C*G Rules and Regulations

 

 

Welcome to C*G

 

The content that follows is what we as your guild master and mistress expect from you in C*G.  If you have issues or problems with the information please consult myself or one of the other [GM] titled players. 

 

First order of importance is the use of Battlecom.  If you do not have Battlecom download it for free at www.battlecom.com.  In the 2 hour span that I will be conducing organized hunts, this is required if you plan to stay with the group.  I will not take responsibility for you running off or getting left behind.  We have to many things going on for me to watch out for every single member. 

 

As for your conduct while on BC.  NO TALKING, during the 2 dedicated hours that we are supposed to group up and hunt.  As for off peak times that is to be determined by those on BC at that time.  One of the [GM]’s will make someone the caller or targeter for BC, and someone else the initial healer.  Each group is required to have one healer and one caller.  If the caller dies, then there needs to be someone to replace him at that point.  So you must also decide on a backup person.  Any more than that is at the discretion of the BC group.

 

Large groups and BC, often cause lag.  If we have more than 8 people in a group, it is the groups position to determine if an additional BC channel is to be used.  NO LESS THAN 4 in a group.

 

Caller or Targeter’s Responsibilities:  Call the first target (preferably a mage or key damage maker on the opponents side).  In addition, the caller should also determine if it is hopeless and gate the group to safety.  If the odds are clearly not in your favor, why fight? 

 

Healer’s Responsibilities:  The healer is responsible for healing the opponents initial target.  Most guilds are using or starting to use BC or Wilco.  That means they are all going for 1 or 2 initial targets.  The healer is NOT responsible for curing the C*G member. 

 

The Individual (you):  You are responsibly for initially going into combat prepared.  Required equipment are as follows.

 

Greater Cures, Trapped Pouches, Greater Heals, Total Refreshes.

 

Those are in the order of what I think are most important.

 

You are responsibly for curing yourself so that the healer may heal you in time.  You are also responsible for an emergency exit of some kind.  If all the mages are dead and you need to get out then you should be able to.  This however, does not mean leave your guild to fight.  If everyone is dead or recalling out at the same time, then this option is required.  Sometimes it is easier to say RECALL, rather than a mage that may not have the mana to gate you to safety.

 

The Guild as a Group

 

At 9:00 eastern time 8 central, we will meet up at the tower, a rune will be provided to you.  This rune is to be kept in your newbie rune book.  Not to be freely used by others.

 

The GY house is now a vendor house, and is not to be used as a C*G hang out.  It will be one of our hunting spots, but we will no longer be the defensive hunted.  We will be the hunters. 

 

We have the skills and the coordination to be the best, so lets try to get along as a group and fight side by side as you would your best friend.

 

Enemy guilds (oranges)

 

ALL ORANGE ARE KILLABLE!!!!!!!!!!!!!  If you have a friend that is orange you will have to kill him in a combat situation.  Choosing not to kill him may mean the life of your guild mate.  Off of the fighting grounds and on your own time I don’t care if you talk to orange.

 

The most important thing to you in this guild should be the the life of your fellow guild mate.  If you are not willing to sacrifice yourself for another, then find another guild.

 

As for loot dropping.  After each sizable battle the players should be required to drop all loot.  The tower maybe used for this.  No need to be greedy in this guild we are all more than willing to share within the loot.