true stories, I guarantee you. They’ve been collected from friends and colleagues of mine as well as my personal experience.

We clearing to Kael and as we enter the room, one of our mages appeared to be quite fidgety. So he starts strafing left and right because the raid leaders is going over trash or something. Before you know it, the mage goes from the raid group to the middle of a kael trash group and promptly dies. Turns out his blink key was bound to his “f” key. I can say with absolute confidence that he no longer has blink bound to a key.

We’re doing Al’ar and it’s phase 1. It’s right after a flame quill and one of our tanks goes rushing up the platform to pick up Al’ar. He grabs him and oversteps the platform and falls off the edge. Goodbye Charlie.

FPS problems are a plague for some players because it drastically affects their ability to perform. During the Pre TBC era, there was a boss called Baron. He’s essentially like Solarian. Every now and then, a person gets a debuff and he explodes taking out people around him within a certain radius. There was this player who raided with about 3 FPS. Now at the time, it’s a 1 in 40 chance of who gets the debuff. Sure enough, he gets chosen. His bomb warning is processed too slow which leads to a slow reaction time which leads to him literally taking out half the raid. Does anyone believe in lightning striking twice? Yup, minutes later he gets debuffed again and blows up another half of the raid. The policy now was that this 1 player gets his OWN position without anyone around him. You can’t make this stuff. You just can’t.

There’s this Gruul’s run. The Guild’s in the ready position. Out of no where, this Paladin darts straight ahead right into Gruul. Over vent you hear cries of “WTF” and “OMG”! And then there was silence. The Paladin sheepishly says “Sorry guys, that was my kid on my lap and he was just smashing the keyboard!”

Players who alt tab back in the game when they hear “Shatter” over vent during Gruul.

There was this Gruul’s run. While the main tank was on High King, one of the Paladins DI’d the main tank! Naturally you can kind of guess what happened.

Opportunity

For the GM’s

There’s going to be players in Guild’s that display similar behavior or rationality like the ones I mentioned above. This is a GREAT time for you to try out that new guy in your Guild. You know, the one that joined a few days ago. He’s shown up on time and ready to go. He expects to get shot down but he waits outside the instance logged off in the event hes needed.

Give them that opportunity.

For the new guy

This is your chance to show of your ability and skills. Don’t squander it. If you’re ever unsure of anything, ask. An ounce of prevention is worth a pound of cure. Work hard and you’ll get your shot soon enough. Turn over in Guilds can be low but they are by no means non-existent. There’s always a player that has to leave at some point and there are always going to be players to take their spot.

Here’s a brilliant example right here. Ryan Shannon is hockey player with the Canucks. He hasn’t fully transitioned to the big club. He’s usually on the farm team (minor leagues). Whenever there’s an injury on the Canucks or if there’s a hole in the lineup for some reason, players are called up from the farm team to help fill their positions. Sometimes, you just never know what they’re going to do. You just have to pray that they’re going to do their job and do it well.

In this case, Shannon not only does the job well, he looks good doing it. Remember, minor leaguer called up to play in the big leagues.

By the way, I know I can’t be the only raider with some stories to share. I’d love to hear your funniest wipes (or most stupidest). So how about it GMW, Karthis, Phaelia, or Galadria?

Structuring Your Casual Raiding Guild

King and his Pawns

A couple of days ago, I had the opportunity to read Karthis’ post on Building a Raiding Guild. In it, he posed several excellent points:

  • Progression Results
  • Leadership Restructuring
  • Smart Recruiting
  • Identifying and Assisting Underachievers
  • Accountability of the Raid
  • “Pat on the backs”
  • Separation of Raiders and Non-Raiders

The other day, an ingame friend of mine asked me to help him create the blueprint of a raiding guild from top to bottom identifying positions and the like. I figured my current Guild model would be a good one to use along with an explanation of each role both within the Guild and within the Raid.

Gnometastic posted a request for input about diving into the T5 instances which I will also address at the bottom of today’s (long ass) piece.

The first thing I will stress to any casual raiding guild is the following: Drop the casualness. The moment you decide to step foot in you T5 instances, you are an official raiding Guild.

What IS casual

From my various experiences and chats with other guilds, casual to THEM means:

    Not reading up on strategy before hand
    Not listening to the raid leader
    Not paying attention or having any kind of situational awareness

And they wonder why they have such a hard time in SSC and TK.

This is what casual means to me

    Not spending more than 6 hours a night raiding
    Not spending more than 3 days raiding
    Not being stupid while having fun

1 definition describes a guild that is struggling night after night in T5 instances and wonders what they have problems. The other is having a blast exploring Mount Hyjal and Black Temple.

Guild Positions

Here’s the framework of our Guild:

Guild Leader

We only have 1. There are no ifs, ands, or buts. The ultimate decision rests on him. Any hard calls are his to make. We are not tied down or restricted in any kind of way. Your Guild Leader should be rational, intelligent, and must actually have a pair.

I’ve seen a lot of paper tiger Guild Leaders who were not willing to stand up for themselves and their Guild. Everytime someone made a request, they would immediately bend over backwards to accommodate them. The way I see it, if you’re not willing enough to say no to someone in your Guild, you are not fit to lead. I wrote more about Leadership earlier in the school year. Any aspiring GMs, I encourage you to read it.

Your Guild Leader obviously cannot run the show alone. But he must be willing to listen to opinion of his officers and guildies. The guild in turn must respect the decision he comes to. If they don’t like it, they’re free to hit free agency.

Don’t run a CO-GM kind of deal. In my experience, I’ve found that it rarely works well. When 1 GM puts their foot down, the other may not be as firm. In fact, the 2nd GM might even reverse the first GM’s decision. You cannot that kind of instability in a Guild.

Officers

If you read Kestrel’s interview the other day, then you can see his best advice to any GM is one simple fact:

    You can’t do it all.

These are players that people can turn to for help. There isn’t really much for them to do. They could assist in various day to day guild affairs. Honestly, whoever you put in these positions depends primarily on what your Guild Leader lacks.

If he lacks time and organizational skills, he can delegate an officer to help him set raid schedules.

If he’s lacking people skills, delegate a recruiting officer or 2 to help find some raiders and personnel.

What they do isn’t important.

The bottom line is that these are individuals that your Guild leader can trust and depend on. There is no perfect set of criteria that can define who is eligible to be an officer and who isn’t.

Raid Structure

Here’s the real meat and potatoes. I think our raid structure is a pretty damn efficient model.

Raid Leaders

Note the plural. We have 2 raid leaders who feed off of each other because it’s impossible for 1 person to track everything going off simultaneously. It’s nice to have another leader around to call out something the other might miss.

In addition, it helps reduces burnout on 1 person. We have 1 person research and call the play for 1 boss. We have the other raid leader research and call the play for another boss. For example, our GM doubles as a raid leader (let’s call him Bob). He calls the play for Lurker, Fathom Lord, Tidewalker, and Al’ar. The other raid leader (let’s call him Fred) calls the plays for Vashj, Kael, and Leotheras.

During trash pulls, they light up the marks on the various mobs. They call for what it is that they want to happen. They might want a sheep on square, a misdirect on skull, or a trap on circle. They don’t care who does it as long as it’s done.

They have delegated duties down the chain of command.

Mage Leader

The job here for the mage leader is to set up and organize sheeps, plain and simple. If Bob calls for a sheep, the mage leader picks a mage within the raid and tells them to sheep that target. There’s going to be pulls where there could be 6+ mobs involved and keeping track of sheeps can be difficult. It’s the job for the mage to know who sheeps what when. It’s also the job for this mage to be able to “oh shit sheep” a mob incase 1 of the other mages fall.

Set up a mage channel.

Hunter Leader

Typically, our raiding arsenal includes 2 Hunters. They’re usually good about working out misdirects and traps amongst themselves. If you have more then that, it might be valuable to set up a go-to hunter to work out which mob or boss gets misdirected to who by which hunter so that there are no overlaps. Our Hunters usually interact with the mage leader in case they run out of mages to CC with.

Hunters: The Plan B.

Heal Leader

We like to dub ours “Gold Leader”. We even have our own healing channel. His purpose is pretty obvious and straight forward. He assigns the rest of the healers their targets. He’s intelligent enough to reassign or switch people around if it’s necessary.

For the love of god, if you’re a healer, ACKNOWLEDGE YOUR ASSIGNMENT. Echo back to him who you’re healing so that he knows there is no confusion!

Other Things to Know

I’m going to make a comment directed to Gnometastic in particular to all of his main points that he wanted to know more about.

Main Tanks

Carnage runs 1 Main Tank and 1 Off tank. The MT is a Warrior and the OT is a Druid. We also run 2 DPS Warriors who can slap a shield on and help with any extra parts of an encounter. We also have a Holy Paladin who’s willing to go Prot and vice versa as we need depending on the encounter.

Speccing into Raiding

As quoted by gnometastic:

I believe in freedom of choice and as long as you can play it you should be able to (within reason) spec it.

Normally, I’m inclined to agree. But this must be balanced by asking the following question:

    How badly you want to progress?

The 2 DPS warriors I mentioned above? They are willing to respec prot if the encounter requires it or there is simply too much healing required. Both of them respecced prot to allow healers an easier time during Kael.

On the flip side, if I were asked to do something like respec to Shadow, I would not. I’ve never played or levelled as Shadow. I wouldn’t know what to do. I would gimp the raid even further. I have no objections to sitting out a night in favor of another Shadow Priest.

If I were to become benched for the remainder of my time, then nothing stops me from parting company on good terms. I’m sure there are Guilds out there looking for a veteran healer.

Looting System

Hmm, it’s a toughie. It depends primarily on the Guild. Guilds have to start being strategic with their loot at some point. No matter what system is used, always ensure that Officer discretion can come into play at some point.

Carnage had the past policy of awarding MT priority on loot. That is, if it’s a substantial and noticeable upgrade for the tank, he gets first option no matter what his DKP is. If you think the MT might abuse that privilege, then I say to you to go find yourself a new MT.

There was a situation the past where a Defender token dropped. It would have been a marginal upgrade at best for the MT, but the 2 piece set bonus would have been a huge boon for the Priest. It was lobbied quite hard by our healer lead to have the MT policy revised to keep things like this in mind.

PvP vs PvE Gear

I made a quick note about this a while ago as a response to a reader. Before I believe that PvP Gear could not subsitute for raiding. Now I believe that there are different factors to take into account when deciding this.

    Raid Encounter
    Which season of gear

Although I still would not suggest raiding with full on Season 3 gear, I am open to the idea of substituting a a piece of gear or 2 depending on how the fights are. The Vindicator’s bracer would hands down blow away any kind of bracer that Attumen drops.

In any case, the gear choice isn’t that different for DPS classes I don’t think. But as a healer, I would value PvE gear way more then PvP gear.

By the way, be hit capped before worrying too much about spell damage and crit. That’s what my colleagues tell me and if you think about it, it does make sense. After all, what is the point of having insane spell damage if your spells get resists half the time?

Attendance and Raid Breakdown

From my experience with certain DKP systems, I’ve discovered that you can also apply a certain decay rate over DKP via a simple formula. For example, DKP earned x percentage of raids showed up to over the past 60 days.

Raider A has 100 DKP but his attendance has slackened to 30% attendance to real life factors. His effective DKP is now 30.
Raider B is new to the Guild and has 30 DKP so far but has been to 100% of the raids. He doesn’t have a penalty applied since he has showed up to all of them.

Here’s the standard Carnage configuration that we bring:

4 Tanks

  • 3 Warriors (2 of which can be DPS)
  • 1 Feral Druid (OT)

14 DPS

  • 2 Hunters (BM, I think)
  • 4 Mages
  • 3 Warlocks
  • 1 Shadow Priest
  • 1 Enhancement Shaman
  • 2 Rogues
  • We keep an extra Rogue, Shadow Priest, Elemental Shaman, and Hunter on standby depending on what we need more of.

7 Healers

  • 2 Holy Priests (1 with Imp. DS and 1 with CoH)
  • 3 Holy Paladins
  • 1 Resto Druid
  • 1 Resto Shaman
  • We keep an extra Paladin around in case he is needed.

For Voidreaver, Gnome, bring a Resto Shaman or 3. It makes the other healer classes kind of moot. I always wonder what I’m doing there when we do Voidreaver.

In terms of attendance, we do it inversely. If you can’t show up you make a note on the forums in advance. That gives the Raid leaders time to go scramble a replacement instead of having to do it last minute. We build the raid out of whoever is there with the core members. They are the ones that usually show up 9.9 times out of 10. I think I’ve only ever missed 2 official raids ever since I signed with Carnage back in May. The guys that should be raiding are the ones that want to raid and are willing to make the dedication for it.

We also don’t switch our MT/OT combinations. The MT is made the same no matter what. However, there are certain encounters where a Bear tank is better suited then a Warrior tank (Leo).

Class Balance

It honestly depends on the boss and the instance. We like to bring in 7 AoE. It makes killing things that much faster.

In the end, it does come down to how serious and committed you are. I think 20 hours a week is a bit much. Attrition will take it’s toll sooner or later. I know some successful raiding Guilds going at 6 hours a week. We clock in about 12 hours of 25 mans plus an additional 6 hours of optional 10 mans if we want.

This piece is probably one of the longer ones I’ve written. I probably should have broken it up and divided it. At the least, I would have had material for 3 days worth of posts. But you’re always welcome to bookmark and come back to it at a later time. I’m hoping the experiences I’ve had can benefit you in some way.

I’m kind of curious as to the experiences of other raiding readers. How is your guild set up in terms of class balance and leadership? Is there only 1 individual leading the entire raid including direction sheeps, heals, and so forth (Bless him)? Have you had any success with other styles of leadership?