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The Royal House

The Royal House of Azeroth is a growing casual raiding guild on Arathor-US.

We're currently working our way through Weekly Frost Farm, TOC10, TOC25, ICC10 and finally ICC25.

 

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ICC 25

04/22/2010 07:30 PM

ICC 25

04/20/2010 07:30 PM

Calendar
Thu 07/29/2010
 
Fri 07/30/2010
 
Sat 07/31/2010
 
Sun 08/01/2010
 
Mon 08/02/2010
 
Tue 08/03/2010
 
Wed 08/04/2010
 
Recent Forum Posts
Topic User Posted At
LOOT RULES Allyrica 07/20/2010 10:50 PM
Check Raid Reports: www.worldoflogs.com Allyrica 07/19/2010 09:24 PM
The unofficial guild song! Bettina 07/17/2010 08:32 AM
Gone For A While Allyrica 07/01/2010 08:35 AM
Gone For A While Tulley 07/01/2010 06:47 AM
Gone For A While Doomedknight 06/30/2010 01:44 PM
Latest Guild News Subscribe to Recent News
LOOT RULES
07/20/2010 10:48 PM by Allyrica

ROYAL HOUSE LOOT RULES

PRIORITY:

1. Raid loot priority will remain focused on Main Characters and Main Specs. Alts are secondary.

2. Raiders (especially in 25man) must specify their main character and the main spec for it. Only main characters are listed in 25man Raid Roster

Main spec is the spec you bring in raid, The is your role in the Raid.

-If you are a healer in the raid, then you can only roll for healer pieces
-If you are a dps in the raid, then you can only roll for dps pieces
-If you are a tank in the raid, then you can only roll for tank pieces

**exceptions occur when the raid needs a specific role. Masterlooter MUST announce the exception before the raid begins, otherwise the rules mentioned above remains in effect. Everyone is held accountable. If the master looter did not mention the exception, it is your responsiblity to remind the master looter to announce the exception.

DROPPED ITEMS:

3. Bind on Equip (BOE) dropped items must be equipped immediately for verification. BoE are not to be sold in the auction house. BoE items are for main spec roll only. If there are no main spec that needs the BoE, it will remain for a week in the guild bank reserve to give guildies a chance to purchase the item at half AH pricing.

4. If you already won a dropped item, it is only fair that you let other players of the same class and players of the same role have the chance to roll for an upgrade. Progression is team work, progression is the goal, it is not just about gears.

TOKEN AND TROPHIES:

5. One Token per player per Raid ID except if the Raid ID is extended for another week.

6. One Trophy per player per Raid ID except if the Raid ID is extended for another week.

7. Tokens are to be rolled by main spec and main characters only. If your secondary character or alt gets invited to the raid, rules on main spec and main character priority applys. If none of the main spec or main character needs the item, then the alt(s) has the chance to roll. ABSOLUTELY NO TOKEN ROLLS for alts unless all mains have no need for the drop.

NOTE: It is your responsibility to clarify loot rules with the raid lead and lootmaster. See rule#2 regarding exceptions.

LOOTMASTERS:

8. Lootmaster will link the item to roll for main specs. Lootmaster will call if offspec roll needs to be done.

9. All players must absolutely clear the Vent from chatter during loot distribution.

10. Lootmaster must announce any exceptions in the raid. See Rule#2.

11. Lootmaster by default will have the discretion or the last call for allocation of items or to postpone the distribution until all discrepancies have been resolve in order not to encumber or delay the raid.

UNACCEPTABLE BEHAVIOR

12. If a player finds that there were errors in the looting distribution, discretely address the issue with the lootmaster.
However, corrections can be made after the raid. It is absolutely unacceptable to impede and interrupt the raid by discussing your disagreement about loot rules during raid hours. Players have the means and the remedy by posting questions in the guild forum. Players can address grievances with guild officers. Players also have the proper time to address disagreements after the raid or before the next raid, or to request a meeting.

MOST IMPORTANTLY, guild member opinion is critical in developing loot rules.
Please do not hesitate to address your disagreements. Your opinion is viable in the development of loot rules to ensure fairness and equity. We can only improve our rules if guild members participate in its developmet through discussion. Thank you.

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Raid Schedules for Rhoa
05/07/2010 03:15 PM by Allyrica

Tuesday: 7pm ICC25 regular
Wednesday:7pm Core 10man groups (consult with respective core raid leader)
Thursday:7pm Core 10man groups (consult with respective core raid leader)
Friday: 25man Weekly, Signup for invite
Saturday, Sunday, Monday: Open for guildies to build raids, 5man heroics, alt levelings, achievements

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PALADIN UPDATE
04/20/2010 08:47 AM by Allyrica

In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities across the board. While this list only outlines some of our plans for the paladin class, we want to give you a look at the new high-level abilities and an overview of how the new Mastery system will work with each talent spec.

New Paladin Spells

Blinding Shield (level 81): Causes damage and blinds all nearby targets. This effect might end up only damaging those facing the paladin’s shield, in a manner similar to Eadric the Pure's ability Radiance in Trial of the Champion. The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast. 2-second base cast time. Requires a shield.

Healing Hands (level 83): Healing Hands is a new healing spell. The paladin radiates heals from him or herself, almost like a Healing Stream Totem. It has a short range, but a long enough duration that the paladin can cast other heals while Healing Hands remains active. 15-second cooldown. 6-second duration.

Guardian of Ancient Kings (level 85): Summons a temporary guardian that looks like a winged creature of light armed with a sword. The visual is similar to that of the Resurrection spell used by the paladin in Warcraft III. The guardian has a different effect depending on the talent spec of the paladin. For Holy paladins, the guardian heals the most wounded ally in the area. For Protection paladins, the guardian absorbs some incoming damage. For Retribution paladins, it damages an enemy, similar to the death knight Gargoyle or the Nibelung staff. 3-minute cooldown. 30-second duration (this might vary depending on which guardian appears).

Next you will find a list of some of the paladin spell and ability changes, followed by our intentions for improving each talent tree for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.

Changes to Abilities and Mechanics

•Crusader Strike will be a core ability for all paladins, gained at level 1. We think the paladin leveling experience is hurt by not having an instant attack. Retribution will be getting a new talent in its place that either modifies Crusader Strike or replaces it completely.

•Cleanse is being rebalanced to work with the new dispel system. It will dispel defensive magic (debuffs on friendly targets), diseases, and poisons.

•Blessing of Might will provide the benefit of Wisdom as well. If you have two paladins in your group, one will do Kings on everyone and the other will do Might on everyone. There should be much less need, and ideally no need, to provide specific buffs to specific classes.

•Holy Shock will be a core healing spell available to all paladins.
New Talents and Talent Changes

•We want to ease off the defensive capabilities of Retribution and Holy paladins slightly. We think the powerful paladin defenses have been one of the things holding Retribution paladins back, especially in Arenas. One change we’re considering is lowering Divine Shield’s duration by a couple of seconds. Having said that, Retribution does pretty well in Battlegrounds, and Battlegrounds will be a much bigger focus in Cataclysm since they can provide the best PvP rewards. Furthermore, the healing environment of Cataclysm is going to be different such that a paladin may not be able to fully heal themselves during the duration of Divine Shield to begin with, so this may not be a problem.

•We feel Retribution paladins need one more mechanic which involves some risk of the player pushing the wrong button, making the rotation a bit less forgiving. In addition, we want to add to this spec more PvP utility. Right now the successes of the Retribution paladin in PvP seem to be reduced to either doing decent burst damage, or just being good at staying alive.

•We want to increase the duration of Sacred Shield to 30 minutes and keep the limit to one target. The intention is that the paladin can use it on their main healing target. That said, we would like to improve the Holy paladin toolbox and niche so that they don’t feel quite like the obvious choice for tank healing while perceived as a weak group healer.

•We want to add to the Holy tree a nice big heal to correspond with Greater Heal. Flash of Light remains a fast heal, but will be more expensive to justify the cast speed. Holy Light will be the go-to heal that has average efficiency and throughput. Beacon of Light needs to be changed so that its benefit is letting the paladin heal two targets at once, not letting the paladin get two heals for the mana cost of one. It’s intended to save GCDs and targeting time, not mana.

•Holy paladins will use spirit as their mana regeneration stat.

•Protection paladins need a different rotation between single-target and multi-target tanking. Likewise, we're looking to add the necessity to use an additional cooldown in each rotation.

•Holy Shield will no longer have charges. It will be designed to improve block chance while active, and will continue to provide a small amount of damage and threat.

Mastery Passive Talent Tree Bonuses

Holy
Healing
Meditation
Critical Healing Effect

Protection
Damage Reduction
Vengeance
Block Amount

Retribution
Melee Damage
Melee Critical Damage
Holy Damage

Meditation: This is the spirit-to-mana conversion that the priest, druid, and shaman healers also share.

Vengeance: This is the damage-received-to-attack-power conversion that all tanks share.

Critical Healing Effect: When the paladin gets a crit on a heal, it will heal for more.

Block Amount: We want to keep the kit of the paladin as a tank who blocks a lot. So by contrast, the warrior tank will sometimes get critical blocks, but the paladin will absorb more damage with normal blocks.

Holy Damage: Any attack that does Holy damage will have its damage increased.

This concludes this Cataclysm preview for the paladin class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.

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Guild Information Updates
04/20/2010 08:34 AM by Allyrica
In anticipation to the upcoming expansion, vent rules and revised ranking rules are now posted in the Guild Information section of the forum.

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CATACLYSM: STAT CHANGES AND SYSTEM CHANGES PER BLIZZARD
04/13/2010 11:17 PM by Allyrica

As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain some of the rationale before Cataclysm arrives.

The most obvious question these changes raise is "Why are stats being changed, and why now?" As the game has matured, we've run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a "good stat" for a class and a "bad stat" can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat -- and these are just a few examples.

Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we'll do our best to answer any questions you may have here on the forums.

What You’ll See on Gear

Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.

Spirit - Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.

Intellect - Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.

Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often.

Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.

Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.

Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.

Resilience - This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.

Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating - These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details -- such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) -- are likely to change.

Being Removed from Items

Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.

Spell Power - Spell Power is another stat that you'll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.

Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.

Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.

Going Away Completely

MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.

Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.

Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.

What Else You Should Know

Combat ratings - All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.

Reforging - While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.

Gems - We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We'll have more details on this in the future.

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