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Drayvn's ARK Cluster Server

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Raid Policies

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We are not focused on achieving any world/cluster/server first. When engaging end game content via Raiding we wish to do so for the challenge it brings to our table and not to race to the finish line. Each member of the team must strive to be their best for the success of the team. We pride ourselves on being professional, serious, and the best in our individual classes while having fun and enjoying the end game content
We want to stress that Raid Teams are Teams and when we play, we're playing for each other. Individual successes, and failures, takes second place to the success or failure of the team. We would like our teams to encourage their members to work hard, strive to improve, cheer their successes, and hopefully have fun in the process.
Progression Content
Thursday, Sunday, and Tuesday from 6:30-9:30 ST
During early 4.0 leveling/gearing, this schedule will be group activities leading up to raiding.
Minimum Requirements (Progression Raiding)
You will... 
  • Have the ability to listen in Mumble.  No exceptions. (no microphone required but is preferred)
  • Be at 100% soul vitality
  • Be full on planar charges
  • Have and use all the necessary items
  • Vials
  • Insoles
  • Weapon stones
  • Be ready to raid at start time. 
While the end time for raids is 9:30PM ST, the guild may conclude the night of raiding earlier than this designated time.
Not all required information is disseminated in game or in voice chat. All raiders should visit the forums regularly in order to stay up to date on all pertinent information.
Must be able and willing to improve your character during non raid times.
The requirements for Farm Raiding are identical.
On the other hand, one of the tenets of CotP is making end-game raid content accessible to all members able to engage it (i.e., have enough gear to contribute).  More casual raids will be scheduled if there’s interest, staffed by alts of the progression team to help mains of the casual raiders get in.  Introductory Mode raiding may be utilized as needed and by consensus of the raiding core.
Raid Recruitment Process
Any members wanting to join the progression raiding squad will need to post stating that they are aware and accept the rules and regulations.  An officer will contact them to confirm and assign them to a squad.  A DPS check will be required on a Training Dummy in a dimension.  Minimum DPS requirements will be posted.  Assistance with rotations will be available if sought, but it’s up to the person who wants a Raid Team spot to put in the effort.
At some point, the number of eligible progression raiders will exceed the number of progression raid spots (12 or 13 for 10-person raids, so folks can take the night off).  When that happens, it will be on the guild leadership to split teams and/or increase recruiting.
While we strive to keep a jovial atmosphere, and even Progression Raiding needs to have an enjoyment aspect, we also need to respect each other and keep Mumble clear for Raid Lead direction and key callouts (spotters for stuff on the ground, tanks for cooldowns, healers for alerts, rez caller for brezzing).  Mumble and Raid chat will happen, and must happen, as the goal is to be comrades enjoying a shared recreation.  But when it's time for business, it's time for business.
Loot Rules
These rules apply to guild raids.  5-person instances are your own business, but for guild runs we encourage loot council (aka, "I need that." "okay, take it.").
Guild raids are a team effort.  As such, we should all be looking out for what’s to the greatest benefit of the team.  The way we reflect this in the loot rules using a class-based loot council.  If a Rogue item drops, all the rogues/primalists in the raid talk amongst themselves in raid chat, show the item being replaced, and reach a decision.  All votes are equal (a Rogue Officer doesn’t count more than a Rogue Raider or more than a Rogue casual who came along as filler).  Transparent loot council.
If there is a deadlock, the officers online (even if not on the raid) will cast the deciding vote after discussion amongst themselves.
We will rely on the transparent loot council system to regulate Main vs. Alt and items per character per raid.  Remember, this is a team effort, and council enforces that aspect for loot distribution.
While this may seem like it will add a lot of time, as the raid gets used to it and each other, it really won’t.  That being said, when the raid starts attempting Rapid Assault, the Raid Lead will collect all gear for distribution before the timer runs out, or N-v-G will be used, by collective decision of the raid up front, before starting.
In the event that there is a pug present to fill the raid, the rules will be above with the following modification:  All eligible for the item will /roll (regardless of whether it’s an upgrade or sidegrade). If the pug wins, the pug gets it.  If anyone in the guild wins, guild loot rules apply.  It is still possible for the pug to get the item if the guild wins the roll but all those eligible choose to pass.
Raid Lead will be responsible for linking the item and declaring the class/role that will council for it.  If the Raid Lead makes a mental typo and calls Cleric on an Int-heavy item, the raid should feel free to assert a correction in chat.  Some occasional items will be role specific (trinkets with healing procs or with on-use shields).  These will be handled as above, but by role, not class.
If no one wants a class item, it will be sharded and the shard will go to the guild bank (if a pug is present, everyone rolls and if a guildie wins, it goes to the guild bank).  However, before that, if the item is usable off-class, the off-class will be given a chance at the item, per normal Loot Council.  Off-class means that if a Wisdom heavy ring drops and no Cleric wants it, Mages will be given a shot at it before it gets sharded.  Sharding is always the last option -- nothing should be destroyed if it could be of use to someone, even offspec.

Which brings us to main-spec vs. off-spec: 

While it remains to be seen how Rift 4.0 will handle gear, indications are that all drops (except for proc/use items) will be DPS/Healing with side-grades to tank.  Therefore, the line between main-spec and off-spec goes away, to some extent.  Furthermore, part of the power of Rift is that one toon can have multiple roles (tank on boss 1, dps on boss 2, support on boss 3). That one toon needs both a tank kit and a DPS kit.


What this means:

It may seem unfair for one person to need to collect gear for 2, or more, roles, we will rely on team spirit and class Loot Council to manage this.  For example, if one person is a main-spec tank building out a DPS kit and could replace a crafted blue and the other person is a main-spec DPS looking to upgrade Expert gear, the DPS has the smaller upgrade, but will use it to greater benefit for the team.  On the other hand, if the tank only tanks 1 in 4 fights and does DPS the rest, it’s a bigger upgrade that affects 75% of the raid. 


All the raiders should be sensible people and should be able to decide.  Everything will drop again (except for the cleric tank neck off Jultharin -- that only dropped once in 65 kills).


For questions, start a thread and the question will be addressed.  This post is locked, but will be updated by the officers as needed.

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