Vault macro dragonflight

Reddit Illusion

2014.09.14 22:43 -Felipe- Reddit Illusion

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2023.06.09 14:05 Assywalker How to improve quality and reduce quantity of key binds

I have been thinking about making some form of guide on this topic for a long time, primarily to be able to link to it whenever it comes up.
I will use my current Brewmaster setup to show you some ways to reduce the number of key binds needed to play your character. This spec is famous for running out of key binds and being hard to play partially because of that.
So the core idea is pretty simple. With a lot of specs including almost all melee dps and tank specs you spend most of the time using just 2 types of abilities, instant melee targeted and instant area around your or in front of you. So you don’t have to worry about standing still to cast and the abilities become somewhat interchangeable. The way you decide which button to press next often comes down to 3 scenarios:
Scenario 1: Press A, then B, then C (aka cast sequence)
Scenario 2: Press A or B or C, whatever is off CD (aka cast random)
Scenario 3: Press A, if not ready press B, if not ready press C (aka priority list)
This happens, because multiple abilities often share the same purpose (like generating resources) and therefore can be seen as multiple charges of the same ability that recharge independently.
At this point a lot of players turn to some form of custom UI like Weak Aura to show them all their available abilities, resources, CDs etc. And while that is certainly very helpful it does not address the 2 fundamental problems of this sort of gameplay:
Problem 1: You stare at this UI all the time and lose track of so many other important things like enemy casts, positioning or patrols. A question like “is Judgement off CD” is just not worth your attention in a game where standing in fire or missing an interrupt can cause a wipe.
Problem 2: You need a key bind for all of the these abilities, often pressing multiple buttons at once to make sure one goes off. Not only does this hurt your fingers, but you also run out of comfortable key binds quite quickly.
But what else could you even do?
As far as I know, there are 3 levels to the solution:
Level 1: Key binds
Level 2: Macros
Level 3: Programmable keys


Level 1: Key Binds
I have boiled it down to a 4 simple rules, I’d encourage you to follow:
Rule 1: Don’t use any key around your movement keys (WASD) for anything you have to press a lot (aka multiple times within a 10s window). So for a Brewmaster 1,2,3,4,Q,E,F,C etc. are NOT good keys to put on things Blackout Kick, Keg Smash or Breath of Fire. It will massively hinder your ability to fight while moving. Use these keys for abilities that you to press regularly but mostly reactively, like interrupts, dispels, CC, movement or personal defensives.
Rule 2: Use mouse buttons and mouse wheel for things you spam a lot. This follows the same logic as Rule 1. Rolling your mouse wheel can be done while strafing to the left, pressing Q can not. As a bonus, the mouse wheel directions are the easiest buttons to spam really fast which will come in handy later. Mice with more than 2 thumb keys are great for that, though I currently use only 2 just fine.
Rule 3: Use Shift to double the number of comfortable key binds. There are only so many keys you can easily reach, so you’re much better off using Shift+F for something rather than 6 or H.
Rule 4: Use F1,F2,F3 etc for bigger CDs. These keys can’t easily be used in moment to moment combat, but they are still way better than clicking the button with your mouse. Sounds simple, but it is a real game changer.


Level 2: Macros
Macros in WoW have changed quite a lot since 2005, sometimes losing and sometimes gaining power in the process. They have always been one of my favourite aspects of this game and provide an incredible amount of customization to your gameplay. For today, we’ll keep it to only a few examples, but the possibilities are truly endless.
For this we go back to the 3 scenarios from earlier.

Scenario 1: Press A, then B, then C (aka cast sequence).
There is a macro command that will allow you to create a list of abilities.
------------------------------------
#showtooltip
/castsequence Keg Smash, Breath of Fire
------------------------------------
(#showtooltip makes sure, the button looks like the current ability and shows a tooltip on mouseover)
When you first press this macro, it will try to use Keg Smash. Once you have successfully used Keg Smash, it will then try to use Breath of Fire. If the currently chosen ability is not ready to use, the macro will not do anything and not move on to the next one until the current ability was used by this macro. If you want to be able to come back to the start without going though the whole chain, you can put in a reset condition.
------------------------------------
#showtooltip
/castsequence reset=3 Keg Smash, Breath of Fire
------------------------------------
Now the sequence will go back to the start, if you don’t press the macro for 3 seconds.
(Full list of options: https://wowpedia.fandom.com/wiki/MACRO\_castsequence).
In this case, the second ability will never be used before the first ability which in this case is the right way to play the spec. And just like that, we have combined 2 abilities into one button and therefore removed one key bind and the need to track one ability’s CD. The right use of this macro command can turn a 8 button spec into a 3 button spec on its own.

Scenario 2: Press A or B or C, whatever is off CD (aka cast random)
There is a macro command that allows you to create a list of abilities called /castrandom. This used to try a new ability every time you pressed the macro, but now it gets stuck until the currently chosen ability was successfully used, similar to /castsequence. That killed most of its functionality for combat.
But there is alternative that does almost the same thing in a somewhat roundabout way.
The macro command /swapactionbar takes your main action bar and changes it into a different currently unused one. It acts like the little arrows next to the main action bar. Depending on which of bars you have activated in the interface menu (bars 2 to 8), this command can switch between up to 6 bars.
Note, that in terms of key binds the game always considers this action bar 1.
Let’s say, you have 2 filler abilities that serve the same purpose, like doing some damage to a target and generating some resource. For Brewmaster this could be Blackout Kick and Rising Sun Kick. You want to just use whatever is off CD.
First, you create a macro for each ability.
------------------------------------
#showtooltip
/use Blackout Kick
/swapactionbar 2
------------------------------------
#showtooltip
/use Rising Sun Kick
/swapactionbar 1
------------------------------------
The first one goes onto bar 1 and swaps to bar 2, the second one goes onto bar 2 and swaps to bar 1. Other that the /castrandom command this will always perform the swap, even it the ability itself was not successfully used.
Note, that you might have to press the key multiple time to use an ability, especially if you use more than 2 bars. At that point it is best to bind it to one of your mouse wheel directions, since it is much easier to spam that.
Also note, that you will have to fill up the bars with the same abilities or macros on all of the other buttons, so they stay usable after a swap.
This might be the single most powerful macro command in the game and almost no one uses it. It is a bit unintuitive to set up, but well worth the effort. And with the interface overhaul of Dragonflight you don’t need a single add-on to use it.
Be smart, swap bars!

Scenario 3: Press A, if not ready press B, if not ready press C (aka priority list)
So what if you have a list of abilities that serve a similar purpose, but you DO care about which one is used first and it is not a consistent sequence either.
Currently, there is no way I know of to do this for you with just the use of macros or clever key binds. You could bind them to neighbouring keys like 1,2,3,4 and spam them in quick succession like a piano chord. But this does not only hurt your hand, but also violates rule 1 of good key binds.
So this takes us to the next level.


Level 3: Programmable keys
The build in software of a lot of mice and programs like X-Mouse Button Control or Auto Hotkey Script are a pathway to many abilities some consider to be unnatural.
If you feel uncomfortable using any of this and don’t want to get into conflict with Blizzard’s user agreement or TOS, this section will not be useful for you.
As far as I’m concerned, Blizzard is fine with us finding ways to not spam buttons and needlessly hurt our fingers in the process. With Dragonflight they even introduced the option to hold a key to repeatedly use the same ability in the gameplay menu.
So if you want to make the best use of the macro solutions for scenarios 1 and 2, I would suggest installing X-Mouse Button Control (https://x-mouse-button-control.de.softonic.com/download). It’s easy to use and can be set to only be active if the WoW client is the currently active app. I personally use it so assign the “Simulated Keys: (repeat)” function to Mouse Button 4 and 5 (thumb buttons) with 200ms delay and 10% delay variation. Just type in the key bind of your sequence or swap macros and you are good to go. Just hold the button and see the magic happen.

Scenario 3: Press A, if not ready press B, if not ready press C (aka priority list)
So this is the final stage of our little journey to fewer key binds. And all you have to do is to type the name of multiple keys into X-Mouse Button Control instead of one. The way the key strokes are simulated is in very quick succession, which is exactly what we want for a priority list.
------------------------------------
{NUM0}{NUM1}{NUM2}{NUM3}
------------------------------------
This command will press Num0 to 3 (for a total of 4 buttons) directly after each other. All you have to do is to assign the ability or macro with the highest priority to the first key in that sequence.
Note, that each of these buttons can lead to their own castsequence or set of swap commands.


That’s all I have to say for now, but I will probably adjust the guide to some extent later.
I hope this is helpful to anyone :)
submitted by Assywalker to wow [link] [comments]


2023.06.08 15:20 Haunting-Anybody-316 War mode quests location

Where do I find these quests? I've spent all my conquest and got full honor gear and vault rewards plus some crafted gear so I want to get some more gear with bloody tokens but I don't know anything about these pvp world quests.
I haven't finished the dragonflight campaign BTW I don't know if that's required
submitted by Haunting-Anybody-316 to worldofpvp [link] [comments]


2023.06.08 02:15 bekamercury [NA][Proudmoore] 3/9M + 9/9H ASC; 6/8M VotI is recruiting for Season 2 Mythic Prog!

<Special Friends> is a longstanding, midcore guild looking to recruit new friends to progress with us into Dragonflight. Throughout the guild's history, we've always striven for Ahead of the Curve (AOTC) as a baseline, and have achieved that every tier since Throne of Thunder. Over the last seven years, we've taken down a number of early to mid-level Mythic bosses while still maintaining our "casual", six hours a week raid schedule. Our goal is simply to progress as far as possible within the two raid days we have, and enjoy doing so with our close-knit community. We have a very active M+ community, with the majority of members achieving the +15 seasonal Feat of Strength regularly and pushing up into much higher levels.
Many of our members have been playing since the initial launch of Vanilla WoW and have been in Cutting Edge or hardcore raiding guilds in past expansions. Today, we find ourselves a little older and with a little more life in the way, most of us with careers and families. The majority of our player base are "late 20 to mid 30 somethings" that still want to kill bosses efficiently, but not without also having fun with our friends while doing it. Our policies are pretty relaxed, but when it comes down to raiding, we do take new content and our raid times seriously. We expect our members to be diligent raiders, showing up on time, fully gemmed, enchanted, loaded with consumables, and knowledgeable on fights (note that we will provide as many enchants, gems, and consumables as we can to members who ask prior to raid free of cost - we just ask that you contribute to the guild bank). We understand that real life is more important than a game, and occasional absences will happen. With this in mind, we simply ask that our members keep us informed on Discord in the event they will miss a raid and maintain as close to 100% attendance as possible during progression.
Currently, has a roster size of approximately 25 raiders of varying desires ranging from mythic progression to casual orientation, including a number of new recruits. Nearly all of our players have years of AOTC/mid-mythic or better experience. Roster spots for many classes are currently available, though we are in particular need of an ultra-reliable resto shaman or resto druid. We hope to find new friends similar to ourselves, who value raiding and M+ content in a mature gaming community, to enjoy Dragonflight with and progress as far as we can. Our core has been together for many years and values the relationships we've built together as friends over progress in game. We expect everyone to be dedicated to the game and pushing the limit, but do not consider ourselves a Cutting Edge guild at this time. Finally, we expect everyone to act like adults in our guild; take responsibility for errors or mistakes you make, have thick skin and be able to take a joke, and be open to constructive criticism - we're happy to coach, but you've got to put in the effort first and foremost. That said, we're an inclusive guild that is welcoming to all - just understand that raid spots are earned, and you may be asked to sit on progression encounters if a certain composition is needed or depending on the extent of your past raid experience. We operate as a team, not as individuals.
At the moment, we are looking for raiders with at least AOTC (and ideally Mythic) experience as we progress further into Mythic. If you're looking to be a part of a nice community focused on semi-hardcore PvE content, we are happy to chat with newer players as well, so please feel free to reach out.
Be cool. We're all just a bunch of people trying to kill internet dragons together.
You can contact us on BattleNet at:
  • Guild Master: Arriv (Arriv#1535)
  • Officer: Tempusbane (Dreade#1346)
  • Recruiter: Ashctually (Bekamercury#1991)
Our raid schedule is as follows:
Mandatory: Tuesday and Wednesday nights 8PM-11PM CST / 9PM-12M EST / 6PM-9PM PST (Server)
Optional: Sunday or Monday raids at the beginning of tier releases, usually for Normal runs. Extra runs whenever we feel like it.
We are currently interested in recruiting:
  • Ranged DPS: High need for Dev Evoker and Mage
  • Melee DPS: Moderate need for DPS Death Knight and Warrior
  • Healer: High need for a Resto Druid or Resto Shaman
Our historical raid progress from the last few expansions was as follows:
  • [DF] 3/9 Mythic Aberrus the Shadowed Crucible with AOTC
  • [DF] 6/8 Mythic Vault of the Incarnates with AOTC
  • [SL] 2/10 Mythic Sepulcher of the First Ones with AOTC
  • [SL] 4/10 Mythic Sanctum of Domination with AOTC
  • [SL] 6/10 Mythic Castle Nathria with AOTC
  • [BFA] 5/12 Mythic Ny’alotha with AOTC (Realm First clear [on Korgath])
  • [BFA] 4/8 Mythic Eternal Palace with AOTC
  • [BFA] 2/2 Heroic Crucible of Storms with AOTC (Realm Second clear [on Korgath])
  • [BFA] 3/9 Mythic Battle of Dazar’Alor with AOTC
  • [BFA] 2/8 Mythic Uldir with AOTC
  • [Legion] 3/11 Mythic Antorus with AOTC
  • [Legion] 9/9 Heroic Tomb of Sargeras with AOTC
  • [Legion] 3/10 Mythic Nighthold with AOTC
  • [Legion] 2/3 Mythic Trial of Valor with AOTC
  • [Legion] 2/7 Mythic Emerald Nightmare with AOTC Nightmare with AOTC
submitted by bekamercury to wowguilds [link] [comments]


2023.06.06 19:45 Illusive_Animations How I personally would fix the problems with Mythic+ (long read!)

This has been a topic for quite some while now on the forums. People see (sometimes rightfully, sometimes not) problems with the activity. Those can range from dungeon balancing, leavers, the bad drop chances, etc.
I want in this post to make a long, (for the most part) thought through collection of ideas and suggestions for the Problems most see with Mythic+. So be aware of the reading time!
Let me first start by summarizing the problems various groups of players see with the activity.-

The Problems with M+

Now that this list stands, I will for each bullet point first summarize the problem, analyze the situation from a design perspective (as good as I can, won't be perfect!) and then offer one or several solutions with a feel details.
Be aware, some suggestions I make could have been already suggested in the past.
Let us start with the toxic behavior some (not all!) players might bring into Mythic+

Toxic Player Behavior

As it currently stands, this is a community-side issue that (partially) is fueled by the way how the overall Mythic+ experience is designed. First of all, with the Timer the activity itself already brings a natural level of stress and pressure, completely aside of the dungeon design itself. Second to that, dying and losing seconds of said timer increases the pressure even more, because you are punished for your failures as a playeteam for the entire run. Aside of that, additional factors can make the tensions between players even higher such as players getting the gear drop someone else wants but they either can't or don't want to trade it at the end of the run.
So in conclusion this means in a very badly going run the atmosphere and tension between the players is set up to become volatile and toxic from both visual and conversation and especially gameplay pressure.
You constantly see the timer ticking. You see how often your group has died. You can even see how much time you wasted due to deaths by hovering over the gravestone (in default UI). All of that, alongside the individual problems between players (f.e. "why the :face_with_symbols_over_mouth: did you not kick spell XY, [playername]!?!") and so on.
And a lack of good or fair rewards for the (bad) time investment can make it even worse.
Now, in regards to solutions there are only a very few practical ways to solve this. The most chosen by most gaming studios is of course is simply punishing toxic behavior that is reported by players.
But I think that is the wrong approach. I rather think instead it is much better to design the content not in a toxic-fueling way in the first place. Since this proposed solution requires further explanation, I ask you to keep reading, because the solution for getting rid of toxicity (for the most part) persists of the further below mentioned solutions for the other points. As I said, from my perspective the best solution against toxicity is to design the content in a way that doesn't let toxicity blossom in the first place.

The Timer

Since the Timer is integral for Mythic+ and its design, it is both part of the problem source and its solution for the overall point of getting rid of toxicity. Let me explain.
The Timer (as it is right now ingame) is designed to count down. So the more seconds pass, the more the player feels under pressure to finish the dungeon within the set time limit. As result (as mentioned above) the pressure on the dungeon team increases with every second passing.
That is not really a fun design for group content where a majority of mistakes can be both made by individuals and team and in general mostly affect the entire team.
A death takes away 5 seconds from the clock. Based on class it can have even more disastrous results. A DD dying is compensate-able for the most part, but a Healer or Tank dying can (and potentially will) result in a full team-wipe for the most groups. Especially on higher key levels this will be amplified as a result since enemies take more hits and deal more damage the higher the key is due to scaling.
So the problem is the timer, right? "But how it is also part of the solution?" you might ask... For the solution I have to reach out a bit.
Let me make an example from my main game Destiny 2.
We have a similar activity like Mythic+ (but much more simpified). That activity is called "Nightfalls". In both activities there are scores and timers. In Mythic+ there is the timer that defines how much rating you get based on your performance and speed to complete the dungeon. In Destiny 2 the Nightfalls have a timer that is relevant for weekly reward structure (that is given once in a week per character). Rewards aside here, there is an interesting difference.
Mythic+ timer counts down. But Destiny 2 Nightfall timer counts up.
So, how can we use this to our advantage to solve the timer pressure problem?
You see, a timer that counts down has an end result. A "dead line" if you want so. If it starts by 45:00 minutes and ends at 00:00 that puts a mental "end barrier" on your mind.
But a timer that counts up doesn't have a mental "end barrier" that is forced onto your mind. A timer that starts from 00:00 and can go infinitely upwards feels only like a time measurement. Less like a contest. But yet can still be applied for a contest.
Let us look as example at Dragonriding Races. The timers there count upwards, getting gold/silvebronze placements is not a "forced" goal but an optional one. It is just something that happens to be part of your performance rating and if you care for the numbers you can optionally go for it.
So if we would apply this mentality to Mythic+, it can fundamentally change how you perceive the game activity, without making the rating and challenge obsolete.
Per death of course, invert-added, you get 5s more on the upcounting timer.
Let me visualize this for you with a simple chart.

Mythic+ timer counting down (Numbers Placeholder!)

Countdown checkpoints VS. rating received
45:00 = 300R
40:00 = 270R
35:00 = 240R
30:00 = 210R
25:00 = 180R
20:00 = 150R
15:00 = 120R
10:00 = 90R
05:00 = 60R
00:00 = 30 or 0R

Mythic+ timer counting up (Numbers Placeholder!)

Timer checkpoints VS. rating received
05:00 = 300R
10:00 = 270R
15:00 = 240R
20:00 = 210R
25:00 = 180R
30:00 = 150R
35:00 = 120R
40:00 = 90R
45:00 = 60R
50:00 = 30 or 0R

Conlusion

Now, as you can see, the timer counting down as it is right now vs. the timer counting up can make a perceptual difference. As I said, those numbers are only for showcasing. It is obvious of course that no group finishes a dungeon in 5 minutes. But you get the idea.
A count down makes a player feel that when the time is over something bad is happening, which can as result create the feeling of failure. But a timer that counts up gives a player the feeling that being as fast as possible is something that rewards them.
When you look at time trial racing games (or Dragonriding) you can see this healthy perspective of up-counting timers. When you are faster each time you can see the progress and actually feel like you are improving (especially if there is a highscore board!) while with a countdown you can feel very much like being pressured to complete something in time before a heavy penalty hits.
And speaking of penalties, let us head over to the next point on the list...

Leavers & Key Degrading

The problem with leavers is also a big issue, one that is much more impacting and punishing than any other problem in Mythic+
Because a leaver, will for 100% brick your key level if that person leaves during the run. And that is the core problem. **You are punished for other peoples flaws.** That's a factor you, as group leader, have little to no control over. You can't change how people behave from your side of the screen aside of perhaps using words. Your only reliable option is to track people via websites and categorize them if they are reliable group members or not. And for most that is too much effort to put into making sure you don't have a potential leader in the group, because such checking stats and so on eats time.
Time you could spend playing instead. So let's fix that.
My suggestion here is simple. Give Keys "Condition Charges". A key has up to 3 of them. Each time a key run is canceled/reset a "Condition Charge" is consumed. Basically this means you can start over your key run up to 3 times before the key degrades to the lower level.
You also may ask why I specifically picked the number 3 for the charges. To quote famous Monty Python here:
Then shalt thou count to three, no more, no less.
3 is the most fair and most iconic number for this. There is for a reason the saying "All good things come in threes".
Now I am aware that implementing such a thing can devalue the challenge a bit for some players because they can simply start over. But consider that this devaluing would be on a rather minimal level compared to making the problems of leavers in your keys much more forgiving for both yourself and the leaver.
A leaver does not always leave the run because they want to. Sometimes there are real life issues that matter more than this game. Such things could be your own child getting hurt while playing and you have to treat their injury. Or it could be that you almost forgot to take your dog to the vet. Or as simple as heading to your local super market to buy food or something. You get the point.
Giving the keys charges will make everyones life easier and the activity much more fun and enjoyable for all. Because you don't have to fear an immediate failure and degrading of your key because of 1 bad run.
Next point ahead!

Mythic Rating Rewards & Title(s)

This point is not really an issue, but rather an additional idea. Since M+ features only a title on reaching 1500 rating, it might be an interesting idea to add further title brackets to higher key levels to give incentive to players to push further the better they get.
Right now as it stands we have "The Smoldering" title for reaching the 1500 mark.
But what if there would be another one for 2500 rating too? To make up a title name fitting the first one... What about "The Blazing"?
Just a thought.
Another point is the Dungeon Teleports being tied to reaching a 20+ on every dungeon. Personally I think that barrier could be lowered to 15+ for each dungeon so players feel earlier rewarded for investing time in Mythic+ and giving even more feeling of accomplishment in-between the bracket of 10+ and 20+.

Gear Drops

Now for the probably most controversial part I want to speak about...
Over the last few seasons (and especially last season) I have read complaints of having issues getting the desired rewards from other players and I experienced that myself strongly in Season 1 of Dragonflight.
In my personal case, last season I was trying to get the Mote of Sanctification from Halls of Valor. It took me 3/4 of the season to get it and in the end I got it because I was very lucky with my weekly vault.
For an average player the time investment of 35 Minutes per run is a lot of time. You can spend an entire day running the same dungeon and end up with items you don't even want and couldn't trade away. And since the entire system is RNG-depending, it can be very unfair to one side of the spectrum having no luck and/or the other to not being able to trade away.
So, my solution would be to suggest a "focusing"-system of some sorts via a Vendor.
Before I continue with that idea, I want to bring up an image:
You surely all know this window, right?
See, back in Legion content, you could buy tokens for Bonus rolls in Raids and Invasion Points. I have a similar idea for Mythic+. Let me explain.
What would be from my perspective a good solution is adding a loot vendor at the end of the key completion and a currency with limitations.
To put it simply:
  1. You complete the dungeon and the Loot Vendor appears
This currency replaces the actual gear drop you would get.
Having such a system may sound confusing and annoying at first but think about it. You can take your chances and roll for a randomly chosen item drop and trade it if you don't need it or you can keep your token and work towards the slot you actually need over time and effort.
It is basically a win-win situation. BUT there is a big hitch still that needs to be addressed.
The tokens can't be universal for dungeon and level. They need to be Dungeon-specific, otherwise people would only spam the easiest dungeon and then do 1 single run of the dungeon they want the loot from. Also the item purchased needs to be linked to the level of the key. So if you want to buy for instance a 431 item level drop, you actually have to complete a +20 key run and buy it within the very same run instance.
Also the currencies should reset every season obviously due to the changing Dungeon rotation we have at the moment and to keep players playing the activity.
So that means in summary you would have to actually play the respective dungeons of the current season, like as usual. You just have a bit more control over the items you get with a bit of extra effort.
For archive purposes I'll add the dungeon list of season (Dragonflight Season 2):
Now, if you have stuck so long with me reading all of this text above I want to remind you that those are merely detailed suggestions from my side. I don't want to give the impression that my suggestions are the "way to go". Only what I can think of to make the game more fun and engaging for all.
If you have different ideas and thoughts, feel free to share them below. :)
submitted by Illusive_Animations to wow [link] [comments]


2023.06.06 14:45 Zealousideal_Act2487 What rio is most M+ players end goal for the season ?

I dont really understand this "elo" system in wow, somehow pushed to 2.5k rating after starting to play this game in the beginning of season 2 dragonflight, now all the vault rewards are maxed out, apparently 20+ keys are the limit for vault, so is there really a benefit to push above 20's besides rating? And what does that rating above 20's help for? Like is there a difference between rewards of 2.5k rating and 3k ? What do most people aim usually as of their end goals for the season?
submitted by Zealousideal_Act2487 to wownoob [link] [comments]


2023.06.02 21:27 ChaoticNeutralRec [NA][A][Turalyon][Semi-hardcore] 9/9N & 9/9H Aberrus! LF DPS! US - Alliance NA- Guild

Hey there! Chaotic Neutral on Turalyon Alliance is in need of more solid DPS to add to the roster for Aberrus, we're a semi-hardcore guild that raids Tues/Weds from 7:30-10:30 pm EST and an optional day on Saturdays at the same time frame if there's enough interest (usually used for alts or extra prog at the beginning of the tier).
**Info:** Our guild is comprised of a range of players, from ancient vanilla Molten Core headbangers to players just starting the game in recent history. Our guild has been raiding on Turalyon since 2005. We raid mythic, but with a goal toward more casual progression. We expect raiders to play responsibly in their chosen role, but if you can do well with off-meta specs we don’t demand flavor-of-the-month class/spec combos.
Overall we are a bunch of older raiders who like having a relaxed raid environment while also seeing how far we can get into mythic before the next tier, pushing CE isn't something we promise but we can promise that we're not a hardcore play-perfect-or-get-kicked guild, we prefer to keep our chill raid environment that's been around for a long time.
We also ask raiders to give us a heads-up if something comes around that makes them unable to raid for a night or going forward, It isn't too important of detail since most members do this already but we've had some people just not show at all and it can create frustration if it's ongoing.
For more info about our guild, please visit our guild website, guilds of wow page, or our forum post.
----
Prerequisites:
Come to raid prepared, with whatever resources you need to do your best
Let us know if you won’t be able to make raid, if we notice you have a tendency to flake out without saying anything, your spot may be revoked
Be aware of boss fights/mechanics
DBM/Big Wigs/MRT/alternative raid encounter add-on(s)
Weak Auras 2 is also recommended
Have a working microphone, and be prepared to orally communicate
Regularly attend raids
Be able to mesh and jive with the group (ideally no try-hards or massive egos, we're not like that.)
18+ only
----
**Open Spots:**
**We have a raid-leader slot open, currently our GM is holding that rank but it's not a role they want to keep forever, please add me for more info if you're interested about this role.**
Tanks: Tank spots are filled, but we will consider flex tanks.
Healers: Healer spots are filled, but we will consider flex heals.
DPS: [High Prio] Mages, WW Monks, Rogues, Spriests, Warlocks, Warriors [Med Prio] Enh/Ele Shammys, Devokers, Boomy/Feral Druids, Havoc DHs [Low Prio] Ret Pallys, Hunters
Any solid performers feel free to apply anyway, even if your class/spec isn't listed!
----
**Dragonflight Progress**
9/9N & 9/9H Aberrus.
8/8H & 3/8M Vault of the Incarnates. 19% on Sennarth before our break!
For past progress, please see our Wow Progress link below
----
Guild Site: http://www.cnguild.org/ (We have an app you can apply with on this site if you'd prefer)
Forum Post: https://us.forums.blizzard.com/en/wow/t/aturalyon-chaotic-neutral-1111h-211m-cross-realm-faction-welcome-lf-healsranged/1112178
Wow Prog: https://www.wowprogress.com/guild/us/turalyon/Chaotic+Neutral
Warcraft Logs: https://www.warcraftlogs.com/guild/id/15584
Raider IO: https://raider.io/guilds/us/turalyon/Chaotic%20Neutral
Guilds of WoW Page: https://guildsofwow.com/chaotic-neutral
Btags: Recruitment - GingerHeals#11438
submitted by ChaoticNeutralRec to wowguilds [link] [comments]


2023.06.01 22:00 unawarearcass Zskera Vaults Guide in WoW Dragonflight

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2023.06.01 12:12 SeparateDrivez Zskera Vaults Guide in WoW Dragonflight

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2023.06.01 12:01 PsychoticBallet Zskera Vaults Guide in WoW Dragonflight

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2023.06.01 11:58 PsychoticBallet Zskera Vaults Guide in WoW Dragonflight

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2023.06.01 11:41 EventuallyPlump Zskera Vaults Guide in WoW Dragonflight

Zskera Vaults Guide in WoW Dragonflight submitted by EventuallyPlump to u/EventuallyPlump [link] [comments]


2023.06.01 01:49 ytsejam2 [H][NA][Thrall] AOTC Guild recruiting for Abberus!

Spite is a guild that achieved AOTC every tier in Shadowlands and are looking to do so again in Dragonflight! We were AOTC in Vault, and are looking to continue for 10.1!. We are a laid back guild with a chill environment who just enjoy progressing the raids at a reasonable pace. We are currently 8/8N and 2/8H. We chill out on discord most nights and play other games together as well. We provide feasts/cauldrons to our raiders and our raid times are Monday/Wednesday 9pm-12am EST. We are also very active in Mythic + and have several who go KSH and beyond.
We have an in-game community set up if you would like to join us for raid/m+ and not leave your current guild/servefaction, its no biggy. We're just a chill group looking to kill things. Beer is encouraged.
As we're on Heroic, be a reasonable ilvl capable of heroic.
We are currently in need of:
- Capable DPS who do mechanics semi-ok
Any questions or if you would like to know more, hit me up on bnet ytse#1114. Look forward to hearing from you all!
submitted by ytsejam2 to wowguilds [link] [comments]


2023.05.29 23:13 bekamercury [NA][Proudmoore] 1/9M + 9/9H ASC; 6/8M VotI is recruiting for Season 2 Mythic Prog!

<Special Friends> is a longstanding, midcore guild looking to recruit new friends to progress with us into Dragonflight. Throughout the guild's history, we've always striven for Ahead of the Curve (AOTC) as a baseline, and have achieved that every tier since Throne of Thunder. Over the last seven years, we've taken down a number of early to mid-level Mythic bosses while still maintaining our "casual", six hours a week raid schedule. Our goal is simply to progress as far as possible within the two raid days we have, and enjoy doing so with our close-knit community. We have a very active M+ community, with the majority of members achieving the +15 seasonal Feat of Strength regularly and pushing up into much higher levels.
Many of our members have been playing since the initial launch of Vanilla WoW and have been in Cutting Edge or hardcore raiding guilds in past expansions. Today, we find ourselves a little older and with a little more life in the way, most of us with careers and families. The majority of our player base are "late 20 to mid 30 somethings" that still want to kill bosses efficiently, but not without also having fun with our friends while doing it. Our policies are pretty relaxed, but when it comes down to raiding, we do take new content and our raid times seriously. We expect our members to be diligent raiders, showing up on time, fully gemmed, enchanted, loaded with consumables, and knowledgeable on fights (note that we will provide as many enchants, gems, and consumables as we can to members who ask prior to raid free of cost - we just ask that you contribute to the guild bank). We understand that real life is more important than a game, and occasional absences will happen. With this in mind, we simply ask that our members keep us informed on Discord in the event they will miss a raid and maintain as close to 100% attendance as possible during progression.
Currently, has a roster size of approximately 25 raiders of varying desires ranging from mythic progression to casual orientation, including a number of new recruits. Nearly all of our players have years of AOTC/mid-mythic or better experience. Roster spots for many classes are currently available, though we are in particular need of an ultra-reliable resto shaman or resto druid. We hope to find new friends similar to ourselves, who value raiding and M+ content in a mature gaming community, to enjoy Dragonflight with and progress as far as we can. Our core has been together for many years and values the relationships we've built together as friends over progress in game. We expect everyone to be dedicated to the game and pushing the limit, but do not consider ourselves a Cutting Edge guild at this time. Finally, we expect everyone to act like adults in our guild; take responsibility for errors or mistakes you make, have thick skin and be able to take a joke, and be open to constructive criticism - we're happy to coach, but you've got to put in the effort first and foremost. That said, we're an inclusive guild that is welcoming to all - just understand that raid spots are earned, and you may be asked to sit on progression encounters if a certain composition is needed or depending on the extent of your past raid experience. We operate as a team, not as individuals.
At the moment, we are looking for raiders with at least AOTC (and ideally Mythic) experience as we prepare our roster for Season 2. If you're looking to be a part of a nice community focused on semi-hardcore PvE content, we are happy to chat with newer players as well, so please feel free to reach out.
Be cool. We're all just a bunch of people trying to kill internet dragons together.
You can contact us on BattleNet at:
  • Guild Master: Arriv (Arriv#1535)
  • Officer: Olvim (Istorvir#1767)
  • Officer: Tempusbane (Dreade#1346)
  • Recruiter: Ashctually (Bekamercury#1991)
Our raid schedule is as follows:
Mandatory: Tuesday and Wednesday nights 8PM-11PM CST / 9PM-12M EST / 6PM-9PM PST (Server)
Optional: Sunday or Monday raids at the beginning of tier releases, usually for Normal runs. Extra runs whenever we feel like it.
We are currently interested in recruiting:
  • Ranged DPS: Low need for Dev Evoker
  • Melee DPS: Moderate need for DPS Death Knight
  • Healer: High need for a Resto Druid or Resto Shaman
Our historical raid progress from the last few expansions was as follows:
  • [DF] 1/9 Mythic Aberrus the Shadowed Crucible with AOTC
  • [DF] 6/8 Mythic Vault of the Incarnates with AOTC
  • [SL] 2/10 Mythic Sepulcher of the First Ones with AOTC
  • [SL] 4/10 Mythic Sanctum of Domination with AOTC
  • [SL] 6/10 Mythic Castle Nathria with AOTC
  • [BFA] 5/12 Mythic Ny’alotha with AOTC (Realm First clear [on Korgath])
  • [BFA] 4/8 Mythic Eternal Palace with AOTC
  • [BFA] 2/2 Heroic Crucible of Storms with AOTC (Realm Second clear [on Korgath])
  • [BFA] 3/9 Mythic Battle of Dazar’Alor with AOTC
  • [BFA] 2/8 Mythic Uldir with AOTC
  • [Legion] 3/11 Mythic Antorus with AOTC
  • [Legion] 9/9 Heroic Tomb of Sargeras with AOTC
  • [Legion] 3/10 Mythic Nighthold with AOTC
  • [Legion] 2/3 Mythic Trial of Valor with AOTC
  • [Legion] 2/7 Mythic Emerald Nightmare with AOTC Nightmare with AOTC
submitted by bekamercury to wowguilds [link] [comments]


2023.05.29 17:32 Overall-Investment68 WoW Elite set Boost Service!

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submitted by Overall-Investment68 to u/Overall-Investment68 [link] [comments]


2023.05.29 17:30 Overall-Investment68 WoW Keystone hero boost!

Mythic+ keys provide players with various challenges to complete. High-level dungeons are not only one of the few options to get high-rated gear, but also a source of hardcore achievements that bring lots of rewards.
Keystone Hero Boost from Overgear will help you get Dragonflight Season 2 Feats of Strength achievement for 2500+ Mythic score. Also, with our Keystone Hero Boost, you will get that desired dungeon completed as quickly as possible. And don't forget that Mythic+ score boost will help you find the best teams for dungeon runs.
What you will get ?

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submitted by Overall-Investment68 to u/Overall-Investment68 [link] [comments]


2023.05.28 00:16 Rezzak83 Assign the dragonflights to a class or race!

So I've spent far more time than I should thinking about this. Just wondering if others have also worked out ideas on which dragons fit each class or race.
Warrior - Black. Connections are the prot artifact weapon and 2x iconic Deathwing armor sets. In End Time we saw the warrior Baine in the obsidian dragonshrine. The charge as defenders of the earth meshes with protection spec, while the chaotic and wrathful actions of Deathwing invoke rage and fury. Warriors reflect the forceful, and when uncorrupted, noble characteristics of the blacks.
Death Knight - Frostbrood, easy.
Paladin - White, alternate Red. This is extremely speculative but I'm hoping based on some clues (unreleased white dragonriding skins, Tyr, silver scale) that we'll be getting dragons that fit for paladins. If not, I put them on red, as they would share in the goal of the defense of life on Azeroth. Both butn foes or heal allies with radiant flame.
Shaman - Elemental Drakes, alt Red or Black. There are a variety of elemental infused drakes now which aren't part of the 5 aspects deal that make for obvious Shaman mounts. For similar reasons to paladin they could go red. During Cata the shaman Thrall took the place of the Black aspect.
Hunter - Bronze, alt Green. Bronze is tricky as there is not an obvious class that lines up with it. It's time magic is on mages but they already have a stronger fit in Blue. I put hunters here because they may have the right characteristics to act as agents in the defense of the timeways. To seek out and correct deviations in the timeline would require agents that can maintain a low profile, survive without infrastructure. If granted long life, the type who would be able to deal with isolation of longevity. If not, Green probably works with a shared interest in the natural world.
Evoker - Chromatic, easy. Could argue that they shouldn't need drake mounts, but while they do the Chromatic is a perfect fit, as they were both projects of Neltharion combining the power of all flights.
Druid - Green, easy.
Rogue - Black via Netherwing, alt Bronze. Connections are the blacktalon agents and legendary questline. While daddy was forceful as a warrior, the children all used tactical, underhanded methods to obtain their goals. I like the Netherwing here for visual reasons, as the ephemeral nature of the drakes feels like a shadowy rogue, while maintaining the connection as the Netherwing were black eggs. Bronze could work here for the same reasons as Hunter.
Monk - Undecided. I use a green storm drake on mine, inspired by the Jade Serpent though they don't seem to have much connection to the emerald dream. The spirit force they draw on has a green feel. They have elemental abilities, they could be concerned with the red's protection of life, the timewalkers have a strong pandaria presence, nuizao invokes very much a bulwark/warder feel, the lorekeeper aspect might be of interest to the blues. The monks kind of have their own thing going on, so I think most anything could work.
Demon Hunter - Netherwing. The Netherwing of Outland were under the control of the Illidari making these obvious companions, and I don't feel that there's a stronger replacement on Azeroth.
Mage - Blue, alt Bronze. Feels like an easy assignment to blue, but leaning in on the time magic component can go Bronze.
Warlock - Fel/Corrupted, alt Black. The Feldrake and Smoldering Emberwyrm offer up drakes corrupted by fel magic to give some options. Otherwise, the black dragonflight is the definition of "power at any cost" and experimented with dark magic such as shadowflame to achieve their goals.
Priest - Red+Twilight, alt Bronze. For similar reasons to paladin the priests could share in the red flight's defense of life. The void influenced Twilight Drakes are the obvious companion to the shadow priest. I use a macro that summons based on whether shadowform is active. Including bronze because I considered the pairing, leaning into the "SeeProphet" role of priests such as Velen, who might have in common the ability to have awareness or intuition over other realities or possible futures.
Now some notes on races:
Orcs - A strong overall connection to the blacks, as they were voluntary allies during Warcraft 2: Beyond the Dark Portal. They continued to collaborate in Blackrock mountain with the Wow-era blackrock orcs. However, the Orcs will utilize whatever they can- The original Dragonmaw previously dominated the reds who would make unlikely allies at this point. The Dragonmaw of outland dominated the Netherwing. The Dragonmaw under Zaela bred Proto-Drakes resulting in Galakras.
Elves - I generally like to give these the "original" uncorrupted dragonflights, as I feel the longevity of these races would have made them likely to be bonded to the OG dragons.
Tauren - I like the proto-drakes here, purely because the extra bulk of these makes it look like they could actually carry a Tauren. There's not a strong connection specifically, but it's also not impossible, as the Tauren did operate in Northrend. If there's every an ogre/half ogre race I think proto drakes would go here as well.
Trolls - The obvious thing here is to put these on the Velocidrakes because of the strong use of dinosaurs elsewhere, but I don't love these models. For Zandalari, I'm trying them out on Storm Drakes though, as the skin tones match pretty well, and tying them back to the throne of thunder. Lei Shin promised his boon to the loyal followers, such as Jin'rokh, but perhaps the adventurers discovered the mastery over the storm drakes which would have been given to the greatest champions.
Panda - Cloud Serpents
Humans - The Broken Isles Storm drakes seem best fit on humans as they're used extensively on the progenitor Vrykul.
Dwarves - The stone drakes feel as they share Deepholme with the progenitor Earthen.
Draenei - have struggled as these don't have anything obvious. I put them on Netherwing as the colors match well and they are both from Outland, and in a way both shattered/abandoned people. I didn't really like giving them the fae dragons as in WoD.

There's other stuff not tapped such as the veilwing of shadowlands, heart of the aspects, rylaks?, other dragonriding families. Anyway just curious what others have come up with on who gets what dragon mount.
submitted by Rezzak83 to wow [link] [comments]


2023.05.24 18:23 Flamingcrotchguy Raid Gear should drop from doing mythic+ Dungeons(Vault)

To start I know that my title is a definition of a hot take, but please let me explain myself and hopefully, there are kernels of a good idea somewhere below.
As a sort of new player who had problems getting into the game throughout the past 3-4 years. I started to stomp on the pedal during Dragonflight, you know playing with friends, getting gear, and leveling up toons was a blast. Throughout this season I've been having a blast by getting the grasp of gearing up, leveling, slamming dungeons, and praying to anyone that is either listening or not for a good vault. But one thing has kinda ticked me off, everyone knows that the best gear in the game is in the raid and if you don't have the time to be in a guild, LFR raid, or just become Jesus and solo the raid you have no chance for the gear. My overall idea and I've talked to a few friends who have been playing for 8-10 years, is that it would be an interesting addition to have a chance to get raid gear in the mythic+ dungeon vault. (I can hear the eye roll, from you hardcore raiders, but please stay with me). Now this chance wouldn't be 100% or 50% but it would increase in the difficulty in keys you do. So for example, if you get an average of mythic+ 10 keys you have a 10% chance to get a piece of raid gear, so that number would increase based on your average mythic + key average( 20 average 20% etc...). Now I know that many of you would say, the bosses are easy just LFR, but in the majority of cases it's much easier and in my opinion a lot more fun to run a few dungeons with friends than it is to get in the raid with a few friends.
Hopefully, I don't get flamed or get some interesting DM's by people who think I have blue hair and have one good brain cell but I guess only time will tell. Overall I believe the vast majority of people run mythic instead of raiding due to the anxiety of jumping into a raid compared to mythic+ dungeons. And I can imagine players being excited about getting a piece of raid gear out of stomping and getting high keys in mythic +.
Don't get me started with PVP, I've been playing Wow for a solid 6 months and the only PVP I've run across is getting ganked because I have accidentally turned on war mode, getting killed leveling a toon, or getting killed by some higher leveled weirdo killing level 60s who are waiting for thezeppelin to take us to the dragon isles.
Like I said I hope there are kernels of a good idea somewhere here or not. That's the thing with ideas, it can be either the worst or the best, but everyone always enjoys some popcorn( kernels you get it?).
Finished with my lecture, you may continue elsewhere
Edit: I'm listening to Black Sabbath(because I'm a giga chad) while writing this so my grammar and punctuation may be either the best, good, or terrible. It's all in the eye of the beholder.
Edit #2: offically done with my black sabbath listen, and a few things I have to clear up. The most important, there is nothing wrong with blue hair(just trying to meme a little). I was not aware that that you could upgrade raid gear, so thats my fault for not doing the old classic "do my own research", so I apologize with that. And I'm item level 431, and have recieved 2 tier set already from week 1 and getting 2k IO. All im doing now is searching for bis items, I just like the idea of having a chance of getting raid gear, and I understand you could just do the minimal effort by running the raid( I probably will soon), but I just like the idea having a chance at the best gear. I know this might tick people off.
TLDR: Mythic key average over the week should give you a percentage to get raid gear.
submitted by Flamingcrotchguy to wow [link] [comments]


2023.05.22 19:36 Sprodage [NA][H or A][Kael'thas] Recruiting chill and fun players for all season 2 PvE.

ABOUT US:
Have you ever felt like things just never seem to go your way? Us too! Never Lucky is a newer guild that was created midway through season 1 of Dragonflight. The guild was created as a way for people who wanted a causal atmosphere, but the option to jump headlong into pushing higher mythics and heroic raiding. The shared core ideology of the guild is that we work to help each other and to allow people to learn when we do content. In the short amount of time that we have been chartered, we have been able to complete AotC and have had many members reach KSM and higher in season 1. We also have a zero-tolerance policy toward racism, ableism, transphobia, homophobia, sexism, etc, and any instants of this behavior will lead to instant removal.
As part of the guild, we also have a community for people who are already in a guild but would like to join us in some raids or mythic keys. You can either contact us for an invitation or apply for the community through the community finder.
 
Connected Realms to Kael'Thas:
Ghostlands, Gnomeregan, Grizzly Hills, Lothar, Malfurion, Moonrunner, Trollbane
 
EXPECTATIONS:
General requirements:
  • 18+
  • Friendly and active.
  • No Discrimination or Harassment.
Raid requirements:
  • Be timely (aim for a 15-minute gap before and after start time)
  • Be patient with guildies and pugs.
 
PROGRESS:
  • Season 2:
    • M+ - Multiple players at KSM for season 2.
    • Raid - Aberrus
    Normal Heroic Mythic
    8/9 0/9 0/9
  • Season 1:
    • M+ - Multiple Players at 2400 or above.
    • Raid - Vault - AotC
    Normal Heroic Mythic
    8/8 8/8 1/8
 
SCHEDULE:
Raid nights
  • Wednesday @ 8pm EST
  • Monday @ 8pm EST
Mythic Keys are run most nights and have varying key levels.
 
CLASS NEEDS:
  • DPS:
    • Ranged DPS is highly needed, but are open for all DPS.
  • Healers
    • In need of both single target and raid healers.
 
CONTACT:
We can send you an application or you can apply through the Guild Finder.
In Game Mail or Whisper:
  • GL: Sprodage-Kael'Thas
  • RL: Garjingo-Kael'Thas, Orzhava-Kael'thas
  • Officer: Gattsu-Trollbane
Discord:
  • Sprodage#8571
  • gladBats#3035
submitted by Sprodage to wowguilds [link] [comments]


2023.05.22 05:40 looper-repool [NA][Illidan] Recruiting DPS and bench for Mythic Prog 10.1. 3pm-6pm CST Sat/Sun 9/9N 8/9H

Path of Glory is a midcore Horde guild on Illidan, looking for dedicated players to join our core raid team for mythic progression.
We recently reformed guild in Dragonflight and achieved an AOTC. Looking to recruit players for next prog. Always open for mythic+ guild members to to help push keys :)
Vault of Incarnates: 8/8 N 8/8H 2/8M (With pug fill)
Abberus: 9/9N 8/9H
Currently have a roster of 16 people looking to expand to 20 for Mythic prog in 10.1
Roles Recruiting:
For Raid:
High Prio: Windwalker Monk, Mage, Retribution Paladin, Dev Evoker
For Bench/Keys: All
Casual Players welcome as well to hang out and do mythic+ etc!
Raider IO: https://raider.io/guilds/us/illidan/Path%20of%20Glory
Warcraft Logs: https://www.warcraftlogs.com/guild/id/692014
About us: If you are passionate about raiding, have a good understanding of your class and are looking for a good time, we would love to have you on board! Our raid schedule is Saturday and Sunday 3pm to 6pm CST.
Please reach out to us if you have any questions or are interested in joining. You can either send me a private message or contact
Application: https://apply.wowaudit.com/us/illidan/path-of-glory/pog-aotc-mythic
Discord: sav1or#5375
Battlenet and ingame
Hyphshank-Illidan
Maxwell#12857 nekrolord#1450
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2023.05.22 01:12 ChaoticNeutralRec [NA][A][Turalyon][Semi-hardcore] 9/9N & 7/9H Aberrus! LF Tank& DPS! US - Alliance

Hey there! Chaotic Neutral on Turalyon Alliance is in need of more solid DPS to add to the roster for Aberrus, we're a semi-hardcore guild that raids Tues/Weds from 7:30-10:30 pm EST and an optional day on Saturdays at the same time frame if there's enough interest (usually used for alts or extra prog at the beginning of the tier).
**Info:** Our guild is comprised of a range of players, from ancient vanilla Molten Core headbangers to players just starting the game in recent history. Our guild has been raiding on Turalyon since 2005. We raid mythic, but with a goal toward more casual progression. We expect raiders to play responsibly in their chosen role, but if you can do well with off-meta specs we don’t demand flavor-of-the-month class/spec combos.
Overall we are a bunch of older raiders who like having a relaxed raid environment while also seeing how far we can get into mythic before the next tier, pushing CE isn't something we promise but we can promise that we're not a hardcore play-perfect-or-get-kicked guild, we prefer to keep our chill raid environment that's been around for a long time.
We also ask raiders to give us a heads-up if something comes around that makes them unable to raid for a night or going forward, It isn't too important of detail since most members do this already but we've had some people just not show at all and it can create frustration if it's ongoing.
For more info about our guild, please visit our guild website, guilds of wow page, or our forum post.
----
Prerequisites:
Come to raid prepared, with whatever resources you need to do your best
Let us know if you won’t be able to make raid, if we notice you have a tendency to flake out without saying anything, your spot may be revoked
Be aware of boss fights/mechanics
DBM/Big Wigs/MRT/alternative raid encounter add-on(s)
Weak Auras 2 is also recommended
Have a working microphone, and be prepared to orally communicate
Regularly attend raids
Be able to mesh and jive with the group (ideally no try-hards or massive egos, we're not like that.)
18+ only
----
**Open Spots:*\*
**We have a raid-leader slot open, currently our GM is holding that rank but it's not a role they want to keep forever, please add me for more info if you're interested about this role.**
Tanks: One spot open for a non Guardian Druid tank!
Healers: Healer spots are filled, but we will consider flex heals.
DPS: Open to any DPS spec even if it’s not listed! Ideally needing more DKs, Mages, Monks, Priests, Rogues, Warlocks & Warriors as we have only 1 of each currently!
Any solid performers feel free to apply anyway, even if your class/spec isn't listed!
----
**Dragonflight Progress*\*
9/9N & 7/9H Aberrus.
8/8H & 3/8M Vault of the Incarnates. 19% on Sennarth before our break!
For past progress, please see our Wow Progress link below
----
Guild Site: http://www.cnguild.org/ (We have an app you can apply with on this site if you'd prefer)
Forum Post: https://us.forums.blizzard.com/en/wow/t/aturalyon-chaotic-neutral-1111h-211m-cross-realm-faction-welcome-lf-healsranged/1112178
Wow Prog: https://www.wowprogress.com/guild/us/turalyon/Chaotic+Neutral
Warcraft Logs: https://www.warcraftlogs.com/guild/id/15584
Raider IO: https://raider.io/guilds/us/turalyon/Chaotic%20Neutral
Guilds of WoW Page: https://guildsofwow.com/chaotic-neutral
Btags: Recruitment - GingerHeals#11438
submitted by ChaoticNeutralRec to wowguilds [link] [comments]


2023.05.21 20:35 Much_Writing_7575 What happened to Tar Trap?

Since I upgraded to Dragonflight expansion, Tar Trap seems to have disappeared. It is no longer in my spellbook and even if I make a macro for it, it doesn't work.
submitted by Much_Writing_7575 to wownoob [link] [comments]


2023.05.21 08:29 danielqueue2 Climactic boss battle with additional mechanics. Need help with numbers.

5th edition rules for players, DM steals from everything
TL;DR I want to make the final boss of a dungeon super epic by having the boss follow Battletech Rules for movement, weapons, and damage spread, but letting the players still follow D&D 5e rules for attacking it. but work schedule makes having time to playtest it before throwing it at my players is a no go. need help with numbers.

Background: The party is going through a dungeon that was a major magic factory in a ruined city of advanced magitech users that were working on a massive project before cataclysmic event wiped out a sizable portion of the continent. Archeological digs, treasure hunters and monsters fight each other hoping to get something out of the mix. Party made it further into this particular dungeon than anyone else so far and have heard rumor from one of the more sane ghosts of the construction of the UR-GOLEM. A war machine capable of leveling fortresses by itself. Fortunately for the party, The cataclysmic event happened before they could install the adamantine armor plating and it has been sitting underground without maintenance for centuries so when they get to fighting it it wont be at top performance. On the other side is the vault with loot and plot hooks on the origin of the cataclysm.
Mechanics I want to include.Each part of the Golem would have its own HP. separated like the armor diagram included in the post. Ranged attacks would roll on a table to determine where on the Mech Golem they hit. If they attack from one side, the tables make it more likely to hit that side, you can only hit the back armor from the rear, etc. when a part is destroyed, anything attached to that part stops working. The boss is destroyed when The center torso or head are destroyed, but the head is hard to hit and the center torso has the most health. All damage that hits a destroyed area transfers inward towards the center torso. I would have melee attacks hit wherever the attacker is closest to. If they are on the ground level, left or right legs, if they are on one of the battlegrounds piles of rubble, buildings, etc then it would automatically arms or torso. and if anyone is daring to climb the boss they will be able to climb to a specific location, move with the boss and always hit the same place until it is destroyed, they make another athletics check to climb somewhere else, or the boss succeeds in shaking them off. Over the course of the battle, the boss will get Less effective.(For Area effect spells I was planning to roll the damage the normal way, but split the damage in groups of 5 and spread where those groups hit per the battletech damage charts, so if a fireball deals 28 damage it would split into 5 sets of 5 damage and 1 set of 3 which would then be distributed using the tables.)
Replacing \"Armor\" with HP

Second I would like to split its turn up into multiple parts. First it would move, then it would make its ranged attacks, then any melee attacks. I was thinking about doing this by having it take up three places in initiative, the first absurdly high, the other two artificially low. So the boss would move to a new position, I would narrate, "raw magic from the plane of fire swells up to the strange focus on its left shoulder, gathering in one place. the focus seems to be following [Player character]" they would then have a turn to prepare, stay in place and hope it misses, or take cover behind something, or do something really clever. when everyone has gone, the boss' magical and melee attacks go off. I want the boss to feel massive, heavy, but powerful enough that tanking direct hits is something the party doesn't want to do.(The boss would be too heavy to change directions quick enough for opportunity attacks, so feel free to dash away. It would also be able to destroy the cover, but any attack it makes against the terrain is an attack not made against the party)
The party is of four level 8 PCs that are not particularly optimized. An ancients barbarian with returning handaxes, a Goolock with spell sniper on Eldritch Blast, A Battlesmith artificer that lets their steel defender handle melee, and a multiclass artificer warlock that is trying to get by with some really weird rolled stats. They have several powerful one-time use items, potions, scrolls, a bag holding a handful of angry skeletons etc.
The problem I am running into is that changes in work schedule have made it impossible to properly playtest this before the party gets there. I have all the mechanics nice and clean in my head, and I have the tools and macros to make the targeting rolls easy to track. The issue is the numbers. 10 damage is something to pay attention to in battletech, but that is level 1 damage in 5th edition D&D, I am not sure what Armor class to give the boss, and how much health to give each section. The head only has a 1/36 chance of being hit with a ranged attack, and a person climbing up from the ground would need to make 3 athletics checks as part of movement (less if leaping off rubble or building onto the boss using acrobatics) to get up high enough to melee it so it should have the least health to account for the difficulty of the attacks especially the 30 ft drop if a melee character gets knocked off from that high. The back pieces are generally the weakest after that as it will try to avoid being surrounded. and of course the center torso housing the core will have the most health. The party will get a short rest before the fight, but will have just completed a short dungeon beforehand. The undead haunting the place make long rests untenable and leaving to come back would mean a group of much less scrupulous adventurers could swoop in and hit the vault first so they will not likely to enter with full resources, except the warlock. they will regain everything.
Any recommendations number-wise would be awesome. The combination of The HP being split in multiple parts, many of which will still have health remaining when the core is destroyed if the party focuses, and the fact that it will get weaker as individual parts break off mean it should have more health spread around than the DMG recommendation for challenge rating. Figuring out how much I have run into a brick wall on. Keeping track of complex combats is one of my favorite things to do as a DM. and so far the players have felt epic going up against the earlier bosses. If these mechanics work out well I think I will one of them again for the Ancient dragon boss fight at the end of the campaign (damaging the wings will ground it etc.)
Thank you

(edited because I didn't actually get the picture in there)
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