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The Spirit Realm • View topic - Need some Guild advice.

Need some Guild advice.

General Discussion for the EverQuest Shaman.

Moderator: Shaman Mods

Need some Guild advice.

Postby Colal » Sun Feb 12, 2006 10:29 pm

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Re: Need some Guild advice.

Postby Aruman » Sun Feb 12, 2006 10:45 pm


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Postby Samanna » Sun Feb 12, 2006 10:54 pm

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Re: Need some Guild advice.

Postby Zethrir » Sun Feb 12, 2006 10:55 pm

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Postby HuacaWuaca » Sun Feb 12, 2006 11:06 pm

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Postby WaringMcMarrin » Sun Feb 12, 2006 11:17 pm



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Postby Colal » Sun Feb 12, 2006 11:27 pm

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Postby haxot » Sun Feb 12, 2006 11:30 pm

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Postby Aruman » Sun Feb 12, 2006 11:44 pm

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Re: Need some Guild advice.

Postby Swobu_AB » Mon Feb 13, 2006 12:05 am

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Postby Ungkor » Mon Feb 13, 2006 12:33 am


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Postby shamuofxev » Mon Feb 13, 2006 12:51 am

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Postby Tordail » Mon Feb 13, 2006 12:59 am

How does your guild deal with Anguish augments? Aug raids are run as often as possible. We also (of course) kill aug droppers during official target raids. We use a weighted roll based on the number of raids you attend (ie. Mine is /ran 995 to 1300). We encourage archetypes to roll on augs that are more well-suited for their class (ie. melee encouraged to roll on Shielding, casters encouraged to pass). We do not mandate passing on any aug, regardless of effect, but encourage people to keep the larger good of the guild in mind when considering where certain mod2's would best be used. We've had very little complaint about our aug distribution system, actually, which has been very nice. Even light raiders or those who are new to the guild have a chance (one guy won his first aug with six raids attended, for example).

Are you a DKP type guild? Yes.

If the answer is yes, do anguish augments cost DKP? No.
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Re: Need some Guild advice.

Postby Grendalkhan » Mon Feb 13, 2006 1:57 am

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Postby Froggar » Mon Feb 13, 2006 2:52 am

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Postby Xoralundrax » Mon Feb 13, 2006 4:12 am

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Postby Scowls » Mon Feb 13, 2006 7:34 am

How does your guild deal with Anguish augments? half price

Are you a DKP type guild? no, merit, but its tracked, so its kind of a flexible dkp system, complicated but works with trusted officers

If the answer is yes, do anguish augments cost DKP? again half price first call, second call is low merit (which is half price or its 1/4 cost)

If the answer is yes, How do you deal with small groups of 6 - 18 farming them outside of normal raid times, do you let them have them for free, or do they still cost dkp? 2 ways to deal with it, 1 ban outside official raid participation of events that charge/earn dkp; or 2 ignore it, plenty of people wont farm outside normal raid times and pay for tem, the folks that do may not be spending as much DKP, but they are driving harder on personal time to become bettter

If you don't charge them, then how do you justify charging people DKP for them durring raids. do you charge for augs/gear droped in epic fights, don progression and other events done outside normal official raids? if you choose to not ban folks killing official guild targets, then you just ignore the activity, and grats the folks who do bid on them.

If you do charge them, how do you deal with the people who are sneaky amd dont think they need to pay, and go behind your back? if they are awarded in official raids, how can they not pay? if hey are abusing your system, boot them from guild

there is only o many augs in anguish. while it seems like theres alot, it doesnt take long for them to be farmed to death. we used to hit up anguish auggers every day, waiting for better numbers, its a great way to waste 30-45 minutes. plus the ones that drop while clearing the zone. they are going to go to apps/alts before long


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Re: Need some Guild advice.

Postby Manitae » Mon Feb 13, 2006 9:16 am

How does your guild deal with Anguish augments? We use a bid system with a minimum bid on items. This applies to anything that drops during a guild raid.

If the answer is yes, How do you deal with small groups of 6 - 18 farming them outside of normal raid times, do you let them have them for free, or do they still cost dkp? We have a published list of allowed 'private' raid targets. Current content is not on that list. If you are caught in a non-guild raid on said current content you aren't allowed on raids for a period of time, and risk being booted from the guild.

If you do charge them, how do you deal with the people who are sneaky amd dont think they need to pay, and go behind your back? See above. For us, since it requires 18+ people to start Anguish, and there's rarely enough on prior to raid times to do that, it hasn't been a problem. I will admit that we (my friends and I) occasionally have been known to bottom feed off the lowest of our 'current' raid targets for our alts. That said, as an example, we've been farming Anguish for almost a year now I guess, yet Qvic was still listed as a current target up until 2 weeks ago. Since the goats are 1-groupable, if we were online early we would kill them for our alts. I don't think a guild main character has looted Qvic armour for a couple months at least.

The simple solution is to set Anguish augments to cost 0 dkp, so then it doesnt matter. But that creates its own problem. DKP works because the people who get loot , loose points. And when they loose points they move down on the loot list. But, If people could get loot for free, then they will stay at the top of the loot list, thus making it impossible for others to get loot. It all depends on how strict your guild is. If they want to applaud those with the initiative to farm augments with other guildmates outside of raid times (and I agree with a poster above who said it's to the guild's advantage) then I think you can't charge DKP for it. If something drops during a guild raid, however, it should pass through the normal raid loot channels. It really only becomes a problem if your main tank and 3 clerics (for example) are involved in killing a current guild target that has a lockout timer, and hence when the guild comes to raid is unable to, or finds it much more difficult to do because several members are locked out. My personal opinion is that augment farming is good for the guild as a whole, and if people want to do it outside of raid times then good for them.

Anguish augments names are on a 3 hour timer I think? (someone correct me please if I'm wrong) but I don't know how it works if you have somone who, in a different raid 2 hours previously, killed the augment names, and then joined a guild raid. Will this stop the augment names from popping? That's about the only reason I could see for banning this behaviour. Nothing worse than someone who was being sneaky then wasting 30-45 minutes of the entire guild clearing to pop the names only for the guild to find out no aug names pop.
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Postby Sharok » Mon Feb 13, 2006 10:23 am

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Postby Kozul » Mon Feb 13, 2006 11:11 am



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Postby PerceusEci » Mon Feb 13, 2006 11:34 am

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Postby Beafly » Mon Feb 13, 2006 2:30 pm

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Postby darkpaw » Mon Feb 13, 2006 4:20 pm

I just joined my current guild, but this is my understanding:

Augs cost DKP on official mandatory raids
Small optional raids (like 18 man aug runs) after or before hours or on off days lead by an officer earn and require the spending of dkp
Small optional raids not lead by an officer do not earn or require spending of DKP
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Postby dsavereide » Mon Feb 13, 2006 4:43 pm

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Postby Layya EQOracle » Mon Feb 13, 2006 5:09 pm

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