I would like to take this opportunity to share a bit of behind the scenes Marine stuff, as it can relate to World of Warcraft. And I’m going to do it by planning a Gruuls Lair – High King Maulgor raid.

To be specific, I’m going to talk about a couple of the acronyms that Marines are taught to use as mnemonics to remember a sequence of steps.

Today’s fun Marine Corps mnemonic acronyms are SMEAC and BAMCIS.

SMEAC, also known as the Five Paragraph Order, stands for;

  • Situation
  • Mission
  • Execution
  • Administration and Logistics
  • Commands and Signals 

And is used as part of the Execution step of BAMCIS.

BAMCIS, also known as the Six Troop Leading Steps, stands for;

  • Begin the planning
  • Arrange the reconnaisance
  • Make the reconnaisance
  • Complete the planning
  • Issue the orders
  • Supervise

SMEAC and BAMCIS are small unit Marine NCO acronyms. It’s not exactly rocket science, which is likely why the acronyms are hammered into new Marine Jarhead’s noggins right from Boot Camp. (Actually, since it’s been over a decade since I left the service, things may have changed. But this is what I learned and used. Feel free to correct me if you’re in now and there are better ways of doing things.)

Simply put, they are to remind a Marine NCO of what steps to complete and in which order to perform them when assigned a mission, in particular for the small unit tactics that Marines specialise in. 

Oh, crap. Sorry. NCO is another acronym, and it stands for non-commissioned officer.

You gots two kinds of Ossifers in the USMC.

First,  there are those that are men and women that done gradiated (spelling int.) college and are therefore smarter than everyone else, and after completing Officer Candidate school are commisioned by the President to serve as officers and gentlemen in the honorable Marine Corps.

Then there are the Marines that are enlisted, go to Boot Camp, and after considerable time spent in the service, gaining experience and passing evaluations, these jarheads are promoted to a rank that is considered a position of leadership. They are assigned responsibility over a number of lower ranked enlisted Marines, and see to it that the orders of commisioned officers are properly implemented and carried out. Since these Marines were never commisioned by the President, they are ‘non-commisioned officers’, or NCOs. Also, it is understood that while they may be a type of officer, they are sure as hell no gentlemen. Or gentlewomen, for that matter.

There, clear as mud, right? Anyway, this has been your public service announcement. Now back to the damn show.

So NCOs are Marines that have risen through the enlisted ranks, from Private on up to Corporal or higher, and are generally without benefit of a college education. This, by definition, means that commisioned officers figure we’re dumber than a sack of rocks. In fact, one of the most common terms used to describe a Marine that did something really stupid, is to call him a Rock. Which makes me laugh everytime I see Dwayne Johnson, but that’s a topic for a different day.

So, you’ve got eager young Marines that need to be taught some basic principles of leadership and mission planning right out of high school, none of which have had the benefit of college education. Not having had a college education, this means they are still capable of learning new things and retaining them instead of flushing everything as soon as a test is taken. So they’ll learn it, and retain it, but you gotta put it into tiny words.

So they get complicated concepts broken down into simple bullet points, then the bullet points rearranged into an acronym, and the acronym hammered into their wee itty-bitty little brain housing groups. And when they mess it up, they get exercise. Lots and lots of exercise. It’s good for you!

Let’s apply the Six Troop Leading Steps to a World of Warcraft situation; preparing a guild for a Gruuls Lair run, especially High King Maulgor.

Before we get started, we have to know the most casual part of the mission… what the hell are we eventually looking to do? In this case, we’re gonna try and tackle Gruuls Lair.

Begin the planning – We want to tackle Gruuls Lair. We’re gonna need a bunch of people, 25 good and true players, the instance is in Blades Edge Mountains, and there are two main boss encounters that drop loot. But we’ve never been there and don’t know what to do. We need more info.

Arrange the reconnaisance – we need hard intel on the enemy; strengths, weaknesses, location, numbers, the whole enchilada. We know there are raid strategies out there written by people that have successfully taken on this enemy before; let’s go find them. Guild Officers, move out!

Make the reconnaisance – three initial sources of intel are found – Wowwiki, Bosskillers, and MMO Champions. All three are searched, and links to their info are dutifully copied and shared in the Guild Forums for quick and easy access. The three are studied, each is completely different. One of the guild officers has participated in a run using the Bosskillers strat before, taking down High King Maulgor near the entrance tunnel, so that one is approved for planning purposes.

Complete the planning - Figure out what classes will be needed, and what their roles will become. Special circumstances indicate an unusual need – a mage tank with very high stamina to spell reflect and survive. Other requirements are worked out; frequent wipes suggest that the guild bank needs to be used to provide Flasks whose effects persist after death. The strategy and intel show that, using Ogri-la Shards, special Flasks only usable in Gruuls Lair can be bought. These should be obtained. Let’s hit specifics. We’ll follow SMEAC, the Five Paragraph Order, as the structure of our plans.

SMEAC for the run –  

 Situation - Gruuls Lair, a raid to take on High King Maulgor and his 4 adds. We will require 25 guild members, consumables, and time. 

 Mission – 25 guild members and alternates will form up in Blades Edge Mountains at 7PM server time on Friday prior to entering Gruuls Lair and taking down High King Maulgor. We will do this because we have not done so before and we want to see the instance, we want the pleasure of achieving difficult objectives and overcoming challenges, we want bragging rights as a guild that downed Gruul, and we want phat lootz.

 Execution - To do this, we are going to need 25 players of certain specific classes. We will break the fight down into 5 key elements conisisting of tanks and their healing support.

Element 1Krosh (Mage) - This element requires one Mage Tank that will be tanking and spellstealing, and needs over 10k health. He will need as much fire protection as possible, and two Healers in support.

Element 2High King Maulgor – This element requires one main tank, either Warrior or Druid. As this is a melee battle, Amplify Magic is a great buff for the tank to increase received healing. Likewise, a Shaman Grace of Air totem to increase dodge is highly desirable.  The main tank will require three Healers in support.

Element 3Kiggler (Shaman) – This element deals Nature damage, either ranged or melee. He polymorphs the tank on him, and he deals knockback from melee attacks. His melee damage is far higher than his ranged damage. Therefore, either a single Druid tank is good because of the immunity to Polymorph,  or two Hunters as tanks, with very high Nature resistance and their Nature resist buff, are very good to keep him at ranged, and to trade off as 1 and 2 on the Threat meter, with one taking over when the other is Polymorphed. 1 Healer in support of whichever Hunter is the tank of the moment. High Arcane resistance around 200 can reduce the frequency of Polymorphs on the tanks, but is not necessary.

Element 4The Seer (Priest) – Needs to be tanked by a Warrior, with Amplify Magic on him, and can be supported by one Healer. This target will be burnt down first, so Rogues should start in this team and use interrupts as often as possible to prevent healing.

Element 5The Summoner (Warlock) – The summoner needs to be tanked by one tank, preferrably a warrior, but apparently any type is okay as long as their survivability is high. He will instantly summon a Fel Hound that has the Spell Lock ability. A Warlock must be in this party to Enslave the Fel Hound and turn it and its Spell Lock ability against the Summoner. The Warrior AND the Fel Hound need to be kept alive as long as possible to reduce wasted Mana. There need to be two Healers in support. This is a difficult Healing fight. 

Breakdown of elements – 1 Mage tank, assume 2 Hunter tanks due to shortage of other types of tanks, 1 Warlock, 3 Druid or Warrior tanks, 9 Healers. That is 16 committed player positions, leaving 9 openings for extra healing and especially DPS generation. For the long fight against High King Maulgor, that team could consist of 1 tank, 3 healers and a shadow priest DPS as a mana battery. But this leaves wide variations in the DPS classes.

Kill Order;

The kill order is Priest first, then that element moves on to burn down The Summoner. After the Summoner is down, one Healer moves to support the High King Maulgor element, while the other Healers, the DPS and tanks move on to attack the Mage element. Once the Mage is down, all elements can move to down the Shaman, with the healers splitting up to support each remaining element as best as possible. High King Mauldor will be finished off last.

Positioning can best be seen by visiting the graphs and pictures at the Bosskiller website.

All classes will need to bring consumables, and Flasks that can be purchased using Apexis Shards are very good since their effects persist through death.

Administration and Logistics – Having identified who and what we need, our next step is to arrange for 25 players of the correct classes. To achieve this, the Guild Officers need to plan ahead of time which positions need to be filled, and then work at placing player names in those positions until all possible player names are somewhere, either as primary or alternates. Then those players should be approached and asked, specifically, if they will be able to participate on a raid at the designated time and place. This will ensure an accurate prelimary idea is formed of who is willing to go, and the players will know which of their mains/alts are desired, and what role they would be taking in the fight, to help them study in advance. At least 3 alternates, Healers, Tanks and DPS, should be available.

The second step is to identify which special raid consumables are required, and assign a Guild Officer to see about having them made in advance, and bringing them to the run. Delegation is necessary for this, as each Class Lead should determine the consumables needed for their class, and special requests will likely need specific prior farming by Herbalists. The Guild Officer will be responsible for bring the consumables to the raid from the Guild bank. Those specials, such as Fire Protection potions, Nature Protection potions, and Apexis Shard Flasks, definitely will need to be farmed for in advance to ensure an adequate supply.

Repair Bots may also be neccesary, as well as top grade bullets and arrows, food and Wizard and Mana Oils. All items should be planned for and supplies laid in advance of start time. These tasks need to be delegated.

Commands and Signals – The Raid leader and assistants will be designated in advance, and only they will be allowed to talk openly in chat. All other communications should be made by typing. Which marks are used for which target, and what exactly the burn order is and who will support whom after a target is dead needs to be made clear to all members. The Raid leaders need to spend time prior to the raid making sure they are each clear on the various parts of the raid, and should take steps to visualize each task from start to completion to be better able to respond to changes in the fight, and who will respond to those changes on Chat.

Back to BAMCIS.

Issue the orders - Nail down the players that will participate, and make sure everyone knows to study their part of the fight, knows when to be online, what consumables or gear they are to bring in preparation, and which Guild Officers are to obtain consumables and bring them. Document this in the Guild raid forums.

Supervise – Follow up during the course of the week to make sure that each delegated part of the preparations are being performed, and remind the players via Guild Announcements and, if necessary, in game mail or Guild Website forum acknowledgements the day prior to the run that everyone, and their alternates, are still planning to attend.

——————————————————- 

That is how I interpret the old USMC Troop Leading Steps could be used to organize, plan for and operate a raid on High King Mauldor in Gruuls Lair.

Why did I go to these lengths, to write all this down?

Because we were supposed to do Gruuls Lair on Friday night… and we failed to even try, as we lacked the people and the commitment from several players other than the Officers. And we did not have the correct classes, properly prepared, and in general a lot of other things went down that has left our Guild Officers depressed.

I think it’s time for more organization… and a bit more participation on the part of the players. And a hell of a lot more commitment.

It is NOT the job of the Guild Officers to provide the players a chance to walk in without bothering their pretty little heads on what they should be doing. And it’s past time we made sure they knew it. Everyone that intends to raid needs to take personal responsibility for doing their part to make this a success. Officers need to lay the foundation, YES, make the needs clear, set goals and delegate tasks, and make sure that everyone involved is engaged and eager. But there is only so much the Guild Offciers can do… and if a player will not step up and do their own part, then I say, screw them for future raids. My time is valuable to me, and if you have no problem wasting it, then screw you and the Nether Drake you rode in on.

This is not the military, it’s a video game. But it’s a SOCIAL video game, based on interacting with other people. I do not have the time, nor do I have the inclination, to teach other players what social skills are, or what behavior is or is not rude. What I do have, is the desire to only play with people that ARE polite, and considerate, and mature in the way they deal with other people in social settings.

If it is too much effort for a player that says they want to raid to bring their consumables, be repaired, be knowledgeable of their role in the fight, and be on time, then I do not personally want to play with that person anymore. Because wasting my time and effort trying to organize a raid you told me you wanted to participate in is rude and inconsiderate, so screw you too, buddy.

I could seriously rant on about this, but I’ve made my position pretty clear. You want casual, we’ll do casual. But if you want to seriously raid, then obviously it’s time we made sure that we speak, individually, with every raider and find out how much effort they are willing to put into raiding… and just ‘showing up late on game day’ or blowing off the raid doesn’t damn well cut it.

25 Responses to “USMC small unit planning in WoW and Gruuls Lair”
  1. Kitiaria says:

    I’m a Marine now and i can tell you that, yes, they still plaster those 2 acronims(sp.) in right from boot camp. Also since i started my druid about 2 weeks ago and found your blogger i frequent it quite often. I’m patiantely awating your part 2 of how to bear tank on wowinsider.com !!! Thanks for all that you do.

  2. Siha says:

    That’s a really interesting way of looking at it, you know. I suspect successful guilds do stuff like this, even if it’s not as formalised, but I think the formal procedure would really help a lot of guilds who are floundering with how to get into the swing of raiding.
    (Also, tangentially, I suspect you’ve been overestimating your healer needs, unless your healers are really undergeared. We generally made do with 6-7, even when we were still in Kara. But if your healers are a bit borderline on output, the extra safety net might not hurt.)

  3. Jagoex says:

    Interesting stuff, Big Butt. Thanks for posting. =)

  4. gt says:

    *bookmark*

    I need to read that again and memorized those… my froofroo liberal arts way of doing things could use a bit more marine organization. Really interesting read!

  5. Hielo says:

    I agree that you only need 6-7 healers, any more and you start to gimp your dps, and seeing as gruul is a kind of enrage-timer fight, being that when he gets above a certain amount of growths the damage he puts out is just unhealable! so you need to have the dps to take him out before then, we normally get him somewhere between 10 and 13 growths, first kill’s will probably be around 16 or so… if you can heal through the damage!

    Also for the maulgar fight, im pretty sure fire ‘resistence’ in the form of gear/aura/totem etc does *not* reduce the amount of damage your mage will take, the only thing that can help is fire protection potions and i think the shammy grounding one that redirects a harmful spell to itself.

    And just a last comment on kill order tactics, we put all dps on the priest first, then split our dps – ranged on krosh, mele on Olm so as to avoid the mele taking horrific damage from Krosh’s Mele AoE of death… then reform dps to take kiggler and Maulgar. Mele need to run out for Mauglar’s Whirlwind tho, as that is just as bad as Krosh’s.

    Hope you can get your guys to pull together for it, its a really fun fight (in the chaos) and teaches you that the ‘pull’ has to be perfect, or it will all go to shit. Gruul is also a very good introduction to being fully aware of all that is going on around you with the cave-ins and shatters. Frustrating as hell to start with, but amazingly simple when you’ve done it a few times, and a perfect lead up to taking out Loot Reaver.

  6. tessy says:

    You know, I have come to truly hate the expression “casual raiding guild”, since it seems so often to mean that it’s ok to be late, or unprepared, or unrepaired, or not even showing up, which in turn means that others (us who were on time and prepared and all that) will have to waste a lot of our time summoning people, waiting around while fights and tactics are explained or consumables distributed, voice chat troubles worked out, etc etc. Time that could be so much better spent doing serious raiding, or doing anything else really!

    If I ever join a guild again it will be either a serious hardcore raid guild or a strictly social guild with no aspirations to raid whatsoever!

  7. Markus (Gilneas) says:

    As a tanking mage for Krosh, fire resist gear is not necessary at all. With a fire resist potion at the start and well-timed Fire Wards, nothing else is needed. I have it down where I cast Fire Ward just as the shield runs out, so I mitigate some of the fireball damage. At that point, his shield should be up again for me to steal. I have seen some hiccups on when his shield pops up again, but for the most part, I have the timing down to take, at most, one 9K fireball during the fight.

    Also, there should be no melee tanks on the mage when he is taken down. Only ranged DPS should be on Krosh as his Blastwave will one-shot people left and right.

  8. bigbearbutt says:

    Ah, I’m delighted to see that forward reconnaisance is continuing to send back intel on the fight. I’ll have to update the SMEAC when time permits…

    God, I love you guys. See, personal advice like this is exactly what I’d want to know, and the kind of thing I just don’t see in ‘strategy guides’.

    Yes, I’d love to take on a fight cold and work it out myself, but I do that on 5 man runs with close friends. With our first serious 25 man, frankly, I’d like to stack the deck in our favor, and stack that sucker cold. Every evil little advantage to make our first try a success. lol.

  9. Bloodlight says:

    Dang, we never took more that 3 healers into Kara, and only upped it to 6 for Gruul. As a Pally healer it was no problem for me to keep the Krosh Tank up by my self. And the extra dps means there is far less healing to be done over all.

  10. Mookoo says:

    Hi,
    If I could just channel the fury I feel about unprepared gimps wasting my time in this game into the game I think I’d end up with endless rage in every encounter.
    Luckily I was on a great raiding guild in the past but now with real life keeping me from 4-5 days of raiding I am somewhat even more pissed at fools wasting my precious time for the game that I have to steal from every corner of my life.
    Luckily I have friends to play with and enjoy the funny & great moments in the game (i.e. just teaming up with a great resto-shaman an beat down the end-boss in sh from 70% and saving the try)

    Cheers,
    Moo

  11. Beaker says:

    We have the same problems. It’s really infuriating watching other guilds breeze through these raids when it takes us months to knock enough sense in to people for just ONE boss fight. We can now do Gruuls and Void Reaver in TK without too many issues but now struggling on al’ar and SSC lol.

    Think i’ll print this post out and nail it to my guildies foreheads.

    I love my guild but really dont enjoy raiding with them due to bad attitudes and poor commitment. Been here over a year…but tempted to join another guild that has progressed further than us with a lot less drama.

    Your point about it being a social game really stands out….Yes it’s only a computer game but one in which other people rely on you!!

  12. Argonaut says:

    For High King Maulgar, the strat that we found worked best for our guild was taking down the priest first with lots of interrupts and a tank in dps gear (since he really doesn’t hit too hard), followed by the shaman being tanked by 2 hunters, after which we took down Kiggler, who had been tanked by 2 tanks, since he deathcoils one tank sending him running away, while having locks enslave or banish his fel hounds, after which the ranged move to Krosh and the melee move to HKM. Now the melee should’nt move in immediately, but instead wait for the whirlwind to go by, after which they should move in and keep an eye out for their Boss Mods to tell em when to move out. It also is a wise idea to fear ward the tank (specially druids since we have no defense against fear) and to keep it up everytime HKM tries to fear. Besides this it is advisable to use anything to help your dps, including stuff like leatherworking drums, flasks, food buffs etc. Usually one main healer on me is enough to let me eat the damage given out by HKM, but that means I also have a shaman’s grace of air active on me, along with another healer watching mine and the mage tanks health. HKM also does a knockback so its preferable to tank him against a corner. I tank him immediately to the left of the large cavern area where there is a little niche so that even on knockback I’m right in his face. At a lower percentage he charges into the middle of the ranged dps to be ready to charge and taunt/growl him. Hope it helps. Best of luck.

  13. Messyah says:

    We usually just tank the warlock until the first summon and then we tank him with the enslaved fel hunter, keeping heals on him. Thanks to his spell lock ability, he’s the perfect tank for the Lock. :-)

    Oh, and we have a Boomkin tank the Shaman, and we have a hunter in their group for the additional Nature Resistance.

  14. Waldengel says:

    I love to raid. But I dont have 7 nights @ 6 hours a week to raid. Therein lies my personal problem. I know my chars (lock, druid and an upcoming holy priest) very well, but I can’t use them because I am not in a guild where I can use those chars to their full potential since I cannot make the 7-12 PM server time every day that many raiding guilds (at least on Rexxar it seems) employ.

    A casual raiding guild would probably be the first match for me, but I completely agree with the posters above.. Many players in a casual raiding guilds are wanna-be raiders: they want to raid because its cool, but they dont want to put in the commitment that is required. They don’t care about being prepared or want to put in time that is needed to learn a fight. They complain about repair bills, as if others would not have to pay them as well.

    A ‘hardcore raiding guild’, or ‘regular raiding guild’ as I would call them is of course different. People know their place, know what they need to do and do it in a professional manner. But you are usually required to attend most of the days. If you don’t, you lose your spot.

    I just want to raid, enjoy the team atmosphere. The feeling of accomplishment in the game when you clear the raid instance. I enjoy the ability to get together with a bunch of people and ‘conquer’ an instance.

    Thats my dilemma :-/ I want to explore and experience the game, but I can’t find a guild I can do it with, considering the time commitment. I want to eat the cake and keep it.

    Hmmm, cake.

  15. Markus (Gilneas) says:

    One thing to note about enslaving the Fel Hunter: it has been known to spell lock Krosh and take away his shield. No shield to steal for the mage tank, quick mage death. We tend to just keep the Fel Hunter banished.

    One thing not mentioned is how we start the fight. I pull Krosh to keep him away from the rest of the fight. I countdown my pulling spell and the other tanks pull their targets from me as I bring Krosh to the right side of the cave. The mage can get within range by staying close to the right wall. If he has Fire Throwing talented, it’s very easy. If he has only 1 point in Arctic Reach, it’s requires a little more manueverability to get into place.

    My mage tank stats are 9600 HP unbuffed, 12K mana buffed and 96 spell hit. Make sure your mage tank clicks off the salv. :)

  16. Conquernfool says:

    I’m in a “casual” guild that has taken down Gruul’s a few times but he’s still a wipe 1-2 times per run. The thing that our guild (Exodus of Medivh on Medivh US server) does is set a invite time of 8:00 then at 8:15 we invite alternates and at 8:30 we start the raid. If your expected to be in the raid and not on line by 8:15 your passed over. If you come on before we enter the raid and you can talk someone that took your class position to let you in then you might get to go, otherwise you miss out. It’s not a perfect way of doing things but it works for us. We still sometimes have to delay or abandon a raid attempt, but that is rare. I’ve been in Gruul’s only once when we have downed him and no druid gear dropped. Maybe this Friday.

    Conquernfool

  17. Graham says:

    Strange that I should see this post today, after actually dropping HKM last night. (And getting Gruul to 1%. Grr…)

    As people have mentioned, you could probably get away with 7 healers or so. We usually have 3 healers watching the HKM and Krosh tanks, one dedicated to each, and the third helping out where needed. 1 healer for a pair of Olm tanks, 1 for the druid or hunters tanking Kiggler, and the last pair watching the Seer’s tank and the dps group. (We’ve also had the best luck with a high-stamina Druid on HKM. His damage can be a bit spikey, so keeping a warrior tank up, even with 14k buffed health, can be a bit of a gamble.)

    Something you might find useful to know though, is that you really need 3-4 hunters to handle the initial pull. Positioning is key for this. Kiggler and Krosh especially can really mess up your attempt if they stray too close to the other elements of the fight, so it really, really helps to have your tanks in position before the pull, and simply have the hunters misdirect their assigned targets.

  18. Mannyac says:

    Yet another acronym PPPPPP (sometimes known as the 6Ps) which generally pans out to mean what BBB said

    Proper
    Prior
    Planning
    Prevents
    Piss
    Poor
    Performance

  19. Mannyac says:

    LOL, sorry I was in the Army not the Marines, we weren’t trained to count. Unfortunately I had the double whammy of going through the Florida Public School System, which has shown sever deficiencies in regards to counting.

  20. MooPew says:

    BBB,

    That, sir, was an INCREDIBLE post. Just incredible. I can’t wait to share it with my guild. They need some sense talked into ‘em. Hedus above talked about Guild A and Guild B.

    I’m definitely in a Guild A situation. I appreciated the philosophy behind it at one time. It’s a game, meant to be fun, we can include everyone and not exclude anyone. If a few asshats are slagging off, the better players can carry them. That worked – more or less – pre-BC, but with the smaller raid sizes, each person becomes that much more important.

    Now due to shakeups (mostly over the good players getting pissed at being held back and leaving to start their own Guild B), I became an officer. I want to try to change some things. I know we’ve got some good, motivated players still left in there, and that maybe a little leadership is all it will take. I know I’m probably dreaming, but I will be posting a link to this blog in the hopes that some will read it and benefit from it.

    Thank you, sir. Sincerely.

  21. Jezrael says:

    Amen BBB. I couldn’t agree more. A great post. As far as the casual raiding definition goes – I’d classify my guild as casual raiding. We have one 25 man raid per week plus other scheduled 10 man raids during the week. We expect people who commit to the time to show up and if they don’t they are moved to ‘sub’ status. We have recently introduced Suicide Kings looting instead of open rolls, performance analysis and are recruiting more actively. We have made these changes to increase our success chances as we being raiding SSC and TK.

    As regards your marine acronyms – very similiar activities are carried out by my guild – although we don’t put any formal structure around them. I think we are just lucky to have a group of committed mature people who want to succeed at raiding.

  22. Araleus says:

    /salute This is why your our captain sir. Very well done and proper layout, this is how it should be done. Soldiers Fall In!! It’s time to put in work and lay waste to whom ever blocks our path to victory. We are Legatum Ignavis and we are coming up. Don’t get too comfortable Illidan, we will see you soon enough.

    Ara

  23. casanunder says:

    I read that with a heavy heart. I’m a casual player in the truest sense. if i get a phone call ‘hey man fancy a quick jam then down the pub for a few?’ unless I’m already running something(just 5 mans), I’m gonna log get my sticks/snare/cymbals/peddle and be out of the house in minuets. while I’ll never see the inside of gruul and its kin i enjoy the real world.

    I think the key to my approach is that i would never DREAM of committing to a raid because i hate letting people down and it would really cut me up to think i ruined some ones night.

    anyhow great post, really enlightened me in the way raids go down.

  24. Wiebitte says:

    Semper Fi! Made an old mud Marine shake with happiness all over seeing your post. I know I am late, but just found your site.

  25. Nebular says:

    An old SAS saying also applies here. One known as the 7 P’s… Prior Planning and Preparation Prevent Piss Poor Performance

  26.  

World of Warcraft™ and Blizzard Entertainment® are all trademarks or registered trademarks of Blizzard Entertainment in the United States and/or other countries. These terms and all related materials, logos, and images are copyright © Blizzard Entertainment. This site is in no way associated with Blizzard Entertainment®