Changes to TF ZG run
I started this run to have an end game guild event that we could do and have fun with as a guild. But do to the influx of new level 60s to our guild I am having to implement a few changes in the ZG run(s) to ensure that this run will continue to be fun and enjoyable for all that attend. To start with there are going to be prerequisites before you will be considered for the run. You must be level 60 and you must have the following utilities: CTRaid, Group Calender and Teamspeak.
CTRaid allows for easier monitoring of certain events, spells cast by bosses and knowing who the main tanks are. It also allows for easier viewed communications from the leaders of the raid.
Group Calender is used for all guild sign-ups. If you do not sign-up you will only be considered when I open up the invites to all SGA members. I do this to promote Group Calender and to know what classes we have available at the start of each run.
Teamspeak is required because of the ease it is to instruct people on what to do during certain fights and in case of emergency to let people know what is going on.
Now for the real changes. As stated above we have an influx of new people joining our guild, everyday it seems. We also have characters turning 60. Unfortunately once you turn 60 it does not mean you can automatically do end game runs. There are two things that are required, experience and gear.
Experience is the most important of the two. You must know how to play your character in these instances. If Blizzard has failed anywhere it was with preparing people for end game instances. You no longer can follow your own path. The tactics for these instances are nothing like the lower game ones. You have roles you must follow to ensure a successful run. You must also follow the leaders instructions. Communication is a key factor in a successful run.
You must have gear meant for these end game instances. The tougher the instance the better gear the group needs to succeed. Your gear needs to complement the way you play your class and what your role is going to be. Healers need healing gear, casters need damage gear and tanks need tanking gear. If you have gear questions either post them or ask someone that has more experience in the class.
The raid will be divided up into experienced and inexperienced players. I am looking at 4:1 ratio, meaning 16 experienced and 4 inexperienced. I will keep track of the people that attend and rotate the inexperienced out so everyone has the chance to get experience at end game content and in particular ZG. I will also be inviting one outside person in for their experience in ZG to help us hone our strategies and tactics.
The reason I am doing this is because we are not progressing through ZG and it has been brought to my attention that this run is not as fun as it once was. Part of the fun is tackling new challenges and progressing through the instance.
The class make up will also have to be limited to promote success in the run. What I see as the best make up, at the moment, is the following: Warriors (x4), Mages (x4), Priests (x3), Druids (x2), Rogues (x2), Paladins (x2), Hunters (x2) and Warlocks (x1). Now with this all being said, I do reserve the right to change the class make up at the time of the raid.
If you have questions about these changes, please contact me in game or forum mail and I will answer the best I can. Also if you have class questions (armor, stats or roles) please contact your class leader.