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Posts with tag pug

Guildwatch: Paydirt in the drama mine


Picture it: you're raiding along with a PuG run by a guild called, say, Logos et Ethos. Things are going well -- your first piece of loot drops, and people start rolling on it. But then the master looter from the guild throws this in guild chat: "we will begin the bidding at 100g." Yes, apparently it's an auction run, and they didn't tell anyone. The scene above unfolds -- people curse out the guild, leave the raid, and Poemaster pulls out the caps lock to try and keep his guild's secret fundraiser going.

That drama and more in this week's Guildwatch, along with stories of downed bosses and recruiting from around the realms. Send us your tips (especially drama, we always love a good chat screenshot) to guildwatch@wow.com, and click through the link below to read more.

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Requiring epic achievements for normal runs

Leafshine echoes a concern I've heard a lot around the community and even here on WoW.com lately: why are some Naxx pickup group organizers requiring the epic achievement on characters joining the raid when they're only running Naxx 10? Sure, we'd all love to have raids full of epic characters, but when you consider that to even get that gear, you have to topple Naxx 25, it seems a little silly to require a raid full of characters that don't actually need the run you're going on.

Then again, you could (and probably do) subscribe to the "free market" theory of PuGing: if you think that's silly, don't join that raid, and eventually people who want those requirements won't have anyone to run with (and if they do have people to run with, then apparently even those who have conquered Naxx 25 still want to go back and run 10, for fun or badges or offspec gear or whatever). But that does leave out people who really do need to (and can) run the instances -- just because you don't have a character full of gear from Naxx 25 doesn't mean you can't perform respectably in Naxx 10.

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PUG Checker shows players' boss kills

Although most of us, I suspect, prefer guild runs, most of us also have to PuG it up every once in a while. LFG can be a bit of a crap shoot; you can get an Ulduar-geared player doing 3,000 DPS in your heroic, or a fresh 80 who has a thing or two to learn doing 1,000.

Fortunately, we have the Armory to help us separate the good from the bad, or at least the geared from the ungeared. Sites like Be Imba and WoW Heroes have been around for a while to help us more easily check a character's gear level.

Now a new site, PUG Checker, can show you at a glance what bosses a character has killed, and how many times - or rather, what bosses they've been present for a kill of. Above right you can see what it shows for raids on my priest (I don't like Malygos very much). If you click "show bosses," you can see specific raid bosses in raids; otherwise, it just counts kills of the end boss. It uses Armory data, of course, which is pretty accurate, but not always perfect. Like the site says, "don't shoot the messenger" if the numbers aren't quite right.

Like Be Imba and WoW Heroes, this isn't an infallible guide to whether a player is good or not. It does probably correlate to some degree, though. In fact, if PUG Checker just added the average ilvl of the equipped gear of the person I'm checking, it would be my go-to site for checking puggies. It does load data much quicker than either of those equipment sites, which alone is enough that I will probably use it. I also really dig the clean design and the number-circles that look like subway indicators.

[via My Life as a Cartoon]

[1.Local]: To agree, to disagree, or to agree to disagree


Reader comments – ahh, yes, the juicy goodness following a meaty post. [1.Local] ducks past the swinging doors to see what readers have been chatting about in the back room over the past week.

Flamers and trolls aside, WoW Insider readers are generally a contentious lot. Their viewpoints are as divergent as the player demographics the site attracts – all types of players, from the casual to the hardcore. With this many angles to consider, WoW Insider becomes a melting pot of ideas and opinions, from the sublime to the ridiculous. (And let's face it – some of the so-called ridiculous ideas are the most entertaining to read.)

Yet this week, readers seemed to be more often of one mind than not – whether that agreement was ultimately to agree over the topic at hand or to agree to disagree. [1.Local] highlights several reader conversations that made the radar this week.

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Contemporary raiding and real-life obligations

An unidentified reader wrote to WoW Insider explaning that while he is in a raiding guild, his life schedule does not allow him to raid. He feels he's being left behind as groups ask for higher DPS.

What practical advice is there for progressing in the game while being a player with RL obligations?

First off, I'd like to tell you that you're not an outlier, there are many of players in similar situations. Nearly all WoW players have real life obligations including work, school, and families. The two most important things to work on are balance and realistic expectations.

It's easy to get suckered into playing too much WoW. To balance WoW with life, you need to determine how much time you can spend in game, while leaving plenty to meet your other responsibilities. If you can, try to schedule WoW at regular times, that way you build relationships with folks you play with often.

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Forum post of the day: Sorting out the BADS


Hi everyone, after a short hiatus for guild building and soul searching I'm back to writing on the WoW Insider team. Despite growth in my guild I still find myself picking up folks for heroics and some raids. I've had some good experiences and some terrible ones.

Abberforth of Shadow Council offered up a "Basic Assumption and Discernment System. this handy, though tongue-in-cheek guide to selecting members for a PUG. He uses simple assumptions in a players initial presentation of self to determine if a player is a good candidate for invitation. These guidlines warn players to be cautious of Elves, Death Knights, and folks with untypable or unintelligible names.

Remember that this guide is for amusement only. There are several other factors that go into good PUG players- like do they run into Nexus when you invite them for Occulus?


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Defining "PuGgable"

Alan over on WoW LJ has a great question: just what is PuGgable? Lots of people are talking about Naxx and Vault of Archavon and Obsidian Sanctum as PuGable, or able to be taken down by a pickup group, but just where does the line get drawn? Is 25-man Naxx able to be killed by a PuG? Sarth with three drakes? Ulduar?

Most of the 10-man instances are generally easy enough to be dropped by a pickup group, in my experience, though probably not for the achievements. A well-geared PuG can roll right through Naxx or VoA without any problems at all. But when you start getting into the achievements (Sarth with drakes) or the higher content (Eye of Eternity is tough unless everyone in there is experienced), then things get a little shady. Which is why lots of PuG leaders will be checking gear and achievements -- they'd rather take along someone who's already done the content than worry about pulling newbies through. Services and reputations can help that a little bit too -- a good friends list can come in very handy for PuGging even hard content.

And I'd say Ulduar is not PuGgable, yet, for a number of reasons. First of all, it's brand new, which means that most pickup folks won't know the fights, and that leads to wipes and only about one or two bosses down. Plus, since it is so new, every raid reset counts, and guilds don't want their raiders using up their resets when there's a guild run later in the week (of course that's not an issue for Naxx, which most guilds have on farm anyway). Though as more people gear up and more guilds make progress in Ulduar, you have to think there'll be PuGs in there as well

Zarkmark tries to help you rate PuG players

There have been a number of sites lately, especially with the recent rise in endgame pickup groups, designed to help you find and examine potential PuGgers quickly. But none of them have made it quite as easy as Zarkmark, a site that allows you to quickly rate anybody you come across ingame by "zarking" (rating them up) or "marking" (rating them down) them. Then, they offer a quick search, which will not only give you a one-click link to the Armory, but an easy-to-read screen of how many people have rated the player you're looking at. Theoretically, ninjas will never find a group again.

Of course, theory is theory, and right now, the Zarkmark directory is pretty empty, so odds are that for any given player you look up, you won't really get much feedback. But you never know -- if players jump in and populate the site (and it wouldn't help to have a little help from them -- instead of just an Armory link, it would be nice to see a player's gear and achievements right there on the page), we might eventually get a pretty accurate picture of what someone's reputation looks like.

In fact, I'm a little surprised that Blizzard hasn't ever considered a reputation system in-game. Xbox Live carries one off pretty well -- even though I've never actually used it to consider who I do and don't play against, I have rated players and I know it's very easy to see scores if I wanted to. Given the rising numbers of VoA ninjas and PuGing in general, it might be worth it for them to give each player a socially-created rating in the LFG interface.

Guildwatch: Let them eat cupcakes


The Zug Initiative on Kael'thas turned two a little while ago, and to celebrate, their guildie Pacheco made these adorable cupcakes. The Horde symbols are red fondant, the Hearthstones are white chocolate (which sounds way too tasty), and of course the other ones say "Zug Zug." Very awesome. The guild had a little local gathering to celebrate, and we're sure these things were enjoyed. Congrats on two years!

Lots more guild news about all of the drama, downed, and recruiting news from around the realm's in this week's Guildwatch (a little late, but given that it's Patch Day, you're probably used to delays by now, right?). To send us your guild information, drop a note to wowguildwatch@gmail.com. Click on to read on!

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Observations from running a Naxx-25 PuG


I'm very "up" on PuGs. I started my career as a PuG tank and met a lot of great players that way, many of whom I still raid with today. I've always been a stout supporter of throwing caution to the wind and joining LFG for an afternoon to see where it'll take you; it's been my experience that random players on your realm can and often will surprise you.

Once you master the art of the 5-person PuG, the ultimate risk is a raid PuG. One-shot the instance, or spend the night wiping? You won't know until you try.

I used to run Hyjal PuG's in late Burning Crusade and got to be the person in charge of arranging healers on Anetheron, explaining where to die on Azgalor, and uttering a hollow laugh at suggestions on whether or not Archimonde was in the cards (answer: hell no). I wasn't around for my guild's Naxx run one of these past weeks, and a few guildies were interested in gearing up their alts, so we thought -- PuG a 25-man Naxx? Why not?

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Ghostcrawler respondes to balance questions

Our buddy Ghostcrawler has appeared on the forums answering (or re-answering, as he says) a few concerns about the balance of the game. Most of his answer is about PvP: he says that Death Knights and Holy Pallies are overpowered, but that while Blizzard does believe there are more imbalances, debate is still raging about exactly where they are. And he does say that while burst damage is still a concern, he feels that Blizzard did a lot to combat that when they started Season 5, and that the bigger concern now is getting mana pools under control. Too many fights now have healers just going and going, and while they don't want fights to end super fast, they can't all drag out, either.

He also talks more in-depth about the balance between gear you can get from PvP and PvE and how it needs to be fixed: he straight out says that 25-man Naxx is too easy to PuG, and agrees that Ulduar and future PvP weapons "should ideally require the same amount of investment." Likewise, when Blizzard tried to reset the resilience stacking at the start of Season 5, they had players facing very powerful weapons from the PvE raids like Kel'thuzad, which lead to, as he says, "a perfect storm for fast Arena deaths." Which is probably why so many players left the Arenas.

The plan for the future? Ulduar's hard modes will be way tougher than Heroic Naxx, so players won't be able to PuG PvE and then go kill in PvP right away. Of course Death Knights are still cruising for a nerfing, if patch 3.1 doesn't bring them down off their high Deathcharger. And GC suggests that in the future, starter PvP gear may beef up resilience at the cost of offensive stats, so that players don't begin with gear that has great defense and offense right away.

Insider Trader: Who keeps the shards?

Insider Trader is your inside line on making, selling, buying and using player-made products.

In the Burning Crusade, an Enchanter's job in a raid or dungeon was to disenchant the boss drops that no one wanted into Large Prismatic Shards, and the entire group would roll for them.

This was considered the standard, and was the fairest way to divide up the loot. Instead of rolling on the bind on pick-up items that were not wanted, in order to sell them to a vendor for profit or to help pay for the repair bill, they were turned into something more useful. Prismatics sold for more at auction than a vendor would pay, and the shards could be saved for when the characters needed something enchanted.

All of this changed in Wrath of the Lich King. Suddenly, many Enchanters were acting like anyone who expected to roll for shards were selfish and clueless, and it has since become the norm for the Enchanter to keep all of the shards.

This week, I'll be discussing the reasons behind the change, and reassessing just how fair the change really is.

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Shifting Perspectives: The dual-specced Druid

Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, in the interests of keeping our writer away from editors of the opposite faction on PvP servers, we examine dual specs.

Between lollygagging here at WoW Insider Central and engaging in some extracurricular indolence, I've often wondered where I'd take the column after finishing the bear pre-raid post. I could write something on how to theorycraft the highest-HPM tree, I thought, or get around to testing whether weapon skill has an unintended effect on bear threat. Look at the potential return from Eclipse procs as a function of fight mobility? Argue whether it's worth it to take Feral Aggression in a hybrid feral build? Or compose an entire column as a mockument to T.S. Eliot's most famous poem:

Q: Let us go then, you and I --

A: No.

All good ideas. But then we received the following missive from that enemy of all that is good and right in the publishing world, the editor:

MEMO: To all WoW Insider class columnists

FROM: You know who.

TEXT: Write something on how your class will deal with the upcoming dual-spec system in patch 3.1, or Dan "One-Eye" O'Halloran will "remember" where he left his whip.

"Well," I thought. "That sounds like a good idea too."

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Gear vs. Skill


Bell over at 4 Haelz made an interesting post about gear and skill. She relates several experiences where, looking for group, players ask for her 'stats' and grill her further upon finding out that she's on the low end of the spectrum numbers-wise. Sometimes, those players don't invite her or, worse, log off from their party without even giving her a chance to prove herself. But there's a flip side, too, and Bell tells of running Heroic Ahn'kahet: The Old Kingdom with a tank who gave her a chance. That story ends well and a Druid in less-than-stellar gear earns some new friends along the way (and hopefully loot, although she didn't mention that).

This is an old and valid argument. In many cases, some raids or instances just require a certain level of gear in order to beat it. Take Archavon, for example. He's the easiest raid boss in the game, but players will need to bring a minimum DPS in order to kill him before he enrages. It's a simple fight, and players don't need much skill to do it (step out of the clouds), but there's just a modicum of gear required to pump out enough DPS to beat him. No matter how good you are, weapons and gear scale your DPS upwards or downwards and there's a ceiling you just won't be able to break.

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Forum post of the day: Friends in low places

How much can you determine about someone from their guild tag? Andrys of Arathor believes that she should be able to rely on someone's performance based on the guild they're in. She's disappointed that she invited a low DPS player because of a guild tag. She then checked the armory profile to see that the player was ranked 8 in the guild, presumably a friends and family rank. The post finished with "Boot your friends."

I've been watching this thread for a couple of days, and am surprised it hasn't gotten more attention. Klepsacovic of Zul'jin pointed out that guild ranks are listed on the armory, and the OP should have checked there. Some people are in the habit of checking the armory for any potential groupmates? I am not, then again, I don't check guild tag either when PUGging. To me bad players can come in many flavors, tanks that don't pay attention to mana, low DPS that are not interested in constructive feedback, loot ninjas, unpleasant people, and anyone who refuses to follow directions or kill order.

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