Dead Men Walking

Forum Archive 2023 => World of Warcraft - Dead Men Raiding => dMw Gaming => Gaming Archive => DMR Members Only => Topic started by: Jim on July 01, 2009, 06:25:08 PM

Title: Some information about the 10 mans
Post by: Jim on July 01, 2009, 06:25:08 PM
Greetings all,

What i do not want is arguements over how these 10 mans are run, as I would like them to be fun but also of a serious progressive nature.

When will I have to be around for these 10 mans?


Offdays in short, but I would like Friday, with the backing of the other Officers, to be the main 10 man offday, as we can squeeze out a longer raid to progress further. But for these days, I'm thinking of having invites at 8:15 Game time to then have our pull roughly on the dot at 8:30, with us ending around the same time as the 25s, at 11.00, and if people can, extend it by a maximum of half hour, depending on how far we are.

How will I know if there is going to be a 10 man on an offday?

Due to possible confussion I will not be posting these runs on the ingame calender but instead I will post on the forums when I expect that i'll be able to organise a run, but if I don't post on the forums about it feel free to log on before 8:00 GT and check, Or send me a whisper / PM and I'll let you know

So Jim, how are you going to set up the people for the raids?

Well, I'm going to use two methods, the first being 'Be online', the second, with help from the other officers, who we feel the best people are for the raid. Of course I know everyone would like to come but I would just like the best possible group setup.

But wait, why have you picked X over Me? Is that my whole night ruined?

X could have slightly better gear, or has a clearer knowledge of the tactics and has been with us before. You can expect that people might not be too happy that they didn't get a chance to come into the 10 man, but I can assure you that I won't always leave you out of the group for every single 10 man.

No your night might not be ruined, unexpected occurances can happen all the time, be it internet failures, problems in real life, etc. So even if you're sitting around on an alt character leveling it up, you could still get a chance to come in. On some occasions, we might have enough for us to organise two 10 mans, depending on saves we could have two Ulduar groups or one Ulduar, one Naxxramas group running.

Ok, I understand now, is there anything that I personally have to bring to these groups?

Yes, for Ulduar I would expect you to have the flasks designed for your class + spec, a healthy amount of pots, and food buffs, regardless if we have someone who can place some Fish Feasts down for us. For Naxxramas on the other hand, as it is pretty much a straight 3 hour clear, or quicker, I don't mind if you save your flasks / pots / food for other raids.

Please keep in mind that as these are offday runs I'd like them to be as fun but still maintain the determination for you to do well and hopefully progress through the rest of Ulduar and beyond.

/salute, Jim
Title: Some information about the 10 mans
Post by: Améthyst on July 01, 2009, 07:09:05 PM
Yes, MSO Sir /salute  :devil:
Title: Some information about the 10 mans
Post by: Sithvid on July 01, 2009, 11:23:48 PM
Great Start tonight, nice pace, plenty of fun.
Title: Some information about the 10 mans
Post by: Jim on July 01, 2009, 11:25:40 PM
indeed, planning to have a run for friday, not 100% sure that i'm around, but Maldaror has kindly offered to take control if i cannot attend.
Title: Some information about the 10 mans
Post by: Inspiron83 on July 03, 2009, 07:08:56 PM
And how does one get into these runs?  Seeing as asking about it in Gchat or even asking an officer results in no replies?  I could desperately use 10 Uld but if there is no clear sign up, or way to inquire about it, whats the use?
Title: Some information about the 10 mans
Post by: Azunai on July 03, 2009, 07:25:51 PM
They're on invite-basis for now. We will try to rotate as best we can, but we take the best we can get each week until the place is steadily on farm. That does not in any way mean we're saying "you suck" or "we want to keep the fun to ourselves", just that we try and build an optimal group with people who know our tactics and who are used to playing together to make it as smoothe as possible until we can sneeze through the place with ease, after which we can be more flexible with invites. This goes for the 10mans.
Title: Some information about the 10 mans
Post by: Inspiron83 on July 03, 2009, 07:31:17 PM
People will not get a chance to know the "tactics" or experience them first hand if decisions are based on that fact.  Building groups on getting things done the smoothest way possible is also obviously going to skew invites in one direction for an unfairly long time.  And optimal?  How are players who have blues fine for 25 mans but not fine for 10 mans?  Makes no sense at all.
Title: Some information about the 10 mans
Post by: Azunai on July 03, 2009, 08:30:50 PM
Quote from: Inspiron83;281377People will not get a chance to know the "tactics" or experience them first hand if decisions are based on that fact.  Building groups on getting things done the smoothest way possible is also obviously going to skew invites in one direction for an unfairly long time.  And optimal?  How are players who have blues fine for 25 mans but not fine for 10 mans?  Makes no sense at all.

They aren't, actually. It's part of what we're transforming about the 25man raids, but that is still "under construction" if you will. We're deciding on what to do from here on, but suffice to say blues and greens are *not* sufficient for 25s and everyone is expected to work on turning those blues and greens into epics as best they can.
Title: Some information about the 10 mans
Post by: TeaLeaf on July 03, 2009, 08:38:57 PM
That doesn't mean green/blues are without help, it just means we need to work our toons through Naxx/VOA/OS/craftables/purchasable BOE epics etc to get gear suitable to go to Ulduar with.

TL.
Title: Some information about the 10 mans
Post by: Azunai on July 03, 2009, 09:18:17 PM
Naturally it doesn't mean it's you versus us, no :) People in the guild are often able to help out and craftables in each armor class can all be made too. But it doesn't mean you needn't worry about anything and expect to be handed gear. Effort is appreciated.
Title: Some information about the 10 mans
Post by: Baylien on July 04, 2009, 02:04:26 AM
The upcoming changes to the Emblem system and the new Coliseum will change the way 'gearing up' is approached. We are not looking to exclude people from the 10 man Ulduar runs. The way we handle the 10 man Ulduar runs is being handled with as much diplomacy as can be mustered.
While we understand people cannot prove themselves without being given a chance(something elitist guilds overlook) it is also a 10 man instance, thus only being open to 10 'men' at any one time. Trust me in my aspiration to give skilled people a chance, I was rejected by many raiding guilds in the past.
The merits of showing people the encounters Versus Progress in the 10 man is a tough balance, and is assessed differently to the 25 mans as the 10 man runs can be very crowded at times when it comes to demand .
Jim(Gaebora) has authority over 10 man off-night runs, so I cannot issue any orders on the way 10 mans are run.  But be assured I/we are not interested in creating a hierarchy of appreciation or a niche/'click'. We are a guild! We are comrades! Do all you can to improve your character through research and focus, I will try to get people a shot, but do all you can to help yourself.
   Anyway I'm off to sleep, drinking with Burmy and Andriel is demanding lol.
I genuinely thank  you for letting us know you concerns, feel free to talk to me anytime ingame or even better on the forums :)
Title: Some information about the 10 mans
Post by: Azunai on July 04, 2009, 10:33:27 AM
...what he said.

I would like to add something to that, which I have noticed last night. While we are of course happy to explain any new encounter to people, it takes time to talk it through and for them to master what they need to do. This is less important on the early bosses (which you steam over in 10man anyway) and the lower keepers like Hodir or Thorim, but with fights such as Mimiron or especially General Vezax, which we are wiping on right now, having a group that knows the fight and knows eachother in that fight is important. I found ourselves repeating the process of learning the fight - although of course it must be said that both Loveduck and Pilus did a great job - from the last time we were there, rather than starting off at that point where everyone knows what they're doing straight away. This hampers progress, and is especially noticable on the new fights, where we can't 'carry' - for lack of a more flattering term - new people as easily as on the earlier ones.
Title: Some information about the 10 mans
Post by: sheepy on July 04, 2009, 10:48:53 AM
as soon as uld 10 is on farm and we have the tactics down it will be a lot more open to more people - its just during the hard progress bit.
Title: Some information about the 10 mans
Post by: Jim on July 06, 2009, 11:03:03 AM
If there are enough people round tonight we'll head into ulduar and hopefully push General Vezax over :)

If not then there will be one on wednesday where we will be doing a different tower for FL+1 and then blitz through the rest of it :D

/Salute, Jim
Title: Some information about the 10 mans
Post by: Jim on July 06, 2009, 06:31:30 PM
not going to be a run tonight so ill see you all wednesday for the 10 man

/salute, Jim
Title: Some information about the 10 mans
Post by: JonnyAppleSeed on July 06, 2009, 07:09:44 PM
If ya jump back on we have almost enough ready to go :D