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      CommentAuthorNaar
    • CommentTimeJan 25th 2008 edited
     
    Hey guys, first of all let me say I'm so very happy that you've all come over. I missed you all a lot and WoW wouldn't be the same without you. Honestly, when I posted my post a week ago, I never would have guessed that there would be such a response to it. I really was just posting and expected someone to show up, piddle around a bit, and then disappear. But I'm really excited that all of you have decided to come over.

    Now that we've got the web site situation figured out, I wanted to lay a few things down about the guild, at least the way I see it. These are kind of like guidelines for the guild, but more fluid and definitely not set in stone. So, I may ninja edit them from time to time as we evolve.

    Naars Guild Guidelines:

    1. The Most Important Guideline-The most important thing (and the only thing that is set in stone) is that you have fun. Essentially, this is a computer game. Sure it's in a different class from something you'd just enjoy by yourself, but it's still a game and games are meant for fun. The only time you shouldn't have fun is when it is at someone else's expense, but I'll cover that later.

    2. Direction-As far as direction for the guild, many of our old Abandoned members as well as new people we've found on Rexxar are long time players of the game. But now most of us aren't even in Outland, so our primary concern should be leveling up, and helping each other level up as well.Eventually, I'd like to head-up some end game content (and how casual or hardcore we are about it will depend on the player base), but WOTLK is also just around the corner, so we will see (This is one of those that might get ninja edited). Also, I'm privy to the ideal of letting the guildies decide what we should be doing as a guild.

    3. Spec-As a member or officer of Naars you will never be asked or required to spec your character a certain way. This goes back to the fun thing, do what is fun for you and I personally will do my best to make sure you are included in guild runs or raids. This comes from personal experience. For the longest time I DPSed on my Elemental Shaman, competing with Rogues and Mages, and instead of speccing Resto and healing, I just took a DPS slot. No one asked me to change my spec and I never really did; but I had a blast, because I was doing what I wanted to.

    4. Informality- This is another personal one. I want your membership in Naars to be as informal and enjoyable as possible. A lot of us have jobs, (or in some cases, school) and do not want to log on in the evenings just to feel like we are working again. Being informal and treating others as equals will make sure that everyone is having a good time. After all, we are all friends here, no need for fancy formalities. Anyone who knows me knows I don't take most things seriously.

    5. Equality- This should go without saying, but I'm saying it just in case. Judgments of people concerning race, sexuality, religion, age, gender, income, or any other demographic that I've failed to mention will be 110% UNTOLERATED. You know what I'm talking about here and it will be completely nonexistent in Naars. We are a non-judging group that accepts anyone and everyone that enjoys this game as much as we do. Any such comments, no matter the context, will be greatly frowned upon. This also includes euphemisms that might offend someone, so if you would like to express your distaste with something just do what I do and say, "That's lame."
    5a. Anyone getting caught doing this will get one (1) verbal warning through voice chat or text chat, just to remind them. Repeat offenders will be kicked from the guild, perhaps without warning, and will not be re-invited (Although what's more likely is you will be called out and humiliated by moi for your closed-mindedness, and you don't want to test my mastery over language. I WILL RAPE YOU WITH WORDS!). This guild will not tolerate intolerance.

    6. Player Skill- Not everyone is in the same place with their WoW careers. Some know more about this game than others. Some are long time veterans, where others have only been playing for weeks. No matter where you are, Naars will help you play even better! We will not judge another player on his skill, but we might want to help you reach your full potential. Please, never comment on someone who you think might be at a lower skill than you, instead send them a suggestion in a tell and let them know that you are just wanting to help them. Also, on the other side of that, if you are receiving suggestions from someone, please understand that they are not telling you how to play, but merely trying to help, and accept their advice gracefully. You never know what kind of alts someone has out on other servers.

    7. What the hell does "Naars" mean?- Honestly, it's a silly exclamation that me and Naara/Nycta use in place of a swear word sometimes. We don't mind swearing, shit, I got a mouth like a sailor sometimes, but often it's funnier to say "NAR!" So we say it, a lot. And our guild got named that. It's not "Naar's" because the apostrophe would imply that the guild is mine, and that's not how I see it. And my character is named after the guild, not the other way around. We put two 'A's in it because we are Draenei and they are always talking about the "Naaru." Goofy, I know.

    Ranks

    Just a quick breakdown of ranks, what is expected of each rank:

    1. New- This is the introductory rank in Naars. Usually it means someone has just been invited to the guild and is essentially 'trying-out' and making sure the guild is right for them as well as the guild making sure the new player is a good fit. Most toons won't stay here long, unless they just never sign on and therefore never show up on the Promote-Radar. Permissions: New members may only chat and see guild chat. They may also view and deposit items or gold into the guild bank

    2. Member- This is a player who has moved past the introductory phase and is considered a valuable part of the guild. Members are probably the most important rank we have, because they make up the bulk of our guild. Permissions: Members can see and chat in guild chat, as well as alter player notes. They may also view and deposit items or gold into the guild bank.

    3. Veteran- This rank's title might be a little misleading. Veterans are not necessarily people who have played the game a long time, but instead they are members that have demonstrated the core ideals of Naars or who have donated greatly to the guild's bank or who have shown great selflessness by way of helping other guildies, or any combination of the three. If members are the bulk of the guild, veterans would be the spine.Permissions: Veterans have all the same permissions of New and Members, but also are allowed to use guild funds to repair their guild (up to a maximum of 10 gold a day).

    4. Officers- Officers are the leadership of the guild. It is their responsibility to contribute to the guild, promote guild ideals, and at times, judicate during conflicts being players. They should be looked to whenever anyone has a problem. They might not always have an answer, but they will do their best to sort things out. Might I add, I consider myself just an officer, I just can't make it to where all officers are equal because of the way Blizzard has set up the guild permissions tab. Officers are also responsible for retrieving items out of the bank for other players when needed.Permissions: Officers have all the permissions as the other ranks as well as they can withdraw 10 items from the bank a day, invite or kick players from the guild, and modify the MOTD as well as the Guild Info tab.

    Finally, never feel bad about asking Officers for anything. If they didn't want to help or didn't have the capacity, they would not be officers. Also, the officership is something I've kinda solely decided. If you would like an explanation as to my methods, I'll be more than happy to speak with you in game about it. Also, if you are interested in becoming an officer, feel free to inquire. Nothing wrong with stating that you want to do more for the guild in a leadership position.
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      CommentAuthorNaar
    • CommentTimeJan 25th 2008 edited
     
    Guild Bank

    Lastly, this covers the Guild Bank policies:

    1. Access- The Guild Bank now has two tabs, Tab #1 is essentially a public tab open to all guildies at the member rank or higher. Everyone can deposit or withdraw items from Tab #1. I see it as a kind of "Give a Penny, Take a Penny" kinda system. I've also set it up where no one can "ninja" all the items from a bank, so don't worry about taking too much (or giving too much, for that matter).

    Tab #2 functions like the old Tab #1. Tab#2 is for higher-end items that officers deem as needing officer clearance to acquire. Still, feel free to ask and officer for any item in Tab #2, and you'll most likely get it. This system is just for protecting our more valuable items as a guild, and there still are automated limits placed on the officers. So, feel free to ask away!

    No one is allowed to withdraw gold directly. Guild gold is there to cover repair costs of those that have earned it, and to possibly buy more bank item tabs. Any gold withdrawn from the bank directly will need to be requested. Requests will be convened on by the officers present and the funds will be withdrawn by me (Naar) personally, only after a decision is made.

    2. Depositing- Making donations to the guild is greatly appreciated and helps keep us alive. Anyone can deposit items or gold into the Guild Bank. Anyone doing so often will be considered for promotions and be greatly appreciated (That said, you can't "buy" your ranks in the guild). I will be going to great lengths to make sure your donations are not exploited by anyone else in the guild. However, don't break yourself trying to deposit things into the bank. Keep some money and items for yourself.



    Conclusion

    While I've started and ran many successful guilds on various games, I'm not infallible. If you ever have an issue with my leadership, please let me know, I want everyone to have fun and no one should brood because I accidently made a careless decision. I expect everyone to hold me to the same standards I've laid out here, cause with out you all this would be a 1 person guild. If you don't feel like you can come to me, go to one of the other officers about it and they will speak up for you.

    I want and need suggestions to help shape the guild, so please add your comments to this thread.
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      CommentAuthorNaar
    • CommentTimeMar 1st 2008 edited
     
    The "Raider" Rank

    Overview: The Raider Rank is a new rank we are instituting here in Naars. It is not higher or lower than any particular rank, it merely denotes that the player has met the requirements and is ready for raiding. It denotes no authority over anyone else in the guild. All those seeking to raid will first need to meet the requirements (see below) in order to ensure we have smooth and fun raids!

    General Requirements-All members considering raiding should first meet these requirements for guild raids (no matter the class you rolled):
    - Required plugins: KTM (threat) and Deadly Boss Mods (boss mod)
    ---- Suggested plugins: SW Stats (dmg)
    - Required Voice Communication Software: Ventrilo (special cases need to be taken up with an officer), You don't need to speak on Vent, just be able to listen.
    - A First Aid skill of at least 325!
    -The majority of your gear should be enchanted. There's no reason that your good armor pieces shouldn't have good enchants. We have several enchanters that will do enchants for free if they have the mats. (Mynds and Fortinude come to mind.)

    General Recommendations-None of this is required to raid, but if it comes down to two people wanting to raid, and only one slot left, we be more likely to take the one that does the following:
    -Speccing for Raid Viability (An Elemental Shaman's Totem of Wrath is a good example here, ToW is an awesome raiding talent, but a horrible PvP talent. It conflicts with Nature's Swiftness which is an awesome PvP talent. Speccing for Raid Viability would be taking ToW. Helping the raid as a whole and forgoing personal glory is always good. After all, you can't solo a ten-man.)
    -If you're a crafter, maxing out your profession and handing out consumables. (Alchemy, cooking, enchanting, etc. I got repair bots covered :P)
    -Those that have geared up in 5-mans, Heroics, and PvP will greatly increase their chances of getting on a raid.
    -Potions!
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      CommentAuthorXyno
    • CommentTimeMar 2nd 2008
     
    Minimum Class Specific Requirements-These aren't completely set in stone, they can bend around a little. But getting as close to these requirements as you can will benefit everyone. These numbers are before buffs:

    Warrior

    Main Tank:
    12,000 Armor; 12,000 hp; 490 Defense; 15% Dodge; 15% Parry; 18% Block

    Off Tank:
    11,000 Armor; 10,000 hp; 470 Defense; 13% Dodge; 13% Parry; 15% Block

    DPS:
    1,600 Attack Power; 70 Hit Rating; 22% Crit Chance

    Druid

    Tank:
    415 Defense with 3/3 Survival of the Fittest talent; 12,000 hp; 27% Dodge; 20,000 Armor

    DPS (Balance):
    +600 Spell Damage; 15% Crit Chance (caster form); 60 Mana Per 5; 70 Hit Rating; 6,500 hp

    Heal (Restoration):
    +1,000 Heal Power; 80 Mana Per 5; 6,500 hp

    Rogue
    1,350 Attack Power; 90 Hit Rating; 20% Crit Chance; 7,000 hp

    Priest

    Heal (Holy/Disc):
    7500 mana; +1,000 Healing Power; 70 Mana Per 5; 6,500 hp

    DPS (Shadow):
    6,000 mana; +750 Spell Damage; +5% to Hit; 6,500 hp

    Hunter

    Beast Mastery:
    6,000 mana; 1,300 Attack Power; 17.5% Crit Chance; 75 Hit Rating; 8,000 hp

    Marksman:
    6,000 mana; 1,600 Attack Power; 17.5% Crit Chance; 85 Hit Rating; 8,000 hp

    Shaman

    Heal (Restoration):
    +1,000 Healing Power; 80 Mana per 5; 9% Spell Crit Chance; 7,000 hp

    DPS (Elemental):
    +600 Nature Spell Damage; 70 Mana Per 5; 19% Spell Crit Chance; 7,500 hp

    DPS (Enhancement):
    1,050 Attack Power; 17% Crit Chance; 8% to Hit; 8,500 hp

    Mage

    +650 Spell Damage of your primary magic school; +500 Spell Damage of other magic schools; 50 Hit Rating; 20% Spell Crit Chance; 6,500 hp; 8,500 mana

    Paladin

    Main Tank (Protection):
    11,000 Armor; 11,000 hp; 490 Defense; 15% Dodge; 15% Parry; 18% Block; +200 Spell Damage

    Off Tank (Protection):
    10,000 Armor; 10,000 hp; 465 Defense; 10% Dodge; 10% Parry; 17% Block; +100 Spell Damage

    Heal (Holy):
    +1,200 Healing Power; 90 Mana per 5; 9,000 Mana; 17.5% Holy Spell Crit Chance; 8,000 hp

    DPS (Retribution):
    1,700 Attack Power; 60 Hit Rating; 20% Crit Chance; +250 Spell Damage; 9,000 hp

    Warlock

    Affliction:
    7,500 hp; 6,000 mana; +700 Shadow Spell Damage; 45 Hit Rating

    Destruction/Demonology:
    7,500 hp; 6,000 mana; +550 Spell Damage; 65 Hit Rating; 20% Spell Crit Chance

    ALL CLASSES THAT CAN FILL MULTIPLE ROLES ARE REQUIRED TO BRING AN ALTERNATE SET TO THE RAID! i.e. A Fury warrior will need a DPS set, and OT Set.zE' no