Since our joining of the alliance between the Pirates and the Kittens, we have grown considerably in expertise, organization, and size even. We ahve reviewed a guideline for the looting system of raids with allies. This is a good system that had proven to work, and will also serve as basic principle for our own loot rules.
Raids are open to members of Blackheart Pirates, Kittens, and Home Security only. If you have a friend not in those guilds who would like to accompany you on an ally raid, ask the guild officers ahead of time to make sure it's ok. Guest participants will probably not be elligible for most loot items.
Raids are open to characters of level 50+. If you are less than 50, ask a guild officer ahead of time to make an exception. Some zones (eg; PoH) cannot be entered if you are not at least 46+. This also means that if you are barely 46, and you die, lose xp, and drop a level, you will not be able to get back in to the zone to retrieve a corpse or be rezzed! Have at least a couple yellow bubbles into 46!
All raid participants should be able to get their resistances to +100 or more, not including any spell buffs (ie, gear only); fire, cold, and magic in particular. It might not always be necessary to have all three at +100, but you should be able to get at least any one of them there by switching out resist gear. There are players in the guilds with high jewelcraft skill who are willing to help you with combines, but please make it easy on them by knowing the recipies for the items you need and having all the components ready.
We use ventrillo for voice chat during the raids, and Blackheart Pirates maintains the vent server. Contact your guild leaders for the vent server connection info. You should be logged in to at least be able to listen, even if you don't have a microphone. Try to keep unnecessary chit chat to a minimum, so that the raid leaders instructions don't get drowned out and are easy to follow.
All participants need to have a self-sufficient exit plan for when a raid is over. Be able to gate, port, hammer, WC cap, or sneak or fight out. Druid or wizard players are not responsible for getting you out, and on some raids there may not even be any attending.
Before attending a raid, learn about the zone. Study the wiki, look at the map, read up on travelling to and from the zone, any keys required, faction considerations, the mobs we are likely to encounter, and the drops that may be available to your character class.
Please do not show up late! Raid times and meeting places are usually posted on our websites, and/or guild motd. It helps a lot if you get there about 20-30 minutes ahead of that time to start forming groups and buffing up. For many raid zones, it is not practical for the group to come back to the meeting place to pick up stragglers who have arrived late.
Sometimes, perhaps an hour ahead of the poster raid time, guild members with druid or wizard toons might be available to help with ports. But the cutoff for this is about 15-20 min prior to raid time, so that they can log their own raid toons in and get ready. Do not PST them 5 min before the raid looking for a port!
Some zones require keys to access, eg: Charasis, Sebilis, Cobalt Scar, etc. Please figure out what keys you need and arrange to get them well in advance of the raid. Many of your guild mates may be willing to help. However, do not ask raid participants to help you get your key a mere hour or two before the posted meet time.
Wait for the Assist Call:
There will usually be a designated main tank, and perhaps one or more designated off-tanks. Melee types should WAIT until the MT has engaged, aggroed, and positioned the mob, and then calls for assist. Engage AFTER the assist call. If the MT fails to make the assist call, it's usually ok to go ahead and engage after the mob is down to less than 90% health. Sometimes we will have enchanters mez adds rather than use off-tanks; the raid leaders will decide this and inform the group.
A bunch of melee types on one side of a mob can slowly push it in one direction. This is useful for preventing spellcasters from casting. All pushers should try to be on the same side of the mob, ideally the same side as any attacking pets. Try not to push mobs into walls or corners. If a mob is pinned in the wrong spot, the MT may call to pull it off the wall; back off and let the MT reposition it. Better yet, push mobs away from the walls in the first place.
Pets are good when used appropriately, but they can break charm, aggro, or assist too early and interfere with our tactics. Before using a pet, check with the raid leader(s) for tactical guidelines. Use of pets may vary with different mobs, or zones, or when we are moving to a new camp, etc.
During raids, we need everyone focused and able to respond to instructions, so please do not go afk at random. The group will have pauses in the action at which time it will be appropriate to go afk, but doing this while we are still pulling can screw things up. When you do go afk, be sure to put your AFK flag up and inform your group and perhaps the raid leaders.
If you get aggro from a train or powerful mob that would be a threat to the group, dont run it back to the group and train us. If you are about to die, don't run off into the zone to try and escape, that will just make it difficult for us to find & drag your corpse. Take one for the team, die in a convenient spot, and we will rez you.
[Note: These are currently under review and subject to change, so some details might not be accurate]
We usually have a rand roll btwn those who NEED an item. Need = can use (correct class & race), and is an upgrade (better than what you got now). If no one needs it, then anyone can roll greed. Some raids will be on behalf of a specific member for specific item(s); they get first dibs on that stuff. Need rolls are for the main character attending the raid only; do not roll for loot items that you intend to pass to an alt. Also, don't roll on everything; even if you can use them, certain items should be left to other classes better able to make use of them. Guest participants (ie, not from the 3 allied guilds) might not be elligible for most loot items.
A raid usually has a designated looter; this person loots tradeable items, keeps track of no-drop/no-trade items, prioritizes who can roll for each item, and calls for random rolls via auction or say. It is your own responsibility to know what drops in the zone are available for your class/race. Do not send tells to the DL with questions about items - the DL does not know your character.
Don't let it Rot:
If you are in the group that gets xp for killing a mob, someone in that mob needs to loot it asap and link the items so the DL knows which randoms to call for. For tradeable items, it may be ok to loot and pass them to the DL at next opportunity, just to prevent rot.
Gems/jewelry items are looted by or passed to the designated looter. After the raid, these are distributed to the officers of the participating guilds, who may then distribute them among their guild participants, or put them in a guild bank, or whatever. Some gems are useful in jewelcrafting of resist gear, cash is used to buy porting reagents, etc. Anyway, the idea is that the cash items go towards supporting our raid activities.