Instance Rules follow the Raid Rules to a degree - Only change is that loot is not on master and TeamSpeak does not have to be used at all. Also no DKP system will be used here at all.
The rules in the instance are unfortunately stricter then what i would like but as there is big loot and alot of time used in a group like this then its important we all understand them completely. By joining a raid you automatically agree to these rules.
General Rules:1) Level 60 characters are preferred. Absolute minimum is level 59. Level 59 characters will only be taken as a last resort.
2) There will be no switching of characters mid-raid unless the Guild Leader or one of the Raid Leaders strongly feels that having someone do so will greatly increase the raid group's chances of success.
3) If you will be late to the raid or will need to leave early, please inform one of the leaders in the raid.
4) Have fun in the group and keep in mind a wipe is not the end of the world. We will wip alot during our learning stages
5) It is important to remember that we as a guild are just starting to do high level instances so we are new at it. Lets support each other not criticize...
6)
Say sorry if you make a mistake, this will give the guild a good reputation with other guilds and players.
7) All members must wait to be told to start attack as most mobs require "3 Sunders" on them to hold agro
In a high level instance there are alot of mobs that can attack by our agro range. if you are told to stay in one place please stay there.
Disruptive behaviors: 1) Disruptive players will receive a warning in a whisper from the raid leaders. The Raid leaders will also inform the officers of the warning. A public warning will be given in the raid channel on the second offence. A third offense and the player will be removed from the raid group.
2) During the raid, the Raid Leaders have the final say, no exceptions. Any disagreements will be addressed some time after the raid.
3) Disruption can come in many forms even members of the raid making mistakes over and over again. (This sort of thing cost all money in repair and takes time when we could be moving on to another boss. If the raid leader receives 5 or more whispers from members reporting the same person then he/she will have to be removed and replaced from the run to allow it to continue with success.Preparations before the raid: 1) Try to familiarize yourself with the strategies for the fights. You can find these strategies in thottbot or look for advice in WoW Dungeon Companion by Bradygames. Or any other places you may know.
2) If you do not know the way, go with an officer for assistance.
3) You MUST bring extra reagents if you have to use them to cast spells (mana potions, healing potions, arrows, bullets, bandages, DI rune, AI Rune etc...) before the raid. We may be able to supply some, but they will not last the entire raid.
4) Always repair before you attend the run. If we have to repair early because of a member of the group not repairing then a warning will be issued.
Loot Rules: 1) Master Loot will be on for the entire Raid. A DKP system will most likely be in place.
2) All trade skill materials collected in raids are the property of the Guild. The Guild Leader and Officers will designate who will be responsible for collecting these items. The Guild Leader and Officers will determine how this loot will be distributed to guild members. IMPORTANT These items may not be resold.
3) The Raid leaders reserve the right to restrict who may bid on any given item.
4) Any items not bid on will be disenchanted and the shards will go to the guild bank for use in the points system.
5) The loot will be given to different classes by following this set of rules...
Rings, Trinkets and most weapons will be open to all classes that use the abilities on them But some might have class restrictions if there is another item in the instance that gives better stats just for that class eg a ring with +23 Damage and healing will go to Lock/Mage roll if there is a ring in there with +29 healing.
Raid Startup: Raid Startup:
1) Only the raid leaders or Guild master should handle invites. At least one of them needs to be on 1 hour before the raid is scheduled to start the invites.
2) Raid Members must be in the instance 20 minutes before the raid’s start time.
3) 10 minutes before the first pull, we will start replacing no-shows with alternates or P.U.G's. The only exception is if player tells us in advance that they will be late. For example, finishing up an AB game is not an acceptable excuse. Raid leaders will have the discretion to replace a player with an alt.
Alternates: 1) Please be online and ready in case there are people that are unable or not online 10 minutes before the first pull. If something unexpected in real life comes up that will prevent you from being on time please tell an Officer as soon as possible.
Raid Leadership:1) It's vital that the Guild/Raid Leaders speak with one unified voice. There for they should communicate in private before sharing important information with the raid.
2) Guild/Raid leader determines when everyone is ready to attack. Guild/Raid leader will designate the main puller, will designate targets (or delegate that to someone else like a hunter/Mage).
Raid: 1) CT Raid assist is a requirement. Without these you will NOT be allowed in the raid.
2) There will be a 10 - 15 minute break roughly every two hours. In between these breaks, minimize the amount of time you are AFK. You must announce that you will be AFK and announce when you have returned (A ready check will be used).
3) TeamSpeak is not required but would be proffered. Speaking is optional, but you must at least be able to listen. Please be online. Talk in TeamSpeak must be restricted for the success of the raid.
4) By joining the raid we will take it as you have read and agreed to all of these rules.PLEASE NOTE THESE ARE SET RULES - BUT FROM TIME TO TIME THEY MAYBE CHANGED