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 Guild Rules & Policies


4. Cooperative Gaming

Section: 1 / 2 / 3 / 4 / 5


4.1 Grouping
 During your time with us you are likely to be involved in many groups, questing, instances, raids, and PvP both within and outside of the guild. Please ensure you understand what you are signing up for, know the party rules before you adventure, don't expect to establish them while you are playing and agree any special conditions upfront. If you don't like a party's rules then don't group with them. Its not your place to complain and say that they are wrong. If someone ninja's on your party take a note of their name and guild, do not verbally abuse them. Contact an officer with the information and we will handle the issue. Ninja looting is more common than it should be and takes a lot away from the game, when it happens to you try to be civil and take the high road. Remain polite and courteous to the other party members and hopefully you will enjoy the experience. Don’t join a party and just leave mid way without letting everyone else in the group know what is going on. Likewise don’t just go AFK without explaining why and how long you will be - this is more important in instances but practice it in all groups so the leader can either change loot options or wait for you to return.

4.2 Invasion / Battlegrounds
 We have no specific rules or guidelines on this topic, some like it, some don't. Why not try PvP for yourself. One thing to mention, if you get your PvP rank up to Sergeant, you will receive a significant discount on your mount!, well worth doing prior to level 40.

4.3 Instances/Dungeons
 There should always be a leader, he or she should be listened to at all times. Don't argue with the instance leader, use whispers if you have an issue, suggestion or disagreement. Refrain from noobish behaviour, keep the pace steady and make sure to stay tightly grouped with your party. General instance tips...

    • Do not pull unless specifically instructed to.
      - The party leader will determine who pulls in a party, you should never be pulling if you are not the designated puller.
      - Make sure you are aware of patrols when you pull. If you're a puller, it is your responsibility to pull one group, take the time you need to do your job well.
      - If you are a hunter, learn how to take advantage of your unique pulling skills – tracking, and feign death.
      - Understand what the Main Tank's (MT) role is, and don't pull aggro from him.
    • Know your position.
      - Do not run ahead. As tempting as it is to be up front, you hurt the party by not staying in a cleared safe area. Allow the pullers to bring the mobs back to where the fight should take place.
      - Make sure that your Kleenex armoured spell casters are protected at all times, in larger groups one melee type should hang back and keep them from being interrupted or killed.
      - If you are lower in level than your fellow party members stay in the back. You have a much larger threat radius than your party's, that means you will attract unwanted adds by running to the front and attacking. Stay in the back and do your best, causing a wipe will make people think twice about inviting you again.
    • Sheep, Shackle, Sap and Banish.
      - Living and dying is all about crowd control, knowing how to use and interact with these spells is vital.
      - Sheep and Shackle should be done outside the melee area. Sheeping a target once it is within striking range and AoE range is asking for trouble and limiting flexibility. Sheep and shackle as soon as possible, before people have established a target. Always target the furthest creature as a convention and work with the puller to insure that it happens as close to simultaneously as possible.
      - If you strike a sheeped or shackled mob, stop and find a different target. Refrain from AoE attacks when there are constrained creatures in the melee area.
    • Buffs.
      - Always try to keep your party buffed with the most appropriate spells/scrolls. This maximises the party's attributes and may just be what helps you get through the instance in one piece.

4.4 Loot Rules
    4.4.1 The Need/Greed System
     Please learn to use this system correctly, only Need on items you can actually use there and then, else Greed or Pass - your choice (see below for any specific . There is no excuse for "accidentally" rolling incorrectly. Consider the classes of the other members and which class the item is best suited to, ie due to the adders, before selecting any Need rolls. Class items should go to the MOST relevant class first (Warriors get plate armour, hunters get bows etc.). When we hit the end-game raids then the main tanks get first choice on *anything* that will make them more uber, like shields and big one-handed swords. We need to look after our tanks and give them the best kit.

    4.4.2 Looting Tips
    • General
      - Epics: Roll Need/Greed. - do not roll need just because its an epic! usual rules apply.
      - BoP blues with an enchanter in group: Roll Need if you need the item as an upgrade, else pass. The enchanter should always roll greed on these items unless they Need. They will then disenchant and keep the mats if all members are from our guild, otherwise a roll for the mats should be offered within the group.
      - BoP blues without an enchanter in group: Roll Need/Greed.
      - Green and BoE blues: Roll Need/Greed.
      - Under no circumstances can you roll on an item for use by an alt or a friend/your mum etc.
      - NEVER LOOT DURING A BATTLE!! Conversely, don't pull until everyone has finished looting.
      - In ZG, MC and higher, DKP and Master-looter will be used (see relevant page for details).
    • Scourge stones/Necrotic shards
       Need/Greed. If you are collecting rep with the Argent Dawn then need, else greed. Need if you want the necrotic shards for quests. Be realistic... don't Need Scourge stones because you think you might want to get rep in the future, or you are not sure. The guild will no doubt have a few hardcore Argent Dawn rep collectors... let them take the stones. Same for necrotic shards - leave them if you don't need them.
    • Tranquillising Shot (or anything like it)
       When we get to Molten Core, the book to learn this hunter talent will drop. It's essential to progressing further into MC (the hunter uses it on the next boss, without it we're toast!) and should be distributed to the most appropriate or senior raiding hunter in the guild who does not have it. There are probably other class items like this, same rules apply - it's for the good of the guild, not the individual! We want a big bad tank with a huge shield and priests who can heal entire raid parties without their mana bar moving.
    • Quest Items
       Need/Greed if a roll is offered. For some things, like the UBRS key gems, there will be a designated collector so that we aren't all fighting against each other for the key. Don't pick them up if you don't need them and someone else does.
    • Righteous Orbs
       General rule of thumb is for everyone to roll Greed on these, however, bearing in mind we will all want crusader enchants, these should be sent to the Bhcoenchant bank.
    • Rare mounts
       Always roll Need. Just because you don't have an epic/elite mount you aren't immediately entitled to roll need above someone else for one of these babies. It's impossible to buy that funky orange tiger, so everyone rolls (not that one will ever drop, but just in case). It's also hugely unfair to those that have just spent 1000g on a mount.

4.5 DKP (Dragon Kill Points) – see relevant page for details
 Essentially you will earn DKP for attending raids. If 2 hunters both want to roll 'Need' on an uber-epic bow, then the one with a higher loot priority and willing to spend the DKP will get it. It's used to reward people who have put the most effort into beating a boss/instance etc. You don't want to run ZG 500 times and when the epic drops it goes to a guy who's in there for the first time.



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