| Might of
Mistmoore Alliance Charter V4.21 Adopted March 2009 |
|
| Objective: | To organize members of "casual" guilds who want to raid epic mobs, and distribute loot in a fair, unbiased way. Loot will be distributed by DKP [Dragon Kill Point] purchase, with preference for highest total DKP holder. DKP will be awarded when fabled and legendary loot drops which a member purchases. Some raids may be NBG [Need Before Greed] |
| Introduction: | Iron Rangers:
Tomlesh, Mecredi (Guild Leaders) - Prodigus
(Officer) Companions of Twilight: Surepaw (Guild Leader) The Collective: Luminesss (Guild Leader), Cunaxa (Raid Leader) |
| Communications: | Website:
http://www.mightofmistmoore.com/
[please read and follow forum posting rules] In-game chat: /join mofmchat [no password] In-game parse channel: /join parse1 VoIP: Ventrilo [information posted in member forum (alliance members only)] In-game raid voice channel: Used only when pick up raiders are needed. |
| Alliance Participation: |
All members of guilds in the alliance are eligible to
participate in alliance raids. Additionally, guild members aren't
required to commit to MofM and therefore can attend raids whether by
"pick up" or other alliances. The alliance is not intended to replace
guild raiding, but to enhance the opportunities of its member guilds. At
any time when the current member guilds of the alliance determine
recruiting is appropriate, they will undertake such efforts. This
decision is left to the guild leaders and raid leaders of the alliance. In addition, the alliance welcomes limited numbers of
characters from other guilds to participate in alliance raids. Any
guild’s leader, or guild's raid leader can sponsor such a character as a
“Free Agent”. Free Agents enjoy the same benefits as other alliance
members. They may be released from the alliance by majority decision of
the guild leaders and guild raid leaders – this should not happen
frequently. Inactive Players: |
| Raiding Rules:
Posting |
Alliance raids may be called (posted) by a guilds
leader, guilds raid leader, or those designated by the guild leader.
Raids should be posted at least 48 hours in advance of the event to
ensure a full force. Raids are designated as either DKP or NBG. Raids of T8 zones or mobs, which allow for four groups, are generally DKP, unless otherwise specified by the raid leader. All other raids are generally NBG, meaning someone who needs an item (as an upgrade) gets it, no DKP are generated or expended. If the item represents an upgrade for more than one person, they will /random 1000, with the highest score receiving the item. |
| Raiding Rules: Composition | The new raid signup system is
active (http://mofm.raidsignup.net/index.php).
All members wishing to join alliance raids must register and utilize
this tool to do so. Raid leaders will set class limits for raids during template creation. Signing up for a raid does not guarantee you a spot. The new system will use the min/max settings to fill the appropriate spots. Once a class limit is met, later signups will be left in the queue, and will be brought into the raid if a similar archetype drops from the raid. As the raid leader, it is YOUR responsibility to manage the posted raid and ensure that the program is working as intended. As the raid leader, if you limit the number of a certain archetype, then you have to stick with that. For fairness and consistency you cannot make exceptions. |
| Raiding Rules: Start Time |
Be at the muster point at least 15 minutes before the
start time for the raid. Expect that if you are not there at 5 minutes
before the start time, your spot will be forfeited to the next listed
alternate on the sign-up, who IS present at the muster point. If you have an alt that might be needed for the raid, or one that you might be interested in having loot an item that is dropped be sure to have them at the muster point as well. |
| Raiding Rules:
Meeting Place |
The muster point will be clearly stated in raid posts. In the case that there is more than one instance of this zone, always choose the first instance. |
| Raiding Rules:
Gear |
Repair all gear before arriving at the muster point.
Bring a set of backup gear, or a repair kit. Also have enough coin for
use on the mender bot, if needed. If the raid post indicates certain resistances are important, please bring supplementary gear to raise those key resistances to 6000 (self buffed). More is better! Less is okay if you simply lack the gear -- but do your best. |
| Raiding Rules: Communication during the raid |
If at all possible, download, install, and use Ventrilo (voice chat software). It’s free! We have a server! Pick up raiders will be asked to join the in-game
raid channel provided by SOE. The Main Tank and/or Raid Leader will join
both Ventrilo and Raid voice channel to communicate. |
| Raiding Rules:
Be Patient, Be Prepared for bugs |
SOE changes things. Sometimes silently. Raid leaders do their best to be well-versed on the encounters, but things happen. Bear with us! If you’re aware of additional information, a walk-through, etc. please let us know. |
| Raiding Rules: Manage Aggro |
Control your aggro -- generally, this means don’t spike your damage, don’t back up into other mobs, don’t use inappropriate AoEs that break mez or draw in more encounters. The learning curve for this control isn’t very steep, or very long. Please listen to instructions from the raid leader, and advice from alliance members who are familiar with the encounter. |
| Raiding
Rules: Listen to positioning |
Many encounters have front arc, rear arc, short-range, or long-range AoEs. Listen to the raid leader’s direction on where to position yourself. |
| Raiding Rules:
Loot |
Raid leaders will distribute loot as outlined in
this charter. While we may call for interest in Ventrilo, all official
calls and responses need to be expressed as “in” using /raid chat. See the Loot section, at the end, for additional details on our loot distribution. Each person who enters the raiding alliance will receive 18 DKP for their first DKP raid. |
| Raiding Rules:
Alternate Characters |
Players who are a part of the Might of Mistmoore raiding alliance are required to declare a MAIN toon. The main toon is considered: 1) The character that the person plays the most, and
will always be defaulted to as the preferred toon of that player. That
is the name you should use when signing up on the ESS site. Should a
main want to be changed in the future, it can be done so by the admins.
1) Any loot that drops will be prioritized to raid
attendees first. If purchased by an attendee, the item will cost the
appropriate DKP, and the item will in turn generate that DKP for the
raid force.
|
| Raiding Rules:
Penalties |
Failure to follow one or more of the above raiding
rules may result in warning, being kicked from the raid and/or
forfeiture of that raid’s DKP, suspension from the alliance, or
expulsion from the alliance. Punishment via the first three is at the discretion of the raid leader; suspension and expulsion are up to the guild leaders and guild raid leaders collectively. |
| Loot/DKP:
Design Philosophy |
Our DKP loot distribution system is designed to
distribute loot in the most fair and balanced way, which can be readily
implemented. We realize no system is perfect and that a more complex
system does not assure a more equitable system (consider the U.S. Tax
Code!) Each character will have a negative cap of -20 DKP which is set after the raid. This is pretty self explanatory and you looting rights are explained in the negative spending section. |
| Loot/DKP: Award Values |
The following is for raids featuring all MofM and Free Agent Raiders: +0.5 DKP for each Legendary item that drops, and is
purchased with 12 DKP. +1.0 DKP earned for completing raid (When Raid Leader calls raid completed for the night). +1.0 DKP earned per raid instance once completed
(zone cleared or called by RL) where no DKP was otherwise earned. Manas/Infusions: The following is only for raids when pick up raiders are used, thus making the raid NBG: +1.0 DKP for being at the raid on time |
| Loot/DKP: Item Costs |
0 DKP for Master Spells / CA’s 12 DKP for Legendary items 24 DKP for Fabled, non-Master spell, items -- if the Fabled is not particularly good, in the opinion of the raid leader, they may consider it as a Legendary item (costing 12 DKP, and only generating 0.5 DKP); this option should not be frequently used. |
| Loot/DKP: Seeds of Growth and EoF Recipes |
If a recipe drops during a raid, the raid leaders
will decide who will scribe the spell for the raid alliance. This may be
done during the raid or offline via the forums. This is to ensure that
recipes are to be used for the benefit of the alliance first. Recipes
with limited number of uses can only be used as a result of a sanctioned
raid. If the seeds drop, the raid leader will loot those items. At the
end of the raid, the raid leader will offer the seeds to the attendees.
If the item they are interested in making is consumable (i.e tenderwood arrows), it will cost 12 DKP for the seed. If the item is non-consumable (i.e. Tender’s Growth Floret), it will cost 24 DKP for the seed. After the seeds are distributed the raid leader will update the DKP for that raid to reflect what was purchased. |
| Loot/DKP:
Cycle 1 "Raid" |
During the raid, those attending, for whom the item
is an upgrade, express their interest in the item by stating “in” in
/raid chat. The player with the highest DKP wins the item, and is
charged the appropriate cost. During a NBG raid the item will go to that person who NEEDS the item, can utilize it immediately, and states this in chat. If multiple players need this item, then the DKP listing will be referenced and the item will be awarded to that person who has the higher number OR those who are going in will be asked to /random X (where X is a number determined by the raid leader). |
| Loot/DKP: Cycle 2 "Post Raid" |
If tradable Fabled or Legendary items were not
purchased on the raid with DKP, they are listed in the Cycle 2 forum
board on the website. Their DKP cost remains the same, and their
purchase generates DKP as per normal (the book-keeping of this is simple
with the DKP site). In Cycle 2, items can only be purchased by a character for whom the item represents an upgrade. The item must be adorned or scribed immediately. After one week’s time, DKP are compared for any expressing interest in an item; it is then given to the person with the highest DKP, and they are charged the appropriate DKP. If an item is not bid upon in Cycle 2, it goes to Cycle 3. It is the responsibility of the raid leader/original poster to ensure loot is distributed timely and that the posts are moved from cycle to cycle. |
| Loot/DKP:
Cycle 3 "Greed/Alternate" |
Cycle 2 is similar to Cycle 3, but any character may
now bid for the item, regardless of need. After one week"s time, DKP are compared as above. If no one bids, it goes to Cycle 4. |
| Loot/DKP:
Cycle 4 "Alliance" |
In Cycle 4, the raid"s leader, on which the item dropped, may elect to either offer the item to an alliance member (at no DKP cost/value), for whom it represents an upgrade ... or to sell it via the broker, and use the funds to purchase raid items, such as resist potions and repair kits. |
| Loot/DKP: Negative Spending |
A player with 0 DKP can still go "in" on an item. The purchase will generate DKP for the raid. If after the raid a player has a DKP value lower then -20 DKP then it will be set to -20 DKP. |
| Loot/DKP: The DKP Bank: |
At this current revision of the charter we will not be utilizing a dkp bank. |