Showing posts with label guilds. Show all posts
Showing posts with label guilds. Show all posts

Wednesday, March 30, 2011

On Current 10s Difficulty

Rahana at Blueberry Totem inspired this next post. So, it's half a reply to Rahana, and half my own rambling on the general topic.

10 man raiding: then and now.

Watching the shift in opinions regarding the difficulty of ten-man content is rather amusing for a former 10-strict guild to watch. As one of the few (and I mean literally, 3) guilds in the world to have gotten a 10-strict kill on HLK in WotLK, the end boss of the expansion, Vortex has watched with some smug delight as other guilds flocked to the 10-man format out of an assumption that it would be easier, only to find it far more difficult than they had expected and watching as 25-man guilds progressed more quickly.

Could 10s have been easier in this expansion? Possibly, depending on the tuning of the bosses.

The vast majority of raiders (and I'm talking those that probably never read this blog or followed ten-strict guilds) had it stuck in their heads that 10s were easy, and had no concept of the relative difficulty. In WotLK they had higher iLevel gear, and that mana and stamina and through-put matter. They had larger raiding rosters to pull from, cherry-picking their compositions for the harder fights. They had less room to spread out, but AoE heals weren't 40 yards in range so even 10's had to cluster up and stick together to a decent extent. The easier aspect came on the management front as there were fewer people to herd in 10s, though recruitment was a PitA.

Now, there are still fewer cats to herd in Cata 10s, but normalization of difficulty levels has ironically been in favor of 25s. I have to wonder if it's intentional, in an effort to keep 25mans viable. This doesn't really bother me: 10-strict was a very difficult format, and I am proud to say my guild is stubborn enough to tackle anything Blizz throws at us, though we may not necessarily be the first to down the content. So the concept that 25s are easier difficulty doesn't really phase me except out of some irony, in the form of "told you so" to those who doubted the difficulty of tens.


The difficulty currently lays as such:
  • Composition. In spite of buff and class homogenization, there is a definite disparity in what is "needed" for a raid to excel through the current content, favoring certain mixes of classes and a LOT of interrupts. Going to Cho'Gall without a hunter? Good luck. One of your interrupters out for the evening? Scramble for Nefarian. No warrior? Add-tanking in multiple fights will be entertaining, if hell. Two resto druids out of 3 healers? ....lol, your hots won't tick up fast enough to counter a lot of raid-heal mechanics and your cooldowns don't come up fast enough, have fun wiping. No resistance aura? HAHAHAA. On a related note, I feel bad for rogues. They are the only class my guild has looked at and said "we just really don't need one."
  • Loot Drops. Most 10m guilds I have talked with or read about have complained about never seeing certain drops. For Vortex, it is the trash-drop wand and the leather caster bracers. Out of two pieces and 10 players, there is less chance of it being something useful than with 25s. Guilds will shard the same drops off a boss week after week, the two drops always seeming to land on the same pieces. If something useful drops, there's a chance the person that needs it either isn't present that day or got rotated out due to compositional issues: something for the guild to plan around, certainly, but I have seen it happen often enough to remember. I will complain less about having only seen the feral bracers/boots/staff once or twice, as it means our mainspec feral has gotten them, but looking at blues in my offspec set is getting tiresome. Granted, I find it amusing that some of my feral upgrades have been straight jumps from blues to heroic-mode epics. It would be nice if the 'randomness' of the drops was twisted to rotate through the item table a bit more reliably, ensuring a more even spread of gear: some randomness is fine, but a bit more variety is also appreciated. Loot matters in progression. The drops can easily determine the rankings: an upgrade for a raider is worth more to the next boss kill than a shard.
  • Recruitment. There are more guilds, plainly speaking. It makes looking for a guild harder, as there are more to sift through. It makes advertising for your own guild harder, as you have to shine out from the swarm. There are a lot of excellent guilds, but there are also many that a recruit may find is crumbling as soon as they join. The guild/raid leader may have expected things to be easier than they are, and are struggling to make things work. Raiders may be disillusioned by progression or loot drops, or even the lack of community as a 10-man guild is smaller than the large communities they knew in WotLK or further back. The 10m guild loosing one player--and it is bound to happen--can leave you short on raid nights, and often you may loose multiple at the same time for various reasons. A death spiral if you can't fill those spots.
  • Hybrid requirements. This is the ultimate reason why we've not considered a rogue, as melee is generally being given the middle finger by boss mechanics: any melee we do get are all hybrids that will swap either to tank or heal on a given fight (cat/bear, unholy/blood, and ret/holy are our melee dps, excluding our two main tanks. Oh, and this crazy girl who is resto/bear and sometimes moonlights as a cat). With a smaller team, flexibility is very important, and that makes hybrids quite necessary. A healer/healer spec is less flexible than a healer/dps dualspec. On top of being able to spec for it, there is also the issue of knowing how to play it: someone who is used to healing is not going to have the UI and reflexes for reliable interrupts, in most cases (I am a prime example of that on H-Halfus when they had me tanking the fight as offspec!). Where a larger guild can support players who stick to one single role, a 10m requires most of its players to fluctuate between roles as hybrids, and this shows in recruitment.
Am I happy with raiding as it currently stands? Well, I am having fun with it, and I am certainly still playing. I love my guild, and I love playing my class. There are certain fights that I wish they will retune or reconsider the mechanics of (H-Chim as a resto druid) but hey, there are changes coming down the pipe for my class that will make it more bareable. Relative difficulty of content against 25s doesn't factor into my enjoyment of my own format; I wouldn't've been playing 10-strict through the entirity of WotLK if that were the case.

Sunday, February 6, 2011

LFM

Because I know I have a wide variety of readers, I wanted to toss this out there:

My guild is recruiting.
(Edit: we filled :) ty for the interest, and please feel free to drop us an application if you think you'd be a good fit for us anyway. We're always on the lookout for exceptional apps!)

I feel bad having to say that, because that means my guild even has open slots. Whenever one of our raiders has to leave or quite the game or drop to casual, it makes me sad. Vortex is a pretty tight-knit guild, so loosing any of our raiders is both a personal loss and a hit to our relatively tiny raid roster.

It happens, though, and we must move on, and make room to forge new memories with new raiders.
  • 1 healer, preferably a shaman or a paladin. (EDIT: filled... with another durid!)
  • 1 Unholy DK with a blood tank offspec. (EDIT: filled)
  • 1 ranged DPS. (EDIT: filled)
I've rambled on about my guild before, so long-time readers probably already know quite a bit about the wacky craziness that is Vortex, but I'll post a few links to specific posts if you want to get a better feel for what the guild is like: A 10-Strict Guild, Wall Feasts, Raiding at the End of an Expansion, Mages vs Warlocks, and Orcish Stick Figures.

If you think you can survive and even thrive in our insanity, we are currently accepting applications for the above positions. Guild Website is here :)

Tuesday, December 14, 2010

On Learning

Learning styles vary between people. While I think many can learn from multiple methods and there is cross-over, it's good to understand the three primary learning styles (visual, auditory, tactile) and realize which you prefer and learn best with, as well as understand that not everyone else will learn from the same methods that you prefer. Myself, for example, I categorize as primarily visual, secondarily tactile. Others prefer auditory learning and discussion, and still others may find they have no problems learning by any of these.

Why is this important for gaming? Encounter strategies, learning your class, learning how to play: how information is presented to you will impact how well you understand the material, which in turn impacts performance. If you know you won't learn as well with one method, seek out material that is presented in a way that is easier for you to understand.

As a side benefit, understanding these learning methods impacts other areas of your life, including schooling and career. I'm a firm believer in "never stop learning," and even when a friend tries to explain something or you're trying to troubleshoot a piece of tech/equipment, knowing your own preferred learning methods can help you to overcome a frustration you may have in not understanding it.


Visual:
You need to see it to understand it. Someone telling you verbally what to do--like those raid leaders who just ramble on in voice chat before a pull--don't help you. For some, even reading it in text isn't enough. You need visuals. Visual details also tend to stand out for you.
  • Diagrams, charts, videos with written instruction and visual pointers
  • Highlight, font changes, visual IMPACT
  • Illustrations, pictures, comic strats!
  • Symbols, icons
I am primarily a visual learner, myself. That's why I make comic strats and illustrate my points where I can: I want to see it, I want to show it. I need screenshots and stick figures. I need an idea of what something looks like in order for me to fully comprehend it. Space, distance, layout, positioning... all are important to me.


Auditory:
You prefer to hear it spoken to you. The words, vocalized, make everything make sense. Lectures and speeches can keep your interest (assuming the topic itself isn't boring), and verbal discussions are no problem for you. Reading something out loud often helps with comprehension. Conversations about the topic help cement things in your mind, and you are good at picking up sound effects.
  • Reading aloud
  • Discussions, conversations
  • Lectures, or podcasts, or videos with detailed verbal instructions
  • Songs!
For me, I tend to start zoning out and misunderstand when all I'm getting is verbal words (much to Scythe's dismay!). I also have trouble focusing on one voice over others: when multiple people are speaking at once, it can just become a wall of noise. You can pick out some of your visual learners based on their preference to type rather than speak aloud in ventrilo/team speak.


Tactile:
Learn by doing. Hands-on is a great way to learn from your own mistakes. Truly tactile learners need to participate. They can often see why something is the way it is only when they have it right in front of them: they need to play with it and experience it, manipulate it and see what happens.
  • Test Runs
  • Models: mock up a situation with your action figures or by positioning in-game, build it!
  • Labs, field trips
  • Experimentation
The problem is that you have to go and make those mistakes to learn anything, sometimes at the expense of others who already know not to make those mistakes, if it's a team environment like a raid. Games like the old BT Teron Gorefiend simulator game help these players immensely, as do periodic breaks to get up and stretch. Spending time at a test dummy will often help these players learn, as with soloing content and general practice at playing their class and using a particular ability. If worse comes to worse, drop them into large-scale pvp where it's sink or swim!


Raiding with them All
The take-home lesson for raid leaders/officers: your raiders won't always learn the same way that you do. Provide or direct your raiders towards different types of resources, and don't expect everyone to all understand just by watching the same video that magically made everything make sense for you. There are a lot of resources out there, and while it will take some research on your raiders' part, they can often find something right for them to understand whatever they're struggling with.

A note on Videos:
You might expect these to be an excellent resource for visual learners. They are, in terms of watching the playing field and seeing what the players do... but in terms of spoken instructions voiced over the video, they are better for auditory learners. A more visual learner may benefit more from a written strategy + a diagram than they will from an instructional video, while an audio learner will prefer a video with a recorded set of instructions. Some videos may have written instructions included, or arrows added to point out things: those are of benefit to visual learners.

So: beware labeling all videos as "good for visual" vs "good for auditory" learners. Each video is different.

The most difficult type to work with as a raider is the purely tactile, as they need actual raid time to understand a concept, at the expense of others' time. For them, patient preparation and review of mistakes is key. What did they learn from that wipe? Pre-emptive mockups of a room for positioning and use of flares can help these players understand, just as much as for the visual learners. Telling them to all physically get up and stretch during a mid-raid break can also have good results, rather than having them all just tab out to browse the web: physical activity is a great way for many to re-focus themselves, after a long session at the computer. If it's a class mechanic they need work on, practice practice practice!

Friday, November 12, 2010

Wall Feast

The real reason why we got HLK10-strict down:



Wall feasts. This is what happens when you get superstitious with raiding. You spend 30 seconds of buffing time trying to get a fish feast stuck in a wall, and everyone waits patiently without complaint, because IT IS NECESSARY FOR SUCCESS.


Been a busy week. Scythe and I had been working on changing up the guild website and using different, integrated software for its front page, and it's finally up and running. We've had stick-figures in the margins on the forums previously, but now we get to have them on the front page, too. I like the personalization, it gives it more of the guild's character.

Anyway.

Puppy.


Has gotten big.

And likes playing in the bathtub.

XD

Wednesday, November 3, 2010

Surviving HLK: Beyond the Pixels

While these tips are directly from my experience working for 3-4 months with my guild to down 10-strict HLK, these also apply to any long-term, multi-aspect team encounter that is pushing the envelope and comfort zone of your raid.

There is more to killing hardmode Lich King (HLK) than what the game presents to you. The fight's difficulty tests your cohesion and teamwork as a guild: your ability to adapt, learn together, and not fall apart as your guild pushes the envelope in what it can do. HLK is a fight with many moving parts, and every player present is important and could easily wipe the raid with their own small mistake.

We lost one raider specifically over the stress induced by the fight in the five months we were working on it; other guilds lost far more, sadly. It is the unfortunate circumstance of a high-stress boss fight, and the most difficult part of overcoming a pinnacle encounter like HLK.


Accountability
You must be able to own up to your own mistakes. If you and your fellow raiders are incapable or unwilling to recognize they made a mistake, your guild will not get very far on fights like this. I suggest this mentality:
  • You will, inevitably, make a mistake. Don't be ashamed of it: just learn from your mistake, and figure out ways to prevent it next time.
  • Admit to your mistake. It will keep others from grumbling behind your back or thinking that you don't know you messed up. Whether it's an apology, a curse, a simple admittance, a groan, or just a /facepalm, some recognition that you know you messed up will keep others off your back.
  • Even if someone else admits "blame," if you were a part of it or could have helped prevent it, speak up. Were you lax on casting a cooldown? Or a heal? Were the cooldowns not up, from casting them too soon? Were you out of range due to bad positioning? Did you zig when you should have zagged around that defile? Turn your back to the mob you were tanking? Misunderstand a vocal call? These things help prevent the mistake from happening again. Progress in teamwork development.
  • Someone else will also, inevitably, make a mistake. Don't corner them too often about it, if they know of the problem and are attempting to resolve it already. If it must be brought up in order to help them fix a repetitive mistake, avoid getting frustrated about it: defensiveness and frustration is stress your raid doesn't need. Focus on getting the problem resolved, and be sure to applaud when it's finally fixed.
  • Apologize when necessary. Recognize when it's needed, and make use of it to keep the group working as a cohesive unit. Your raid MUST be a team.

Flexibility

The strategy will change. Group makeups and individual player strengths will force your guild to approach the fight in, likely, different ways than others have, especially if few other strategy guides have been posted for the fight you are attempting.

Vortex's primary HLK discussion thread reached 11 forum pages. There were a few multi-page side discussions, as well, nevermind all of the vocal planning done in ventrilo or over whispers. Our tanks switched around, our healers switched around, our offspecs were tried and tested, melee were given an unfortunate shaft in favor of ranged dps, and we all had to smile and nod and try not to take things personally. I was shocked we ended up needing a resto druid: I was originally arguing that I should be sat out, feeling incapable of keeping the tanks alive by myself. We made it work, though.
  • Your strats will change, sometimes drastically. Be ready to try new things.
  • Trail and error. Don't just ram the brick wall hoping you'll eventually break through: there is more than one way to get to the other side, you just have to find the one that works best for your guild.
  • Keep up your spacial awareness. HLK has a lot of moving parts to it, so you will be shifting location from moment to moment and attempt to attempt.
  • Keep an open mind about others' ideas.

Creativity
Along with flexibility, I firmly believe that all raiders need to have input on your guild's strategy development. One single person coming up with all of the ideas will make your progress move more slowly. Every raider should be responsible for looking at the strategy and finding ways to adapt it to your group's skills and makeup, both for the part that they themselves play as well as the parts they could potentially aid with, or have class knowledge of. That many more eyes with different perspectives of the fight provides that much more insight into how things work.
  • Think out of the box. Know your class' spells in and out, know your abilities, and find ways to make them work to the raid's advantage: this includes tank-saving cooldowns, stuns, knock-backs, and other CC.
  • Speak up if you have an idea.
  • Don't take it personally when your idea is found to be flawed, or if your idea just doesn't seem to work with the guild's composition. Focus on what's important for the raid to succeed, and not just your own personal bubble.
  • Don't read against the grain.
  • Judge your strategies not by how far you got with them, but how effective they were at solving the problem they were supposed to remedy. Can it be improved upon? Was it the fault of the wipe? Can it be incorporated into other ideas? Don't throw out a strategy or idea unless you really find a better method.
  • Mock up a quick sketch in MSPaint or a similar program if you need to show a diagram. "Picture is worth a thousand words," etc. Don't spend hours on it, though: spend less time explaining your idea and more time finding holes in it before you waste time wiping to it. For example, one from Halion is here. Our LK ones ended up not being used for the final strat ;)

Dedication
If you refuse to believe the fight is possible for your guild, then your heart will not be in it, and you will make more mistakes and not even bother trying to fix them. You and the rest of your raid team need to be dedicated to overcoming a difficult boss in order to make it happen.
  • Don't panic.
  • Take breaks as a group periodically through the raid night for a breather, to keep your mind sharp and remove distractions like the need to bio or just stretch. Just don't waste others' time with unannounced AFKs or very extended ones, of course.
  • Remember that there is always something you and your raid can improve upon for the next attempt.
  • If you have a rough night, leave it at that: a rough night. Come to the next raid ready to rip the boss apart. That extra out-of-raid time is spent resting and reviewing what can be fixed.
  • Encourage each other. Even if it's jokes of ritualistic head-shaving and application of warpaint prior to attending the raid. At least, I think he was joking about that........
  • Find ways to make each other laugh: wall feasts, mini pets, fear ward on the tree to keep her from fleeing in terror. This is supposed to be fun. As long as these jokes do not get in the way of the raid itself (throw them when waiting for the RP to finish) or actual discussion of strategy adjustments, they're great for loosening you up.
  • Believe in your fellow raiders' ability to improve. Stay positive.

Respect

Ultimately, maintaining respect for each other in the face of mistakes and months of wipes will keep your raid going. Avoid belittling each other, and avoid reading against the grain as much as possible. More bluntly, just stick to the mechanics facts and try not to sound like an ass to others. If you're at each others' throats, your guild is more likely to fall apart or quit raiding than it is to overcome the boss. Don't let the Lich King win... and don't let Yogg's whispers come true.



...your friends will abandon you...

Tuesday, November 2, 2010

About Vortex: The Structure of a 10-man Guild

Along the vein of guild management, there've been a few questions about how Vortex is run. As many players look to create 10-man guilds in Cataclysm, knowing what worked and what didn't for a 10-man guild is pretty useful information, so I'd like to share what we've done.

As a caveat, the format used for Vortex isn't for everyone: it's just what we have found to work for us. To better understand what it's like to be a 10-man guild, I will point back to my April post about what 10-strict is like, and how the raiding changes in Cataclysm will impact 10 man guilds.


History:

Vortex formed shortly before WotLK's release by a group of gaming buddies who'd raided with each other before. Most of the founding raiders had had their hand at raid leading and, in many cases, officership and guild leadership before, stretching back into 40 man raids and across other games. Our decision for 10-strict was based dominantly on the smaller number of raiders we would have to manage, as we were rather burnt out from leading larger guilds.

We compiled what we liked and didn't like about our past guilds and looked to guilds we respected to see what we could take away from them for our own charter. Very little of our guild policy has altered since its inception two years ago, and we've steadily kept raiding from Naxx to Ulduar to ToC to ICC, until we ran out of content with our kill of hardmode Lich King, a rare kill for a purely ten-man guild. Our raiders are now preparing for Cataclysm, eager to see Vortex enter a new expansion.


Structure:

The guild leader and two officers form a system of checks and balances with each other. We three have equal footing and yell and scream at each other when necessary. If we're torn on an issue, we use a majority two-on-one vote to deal with major decisions, including whether one of us was out of line on something (and to get after each other). These three leaders handle the bulk of running the guild, and together discuss any major changes to guild policies or personnel conflicts that need mediation. They also keep a finger on the pulse of the guild, both current and looking to the near future as raiders may have conflicts of interest that may require eventual recruitment and roster changes. And, so far, we've survived each other for 2 years :)


Officer duties include website/ventrilo administration, scheduling, raid leading, PR (news, forums, videos, blogs... *cough*), recruitment organization, bank maintenance, conflict mitigation (including both head-knocking and more delicate intervention), strategy research and discussion prompts, log hosting and review, policy review, attendance tracking, and more that I can't think of right now.


Once major policy topics have been discussed by the officers, they are tossed out to the rest of the guild (if necessary) for further discussion and ideas. We prefer having a transparent leadership and make efforts to hear out everyone's perspective on something, and explain our decisions and reasoning.


Vortex Code of Conduct:

We'd seen enough drama eat away at other guilds and our own sanity; drama drove our leadership to all quit the game at the end of BC before we formed Vortex. The very first thing we wrote up, beyond our raid roster outline, was a code of conduct we would expect every member of the guild to adhere themselves to while wearing our tag. It has resulted in a very good public image for our guild, though we have had to part ways with a few former members due to their odd wish to troll trade chat.

The gist of our code of conduct is such:
  1. If you have our tag, you are representing our guild. Please act as a representative when in pugs, public chat, forums, etc. This means no trolling trade chat or general ass-hattery that would reflect back on the rest of the guild.
  2. You are required to attend raids with the best possible enchants, gems, potions, and food that you can. This is expected of offspec, as well; alts and casuals get some leniency when they fill in, but we do push towards proper gear maintenance.
  3. You are expected to help other guild members in farming mats for resist gear and contribute to the guild bank when possible. With a small guild, everyone needs to pitch in. In return, we are able to offer guild repairs on progression fights, as well as stockpile consumables and materials for the whole guild to use (including alts and casuals).
  4. You are expected to treat guild members with respect. Even those that you do not particularly like. I hate that Scythe guy ;) On a real note, though, this is an important part of surviving a small guild community. We have had guild members who did not get along (or have simply butted heads over something) and it is so easy to read against the grain in text. Maintaining civility is a huge help in solving conflicts.
  5. You are required to adhere to the guilds "no drama" policy. See below.

No-Drama Policy:


Few people will argue that drama kills guilds, so we have instituted a no-drama policy. Anyone found to be causing drama that creates rifts within the guild or damages our reputation will be warned and potentially removed from the guild at the discretion of the officers. This does not mean you cannot disagree with each other nor does everyone need to get along all the time. What this means is that you must be conscious of your actions and be responsible for them. This does not mean you cannot discuss heated topics on the forums but there are right ways to go about things. We are adults. Please try to resolve problems with the person you are having a problem with. If that fails or is too uncomfortable, speak to an officer; if that fails then perhaps it would be time to take it to the forums. Think with your brain, not with your anger.

This is our take-a-chill-pill policy. Also, we consider our under-18's to be adults: it's a matter of maturity, not age :) This policy has given us a good outline for handling conflicts in the guild.


Raid Roster

Now we're getting into the more functional aspects of 10man raiding. Vortex has run with a 13-14 person roster, fluctuating based on class needs and current raiders' available attendance, as well as the presence of exceptional applicants we just couldn't turn away.
  • 2 main tanks. 2 offspec tanks.
  • 3-4 main healers. 2+ offspec healers.
  • 8 DPS, with a gamut of offspecs.
We have required all of our raiders, even pure DPS classes, to keep up an offspec for the purposes of composition flexibility. In cases of hybrids, we highly prefer that each spec fill a different role, rather than dps/dps or healer/healer, though some fights have required exceptions (particularly in the case of holy vs disc).

For the most part, each of our raiders fills a main, unique spec, with some overlap of dualspecs. This gives our raids a necessary flexibility to adapt to fights, and we have certainly made use of it: as recent examples, our first Sindragosa kill had the usually-resto druid as an offtank in cat spec, and our holy priest was shadow for our HLK kill. Whenever we received an application for a class/spec we already had, it took some intense discussion to determine if we could feasibly accept the player in their chosen class/role. Of course, our roster space also meant we did not have every class present: rogues in particular are something we've run without, as well as enhancement shaman and DPS warriors, in spite of past attempts to recruit them.

Rotations are used to allow everyone a chance to play. Rotation applies to everyone, though our two tanks are rotated relatively infrequently. Rotation is based on fight need (best group composition to get a new kill), gear/achievement need, showing up on time, and, when on a farm run and all else is equal, just rotating between wings/bosses to give everyone a chance to play.


Recruitment

In such a small guild, recruitment is weighed in on by all of the raiders. All of our raiders will read through applications and put their 2 cents in (or more) in a private guild forum, and based on the discussion and general yay/nay will an applicant be able to continue on to interviews and possible test runs. We have some very well-read guild members who will write essays on an applicant; we also have a very blunt interrogation squad who will question gear choices and talents and guild history. We take our recruitment very seriously, because once you're in, you're in, and we're relying on you to then uphold our guild tag and coordinate with the rest of us in our raids.

You can check out our application here. It is long, and we expect good answers from our applicants. It covers everything from gear maintenance, spec, interface care, personality, where you're coming from, goals, hopes, dreams, and general fit into the guild's community. As a note: we do not recruit for "the bench," nor do we accept applications for casual ranks. All of our casuals are of the "friends and family" variety and follow no formal recruitment process; they are simply reliant upon officer approval.

During all parts of the process, every raider has an opportunity to speak their opinion. Final votes on applications are done among all the raiders; they don't always choose to exercise that right, but they have it if they wish to use it. All applications are archived in a hidden underground bunker so no one has to see the trauma their application went through before being accepted. ;)


Attendance

We choose to raid 3 nights per week, with a 66% attendance requirement (2 out of 3 raids). Most of our raiders are available all 3 nights, though we all enjoy or need a break every now and again, and some have class or work; we also allow exceptions for short vacations.

We expect all raiders to show up to every raid, unless they inform us otherwise. This is contrary to "sign up sheets" used by other guilds, where you don't have to show up unless you say you'll be there, which often caused problems when the "slackers" didn't want to go on a progression wipe-night or they finished getting all the gear they wanted. Instead, our raiders post if they CAN'T make it, as it's assumed they will be present otherwise. This has its obvious difficulties if a member looses power or internet, but that's no different than the sign-up method, and many of our raiders have exchanged phone numbers to combat this.

Those who dip below this attendance requirement for an extended period of time are called into question. We have had to ask others to either step it up, or step back from being a raider.


Loot Council

We officially use a loot council as our loot system. We have NEVER used it, though: there has never been a time when we've had to put together a tribunal of some sort to decide which raider should get a piece of loot. This is due to a couple things:
  • Small raid size. There are fewer people to compete with for drops.
  • Lack of greed. "It will drop again." In general, our raiders view loot as a means to an end, rather than the goal: they wouldn't've chosen 10-strict in WotLK otherwise, where the best loot they can get is iLevel 264 (compared to the 277 in 25mans).
Usually a quick discussion will settle things, if not a random /roll. "It's a huge upgrade for me," or "Eh, it's a sidegrade," or "Eh, I don't really care" are the most common phrases we toss around during loot time, along with "She's pulling trash, let's go," "Oops, I moonfired the trash," and "OMG I'm just going to shove this in your bag!" (aka "BLATANT ML POWER ABUSE!") or "If you want it, get it from [the disenchanter]" from the master looter.

The majority of our loot disagreements take the form of "You take it." "No, you take it." "It's better for you, you should have it." "Nah, it's not that big an upgrade, you can have it."


Rankings

Rankings are not something we actively strive to achieve. We are proud of our accomplishments, but getting there first is not our driving goal. Just getting there, downing the content and overcoming the challenge it presents us (without beating our heads against the wall blindly): that is our goal.

For most of the expansion, we bounced around world ranks 30-15, but caught up in the last year of the expansion as other guilds began to fall apart and give up on HLK and his understudies, H-Sindy and H-Put. We won our spot more through persistence and strategical flexibility than speed. We also chose to play to the ideal of 10-strict: we disallowed all members from raiding any 25 mans once they joined us, even if they already had the achievements from their previous guilds. This did mean that our members' alts were often forced into side guilds for pugging, but it kept us on the strict charts.

We never expected to end up in the top 2 in the world for progression. I think it would be folly for us to think we can hold onto it in Cataclysm without making some severe changes to our raiding schedule, however: we just don't raid often enough. We have our pride and we push ourselves to be our best, but we aren't insane :)





Cataclysm

This is the first expansion change we'll be riding as Vortex, but I'm not overly concerned about it. We've been discussing what each member is interested in doing, as some have been considering character swaps, and laying on the expectation that everyone put effort into leveling and playing together as a guild until we are raiding again at 85. It is, however, the first time many of us have run out of content in an expansion, so we've been trying to find things to do to keep us occupied without stretching our sanity.

I look forward to seeing the 10-man raiding scene adapt to the changes Cataclysm is bringing. To everyone that is working now to build their own 10-man guild, I wish you luck, and I hope that our policies, experiences, and ideas may be of benefit to you as you build your own guild.

Wednesday, September 22, 2010

Still Truckin': Raiding at the End of the Expansion

Blizzard: Hey look! Shiny Cataclysm! Expansion!

Vortex: ...but we're still working on Lich King. And technically Halion.

Blizzard: oh, that's nice. Most of the 25s who care have already done it. Don't you want to read about how we're gutting your classes and rearranging the pieces into newer, shinier, better bionic versions of your former selves?

Vortex: Yeah, I suppose... but it doesn't really affect us right now. We have an end-boss to kill. You know only one guild in the world has completed the fight in 10-man gear, given the trinkets and weapons that provide better itemization in 25s no matter the item level, nevermind legendaries and a broader raiding roster? You've... certainly thrown us a challenge.

Blizzard: Yeah, we're fixing that balance thing for the expansion with shared loot tables. Most people have stopped caring about WotLK raids. Look! Shiny expansion!

Vortex: Mmn hm. Well, we can't very well let the expansion come out without us toppling this, first. Or at least trying our hardest. We know it's possible because Typhoon Struggle is awesome and managed to make it happen.

Blizzard: Hey, if you're still banging your heads against a brick wall and enjoying it, we're cool with that.

Vortex: ........Thanks, Blizzard. Alright guys. Let's do this.


Accomplishment as a Guild

We then proceeded to eek our way slowly through each phase. We studied strats. We studied parses. We studied videos of our own attempts. We nitpicked at every mistake... thankfully not to the point of falling apart, where it had collapsed so many other guilds. We hung in there. We all got better. We learned from our mistakes. We found innovative new ways to work together and make use of our spells and raiding roster and off specs. We tweaked our specs and gear specifically for the fight. We rejoiced over our accomplishments as we progressed through the Lich King's health bar. When we had a rough night, we chalked it up to what it was: a rough night, and we knew we could do better, and we went back in there and tried again the next raid night. We supported each other in our varying ways.

We didn't give up, and we adapted.

A friend of mine has a motto: Adapt, Improvise, Overcome. Any achievement you truly earn is rooted in these three words. We stuck through it, adapting, improvising, and finally overcoming the challenge as the expansion is in its twilight. It is the most amazing rush to finally climb over that hurdle you have been sharing digital blood, sweat, and tears to overcome with your small, tight-knit team of friends:
  • The one who you've been raiding and playing alongside for, like, 7 years, though you've never met her in person.
  • The one who you respect enough to call "sir."
  • The one who jokingly blames you for everything, and you take it with a grin.
  • The one who you just want to hug every time you see her.
  • The one who always seems to be able to make you laugh.
  • The one who is like a little brother: he may make you roll your eyes a lot, but when it comes down to it, you're glad he's a part of the family.
  • The one who you helped teach to heal, and are proud to call one of the best healers you now know.
  • The one who always surprises you with something completely off the wall... and makes it work.
  • The one who makes you feel like there's something important missing when they're not in the raid.
  • The one who always seems so calm and laid back, even when you're on the 40th wipe of the night.
  • The one who you know will always have a kind word for you, even when you feel you've completely failed.
  • The one who you barely know, but still extend that warm feeling of friendship because they have joined your ranks.
If we didn't have that camaraderie and stubbornness to succeed even in the face of a changing game, we would not have made it this far.


Why Others Stop Raiding

Ignoring the reasons why some just quit WoW (which are more varied), these are the reasons I have seen for why some guilds stop raiding in the months leading up to a new expansion:

Some stop raiding because they have already completed what's avilable. Maybe they had better luck, or better gear, or better raid makeups or attendance or skill or RNG, or had more raid nights each week to devote to clearing the instance, or more badges and gear available to speed up the gearing of raiders. Whatever the reason, if they've already done all of the content available and gotten their buddies their achievements too, there's less reason to keep raiding on those characters.

Some stop out of despair. They just don't think it's possible for them, so they give up.

Some stop because the expansion will make all of their work obsolete. What does it matter that they can get better gear from the instance when they're going to replace it all in Cataclysm, before they have any need to "compete" for top DPS/gear/whatever again? These people place higher emphasis on their gear and stats than they do on experiencing the game.

Some don't want to put in the effort. Why bother when you can come back at 85 and steamroll the place? Or, they are players who never really put in much effort to begin with, and don't want to be challenged with something "too hard" in their play.

Some are just forced to stop because they can't fill raids, because their guildies fall into the above types and PuGs (usually) lack the cohesion necessary (largely due to being unable to screen each player in depth as you would in guild recruitment). These players want to see the content, they're willing to put in the time and effort for it, but they just can't get others to go with them and put forth the same effort. I've been this one in all of my previous raiding guilds: I always asked, "Why are you giving up? Why did you stop caring? We can DO this! If you actually TRIED we could see this content completed!" ...and this is why WotLK is the first expansion in which I can contentedly sit back and say "Yes. I did complete the content. And it felt great."


Why Vortex wanted to see it Done

We don't care about getting superior loot: if we did, we wouldn't be 10-strict.
We don't care about the looming expansion: it is just a deadline before we have to relearn our classes.
We don't care that it will soon become defunct: we want to see the content.
We don't care that we can come back at 85 and pick daisies while we kill him: we want to earn it.

We want the accomplishment. We want to know that we have risen to the highest bar available to us as 10-strict raiders. We did it our own way, just us, fighting together to overcome and achieve that which challenges us to each perform our best. The guild, together, all shared a thirst for achievement over the content. We wouldn't be raiding otherwise... even as Cataclysm looms, casting a shadow over the Wrath instances. As one person commented of us, "Playing the game for what it is today & not for what it will be in the coming months."

I love my guild.


....bring it, Halion.

Tuesday, April 27, 2010

What is 10 Strict Raiding Like?

10-strict raids have been, for most WoW players, something of a mystery: either ignored from lack of interest, mocked for lower gear, or simply misunderstood. Since 10 "strict" will become the baseline format for any guild running 10-man raids as their primary format in cataclysm, there is obviously interest being drummed up and misconceptions are flying all over the place, so I'd like to share some info on what being 10-strict is like.


First, I'd like to touch on the history:

Ten-man raids had been available in previous editions of the game, but they were not available for all of the content, so the vast majority of raiding guilds were built for 25-man (or earlier, 40-man) raiding. Ten-strict raiding is a format that became available at the beginning of the WotLK expansion for raiders who wanted to see all of the available content, but without having to deal with the bureaucracy of a larger guild. It was an interesting experiment. Many say that it was aimed at "casuals," but it also catered to a small subset of burnt-out officers and raiders who would otherwise have just quit the game from the social drama seen in larger raiding guilds.

In trade for the smaller, less-traumatic raid organization, these newly formed guilds had lesser rewards. Their gear would be "subpar," making PvP and pugs slightly more difficult, and they would constantly have to put up with many (not all) of the "better geared" 25-man raiders sneering down their noses at their gear, raid style choice, and achievements.

In spite of this, it WAS chosen by many, and not just those "casuals." Guilds like Vox Immortalis formed, striving for progression with all the intensity of a hardcore world-leading 25-man guild. Guilds like my own Vortex formed, a bit more relaxed but still quite serious about skill and dedication to the guild's progression. Other guilds formed, taking things at a somewhat slower, more casual pace. Some 10-man guilds opted to allow their members to pug 25s, while others opted to take the strict rankings. Some guilds formed that were the stereotypical casual 10-man team: a bunch of friends dabbling in raids for fun and not putting any headache into it. This is the same gamut of raiding focus seen in the 25-man raiding scene, just on a far smaller scale, as each player CHOSE to forgo the higher rewards in favor of the more intimate, smaller guild.



  1. Recruitment
  2. Difficulty
  3. Roster Size
  4. Time Commitment
  5. Leadership
  6. Raiding Experience
  7. Gear
  8. Performance Expectations


1) Recruitment


These guilds must hunt down players who are interested in purely 10-man format. This meant giving up 25-man pugging if you wanted to be truly ranked as strict: tackling the content with the item levels and loot table it was balanced for. GuildOx set the ground rules for this as the only ranking site that acknowledged 10-man raiding, using the guild's kills and achievements to monitor whether they were raiding or pugging 25mans that would give them an edge with gear.

The GuildOx rules were such (at the time of ICC's release):

The 10-man strict rankings show the achievements of pure 10-man raiding guilds. A 'pure' 10-man raiding guild is one that does not participate in 25m progression content. We recognize that 25-man guilds or guilds that regularly participate in 25m pug runs often have a distinct advantage since they can gear up at accelerated rates and move faster through 10-man content. Consequently, our 10-man strict rankings exclude guilds which access any 25-man content that offers higher ilvl gear than what the current 10-man normal content provides. If you are a 10m guild that has members which want to run 25 man pugs then the 'strict' classification is not for you.

Guilds will be excluded when they earn any Icecrown Citadel (ICC) 25 normal kills or any TotGC 25 hard-mode kills. Guilds must also have their 10M Progress World Rank be better than (lower than) their 25M Progress World Rank.

We have added a special trigger for the ICC 25 normal kills that will exclude a guild from strict rankings when 8 players achieve it over time. For example, if your guild pugs ICC 25 normal then you will be excluded from the strict rankings when a total of 8 players in your guild participate in the Lord Marrowgar 25 normal kill. Please ensure you discourage your guild members from participating in any ICC 25 normal and TotGC 25 hard-mode runs if you wish to remain on the strict rankings. Also be sure minimize the recruitment of players that have previously achieved these kills since they will contribute to the guild total, regardless of when they achieved it. VoA 25 and Onyxia 25 are exempt from the criteria and can be run without risking your 10m strict rankings.


Some 10-man guilds were more casual and ignored the GuildOx criteria, allowing their raiders to pug 25s: they are not included on the strict rankings, and thus loose that extra bit of advertisement for new players to track them down. 10 man casual rankings were added later to GuildOx to track these guilds. As you can imagine, though, even those recruiting for purely strict (and its subsequent lack of legendaries and superior item levels) have a tough go of finding players. While there are fewer players needed to fill the roster, finding players who don't care in some way about item levels and "best gear" is a truly difficult task.

If a ten-man guild picks up players who really are just interested in gear, then the guild is nothing but a stepping stone, and they'll have to recruit to fill that spot again in a short time. 10-man guild recruitment is very difficult in WotLK.

Beyond this, 10-mans often need to recruit for very specific class/spec combinations to provide a certain buff--and offspec tank or healing role--for their raid. Applicants' secondary specs need to be reviewed in far more detail than for 25-mans, as well, because WotLK 10-mans often require a raider to swap their spec, even if they are a pure DPS class.


Cataclysm will broaden the interested pool as greed towards item levels, the "best" drops, is removed as a stigma against 10-man guilds. Granted, there will be a smaller pool for recruitment for 25s due to the larger number of 10-mans that will form, but I doubt it will be as difficult to recruit for 25s in Cata as 10-strict recruitment is in WotLK. Things will certainly be shaken up on the recruitment front in Cataclysm for both sides.

In terms of offspec and specific class recruitment, the previously released plans for the homogenization of class buffs and skills for Cataclysm hint at making this a bit less of a hassle in a "bring the player, not the class" sort of way, but buffs will still be limited to certain classes. Thus, recruitment will still be more specific than just a "looking for a ranged dps."

Every expansion has seen the rise and fall of guilds. It is a prime time for guilds to disintegrate and others to form, as differing goals and personalities create rifts in a guild and fresh guilds tempt players to "greener" pastures. The small leveling scene is ripe for meeting and recruiting new players, especially as some guildies level more slowly than others and leave the fast-levelers bored and looking for parties to play with. Cataclysm will be no different, it will just have the additional choice of recruiting players based on your advertised raid size: some players will still prefer 25s, others will look to 10s. The guilds that hold together for 25s will be those that are most successful in maintaining a raiding core and recruiting as they level. Some 25-man guilds may voluntarily fracture, or stick together for a pair of 10-man raids that has a larger, more vocal guild community to participate in outside of raid times.


2) Difficulty


10man is still difficult content when wearing the appropriate iLevel gear. No 10-strict guild has killed LK-hardmode yet, as of my typing this (Edit: the first 10-strict HLK kill occurred almost 4 months after posting this), and not for lack of skill or trying. There is still a pressure to perform if you want to be "cutting edge" progression on the 10-man listings, just as much as there is in 25s. There are guilds in 25-man gear who still haven't cleared normal 10man, and pugs don't get far past the first wing (as of time of writing). Some mechanics are easier with 10m, others are harder. Raid composition is a struggle when fighting new bosses, and dual specs are required even among pure DPS, so they can swap between certain spec strengths or buffs.

Most players view 10mans as easy. In 25man gear, yes, it is much easier. Even in full 251/264 gear, the normal mode ICC content can be laughable (if you know the strats): you're meant to be doing hardmodes then (especially with the ever-growing zone-wide buffs in ICC!). The minor stat upgrades on gear make a huge difference in overall health pools, healing power, and mana, and the instance isn't always properly balanced towards this. Sometimes the mechanics are accidentally left on 25-man mode (see Rotface ooze spawns at ICC's release). However, because most raiders are in 25s and use the 10s as a more casual, fun, badge-farming run, they have trouble believing that the 10s may actually be difficult for someone who is not overgeared for it, while often at the same time barking about their gearscores and requiring certain gear levels for their pugs. Irony?

Outside of those who forget or underestimate the gear differential, some like to harp on the smaller raid size making it easier to spread out, ignoring that this is easily fixed by other mechanics such as the need for AoE heals (and their limited range) or regrouping mechanisms for things like the council's flame orbs, or that the smaller size can be countered by the devs altering splash radius, growth speed, or increasing the size of void zones. This prevents a 10-man raid from making use of all the available space, especially when they don't have the same health pools or spellpower to handle less AoE healing.

For further details on 10 vs 25 man instance difficulty, you can read my previous post here.


Many have wondered at Cataclysm's making the 10s and 25s "equal difficulty," thinking it to mean that either 10s will suddenly become incredibly hard or 25s will become easy. This stems from the misconception that 10s are easy content. I think it means, instead, that the devs don't want the raiders used to steam-rolling 10s in their 25m gear to think they can have an easy time on the future 10s. It's not so much a "change" as a statement of how it will be, that the instance will be balanced to the expected gear levels.

I think it also means they're going to be very careful (read: more careful than they were in WotLK) balancing the raid difficulty across an instance, based on mechanics and typical raid compositions. Some bosses may be easier on one raid size or another, but I believe they'll be balanced out by other bosses in the same instance. 10-strict is a challenge now, and raiding progression 10s won't be a walk in the park in Cata, either, for anyone.


3) Guild Size and Roster


10-strict guilds have a small raiding roster of (usually) 13 to 14 players. This allows for about 2 extra players available per party to sub in for fights based on raid composition or simply absences: a ratio seen in 25-mans as well, where 35 raiders is a common roster size. Dualspecs allow coverage of tanking and healing roles. The raiders will need to be rotated through the week to allow all players a chance at the limited content, however.

14 is, plain and simple, an easier group to manage than 35. With a little under half the players to be wrangled, this is the draw that 10-strict players have in WotLK to run in this format. It is less stressful from an officer stand point, all players can be more involved in the guild and be heard, and it is easier to get to know all of the players and watch for mistakes. Loot distribution is far, far easier: a simple, quick discussion usually settles it, sometimes a roll, though items tend to be disenchanted at a far higher rate for lack of a present player who wants them.

If you're looking for an active community, however, you need to look to 25-man guilds: most 10-man guilds are going to be rather quiet on off-nights, especially if they don't have a large number of casual friends and family hanging out with them. Personality and your ability to get along with your fellow guildies is also a big deal, given the smaller guild size: these are the few you have to help you, and the few who will be asking for YOUR help on heroics, side raids, achievements, and random farming or PvP sprees.


This won't change with Cataclysm, except in cases where a large guild decides to host 2 or more 10-man raiding teams in place of running 25-mans. At that point, you could conceivably have a community-guild feel with a ten-man raid style. However, with that comes the added difficulty of internal competition, as players on the less-progressed team may feel envious of the more-progressed team, and shared guild materials may be fought over as well; it will take careful community management to prevent the two groups from splitting the guild. Pros and cons!


4) Time Commitment


Most 25-man guilds felt pressured to run both 25s and tens to maximize their badges and pick up a few minor upgrades where they were either missed in the previous tier's 25man or due to the discrepancy between the loot tables (more on that, later). Many of these guilds raided 5, 6, or even 7 nights a week; some required offnight 10-man raids, even if they didn't advertise it in their raid schedule.

A few ten-man guilds require a similar time commitment as they spend the entire week working on a certain boss or achievement. Some follow a more casual schedule of 2 or 3 nights, allowing their raiders some freetime each week for alts, farming, or just being off the game to tend to other activities such as martial arts, sports, evening jobs, or family activities. Some 10-man guilds decide to pug 25s or create guild alliances to raid 25s (though these guilds were not technically "strict"), and used those to fill the time.

Thus, for any given raider in a progression-driven guild with a pressure to perform their best, the overall time commitment to raiding for 10-man guilds is a bit less than those in 25s. Dailies may still be expected and farming for consumable/enchant materials is a given, but actual raiding hours are (in most cases) less intensive for the ten-man raids, just because they do not require 25-mans as well (a few rare exceptions exist). This helps to avoid burnout, which makes the format further attractive to those raiders who would otherwise have just quit the game.


The devs do not want 10s to be required by 25-man guilds to maximize badges, leading to both the shared lockout and the cap on cataclysm's badge/point system. It is unknown at this point what that will mean for players who use tens to fill their week: whether there will be content available for them (and that doesn't count the pre-farmed instances they've grown bored of) or whether they'll have to spend more time with alts, or whether they'll be encouraged by randomized loading screen messages to get up and spend an evening out doing community service or sports (or partying).

Ten-man guilds who pug 25s or run them in a guild-alliance will also loose that weekly activity, leaving them in the same boat. 10-strict is probably the only raiding format that will not be heavily impacted by the shared lockout.


5) Leadership


In a more intimate 10m raiding size, there is still a need for some leadership, but it is less rigid and demanding than in 25-mans. There is certainly still work to be done, everything from rule-enforcement to recruitment to drama-referee to decision-making (be it dictator or just prompting votes), even to enforcing consumables and proper spec/gear/enchants, but it is more manageable than with a 25-man guild because there are fewer cats to herd.

Overall (and this has been supported by those in the comments), 10man guilds have a more transparent leadership and decision-making system. The whole guild can more easily be involved in all decisions; at the least, having the members understand why rules or decisions are made--and that their opinions were heard--makes for a more happy membership. People want to be heard, and a smaller guild makes it much easier for leaders to listen to everyone. This results in less drama, rumor-mongering, and misunderstandings, though it does not make them immune.


Thus far, nothing will change that. Again, the only exception may be the guilds hosting two or more ten-man raids, which will have the added bureaucracy of trying to keep the different raid teams from going at each others' throats.


6) The Raiding Experience


The "epic feel" of a 25-man raid, where you're a part of an army taking down colossal monsters, is a big contrast to the more intimate 10m raid. Each has its pros and cons: 25 mans are more likely to have all of the available class and spec combinations, all available buffs, etc. This makes it far easier to theorycraft caps on stats like hit, haste, etc, as the raider can assume they'll always have the buffs that boost them. Each individual player compounds the likelihood of a mistake, which is especially problematic in cases where that mistake may wipe the raid. The spell effects and additional players make it more taxing on a computer system, as well, though it does add to the grand feeling of the larger assault raid. 25s are also more capable of carrying a weaker player (be it skill, experience, or gear) than a strict-10 can support into a progression fight, provided that player's death or disconnect (DC) doesn't automatically wipe the rest of the raid.

10s, however, have a less chaotic feel, as if they're a small, surgical strike squad. Ventrilo conversations can be held more easily as there are fewer voices fighting for attention, and the raid leader is less likely to be missed or spoken over (my 40-man guild used to play music in vent during raids just to keep people quieter). Fewer spell effects and fewer player models can make it easier to see boss effects like void zones. The raid composition itself must be more fluid, dynamic, and flexible, with raiders shifting specs and gear to meet optimized raid compositions, buffs (including resistance buffs, tank cooldowns, and healing niches), or stat caps. This in turn puts a higher demand on individual player skill, as they must often be able to perform in different specs or roles. Each death also has a greater impact on the raid than in a 25: you are 10% of the raid in a 10man, as opposed to 4% of the raid in a 25-man.


I'm not expecting a change to the overall feel of the "grand assault" 25-man army and the "intimate" 10-man strike-team. These will probably be the biggest deciding factors for players in which format they choose.

I do, however, expect the buff situation to change: the homogenization of buffs (including cleanses) and the smudging of healer niches planned for Cataclysm are for the purpose of 10-man raid balance. While I regret (seriously, I do regret) the homogenization of these buffs and skills that make many classes/specs unique, it will make organizing tens' raid composition much easier.


7) Gear


You don't join a ten-man guild in WotLK if you care about having the best gear in the game. Ten-man players usually care about their gear, but the gear is not why they are playing the game: they have placed their priorities on the experience rather than having the best loot. 25s, meanwhile, are run by a mix of those who just prefer the larger format, by those that feel obligated to run them because their close friends all want the larger format, or by those who simply want the best gear in the game.

This doesn't mean ten-man players are all lax on enchants, gems, or finding upgrades where available. This doesn't mean that some are not jealous of the better gear. This doesn't mean it won't hurt their ego or feelings when others laugh at their lower gear or brush off their achievements, when they know that they probably have more skill and experience than the one who is laughing at them (those that laugh are often those that were carried by their 25-man guilds: interwebs bully covering for their own insecurities). All it means is that they valued the experience of seeing the content--without the drama of a 25-man guild--over getting the best gear.

Loot Tables:
Unfortunately, WotLK had separate loot tables for 10s and 25s. While 25s could slip into an "easy" 10 to farm some gear, 25-man pugs are generally more difficult to organize and run than 10-man pugs due to the number of random players involved, and the "strict" 10-man guilds couldn't even allow it for risk of falling off the ranking sites. Ranking sites are important not only for some players' ego or need for accomplishment (e-peen), but also as a recruitment tool to help advertise themselves to the scarce players who are trying to find a ten-strict home.

Item drops that were usually found in 25s and not in tens include decent trinkets and healing offhand items (excluding shields), and legendary weapons. Sometimes a certain gear slot (belt, boots, wrists) itemized for a certain spec or role could only be found by crafting, or even as an Auction House purchase as a BoE 25-man drop. Itemization of drops in terms of a spec's needed stats was not always met, especially in terms of ArP, spirit, or haste. 10m loot tables were truly tested and experimented on throughout the expansion. As these items (especially trinkets and legendaries) made such a huge difference in DPS or healing, it further widened the gear gap and relative difficulty of instances for 10man guilds vs 25s.

Loot Systems:
Things like DKP aren't really needed for 10man, because it is much easier to track who needs an item, who has more recently gotten gear, and who it is a bigger upgrade for. A quick and painless discussion, maybe mediated by a /roll, is all that is necessary. This saves a lot of time and headache: trust me, I've helped run DKP databases AND loot councils before!

Cheating: *
There are also some ten-strict guilds who would "cheat" the GuildOx ranking system, allowing a small handful of their raiders to continue to run 25s after joining the guild to maximize their gear and pick up the exceptional upgrades that are found in the 277 gear levels--and things like trinkets and legendaries--all in an effort to overcome the content and progression rankings more quickly. While this is not in the spirit of 10-strict, GuildOx's buffers against recruitment of 25-man geared raiders had the downside of allowing this to happen. Most guilds did not do this, but a handful did. There was, of course, some amount of drama on the progression threads stemming from this as every little piece of gear was brought into question, whether it could have been a legendary earned after joining the guild or even if it was a side-grade pair of boots earned before joining the guild. Personally, I frowned upon the blatant cheating, but I can't begrudge someone wearing gear they'd won in a previous guild before being recruited by the ten-strict guild.

* Let's call it "creative use of ranking loopholes."



With shared loot tables, itemization discrepancy will no longer be an issue. 25s will no longer feel compelled to slip into 10s (even though they will be unable to without locking themselves out of 25 for the week) for the sake of a certain drop, and 10s will no longer be in subpar gear sitting jealous of a trinket. The difference in gearing will be a matter of speed and the raid's skill: the devs have not yet said the exact planned drop rates, except to say that they want 25-mans to gear up overall faster than 10-mans, as the reward for their more difficult organization (which is mostly shouldered by only a few players in that large raid, anyway). This includes both drops and badge/points. They may change their minds about this, however, as the question of how to award those few who shoulder the burden of leadership without also awarding those who did no additional work continues to be considered.




8) Performance Expectations


Just as with 25-man guilds, there are 10-man guilds on each end of the friendship vs progression spectrum (otherwise known as the casual vs elitist jerks spectrum), and many all along the line in between. Some guilds are very "casual" and forgiving in how they raid: if someone is always standing in fires, they may moan and groan about it, but it's their buddy and they laugh and roll their eyes and try to just carry him/her along. Other guilds on the opposite end of the spectrum won't allow that player to step foot in their raids, even if they're married to a raider, unless it's farmed content they can easily 9-man. Some guilds will be forced to bench you if you seek to swap mains to a class they don't need; others will try to fit the new character in even if it hurts raid composition.

Similarly, some guilds may ignore that their friend is suddenly lagging behind in performance for unknown reasons, while another 10-man guild may bring the situation into question, seeking to help that player improve and fix whatever the problem is (be it a patch change they missed, a mechanic they don't understand, or that they're simply having a bad day) before bringing them to the next progression attempt that "stellar performance" is required at.

There is no difference in how a guild handles friendships vs performance between the two raid sizes: it is all a choice of the people who are playing in it, and how they want to play.

However, most ten-man guilds are built with a wish to play with like-minded players who are friends, people that they actually like. As a smaller community, there is more importance placed on getting along with each other, as a ten-man guild is usually too small to support separate cliques. Proper recruitment steps will, in most cases, prevent the need to remove a raider based on performance, should a guild decide to place performance over friendship in progression raiding. More often, a player will be replaced from attendance issues rather than performance.


There will be no change in this. Guilds can choose for themselves how demanding they are of their raiders' performance or class/spec, no matter what raid size they have.



Hopefully this will dispel some of the mystery or misconceptions about 10-man raiding. Fellow 10-man/10-strict raiders, please comment if you have more to add!

  • Keeva at TBJ later posted a good explanation of why some players feel obligated to run 25s in WotLK even though they prefer 10s.
  • Maestro at RDR makes several excellent points towards the equalization of 10 and 25-man gear, in regards to obligations vs rewards in WotLK.

Oh, a shout-out to some of my fellow 10-man bloggers who have commented on the Cata raiding changes: