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Note from Wispen
While I realize that World of Warcraft is a game, it is important to understand that a guild still requires management and rules to ensure that everyone involved continues to have fun and enjoy the game. Our guild policies and procedures are in place for a reason. As a member of Cyberwocky, you are responsible for knowing our rules and abiding by them. This is a very long page and has a lot of information on it. For those of you who plan to raid with us there is A LOT of information here, please read it all.
-Wispen, Queen of Cyberwocky
Cyberwocky Guild Ranks
The ranking system within the Cyberwocky guild is based on guild reputation. Everyone starts out with the rank of Initiate. The ranks progress as follows: Courtier, Prefect, Regent, Chancellor.
Since I, Wispen, do not play 24-7 it is no easy task for me to get to know all of the guild members. This is where the rest of the officers come in. Get to know some of them!
We now have co-guild leaders. Squeakie and Numas. They hold the rank of Advisor. There will now and forever, only be 2 Advisors. They have all the priviledges of the Queen with the exception of changing who the Queen is.
Promotions:
- can be requested at any time
- must have a recommendation from at least 1 officer OR 3 guild members of the rank you wish to obtain or higher (your own alts are excluded)
- Officer promotions require a recommendation from 3 other officers
Demotions:
- if you fail to pay guild dues in a timely fashion
- you abuse the banking system
- you fail to uphold the standards of our guild
this list is not all inclusive
Cyberwocky Guild Vault
The Bank permissions are tied to your guild rank. The 1st bank tab is for everyone's use. The 2nd bank tab is for Chancellor's only. Only the Queen and Advisors have access to guild funds. If you need an item from tab 2, ask a Chancellor, I trust them to make the decision. If you want money from the guild bank (lol) ask Wispen, Squeakie, or Numas. You will have to justify your need, our funds are limited.
The withdrawal limits are listed below:
- Courtier = 5 items/stacks per day from Tab 1
- Prefect = 10 items/stacks per day from Tab 1
- Regent = 15 items/stacks per day from Tab 1
- Chancellor = 20 items/stacks per day
Guild Funds are currently used for guild events only!
Raiding Procedures (I borrowed this from Reign of Darkness since we raid with them more than any other group)
Raids are a wonderful thing, but they can easily turn into a rather unpleasant experience if done incorrectly. Because of this, we have developed a simple, yet firm set of rules for raiders, that everyone is expected to abide by, so that we can make the raids a more enjoyable, and successful experience for everyone. Listed below are rules, examples with the rules, punishments for ignoring the rules, and exceptions. I've tried to list them in as simple of a format as possible, but if you have any questions, please ask Wispen, or any raiding chancellor, and we will see to it that your question is answered as swiftly as possible.
Chit Chat – Everyone likes to talk, especially when we're all together in one big event, but this doesn't mean it's always appropriate. The first kind of chat we're going to go over, is in game, text chat. Usually, anything can be said at anytime, as long as it is typed, however, the following exceptions apply.
1. No damage meters linked in raid chat. Some people, especially raid leaders, or guild leaders / officers get a large amount of tells. To have the screen flood spam about how one person did 5 more damage than another, can make valuable information get lost in the process. If you want to display damage meters, please make a private channel, and display it in there, where it won't hinder the rest of the raid.
2. No mass linking items in raid. Many people get easily sidetracked, or even confused when items get randomly linked in chat. Not to mention, once again, it provides un-necessary spam. If you plan to link it, do so in tells, or a private channel.
3. Absolutely no abuse of the raid warning function will be tolerated. This function exists for us to be able to warn people about things that may be changing, or happening that are unusual. It is not to let everyone know how cool of a guy you are.
Now as for ventrilo (or any team speak we are using), there are several things that have to be understood. The raid leader, and assistants have certain needs to be able to communicate quickly over ventrilo, and because of this, certain short hand verbal commands have been made. Below they are explained, in detail, and it is expected that everyone listens to these commands at all times. As you all know, we've already had our fair share of fights over raids, and if it continues, it's simply going to go downhill, not up.
1. “Clear vent.” This is the most important command to understand. When this is said, it means that all chatter has to cease, that the person calling it (raid leader or assistant) has information that is relevant to the raid, and it is expected for everyone to listen, and halt communications.
2. “Vent open.” This command is simple to understand. It means that we're at a point where there's little worry or stress, and people are free to speak on vent for their own luxury. Most importantly, this command can follow “Clear vent”, meaning that all information needing to be explained, has been, and people are now welcome to return to their conversations. Keep in mind this doesn't always happen, as following a “Clear vent” there might be a boss fight, or something similar, that vent needs to be clear for, so always wait to hear the “Vent open,” don't ever assume anything.
3. “Fall Back” / “Retreat” / “Run”...etc. This is a verbal command, indicating that the fight is not going to be won in current conditions, and the order to completely pull out, in an attempt to reset, or simply flee the dungeon has been given.
4. “Red Light.” This means halt all forward progress, don't pull, return to the group and wait further instructions. Most commonly called when an important player is noticed to have disconnected. If you hear red light, assume the worse, stop, look around you and safely return to the group. Keep in mind, red light could mean something as simple as, we didn't see a patrol and have to pull it first, to the server is crashing along with the world, and we have to figure out what to do.
5. “Yellow Light.” This means everyone should be up and ready for combat, but the pull is on hold until conditions are met. Such as a patrol walks away, or Karle has mana, or Jeraofeq has thrown her leather balls around...etc. Whatever the condition, it will be listed after the caller says Yellow Light, and once the condition is met the puller (designated by the raid leader), can pull said targets.
6. “Green Light.” All things are clear, prepare for combat, the puller is pulling. Simple as that.
Cool downs, and their uses.There are several classes who have cool downs and the like, on very powerful abilities, such as combat resurrections, or full heals...etc. These abilities can make or break a boss fight that comes close, and because of this they should not be wasted on trivial things. In general, all cool downs should be saved, or cycled, so they are up for boss fights. The following cool downs should only ever be used by a given order by the raid leader, on the designated target.
1. Innervate. Though trivial, having a near full mana bar for one of the main healers can give the time necessary to finish the fight. If you want to use innervate on yourself, request it in ventrilo of the raid leader.
2. Combat Resurrection. The decision on who, if anyone, should be brought back from the dead is a major one. Should it be a tank, or a healer, or do we need DPS...etc. If a combat resurrection is needed, the caller will request it along with a target.
3. Shield Wall. Commonly shield wall isn't going to help you. If the healers can't keep you up normally, then the 15 seconds you'll buy won't save you in the end since the healers couldn't keep you up to begin with. However, there are exceptions, the major one being that if all healers are out of mana, and need to cycle their mana back, via potions, fiends, and the like, using shield wall can buy them the time needed to get their mana back without having to worry about the tank. Combined with a health stone, healing potion, and last stand, a well played tank can buy as much as 25 – 30 seconds of time before having to have healers again. Thus to avoid wasting a valuable asset, tanks should wait until it's called in raid to shield wall.
4. Last Stand. See Shield Wall.
5. Lay on Hands. Commonly the last resort, paladins think that using this when their mana is completely gone is the right path. While in reality, it should usually be saved for a case where all resorts of preventing damage, and all healers mana is down. At this point there is nothing left to keep the tank up, and the grace of the biggest cool down in the game can be used.
6. Divine Intervention. This ability is usually used to reset a boss fight. As it kills the paladin it should be a last resort and will usually be called. However it is expected that you are always prepared to use this ability if the situation calls for it.
7. Soulstone. A soulstone ideally should be saved and used for boss fights. To have it on a healer before hand, means that if that healer accidentally dies somehow, the raid looses the benefit of a self-resurrecting healer in the boss fight.
8. Reincarnate. Reincarnate is best used in boss fights. If as a shaman you die outside a boss fight, it is proper procedure to wait for a resurrection, as to avoid losing a valuable healer / dps in a boss fight.
There are plenty of other major cool downs, that are not as important, because they only benefit the player or have a short timer, as to where the cool downs listed have a long timer and can greatly change the tide of battle. For the most part, the caller is familiar with all of these cool downs, and is relying on them, and being able to call upon them. Remember folks, in a raid, it's not about you kicking ass, it's about everyone as a whole succeeding. So always wait for the cool downs to be called, or ask if it's clear to use.
Attendance, reagents, and presentation.
Unlike a normal dungeon or quest, you will need every type of reagent, potion, and the like in large quantity. Keep in mind at this point, Kara is a small raid, only 10 men, and you'll still burn through 2 times the components at least. So now imagine being the only druid, when we're doing Molten Core, a 40 man raid, and having to provide gift of the wild for every group, every buff call / wipe. You need to bring a large amount of components, you never know what we will be expected, or how many wipes we will have...etc.
These things should be prepared for on time, you need to go repair, get your components, potions, find your herbs and vials, all before the raid starts. You need to have things going 30 minutes before raid time, this might mean you have to prep the night before. Now I know people aren't good at this yet, but we've lost something like 3 hours of raid time so far due to running behind, so it's time to fix this problem. People are expected to be ready for summons 30 minutes before listed raid time.
Your presentation is also very important, some of you may wonder what that exactly entails. Presentation covers things like being on ventrilo without having to be told to do so. You should be in the right channel, you should have your music down, or off so you can hear what's being said. Read your chat so you see what's going on, have your hotkeys set, and everything that could potentially slow you down or the raid down, done well in advance. If we ever have to wait on something you could of done before the raid, it's a problem.
Most importantly, if you sign up for a raid, you're expected to be there. If you are in a raid, you are expected to stay the whole time. Don't hinder the raiding group by signing up for part of it and then leaving. It is difficult to fill in spots at this point, and we rely on the sign up sheet to know if we can manage a raid at all. Now on to the next part.
How to behave in ventrilo and normal chat.
I know I covered commands, and the like earlier, but I never went of the subject of proper behaviour. Several of you have many jokes that are personal to each other, and may be hilarious on a one by one basis, but can be offensive in a raid. Anything, joke, comment, or statement alike, that can be offensive to any segregation of people, an individual, or especially someone in the raid itself, must not be spoken or written in any public fashion while on the raid. We are all going to be very stressed while raiding, there will be tension, an unusual amount, and things normally not offensive, will be much easier to be offended by in a heated situation. This includes many vulgar words, not just full expressions or jokes. In general, if you couldn't say it to your little sister, mother, or grandma, don't say it to us.
Also, don't ever discuss strats unless requested. There are several people, whom rely on what they hear, and if they hear someone discussing a strat that hasn't been approved, you may throw that person for a loop and they'll be off during the fight. These are all things that should become common sense to you eventually, but for now, they are being listed in this document to make sure you are aware of them.
Required AddOns
In order to have an affective raid we require you to use 3 AddOns.
1.
Omen - this is our Threat Meter. Many times you will be told to stay within a certain threat range while raiding. So it is important to be able to see where you rank on the threat table.
2. Guild Calendar - this allows us to schedule events and lets you sign up for them. It also provides valuable reminders of your cool downs.
3. Big Wigs - this is a neat little gadget that puts up raid warnings to alert you to what the boss is doing.
Punishments... I hate writing this part, but if you don't listen, we aren't going to tolerate it. So here's how we deal with it. I will list which section of the rules you are disrespectful about, and then list how we handle them.
1. Ventrilo – The most common place to have people misbehave, or abuse privileges, is on ventrilo. If caught acting up, you will be giving a reminder the first time. If caught again, you will receive a warning. If you act up a third time, you will be muted for the remainder of the raid, but still be able to hear us on vent, simply not speak. If you are dumb enough to cause trouble past this point, by logging on and off to unmute, or log on as another user...etc, you will be removed from ventrilo by way of force, ergo banned, kicked out of the raid, and put on a no raid probation for 2 weeks time. Seeing how you have to go through a LOT of deliberate effort to overcome being muted, it would indicate a clear attempt to violate the rules, which is why the punishment is so harsh.
2. Chat – If caught abusing the raid chat channel, or party chat channels...etc. You will be reminded the first time, and warned the second. Should you proceed, you will be dropped from the raid and replaced. No probation..
3. If you're under prepared for a raid, the first time you will usually be covered by someone else of your class and have to repay them. If it happens again, on another raid, you will be warned that it is your last chance and be covered, again by another player. If it happens a third time, you will begin to loose DKP for every run you show up for unprepared until you fix it and show up prepared.
4. If you are absent without a reason, hold up the raid on several occasions, or are late to a raid by a significant amount of time, you will be reminded first, then warned, and finally loose the right to have priority given to you in raids. (Basically we take everyone else, before you.)
5. If your cool downs are blown for a bad, or illegitimate reason, while we will not punish you on this behalf, as it is your character to do with as you see fit, we reserve the right if it gets so bad that you're using lay on hands to heal 5 life when you're at full mana, or blowing combat resurrections out of combat, to put your through training on your class before allowing you to continue in a raid.
6. Just because something isn't listed here, doesn't mean you can't get in trouble. If you do things that are painfully obvious, on purpose, and cause huge amounts of grief, just because there's not a typed out rule, doesn't mean we don't reserve the right to punish you as necessary.
As always, if you see anything that's missing from this form, or if you have any questions, please don't hesitate to ask. The chancellors, raid leaders, and the like will always be there to help you whenever possible. We want this to be fun, but to do that we need to avoid serious stress in advance, which is the reason these rules exist. I look forward to raiding with all of you.
Raid Loot & DKP
What is DKP?
DKP - Dragon Kill Points. This is called this because it was designed in the old Everquest days.
How do I earn DKP?
There are only two ways to earn DKP. First off, you must be raiding to earn DKP, nothing smaller than a raid is worth DKP. Second off, no favour is given based on rank or any standing with anyone in the guild. It is calculated based on a mathematical formula, and various computer programs that run on the tracker's computer. As for the ways you can earn it - simple. Killing a boss is worth a dkp value, based on the boss, the number of times the guild has killed it before, and the raid instance. Two, if the raid fully wipes, (this doesn't mean you die, wipe is defined by a caller who says "It's a wipe." or if everyone in the raid dies.) you get a mark towards total wipes. In the end the number of marks on a raid is divided by 3. (Basically for every 3 wipes you get a dkp.) The only other thing that needs to be understood about DKP, is that it updates only after a raid has finished and left the zone. This prevents people from sweeping our guild (a term defined by someone who joins up, goes on a raid, grabs all they can, and leaves).
What are Cyberwocky's DKP Values?
1. Every 3 wipes = 1 dkp (see above for what constitutes a wipe)
2. Boss down = 4 dkp (if it's the first time Cyberwocky has downed that boss, only 2 dkp otherwise)
How do I use DKP?
Every time an item drops, that is blue or higher while in a DKP valid raid, the DKP tracker (90% Wispen, 9% Squeakie, 1% Chancellor) will link the item in raid chat, and then announce its minimum bid value. At this point, if you have an interest in the item, you send a message to whomever the raid tracker announces (usually themselves but not always if there are a bunch of items). This message should consist of one very simple message of how much you wish to bid, which must be equal to or above the minimum or it is invalid. If you bid more than the amount of DKP you have, it also is treated as invalid. You only get one final bid. The highest bid wins. Whoever bids the highest will pay 1 more than the second highest bid.
Here is an example.
[Broken I.W.I.N. Button], minimum bid is 5 DKP, send tells to Wispen!
Tell from Numas: I love that item, I bid 12!
Tell from Squeakie: Pshaw, I bid minimum. (5)
Tell from Talisker: Wispen, you know you want to let me have it for 3 DKP? (Invalid bid - Minimum is 5.)
Tell from Mendarel: I bid 10. It's so worth 10! 10! 10! 10! (This is fine, it's still just one tell, and I can figure out what he means.)
Tell from Radded: OMG I bid like 50,000 naw more like 5, actually make it 8. Hmmm...whatever you think I should bid. (Automatically invalid, no final bid was made and the bid tracker is not allowed to help you decide on a bid.)
Tell from Boonlarry: I bid 400. (Invalid bid - Boonlarry does not have 400 DKP...and god help us all if he ever does.)
Tell from Kirage (Alt of Wispen): I bid 17. (Invalid, explained why in a second on priorities.)
Announcement in raid after all bids have been accepted.
[Broken I.W.I.N. Button] goes to Numas for 11. (Second highest was Mendarel for 10, so you add 1 and that's how much Numas pays.)
At this point the item will show up in Numas's inventory, and the raid moves on. Numas immediately (not after the raid) has the 11 DKP deducted, and that's that.
Special Rules About Bidding:
1) You may not bid on an item that does not apply to you. As much as you may want one, an agility dagger does not get awarded to a priest, and by all means tier 1 for shamans, does not get awarded to hunters. DKP exists to fairly enhance our guild, not to let people take away from others and not better themselves.
2) You are always allowed to bid minimum. No matter how much DKP you have, even if you're negative, you can always bid minimum. This is to prevent having to toss items that someone can use, and to prevent people from unfairly getting stuff for free just because they needed it and we didn't want to shard it.
3) Ties are resolved by a roll off. After the roll off happens, the winner pays 1 more than he bid. (Explanation, if the highest bid is 8 and the second highest is also 8 (ergo a tie), then the second highest plus 1 is 9.) The reason we enforce this, is because if people want the item that badly, then the increase represent the new demand, along with keeping the rules simple.
Priorities In Bidding:
1) Priority is always given to main characters. In the DKP listing, everyone has their main listed. This is to prevent one person from playing 10 characters and getting all the gear for his characters. In the end, you as a person can only be on one character, so effectively gearing up your alts does not help the guild progress. When bidding, if you are bidding for an alt, or while on an alt, you may still make your bid known, but it is only valid if no bids from mains are received.
2) Priority is given to positive DKP holders. If you hold any negative amount of DKP, and you still bid minimum, which is fine, but someone else bids minimum, who has 0 or higher DKP, they win by default over your bid because they are not in debt. However if two people who are both in negative bid minimum, they go back to normal tie rules.
3) Priority is given to the MT and OT of the raids for armour that is determined to be an upgrade for tanks, for example if it ups stamina, defence or dodge rating. The MT and OT (as of Oct. 4th) are Wispen and Talisker. They are given priority because when we get to the higher raids, the entire raid will be relying on their armour and gear. If the two of them fall everyone else will die as well. However, weapons such as two handed weapons, or off hand swords, plate that ups hit rating and all of the stuff DPS warriors and other warriors in the raid might like, the MT and OT are not even allowed to bid on, and if they do, the bid is treated as a last resort bid, that is only valid if no one else in the whole raid wants to spend DKP on the item.
Penalties For DKP:
1) Changing your main, for the same explanation above about how it hurts us to equip one person twice, comes with a heavy DKP penalty. There will be no hard feelings if you choose to change your main, but your DKP will suffer. If you are not yet on the DKP boards, you don't have to worry about it at all, but if you're on the board and choose to change your main you will suffer a 50 DKP penalty.
2) Pulling out of a tie roll comes with a 5 DKP penalty. You may think you're being courteous, but by pulling out of a roll you can disrupt things pretty bad. Therefore if you pull out, you lose 5 DKP and gain nothing. The reason for this is listed below:
Numas: I bid 75 DKP!
Mendarel: I bid 75 DKP!
Now that they know they've tied, both of them realize they're going to lose 76 DKP if they win the roll. That's a lot. This lesson makes them realize that in the future when they see an item they want really badly, to truly only bid what they are willing to pay, because sometimes when you bid, you will pay the amount you bid or more. Pulling out of this roll also gives the other bidder a much cheaper deal on the item, and just hurts you. Don't do this, it’s frowned on, and we almost decided not to allow it, however we felt a penalty will be sufficient. If needed this penalty will be raised if people still pull out a lot.
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