One of the first things that was ever impressed upon me in the World of Warcraft was the importance of group etiquette. I mean, afterall the point of the game is to play with other people, so logically it would be intelligent to behave in a way that contributes to a group rather than detracts; it’s always a nice bonus when you make the effort to be pleasant too :) However, somehow despite the fact that WoW requires a monthly subscription, there’s still people that manage to get to the maximum level and seem to lack a subtle or even complete concept of group etiquette. So, I figured I would take a moment to /rant about it and possibly provide some informative information.
The Back Story
Last night we got done with our regular 25-man raid, and while frustrating and somewhat unproductive in the end, was decently enjoyable because of the company. Then we moved on to Ulduar 10 and I brought my pally. I was ret at first, but because the off tank didn’t have a mic, I ended up tanking for sanity’s sake—turned out to be a good move because the druid ended up being DYNAMITE dps. Anyways I cleaned up house on the loot (my prize of the evening being a shiny new Legacy of Thunder), taking about half the stuff that dropped just because no one else needed or could use it.
Anyways, filled to the brim with excitement over the night’s massive cache for me, I agreed to do some heroics with the night owls in the guild. In the course of putting the group together, we managed to pick up this ret pally who’s well known on the server for trying to do things unconventionally (i.e. completely pugging a 25man naxx right after people first hit 80, and only picking up 4 healers…). I was kind of weary ofhim from past experience, but I figured as long as I was tanking we’d be fine. LOL this guy managed to do everything you’re not supposed to do in a group, from accidently taunting off me, to bubbling me on the first boss in H Nexus, to pulling early half the time in Oculus… By the end I wanted to chew him out for long while, but seeing as it was 5:30 am server time, I just grudgingly rolled off to bed.
The Basics
After all that I began to think about all the annoying things I’ve experienced while grouped with people. I’ve always leaned on the considerate side, so I’m very careful about what I do in groups so as to not offend people. The downside to that is I usually get offended rather quickly when people act completely brainless, inconsiderate and disrespectful. As such, players have a couple of different areas to be aware of and model good group etiquette, or be ignorant of and annoy anywhere from 4 to 39 other people.
-Disclaimer- Just like every other piece of information about the game, you have to take things with a grain assault. Not everything applies to everyone, but a good rule of thumb is that if you’re not sure about doing something, it’s best not to do it (at least as far as WoW PVE goes :P).
Abilities
Whether you’re in a 5-man for a dungeon or a 25-man raid, there’s explicitly defined roles for each grup member. Spells that taunt should ONLY be used by designated tank except in dire circumstances and only by experienced players. Classes that have taunting abilities include Paladins, Warriors, Druids in Bear form, Death Knights, Hunters, Shamans (sort of), and Warlocks in Demon Form. There are also abilities that generate more than average amounts of threat and should be used with discretion; there are a few cases where these spells are useful such as ranged kiting or DPS off tanking when going for special achievements or low-manning instances (warning—retarded GMs will attempt to ban you for doing this).
Aside from straight mob-stealing, there’s other abilities that you should refrain from using as well that complicate encounters (such as using Hand of Protection on a tank after they pull a boss in an heroic >,.,>). Spells that have a knockback are EXTREMELY annoying on multiple mob pulls; there was a point where many people refrained from inviting Elemental Shamans and Boomkins to groups because most were unable to use discretion with their new abilities. Spells with knockbacks should only be used to push a mob back to the tank if it gets loose for some reason or, again, in special circumstances.
Also, use stuns sparingly. Moreso than not if a mob has just made a dash for a healer, a good tank will realize this and toss out a taunt; however, taunts only last for about 3 seconds, and getting a stun off on said mob might actually cause more trouble than help. Misdirects are also amazing for directing or redirecting mobs, just make sure you’re directing to the correct person.
Loot
Loot is probably one of the most drama-inducing factors of the game; whether it’s a green or an epic, sometimes people just lose their minds. The average 5-man will have loot settings to Group Loot where items of green quality or higher are opened up for rolls to all party members. In this situation, generally you should roll “need” on an item that is a usable upgrade for you (hunters can’t use maces, shamans can’t use swords, don’t be retarded please), “greed” on items that are side-grades or offset items, and “pass” on items that you can’t use. That being said, it’s generally acceptable to roll “greed” on Bind on Equip items as they can always be traded afterward if a mistake is made. Taking loot you can’t use or rolling need on everything is called being a ninja—ninjas get blacklisted on the public forums.
When you begin throwing in an enchanter in the group, things tend to get more complicated. Customary loot rules with enchanters are to either “need” or “pass” on Bind on Pickup items so the enchanter can “greed” the items that aren’t wanted and disenchant them for shards. I can’t tell you how many times I’ve mentioned that I can DE and people will still just roll greed on items for vending, completely disregarding the possibility that I need the shards to level my profession or might even be willing to share them with the group. For the most part I just make passive aggressive comments regarding to their intelligence, or lack thereof, and go on with the dungeon, but in general it is good etiquette to be considerate of the enchanters in your group.
On the flip side, it’s important for enchanters to be aware of the needs of the group as well. If the group is considerate enough to pass on BoP items for you to shard, offer to have rolls on the shards at the end of the run. This is especially important for heroics where the end posibility of an epic crystal is much more valuable. It is also a rather big no-no to make off with shards and crystals from heroics without asking the group to roll on them—this too can get you blacklisted on public forums.
When it comes to raids, some groups will continue to leave it on a Need/Greed system in good faith that the members of the raid know how to behave themselves. However, for more difficult raid content, almost all groups will set the loot system to Master Looter which means the Loot Master (designated by the raid leader) has to give each piece of loot to a member. This allows groups to introduce loot systems to help organize and equalize the distribution of loot in attempts to keep everyone happy and coming back to raids. My raid group uses the SKG system which is basically a glorified queue. A list is made and whoever is in position has first priority on gear that drops; once someone wins a piece of gear, the go to the bottom of the list. It’s a very simple system, managed by a mod, and pretty difficult to abuse.
Mods
This is a little more than basic and generally falls under the category of Raid Etiquette, but I think it’s worth mentioning. Anyone who’s played wow for a significant amount of time is aware of the fact that you can enhance your gameplay with mods. Some people go mod crazy and get everything, some people use the bare basics, and some people go without them altogether. Some people can raid endgame content without a single mod, but those are the kind of people who are very experienced and know their role in the raid. Some raid groups will require you to have certain mods in order to handle fight mechanics more efficiently. In the end, there’s certain mods that good to have if you want show a group you’re serious about your spot.
The first mod that just about any serious raider will tell you to pick up is Omen. Omen Threat Meter is one of the older mods on the scene, but it’s still updated regularly and almost core to the game anymore. Blizzard tried to include an in-game threat meter, but Omen still knocks the socks off of it. Threat meters are core for DPS and Tank roles to make sure mobs stay aggroed to the correct targets, but they can also be useful for healers. If it’s your first time DPSing with a group, you’re trying out a new spec, or your tank isn’t geared all that well, Omen will probably save you a lot of time and headache.
The next mod that is extremely useful for groups is Decursive. I recently picked this up for my shaman to help decurse in Naxx when I went Resto for Noth. I can’t begin to tell you what a difference it makes, not to mention how useful it is on my other characters. I currently have an 80 shaman, pally, and druid, with a priest on the way, all classes who carry the burden of removing maladies. All you have to do is click on a little square to remove debuffs on people—you don’t even have to target them. If you are raiding in Naxx or especially Ulduar, it’s a REALLY good idea to grab this mod.
The last on my list, but certainly not penultimate mod to aqcuire, is Deadly Boss Mods (or Big Wigs if you so choose). DBM is another amazing mod for raids and with WotLK the developers even went so far as to include prominant heroic dungeon events. This mod flashes warnings across your screen alerting you to certain events in an encounter such as Flame Wall on Sarth, Ice Blocks on Kel’Thuzad, or Harpoon Turrets on Razorscale. They also have a submod that allows you to see cool down timers for people’s abilities in your raid group, a feature I have grown very fond of. It’s an amazing mod that allows you to dedicate a little more of your attention to other things which contributes a lot to overall raid success.
R-e-s-p-e-c-t! (and what it means to me)
The first serious raid group I was ever a part of required their atendees to get DBM or Big Wigs, Omen, and Solarian Alarm for Tempus Keep. The fact that they held their raid members to that minimum standard contributed in my opinion to their overall success. I found that having these mods and the attitude the group carried about them helped me develop a much more professional raiding ability. I carry that with me in everything I do in WoW now. I currently run with xPerl for my frames, Grid for party and raid frames, Clique for spells on grid, Omen, DBM, Dominos, Totem Timers, and Decursive for raiding (I also have ButtonFacade, SexyMap, and Carbonite for recreational use :P). I do whatever I can to perform better at my role in a raid, whether that’s DPSing on my shaman, tanking on my pally, or healing on one of my various restorative classes.
Now, I don’t expect everyone to be as hard core OCD about this kind of thing as I am, but I do think people reflect their attitude in their actions. Someone who is unwilling to get a certain mod just because they don’t want to use mods is not modeling an attitude that makes me want to rely on them fully. I think there are some mods that are just irreplaceable in the raiding scene, and players WILL BE limited by not utilizing them; Decursive is a perfect example of that.
Aside from mods, there’s a lot you can do in a group that will reflect not only on you, but your guild. It’s always important to realize what you’re saying to people when you’re not talking or typing :P