Group Etiquette - Empyreal Style
Forming a group:Speak up in /guild if you are interested in starting a group. Sometimes it'll all just snap together and that's great! But be aware that sometimes it will not; your guild mates all have their own goals they are working toward too.
Speak up in /guild if someone else is talking about starting an instance and you want to go! Your guildmates are amazing people, but they are not mind readers. If you don't say something, they simply cannot know that you are interested. Also be aware that sometimes guild chat scrolls by quickly on your guildmate's screens; take into account that they may have several private channels going, trade, general --- if you feel you were overlooked,
speak up again.
Balance -is- important. It's a fact of the game. Yes, Empyreal is made up of some wonderful players who are very skilled at what they do and are able to adapt to the situations as they arise, but a group probably won't do well with three tanks, one dps and one healer.
Please don't make your group wait. If you've accepted an invite, unless previous arrangements were made clearly [John is healing another group in an instance; we've got about 30m til start] -- the instance is expected to start nowish. Please don't finish up two or three more quests and expect a summon when you are finally ready, leaving your fellows to twiddle their thumbs.
Figure out your buffs before the first pull. Sure, mages have it easy, but we have a lot of wonderful paladins these days, and it's good to know who is doing which blessing before the blood of our foes starts flying.
Bring your own supplies. This means food, water, buff food, bandages, potions and the like. Don't always assume you'll have a mage handy to summon up some strudel or that an alchemist has all the necessary herbs for your favorite potion. You need to make sure -your- bases are covered.
Be prepared as best you can in the way of gear. Try and be realistic; if you are in mostly greens, you are probably not ready to tackle a heroic. Keep your gear enchanted and gemmed at all times. If there's a way to improve what you are wearing, seriously look into it -- because the better your gear is, the better chance your group has at stomping the instance you plan on tackling.
Inside the instance:Let your tank pull. Trust me on this one. You want that dood in plate armor with the special damage-reduction abilities to be taking the hits. If you aren't the tank and you are taking the hits, you'll be screaming like a girl.
Watch your aggro. Yes, your tank has taunt buttons, but it is ultimately your job to make sure you aren't stealing threat. Use your threat reduction abilities, watch how much threat you are putting forth -- and adjust your damage rotation if you need to. If you are eating floor on trash pulls consistently, it's probably your own fault. Remember that your healer has to keep the tank and herself alive, and you - while important - are not on the top of the heal list. Pick up Omen, and remember that it is a meter that you do NOT want to be on the top of.
Be aware of your caster's mana. Healer mana is at the top of this list, but please be aware that all of your mana users should be around 70% or more mana before a new pull is initiated. Mana equals damage or healing, and damage and healing in an instance are good. Remember to poke your ret pallies; they forget about their mana.
Loot:Greed on all greens, unless it is an upgrade. If it is an upgrade for you, roll need, of course. I expect that this situation will be rare seeing as we are all on top of keeping our gear upgraded as best as possible. Troll the auction house, keep your gem slots filled, enchant your boots!
If you need a blue or a purple, roll need. Just remember to play nice. If you've gotten one, and another drops that you and someone else can use -- let them have it.
If there is no enchanter in the group, roll greed. Take'em and sell'em, folks. However, if you DO have a DE'er...
Disenchanting:Pass on all blues or purples unless you need them as an upgrade. Your DE'er will roll greed and disenchant the gear before the end of the run.
Roll on shards at the end of the run. Remember, everyone in the group did the work to get that shard, and it's fair to allow the group as a whole to roll on them at the end. If you got gear, refrain from rolling unless there is enough for everyone.
If you pass on shards, they go to the DE'er. However, it is expected that the lucky enchanter remember to be generous when the guild is asking for enchants later down the road.
If it is raid loot [as opposed to instance loot] being disenchanted the shards go to the guild bank to pool toward enchanting the guild as a whole.
Wipes:Do not point fingers. Wipes happen. We do our best not to get angry or upset when a wipe occurs. Tanks get crit. Heals misfire. People get feared, patrols wander through -- stuff happens. Pick yourself up, wipe yourself off, and get set for another go. Remember, these are your friends and you are here to have a good time.
If it is a wipe with no wipe-protection, everyone is expected to make the run back. Yes, it's annoying to have to do it, but it is unkind and unfair for one person to lay there dead waiting for the entire group to get back to them and rez them. Unless you've stated early on that you need a bio break, or to take the dogs out, or something -- release and run back with everyone else.
Three wipes per encounter is the limit. Lets face it -- even if we are playing with our best friends in the world, constant wiping can be frustrating. Unless the entire group is in the mood to keep pushing toward the end boss, consider yourselves done at 3 wipes at one encounter. Most people are ok with more wipes during an entire instance run, but do try to keep tabs on the mood of your group. Don't drive anyone nuts by throwing yourself against an instance that is out to get you.
If it is a raid wipe expect to keep on trucking until raid end time, or the raid leader calls it. Raids are progressive learning situations, and if you do not continue to practice, you will not be able to master the fights.