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Raiding Guild Spotlight: Vodka of Mannoroth-US

#1 User is offline   WoRBot Icon

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Posted 17 November 2008 - 01:39 PM

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Here we are with another guild spotlight. This time we’ll be focusing on <Vodka>. This is one of the more popular guilds on the US cutting edge raiding scene. Some issues that have been touched upon by Vodka were also spoken about with <Ascent>, which brings to light that these are common issues with the entire community. Resounding notes include but are not limited to the TBC Legendary drops, and Raid Stacking. Cutting edge guilds seem to be plagued in some sense for seeing the drops and getting their just rewards for doing what they do best. We speak with Neurotik (Guild Master), Rydya, Drury, Laynd (rogue with a Thori’dal), and Huggsie. Rydya is the recruitment officer and can be seen on our forums for his daily bump.

Links: Wow Progress, Armory, Home Page, Mannoroth-US Forums, Wow-Jutsu


How long has your guild been raiding together?

Well, vodka has been around raiding since the olden days of WoW.  A lot has changed over time - but the one thing that has remained constant is vodka being a competitive raiding guild.

Are there any big accomplishments that really stand out as high points in the history of the guild?

We have a few accomplishments to be quite proud of as a guild.  We got the world first kill on the Twin Emperors in AQ40 and a world second kill on Patchwerk in Naxxramas.  Aside from those, we have also been one of the top 10 US guilds over the last couple years - we were US 10th to kill Kel'Thuzad, US 5th to kill Illidan, and US 4th to kill Kil'jaeden.

How do you plan to push yourselves further in Wrath of the Lich King?

We want to continue to make improvements on our past accomplishments, which is what we were able to do all throughout the Burning Crusade.  With each new instance we finished higher and higher in both the world and US rankings.  We expect to see the same results in WotLK and we are fully prepared to push ourselves as much as we have to in order to ensure our success.  We will be pushing all of our raiders to level as quickly as possible so that we can begin our journey through the initial raid content.  We are raising our expectations for all of our raiders and are prepared to actively recruit people as often as we need to so that we always have a full roster of the best players.

What sets vodka apart from other top guilds?

It’s all effort and we work extremely hard. Whoever works the hardest and wants it the most will come out victorious in the end. Skill combined with lots and lots of effort is what allows a guild to be competitive. A lot of factors go into being a top guild but effort is definitely the most important one.

Are you doing anything differently in the transition to this expansion?

The most important thing for us is that we enter this expansion with enough people on our roster so that we never have to slow down during the initial race through content. One big mistake we made when going into the Burning Crusade was not having enough people to consistently fill our raids during the first few months, which lead to some pretty significant setbacks in the opening raid instances. 

What are your raid times when new content is first released?

Our raid schedule when working on new content is very rigorous; we raid as much as we possibly can without sacrificing our real-life obligations such as work or school.  During the week we will typically raid from about 7pm - 1am, and on the weekends we usually start as early as 4pm and raid until 2am. The schedule is not set in stone and we often call the raids earlier if there is nothing left to work on or if we need to take some time to analyze what we have learned that night and develop a new strategy.  There have also been times where we have gone as late as 4am if we are close to a kill and we feel we can get it that night.

What did you think about the gate system used in Sunwell Plateau?

We thought that it was another example of Blizzard's attempt at slowing down top guilds from clearing the content too quickly and being left with nothing to do after a couple of weeks, and it also allowed some of the less hardcore guilds to have an opportunity to clear the earlier bosses before they were faced with the real challenges that the second half of the instance contained.  You could look at the gate system from several different perspectives though - it could have been a way for Blizzard to prevent guilds from wasting their time banging their heads against the next boss when it wasn't really killable until you had farmed the previous bosses for a certain period of time, in which case the whole system could be viewed as a good thing I guess.  We still think that the majority of people disliked the way the system was used though, or at least people in the other top guilds around the world.

How do you approach a brand new encounter?

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When we first approach a new encounter, we typically just throw ourselves at the boss a few times without any real plan just to see what is going on, which may sound silly, but during each of these attempts we are observing as much as we possibly can and recording as much data as possible so that we can begin analyzing it more thoroughly in order to develop a strategy.  Once we have collected some information about the encounter, we can then determine what type of damage output we will be dealing with, which will then answer the question of what type of healing we need to counter it, and then we can move on to things such as positioning, what the best type of DPS is going to be, and what tanks will give us the best results.  Once we have all of that figured out, we can begin testing different iterations of our strategy to see where the flaws are and then work on resolving them.  Eventually we will have a strategy that will work long enough for us to see if there are different phases to the encounter, and determine whether or not there are any types of enrage timers or anything.  Once we have that information, we go back to our original strategy and figure out how to adjust it so that we can deal with anything new that is introduced to the encounter in the later phases.  Eventually we end up with a well rounded strategy that we are confident will work for us and then we begin doing reps over and over until the boss is dead.

Do you have any in-house mods you use on new content?

At the moment, no. With everything put on the PTR in advance the timers get put out reasonably quickly. The only time we used our own mod recently was for Kalecgos on the PTR because we wanted timers for portals. Several of us are programmers and if we need mods written we can do it, but the spread of the mod community now is ridiculous in terms of how quickly people get things out.

How much interaction, if any, do you have with other top guilds in developing strategies for brand new encounters?

Our interaction with other top guilds during progression is limited to just discussing the basic, already well-known mechanics of the fight and joking about the frustrations that we have had with various bosses.  In terms of strategy development, we do not collaborate with other guilds when creating our strategies; we create them based off of our own raid group's input.  The only exception to that would be if a top guild releases a video of them killing a boss that we have not yet killed, then we will generally check out their video to see if there is anything that we have blindly missed up to that point.  Although with videos, the chances of you watching another guild's video and seeing something drastically different in terms of strategy are very slim, most of the time you will see the guild implementing roughly the same strategy that you are trying to use, and it just comes down to executing the strategy properly.

From what I understand, you had a fair amount of experience in the beta as a guild. What sort of experiences did this give you?

Yes, we were very fortunate to receive a guild invite to the WotLK beta, and we would like to thank Blizzard for giving us the opportunity to help test out their upcoming expansion and more importantly, their entry-level raid content.  As far as the beta itself goes, we got our guild invite a bit later than some others did, so we decided to just create premade level 80 characters since we did not want to waste more time waiting for everyone to level their own characters up and struggle with the server lag that most people in the beta can relate to.  We copied over premade characters and ran as many 5-mans and heroics as we could to quickly replace the PVP gear that they gave you to start out with.  

Some of our members (namely Lup, Myrael, and Phobophile) ground out professions from scratch and we'd like to give props to them for doing so.  It allowed us to have gems, enchants, flasks, and everything else necessary to raid and test whatever we wanted including the heroic versions of encounters like Sartharion with 3 drakes up.  The dedication of our raiders to achieving our goals - even in a beta environment where a couple months later everything is wiped - really helps out a ton and shows just how driven we are.  In addition to those individual contributions, every raiding member ground out a full PVE raiding set in a few days.  It was pretty amazing to see how driven everyone was considering we were in 100% PVP gear and every aspect had to be leveled/ geared from the ground up.

We then started running the 10-man versions of the raid instances each night, and finally cleared all of the 25-man versions as well.  The 10-mans were fun at first, but naturally felt a bit too easy to most of us and got boring rather quickly; however, they will definitely provide a lot of opportunities for less hardcore guilds to still experience the content that the top guilds are doing, and the loot is not a whole lot different either.  When we got to the 25-man instances, they felt rather easy too, but the Malygos encounter was a lot of fun to learn and it should be a great encounter for most guilds to learn when the expansion goes live.  Hopefully Blizzard introduces some more encounters like Malygos in the future that require the raid to do things that they don't normally do during boss fights.

How quickly do you anticipate you will clear tier seven content once the expansion goes live and you begin raiding?

Assuming that the difficulty of encounters have not been scaled up to the point of being impossible and that there are no really rigid gear checks in place, we expect to clear the tier seven content within the first week that we begin raiding again.  We cannot say exactly when that will be, because we can only approximate how long it will take for our entire raid group to reach level 80, but we would like to get back into the 25-man raiding game within the first two weeks of the expansion release and we will probably manage to clear the 10-man content the first week of release.

You've had incredible luck with Thori'dal while you were left lacking on offhand glaives. Do you like the way legendaries were implemented in Burning Crusade?

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We certainly have had incredible luck with our Thori'dal drops and still horrible luck with our offhand warglaives. We disliked the way legendaries were implemented in the Burning Crusade.  The random drop approach that they took with the warglaives and with Thori'dal simply left things way too open-ended for guilds that had put so much hard work into clearing the instances first and then left with no other choice but to hope and pray every week that the dice would roll in their favor.  One guild could kill Illidan and get a warglaive on their first kill, and then kill him a month later and get another one to finish their set, and another guild could kill Illidan fifty times and still not be any closer to completing a set.  The system used for the Atiesh in Naxxramas was by far a better approach - every time you cleared Naxxramas you knew for a fact that you were that much closer to completing a legendary. The beauty of that system was the fact that it directly rewarded every guild who could farm the instance week after week.  You knew that each week would get you closer to finishing off a legendary for someone. You also had visible progress to measure after each raid by counting up the number of splinters that you had in total, which is something that we think a lot of people enjoyed.  One of the major flaws in the random drop system was that you had no way of determining how long it would be before you were rewarded with a legendary, and this led to a lot of disappointment from guilds, especially those who had been farming the instance for a very long time with no luck on drops.

How closely do you monitor individuals' performance in raids? Do you ever meticulously do you go over each person in, for instance, a WWS report?

We usually monitor our raiders' performance very closely each week, especially our applicants.  WWS reports offer an excellent way to review how well (or how poorly, in some cases) someone is performing in raids and they provide very detailed information that can tell you a lot about a player if you know how to interpret it.  We have a guild account on the WWS website which allows us to host all of our reports from each raid week so we can go back and review them whenever we want to.  For our applicants, we pay very close attention to how they perform from one week to the next during their trial period and we also offer plenty of criticism to them via our forums so that they are kept aware of how they are doing, what they are doing well, what they need to improve upon, etc.

Do you personally like the changes to buff stacking and raid composition?

We do not like the changes at all.  We think that it is an interesting idea, and that it will certainly help a lot of guilds who struggled due to lack of raid buffs and poor compositions, but Blizzard has went a bit too far with the homogenization of buffs.  Before these changes, knowing how to set up groups properly and making sure all of your raiders were receiving adequate raid buffs was just as important as having a roster full of exceptional players and a solid strategy when working on a new encounter.  With these changes though, just about any raiding guild out there can throw together a 25-man raid of whatever classes they have available that night and still end up with a pretty well-balanced group in terms of raid buffs and debuffs.  The changes have essentially taken yet another element of difficulty out of the high-end raiding game and brought things one step closer to the casual-friendly raiding environment that Blizzard seems so determined to create with this expansion.

What methods do you use to publicize the guild and to find potential recruits?

In the past we have never been too big on publicizing our guild much, aside from the obvious attention we get from being a top guild and putting out videos and such.  For recruitment, we've maintained recruitment posts on various forums, as well as keeping a recruitment post up on our website to inform potential applicants of what we are looking for.  We plan to make some changes in this area of our guild for WotLK to allow us to shed some more light on our guild and help with recruitment; however, we are unable to disclose any more information about this at the moment.

Is there ever any shortage of new people to fill in holes?

Sometimes there can be.  Mostly it's not about finding enough people - it's about finding the right people.  We have plenty of apps every day.  However, most of them don't meet the criteria of what we look for in an applicant.

Being a top guild, do you ever get applications that really make you wonder if the individual realizes what sort of guild they are applying to?

Of course—Most of our applicants are like that. The lack of proof reading coupled with horrible grammar is a big turn off.  If you can't spend the time to put a nice application together - we're not really interested in trying to decipher it or waste our time on it.  It's very easy for people to look at all of the top guilds and see all of the bosses that they are killing and all of the cool items they are getting from these kills, and then convince themselves that they can do what we do.  Most people who apply do not realize how much we put in to raiding in order to achieve the results that they see.

Is there one single issue that stands out as something that needs to be fixed for the high-end raiding community?

One of the problems is that things are getting geared towards PvP way too much. There has been a lot of balance around PvP and the effects of the PvP balance affect PvE too much. An example would be Lifebloom being so good in PvP that it was nerfed, but it did not necessarily deserve a nerf in PvE.


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#2 User is offline   koenigsegg Icon

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Posted 17 November 2008 - 02:38 PM

Go-go Vodka, my new favorite PvE team! Since the fight between Sk and Nihilum is over. And I really don't care over 25'th november and their progression. On my progression lists they are gone.
This spot is reserved for those annoying signatures. I refuse to have any signature!
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#3 User is offline   bigity Icon

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Posted 17 November 2008 - 03:25 PM

Hm sounds like the same crap from all the 'elite' raiding guilds, especially the poo-pooing of making raids more available to the average player. I like when they mention RL obligations they only mention work and school.
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#4 User is offline   ellessdee Icon

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Posted 17 November 2008 - 03:31 PM

Sorry Mr. Top End Raiding Guild. You are not paying premium price for this flight. Be happy you get to be the first. If that isn't enough.... then idk.
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#5 User is offline   Tom Phoenix Icon

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Posted 17 November 2008 - 05:23 PM

Quote

Before these changes, knowing how to set up groups properly and making sure all of your raiders were receiving adequate raid buffs was just as important as having a roster full of exceptional players and a solid strategy when working on a new encounter.


As I said at the last guild spotlight, it was more of a requirement then a choice. If anything, it was an illusion of choice. Plus, some setups will still be better for certain fights. Therefore, theorycrafters can still calculate the best setups for certain encounters.

But as in the last guild spotlight, nice interview otherwise.
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#6 User is offline   Misuteri Icon

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Posted 17 November 2008 - 05:53 PM

I wonder if Blizzard will ever get the hint that balancing PVP and PVE is impossible and WoW is NOT a competitive game. Every top guild tells them that, every top team is a cookie cutter combo, some classes are unrepresented in competitive play all together. No such concept as a "counter class" should exist in a competitive setup. Imagine a Madden tournament where the worst Packers team could beat the best Viking team just because they were ruled to be the Vikings counter team.

Yet they keep screwing over everybody that plays this game, PVP and PVE alike, in an attempt to successfully "class balance".

Resilience ruined this game and if you don't believe me go play a 49 or 59 twink where every class has a chance to do exceptionally well and even a warlock can destroy a rogue 1v1 better than 50% of the time, try that at 70 or 80.

Its no wonder I am letting my subscription lapse 11/30. I got too tired of the big old $#it sandwhich and told it was the best thing going.
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#7 User is offline   Tom Phoenix Icon

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Posted 17 November 2008 - 08:18 PM

To be fair, Blizzard has not been completely unsuccessful in that endavour. This is not to say that the game is balanced, but it certainly is a lot more balanced now then it was in the original.

Can WoW ever be balanced? Now that is a universal question, but one thing is certain. Blizzard is not willing to give up on it. :P
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#8 User is offline   Erz Icon

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Posted 18 November 2008 - 04:07 AM

I'm also getting a bit tired of the number of times I've heard complaints about Blizzard in some way damaging the game by making it more accessible (I chose accessible rather than casual as that's somehow become a perjorative term amongst certain sections of the wow community).

In a situation where raid stacking is not only optimal but almost mandatory then any guild that either can't recruit well enough geared and high enough quality players of X Class, or who simply don't like benching their friends just because they're the wrong sort of healer/tank/dps for a given fight is going to suffer. That's not a measure skill, it's just an arbitrary and uneccessary limitation on the progress of those guilds.

With regards to difficulty of Naxx I can only reiterate what other people have already said. The vast majority of players missed out on the fantastic raid instance that was Naxx 40 and many those of us who did make it inside regret that we were unable to see the whole thing; Blizzard have openly admitted that Naxx is designed to be extremely easy and I suspect that's aimed towards showing off one their best bits of design to whole community.

If the 1% at the top are breezing through the next tier on the first reset then we might have something to worry about but until then, I've got some unfinished business with KT to sort out.
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#9 User is offline   Pepperwolf Icon

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Posted 18 November 2008 - 07:15 AM

i'm starting to dislike a lot "hardcore-semi-non-life" guilds ..

it's funny that they're not even like 1-2% of the player base, and still they think that changing something they don't like/agree, is wrong. Sure, because it's wrong to think in the other 99% of the players that have something else to do in life, or even the ones that have a lot of free time, but prefer to ENJOY THE FUCKING GAME.

yesterday I was doing dragonblight quests and I said to my friend "the game already paid itself, those quests pre-wrathgate, dragons fight, and the taunka coming to the horde are just epic" ...

and i think it's even funnier when i read in the world firsts thread some days ago, when people said "it's ok to sacrifice everything else for the sake of getting world firsts if that's your choice" ... and today i read something like this on BBC. ( http://www.bbc.co.uk...eogame_dg.shtml my language version, so i have no clue where is this news on the uk version)

... blablabla the swedish 15y old kid gathered 6 friends in his house on saturday to play the new version of the game World of Warcraft, blablablabla ... they played all day and continued playing during the night, barely eating something in front of the computer. Somewhere around 2h am. the kid suffered convulsions and blabla, after playing for more than 24h ..

go go mrs. world firsts
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#10 User is offline   Revenançe Icon

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Posted 18 November 2008 - 08:17 AM

One question that should have been asked is why is the name not capitalized. Not gonna lie it looks really fucking tacky. It doesnt matter how successful you are if you look unprofessional, in my opinion. Im sure alot of people would say "it doesnt matter its a game" but clearly it does if you your entire guild is rushing through leveling just to clear end-game content.

Let's face it no one cares if you got 5th US first or world fifth for that matter. There are "no points for second place". 1 year from now the only people that will care is an entire guild more happy to be in 10th place than anyone else. So much for aspirations. In a year, the only thing that people will truly remember is server first but perhaps the denizens on server have already resigned themselves to being second best.

If I could ask a vodka member or any other "hardcore" guild one thing it would be: "Now that you have sped through the quests in Northrend and sped through through end-game content what are you going to do now aside from farm seemingly old content and compete for glad titles?"
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#11 User is offline   spoohne Icon

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Posted 18 November 2008 - 10:20 AM

Revenançe said:

One question that should have been asked is why is the name not capitalized. Not gonna lie it looks really fucking tacky. It doesnt matter how successful you are if you look unprofessional, in my opinion. Im sure alot of people would say "it doesnt matter its a game" but clearly it does if you your entire guild is rushing through leveling just to clear end-game content.

Let's face it no one cares if you got 5th US first or world fifth for that matter. There are "no points for second place". 1 year from now the only people that will care is an entire guild more happy to be in 10th place than anyone else. So much for aspirations. In a year, the only thing that people will truly remember is server first but perhaps the denizens on server have already resigned themselves to being second best.

If I could ask a vodka member or any other "hardcore" guild one thing it would be: "Now that you have sped through the quests in Northrend and sped through through end-game content what are you going to do now aside from farm seemingly old content and compete for glad titles?"



I haven't quite hit 80 yet, but i can probably guess that most of my guildies will continue to run heroics, and await new content, playing casually until the new dungeon hits. I honestly don't understand the people who say we are 'no-lifers'. We took 2 days to get the dread of leveling out of the way, and continue to play the game like everyone else.

When new content comes out, we raid for 3-4 weeks hardcore(7 days a week), and once a dungeon is on farm, we only have to play about 3-4 hours for 2 days. If you do the math, the average guild will spend MUCH more time in a dungeon than we do. We just spend a bulk of our time upfront, because we can.
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#12 User is offline   beho Icon

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Posted 18 November 2008 - 12:01 PM

It's cool that we're getting some insight into the hardcore world-first competitive guilds, but I have to agree that some balance here would be nice and an interview with some less hard core guilds talking about how they solve real in-game problems would be nice.

The kinds of things we run into as middle-of-the-road guilds that I'd like to see people interviewed and cover are things like:

Dealing with unskilled players - Tell us a story where you've managed to take a n00b tard and turn them into a great player, or on the other side how did you identify a player so completely hopeless that they'd never help you progress.

Dealing with ego - You've got a guy who's exceptionally good and knows it, but uses it to belittle the guys around him. Do you address it directly or let him go for the good of the group?

Recruitment - How do you attract good players and keep them interested while trying to get from the critical 5 to 10 an 10 to 25 stages?

Sitting People Out - How do you handle the in-between stages where you have more people logged on than you can bring to a raid? Who goes and who stays?

Leadership - Do you play the "Angry Tank" role and push people through fear and intimidation, or do you play the Diplomat who can talk people into doing better?

Loot Distribution - Are you using Loot Council, Weakest Equip, Random Roll or DKP and why? Have you switched from one or another at any point in time for any reason?

Life Balance - How many raid days is acceptable for content progression while ensuring you're giving the guys/girls enough downtime to live normal lives? Is 1 raid day a week possible to see everything?

Roll Roulette - Core raiders come and go leaving gaping holes in roles (this was really bad in BC), I suspect LK hasn't fixed this totally so how do you deal with massive and disruptive role changes, recruit, overstocked roster or respec/reroll?



I'm going to go out on a limb here and say these are problems 99% of us face in raiding guilds, not necessarily content locks, gear checks and world-first problem solving issues (Admit it -- most of you just crack open WoWWiki to find boss strats!). Get some guild leaders in here to talk about how they handle these issues for your next installment please :)
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#13 User is offline   Eulo Icon

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Posted 18 November 2008 - 12:03 PM

beho said:

It's cool that we're getting some insight into the hardcore world-first competitive guilds, but I have to agree that some balance here would be nice and an interview with some less hard core guilds talking about how they solve real in-game problems would be nice.

The kinds of things we run into as middle-of-the-road guilds that I'd like to see people interviewed and cover are things like:

Dealing with unskilled players - Tell us a story where you've managed to take a n00b tard and turn them into a great player, or on the other side how did you identify a player so completely hopeless that they'd never help you progress.

Dealing with ego - You've got a guy who's exceptionally good and knows it, but uses it to belittle the guys around him. Do you address it directly or let him go for the good of the group?

Recruitment - How do you attract good players and keep them interested while trying to get from the critical 5 to 10 an 10 to 25 stages?

Sitting People Out - How do you handle the in-between stages where you have more people logged on than you can bring to a raid? Who goes and who stays?

Leadership - Do you play the "Angry Tank" role and push people through fear and intimidation, or do you play the Diplomat who can talk people into doing better?

Loot Distribution - Are you using Loot Council, Weakest Equip, Random Roll or DKP and why? Have you switched from one or another at any point in time for any reason?

Life Balance - How many raid days is acceptable for content progression while ensuring you're giving the guys/girls enough downtime to live normal lives? Is 1 raid day a week possible to see everything?

Roll Roulette - Core raiders come and go leaving gaping holes in roles (this was really bad in BC), I suspect LK hasn't fixed this totally so how do you deal with massive and disruptive role changes, recruit, overstocked roster or respec/reroll?



I'm going to go out on a limb here and say these are problems 99% of us face in raiding guilds, not necessarily content locks, gear checks and world-first problem solving issues (Admit it -- most of you just crack open WoWWiki to find boss strats!). Get some guild leaders in here to talk about how they handle these issues for your next installment please :)


Thanks for the feedback. We'll keep that in mind in the future :)
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#14 User is offline   Narwal Icon

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Posted 18 November 2008 - 12:33 PM

All guilds deal with the same issues.

A hardcore raiding guild has people that sit out. We have tryouts who don't make the cut and we have to inform them politely that they haven't made the raid team. There is alot of social complexity to a raiding guild just like any other guild.

What you, as a guild, have to do is to state your vision and your goals. You have to adhere to them. When you recruit, you have to bring in players that share the vision and the goals of the guild. This means, if you're a casual guild, don't recruit the player that wants to be hardcore. He/she will cause problems when you aren't what he/she expected and it will break harmony within the guild.

Many hardcore raiders have very similar backgrounds. They wanted to raid with players who had the same dedication and skill level as them. It's this similarity that bonds them closer than most other guilds. The problem that I see with less hardcore guilds (casual if you will) is that they don't have a vision or a goal. The members are often all of different skill levels and all have different reasons for playing and different goals in game.

If the guild sticks to it's goals, and those goals are clearly stated, you will get the recruits of the types of players you want. You just have to remember, it takes time to build a guild. You have to be rigorous with applicants to make sure they are what they say they are. Members in a guild will appreciate that you are recruiting the types of players that you say you will. That will keep them loyal.

Fix that, and you'll have a sustained guild.
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#15 User is offline   beho Icon

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Posted 18 November 2008 - 12:49 PM

Narwal said:

All guilds deal with the same issues.


I agree, but I think many of them deal with the issues in different ways. The questions I proposed would bring out that uniqueness in the interview process. Otherwise the interview makes you guys sound just like the previous hard core guild that was interviewed.
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#16 User is offline   neurotik Icon

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Posted 18 November 2008 - 01:32 PM

Revenançe said:

If I could ask a vodka member or any other "hardcore" guild one thing it would be: "Now that you have sped through the quests in Northrend and sped through through end-game content what are you going to do now aside from farm seemingly old content and compete for glad titles?"

We will certainly continue to farm the content each week so that we can gear out all of our raiders (and yes, it will probably become boring after a while) so that we will be fully prepared for the next content release. Aside from that, it really varies on an individual basis as to what we will be doing with our spare time now that everything is cleared. Some of us may spend less time on the game and focus more on other things, some of us may just take this time to relax and have fun with friends in the game and do things that don't really matter as much, and some of us may continue playing just as much as we do during progression. Personally, I will probably continue playing quite a bit for a while, at least until I get some more things finished up like leveling my professions and farming a nice pile of consumables up for future progression raids. After that, I may level an alt with some of my less-hardcore, real life friends, and I'll most definitely take plenty of time to relax and do other things outside of the game before the next progression race begins.

beho said:

I'm going to go out on a limb here and say these are problems 99% of us face in raiding guilds, not necessarily content locks, gear checks and world-first problem solving issues (Admit it -- most of you just crack open WoWWiki to find boss strats!). Get some guild leaders in here to talk about how they handle these issues for your next installment please

All of those questions you posted are very good. And you're absolutely right about 99% of guilds facing those problems and a lot of the time not knowing how to really deal with them effectively. I would love to take part in a future installment which addresses questions like that if WoR ever decides to do something like that. :)
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#17 User is offline   Narwal Icon

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Posted 18 November 2008 - 02:15 PM

^^ You beat me to it Neuro!
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#18 User is offline   Kinaesthesia Icon

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Posted 18 November 2008 - 03:29 PM

blah blah blah...

two words: Magic %#^&ing Carpet.
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#19 User is offline   Lament Icon

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Posted 19 November 2008 - 08:55 AM

Kinaesthesia said:

blah blah blah...

two words: Magic %#^&ing Carpet.


That's def three words Kina.
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#20 User is offline   MatsT Icon

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Posted 20 November 2008 - 01:16 PM

beho said:

Dealing with ego - You've got a guy who's exceptionally good and knows it, but uses it to belittle the guys around him. Do you address it directly or let him go for the good of the group?

Very many super hardcore players are like this. Since they are usually only condescending towards casuals it's not a problem, and if they are too retarded we kick them and get someone new.

beho said:

Recruitment - How do you attract good players and keep them interested while trying to get from the critical 5 to 10 an 10 to 25 stages?

Since we are a top guild we get applications from good players in bad guilds tired of being wiped by retards. We start at 25-mans right away so moving up isn't an issue.

beho said:

Sitting People Out - How do you handle the in-between stages where you have more people logged on than you can bring to a raid? Who goes and who stays?

Our activity is so high that we don't have a lot of sitting out. The worst people in the guild will sometimes have to sit out but since they know they're too bad for the guild they don't whine or they would get kicked.

beho said:

Life Balance - How many raid days is acceptable for content progression while ensuring you're giving the guys/girls enough downtime to live normal lives? Is 1 raid day a week possible to see everything?

We raid 7 days per week during progress periods, the people who have girlfriends seem to have very undemanding ones. If one person only raids 6 days, we can live with it. If one person only raids 4 days, we kick him.

beho said:

Roll Roulette - Core raiders come and go leaving gaping holes in roles (this was really bad in BC), I suspect LK hasn't fixed this totally so how do you deal with massive and disruptive role changes, recruit, overstocked roster or respec/reroll?

Since we are a top guild we get applications from good players in bad guilds tired of being wiped by retards. We accept these applications when we get these holes.

beho said:

I'm going to go out on a limb here and say these are problems 99% of us face in raiding guilds, not necessarily content locks, gear checks and world-first problem solving issues (Admit it -- most of you just crack open WoWWiki to find boss strats!). Get some guild leaders in here to talk about how they handle these issues for your next installment please :)

There, i just gave you the answers most top guilds would. They simply don't have the same problems that more casual guilds have.
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