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Casual Raiding: What we learned in Kara

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Posted October 29, 2008 at 12:31 PM by Kiralyn
Updated November 11, 2008 at 06:31 PM by Kiralyn

Part II in a series of posts about how my guild was able to take casual raiding from Kara all the way into BT without selling our souls.

A lot of the initial issues with moving into kara stems from numbers. You really needed 2 tanks and 3 healers to get in, with little other group consideration aside from a priest for Moroes. However, we all know how hard it can be to find those people. Recruiting is always a pain, and loss will always happen. It's a situation you have to work through, and if there's anything I haven't found a good method for it's recruiting.

You will end up with multiple kara teams. It's necessary if you want to move into 25-man raids. While guilds may decide to stick to the new 10-man path in Wrath, there may be those of you that want to move up, and mutiple 10s are going to happen. There are a couple important pitfalls here.

First, you have to be consistent in how you handle loot. If you have MT priority, make sure it's defined and both groups are using it the same. If you use a sort of round robin system, make sure it's consistent across both groups. What you don't want is people going from one group to another and then complaining about how loot is being handled differently. Establish your rules and abide by them.

We use a round-robin loot system for 10-mans. They are a stepping stone to 25s for us, so we don't worry about DKP for them. Rules are very simple. Roll 100 for primary spec drops, you get one drop per run unless you are rolling unopposed or everyone already has gotten a drop. Offspec items are open rolled if no one needs for primary spec, same rules apply. This system is very good about spreading gear around and rewarding as many people as possible on a run. It's a great casual loot system. Many people will say you need a tank/healer priority, but I've never found that to be the case. However, I've also always been lucky in that our groups are very good about passing loot around. Generally making sure tank gear goes to tanks and healing gear goes to healers is enough to keep your group moving.

Second, don't let one group get way out in front of the other. Move your talent around so that you have some experienced people with some who aren't. If one group is clearing the instance in 4 hours and the other is struggling on the third boss, you know you have a problem. Some people may resent the move when they go from easy clears to wiping again, but it's important to try and maintain pace. You'll retain more raiders, and when it's time to make the jump to 25s, you'll be more prepared.

Third, don't leave people out. Stay on top of who wants to raid and who doesn't need loot. Swap people out mid run to get someone in for some experience and a couple drops. Most people won't have an issue sitting out for a boss that doesn't drop anything they need, and someone able to step into that spot will be thankful for the chance. Not only will this help build a tighter group, but it will expand the number of players you have with gear and experience.

Another big thing is not to dwell for too long in these instances. It isn't necessary to have 25 fully kara geared people to move on. Pick a night, grab 25, and try moving up. The content will be fresh, people will start to see what it's like to raid with 25 instead of 10, and you might be surprised by the results. Especially with Naxx 10 to Naxx 25, people should already understand the basics of the fight, and it shouldn't take a lot to make that jump. This also helps instill that great feeling of progression, which is something you'll need to keep up if you're going to retain your players.

You can't be scared of 25 man raids. I remember our first night on HKM and the wipes that ensued. The important thing I took away from that night was that people wanted to be in there wiping. No one suddenly gquit because we couldn't down him, no one complained about paying repairs. People wanted to be in that content, pushing forward. Keeping your guild moving is both the most challenging thing to do and the most rewarding.

Thanks for the feedback on the last post guys. As before, it's appreciated, and if you have any specific questions, ask away.

Posted in Casual Raiding
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Comments

  1. Old Comment
    nice i have always raided 25 mans when i was in Oath. we used the DKP system there. But i have always though this kind of loot system worked the best for people. More rewarding in the end. makes you look forward to raiding instead of looking at it like a chore. After all your spending good money to raid on potions, food, and other misc items needed. For me i always bring enough to make a repiar bot. its alittle expensive and i wish the maker could recoup some costs but hey it helps out as a whole. Good post. I wish i was on your server as i am looking for a new guild
    permalink
    Posted October 29, 2008 at 01:57 PM by Synops Synops is offline
  2. Old Comment
    We found that something more informal works well in 10-mans where the drops generally aren't as rewarding. However, we do use DKP for 25-man raids. I don't think random loot helps progression, and no matter what, loot council will always be seen by someone as favoritism. I'll be outlining our DKP in one of these posts eventually. Maybe next.
    permalink
    Posted October 29, 2008 at 02:31 PM by Kiralyn Kiralyn is offline
  3. Old Comment
    Warpy's Avatar
    As of this morning:



    permalink
    Posted October 29, 2008 at 03:01 PM by Warpy Warpy is offline
  4. Old Comment
    Alas, it is but a short lived moment in the career of my evil.
    permalink
    Posted October 29, 2008 at 06:44 PM by Kiralyn Kiralyn is offline
  5. Old Comment
    Having raid leaded, done ZA bears, etc your early success works around building a sense of team cohesiveness. Nobody minds passing something to a buddy that raids w' them all the time. People get bitter about the casual who comes in and snags a rare loot people have been after for months.

    I prioritize attendance, attitude, and skill. If you cant be there I can't use you. If you can't listen or /grumble all the time I'd rather not use you. If the first two are there you usually don't need THAT much skill to get by but you need enough to not completely suck. Skill is more than low latency and connection times....its knowing your class and being prepared.

    We are building 3x regular naxx 10 teams to run naxx 25 when its time.

    So far, in 10's within the regular groups its loot council or /roll. 25's are going to be EP/GP (effort points/greed points = priority). Everyone starts out w' zero effort points and 300 greed points (to keep a first loot from being a freebie). You get effort for time in raids, boss attempts, and boss kills. You get greed points for loots.
    permalink
    Posted November 11, 2008 at 03:43 PM by lrs078 lrs078 is offline
 
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