SWotH introduced a new ranking system for raiders fairly early on in the Burning Crusade expansion.  The intent was to create a relatively objective way of determining whether guild members' characters (and their players) were prepared for the challenges involved in raiding.  We feel that the ranking system was critical to making SWotH a successful raiding guild, while also keeping the casual feel that we had built the guild around.  Nobody is forced to raid if they don't want to, we don't have required attendance, and we try to give everyone we can a fair shot at pursuing raid content (and a fair shot at loot).  We wanted to keep the bar low for people that didn't raid much and just wanted to experience the content, while also putting a high bar on the quality of play we required to attempt new and challenging raid encounters.  We feel that our system did a great (if not perfect) job of this for Burning Crusade, and so, with some new requirements, we're going to carry it forward into the Wrath of the Lich King.

If you'd like to discuss the new ranking system in the forums, you can do so at this (stickied) thread under General Discussion.

The raid ranks that will be present in SWotH consist of the following (in increasing order of ability):

The intent of the ranking system is to match up characters in the guild with a level of raiding appropriate to their skills and experience.  A secondary intent is to help codify the more "intangible" aspects of raid preparedness and effort that are expected within SWotH, which was (we felt) lacking in the Burning Crusade rank descriptions. 
  • Thunderfuries are intended to be entry-level raiders with some Heroic experience and should do OK in Naxxramas-10 or Obsidian Sanctum-10 (although an entire group of Thunderfury-ranked members would likely have difficulty getting past the first few bosses in Naxxramas).
  • Mindblades are intended to be fairly seasoned raiders who can more than pull their weight in Naxxramas or Obsidian Sanctum.  A group of all Mindblades should be able to clear Naxx-10 and be capable of clearing the four wings of Naxx-25, but will probably not have such an easy time on Sapphiron-25, Kel'Thuzad-25, or Malygos.
  • Warglaives are intended to be some of the best raiders in the guild, given gear from the content launched with Wrath of the Lich King.  It should take some effort to reach this rank, especially early in the expansion.  A group of all Warglaives should be able to easily clear Naxx-25 and Malygos, and should do fairly well in upcoming raid content.
  • Frostmournes are our most skilled, knowledgeable, and high-performing raiders.  It should be extremely difficult to reach this rank from content from the launch of Wrath of the Lich King; most guild members should not be able to reach this rank until they start gearing up in Ulduar and other future raid instances.

Please take the figures here with a grain of salt.  We are not experts on every class and every spec, and it is entirely possible (in fact, likely) that some of the target numbers we're aiming for are not achievable for certain classes.  It's also possible that some of our figures are too low.  So we welcome feedback on the ranks in the forums, and reserve the right to adjust these figures as we go along and gain experience and expertise on the new WoW raid game.  In particular we'd like to avoid the situation that came about near the end of Burning Crusade, where our guild was delving deep into Tier 6 content with characters sporting the new 51-point talents, and people were performing 2-3x as well as our ultimate raiding rank required.  Ranks stopped having any useful meaning at that point, and trying to completely re-work the ranking system for that two months of sudden change was not feasible.  So we'll be keeping an eye on things as time goes on to try to keep things level, and if we do need to make changes, we'll make a point of stating those in the newsletter.  Nobody likes being demoted because the bar was suddenly raised, so we will try to minimize those sorts of changes if at all possible.

What are the benefits of having a rank?

Characters that have achieved a raid rank will generally have raid spot priority over unranked or lower-ranked guild members.  We will be using raid credits to give lower-ranked members a chance to attend raids if there is not room for them in a given week, using a system very similar to the one we used to use for Karazhan invites.  This will work out as follows:

Thunderfury:
Eligible to roll for open spots (and receive raid credits for the next week if they lose out) on all Naxxramas and Obsidian Sanctum runs.  Naxx runs that are targeting Sapphiron and/or Kel'Thuzad give higher priority to Mindblade and up.  At the raid leader's discretion, if there are more Thunderfuries in a raid than there are Warglaives, the number of Thunderfury spots may be limited (this is to allow the raid to get past gear-check bosses like Patchwerk and Thaddius).

Mindblade:
Get priority on spots in 25-man runs to Naxxramas and Obsidian Sanctum.  Eligible to roll for spots (and receive raid credits) for 10-man Naxxramas, Obsidian Sanctum, and Malygos.

Warglaive:
Get priority on spots in 25-man raids on Sapphiron, Kel'Thuzad, Malygos, and any Obsidian Sanctum run that is attempting to leave one or more drakes up. Eligible to repair using funds from the guild bank.

Frostmourne:
Priority on spots for upcoming raid content.  Eligible to repair using funds from the guild bank.


What are the general requirements for ranks?

The requirements for ranks are divided into several different areas.  Some of them are common to all raiding roles, while others are specific to a particular job in the raid (healing, tanking, or DPS).  These are summarized as follows.  Specific requirements are detailed in the sections and ranks below.

General Requirements:
  • Raid Attitude - Before anything else, you need to have an appropriate attitude for raiding in SWotH.  We're a casual guild, but we take raids a bit more seriously.  Being intentionally rude or offensive to others, making a nuisance of yourself, being consistently unprepared, and abusing Ventrilo are all behaviors that are unacceptable in a raiding context.
  • Effort - In order to qualify for any raiding rank, we must have evidence that some minimum level of effort was expended getting ready for raiding.  The new Achievements and Statistics reported on the WoW Armory pages are an easy way to estimate how much effort a player has put into gearing up a character for raiding.
  • Preparedness - Having appropriate mods, items and specialty gear to do your job in the raid are required for certain ranks.
  • Gear quality - You must have sufficiently high-quality gear for your rank and role.
  • Raid knowledge - You must be able to demonstrate some level of knowledge of the instances we're raiding and the specifics of the encounters within.
  • Class knowledge - Higher raid ranks require good awareness of your class, and knowledge of what talents, gear, and abilities are appropriate for your role.

Role-specific Requirements:
  • Performance test - Like the Burning Crusade-era SWotH "Trial of Blades", there will be role-specific tests to gauge where your performance falls in respect to the raid ranks.
  • Role-specific gear - For tanking and healing in particular, ranks will require a certain level of key attributes from gear.

How do I rank up?

Generally, attending raids will give officers a reasonable idea of how well-prepared you are for raiding.  For getting initial raid ranks, we can either look at past performance or bring an unranked/low-ranked character in to a run to get some raw figures (though if raid spots are tight, you may need to show the raid leader that you meet the other requirements for the rank you're gunning for in order to get a spot for trying to meet the performance test).

We use WoW Webstats extensively to look at raid performance, which is easiest to gauge from a DPS and utility (i.e. decursing) standpoint.  We look at how easy tanks are to heal, and how smoothly encounters go when certain healers are present.  Most of the requirements for Thunderfury are easy enough to meet for people in Heroic-level gear, and it should be a relatively easy rank to attain even without specifically requesting it.  For Mindblade and up, we will ask people to carefully read over the rank requirements and indicate (in the forums, at this stickied post) that they believe they meet the requirements for a promotion.

Detailed Rank Requirements

Each raid rank has specific criteria that must be met to qualify for that rank.  Higher ranks also require all of the criteria from lower ranks.

General Requirements

Raid Attitude: Thunderfuries, even though the lowest raiding rank, still need to approach raiding with a serious attitude.  They should never be intentionally doing things that will hurt the raid's chances of success, and should be able to understand and follow a basic strategy.  They should be on Ventrilo (though not necessarily on-mic), but should not be abusing it.

Effort: It is expected that Thunderfuries have done a decent amount of legwork to get themselves prepared for raids.  At minimum, they must have collected 25 Emblems of Heroism.

Preparedness: All raid-ranked SWotHies are expected to have (installed and running) Omen, DBM (Deadly Boss Mods), and Ventrilo.  They also need to have Cold Weather (Northrend) Flying.  They should also be coming to raids with a stack or two of reagents (if applicable), appropriate buff foods, and ideally elixirs or flasks to help keep up with the higher-ranked members of the raid.  Gem slots on gear should all be filled.  Enchants are not required, but can really help in meeting the numbers and improving performance.  Thunderfuries should have at least two of their major Glyph slots filled with Glyphs that are appropriate for their raid role.

Gear quality: No more than 3 Green (Uncommon) pieces of gear.  At least 4 Level 80 (ILVL 187+) Blue (Rare) pieces of gear.  At least 2 Level 80 (ILVL187+) Purple (Epic) pieces of gear.  Caster DPS should have enough +Hit gear to have less than a 5% miss rate on bosses (in other words, 12% +hit from gear and talents).  Ranged and melee (non-dual-wield) DPS should have less than a 2% miss rate on bosses.  Dual-wield DPS should have less than a 20% miss rate on bosses.

Raid knowledge: Thunderfuries should be able to describe where Obsidian Sanctum and Naxxramas are, and should be able to get there without assistance.

Class knowledge: Thunderfuries should be aware of which stats are good for their class and role in the raid (for example, Resto shamans should understand that spellpower is of highest importance, with MP5 close behind, and that intellect, haste and crit are next, while spirit is almost useless).  They should know enough about their class to know which talent trees are good for raiding vs. good for PVP (but aren't necessarily expected to be in an optimal raid spec).

Role-specific Requirements

DPS:
Performance test: Patchwerk is used as the DPS gauge.  Thunderfury raiders should be able to exceed 1500 DPS on 10-man Patchwerk, and 1800 DPS on 25-man Patchwerk.  Hybrid classes that are DPSing are expected to be able to meet these numbers as well.
Role-specific gear: None.  If you can hit the DPS numbers, you're good to go.

Healers:
Performance test: Be capable of duo-healing a 10-man raid through the Naxxramas Spider Wing, plus Noth the Plaguebringer.  Be capable of trio-healing a 10-man raid through Heigan and Loatheb.  Healers should be in the top 4 spots in the raid for decurses (including dispels, de-poisons, de-diseases) for Spider and Plague wing.
Role-specific gear: At least 1200 spellpower from gear (with self-buffs only, i.e. shamans shouldn't count totems, but could count Earthliving Weapon).  At least 250 MP5 using the same self-buff guidelines.  Holy Paladins can consider every 1% spell crit to count as 12 MP5.

Tanks:
Performance test: Be capable of main-tanking 10-man Naxxramas Spider and Plague quarters (except for leading the Heigan safety dance).  Thunderfury tanks should be generating at least 1800 threat-per-second, in general.
Role-specific gear: Defense capped (540).  22K health (plate), 27K health (feral in bear form), at least 39% dodge + parry total.  Warriors and Paladins should have at least 15% shield block chance.

General Requirements

Raid Attitude: Mindblades are expected to be taking raids seriously and should be able to execute fairly complex strategies with coaching.  They may have ideas about how better to approach a fight given the group's makeup, and may make suggestions on improvements.

Effort: Mindblades should have a good amount of experience running Heroics and 10-man instances, and should have at least 50 Emblems of Heroism collected.

Preparedness: In addition to the required DBM and Omen mods, Mindblades should at least be aware of (and ideally have installed) mods that can help with their role in the raid; examples include DOT timers, Decursive, Outfitter, Quartz, and unit frame mods.  They should be bringing food buffs and elixirs/flasks to raids for any tough or progression encounters.  They should also be fairly knowledgeable about macros; not necessarily enough to write them themselves, but to find appropriate ones for their role and copy/paste them in.  Examples include sheep/shackle/other CC macros, focus-target Misdirect, Pally taunt when targeting a mob, stance-dancing, etc.  Mindblades should have role-appropriate enchants on any epic gear, and should have three Major Glyphs appropriate to their spec.

Gear quality: No more than two pieces of gear from level 70 instances/raids.  No more than one Green (Uncommon) piece of gear.  No more than four Blue (Rare) pieces of gear.  The rest of the character's gear should be epics from level 80.  Caster DPS should have enough +Hit to have less than a 2% miss rate on bosses (i.e. 15% +hit from gear and talents).  Ranged and melee (non-dual-wield) DPS should be hit capped.  Dual-wield DPS should have less than an 18% miss rate on bosses.

Raid knowledge: Mindblades should be able to describe what their role needs to do in any fight in Obsidian Sanctum or the four wings of Naxxramas.

Class knowledge: Mindblades are expected to have a passable raid spec for their role.  They should know which stats are optimal for their spec, and which ones don't quite benefit them as much as other specs.  They should be able to describe what their optimal DPS rotation is, and then execute on that.

Role-specific Requirements

Role-specific gear (general):
All Mindblades should at the very least be looking into getting their epic frost resist gear crafted.  Ideally they should have at least one piece.

Performance test (general):
All Mindblades should be able to survive the Heigan safety dance!  Also, any Mindblade with decursing (etc.) capability should be helping decurse on fights where it is important to do so, like Heigan, Sapphiron, or Noth.

DPS:
Performance test: Patchwerk is used as the DPS gauge.  Mindblade raiders should be able to exceed 2200 DPS on 10-man Patchwerk, and 2700 DPS on 25-man Patchwerk.  Hybrid classes that are DPSing should be able to exceed 2000 DPS in 10-man, or 2400 in 25-man.  Note that Death Knights are currently doing way too much DPS to qualify as a hybrid (often outperforming primary DPS classes); we'll have to wait and see if future patches bring them down to hybrid levels.  In addition, Mindblade shadow priests should be able to "tank" the Razuvious 25-man encounter.
Role-specific gear: None required, frost resist gear recommended.

Healers:
Performance test: Mindblade healers should be able to duo-heal Patchwerk 10-man (assuming the tanks are at least Mindblade level themselves).  Mindblade healers should be in the top 3 spots in the raid for decurses (including dispels, de-poisons, de-diseases) for Spider and Plague wing.
Role-specific gear: At least 1500 spellpower from gear (with self-buffs only, i.e. shamans shouldn't count totems, but could count Earthliving Weapon and Water Shield).  At least 325 MP5.  Holy Paladins can consider every 1% spell crit to count as 12 MP5.  Healing priests should have enough +hit gear with them to get at least 8% +hit, so that they can "tank" the Razuvious encounter in Naxxramas 25-man if necessary.

Tanks:
Performance test: Mindblade tanks should be capable of main-tanking or off-tanking anything in Naxxramas 10-man.  In particular, they should be able to:
- Lead the Heigan safety dance.
- Mind control tank the Razuvious 10-man encounter.
- Tank the Four Horsemen 10-man encounter, doing switch-offs when appropriate.
- Main-tank Grobulus 10-man, dragging him around the room appropriately.
- Handle taunt switches on Gluth.
- Tank Thaddius, rotating around to the appropriate polarity spot.
Mindblade tanks should be generating at least 2400 threat per second, in general.
Role-specific gear: 25K health (plate), 31K health (feral in bear form), at least 42% dodge + parry total.  Warriors and Paladins should have at least 17% shield block chance.

General Requirements

Raid Attitude: Warglaives should be serious raiders.  They should rarely be making errors in judgment, and should have their own responsibilities sorted out well enough that they can be watching others and suggesting adjustments as needed.  In emergency situations they should be able to improvise quickly to figure out how they can help pull the raid out of a potential wipe.

Effort: Warglaives should have a lot of 25-man experience, and should have at least 50 Emblems of Valor collected.

Preparedness: Warglaives are expected to have an appropriate set of mods for their role.  During raids, they should always have the entire raid pulled out on-screen so that they can see when other members are in trouble (or dead) and adjust accordingly.  They should have good macros for their role and be able to help others with getting similar macros set up.  All gear should be gemmed with rare gems and enchanted appropriately (though not necessarily with the most expensive enchants in the game).

Gear quality: No more than 2 pieces of gear that are below level 80 (ILVL 187) epics, and at least 9 pieces of gear that are 25-man epics (ILVL 213+).  Caster, ranged, and melee (non-dual-wield) DPS should be hit capped.  Dual-wield DPS should have less than a 16% miss rate on bosses.

Raid knowledge: Warglaives should be able to essentially "lead" the raid in a given fight - this includes not only describing what every role needs to be doing and what boss abilities the raid needs to worry about, but also arranging groups properly and assigning critical roles.

Class knowledge: Warglaives are expected to have a near-optimal raid spec for their role.  They should be able to go over the talents they've selected and explain why each one makes sense for their role, and discuss the tradeoffs they chose to make in terms of other raid talents that they opted not to take.  They should be aware of upcoming changes to their class and to be looking at how those changes may affect the viability or relative utility of their spec.

Role-specific Requirements

Role-specific gear (general):
All Warglaives must have at least two pieces of Frost Resist gear crafted (or have some other means of getting to 270 frost resist before totems or auras).

DPS:
Performance test: Patchwerk is used as the DPS gauge.  Warglaive raiders should be able to exceed 3000 DPS on 10-man Patchwerk, and 3600 DPS on 25-man Patchwerk.  Hybrid classes (again excluding Death Knights) that are DPSing should be able to exceed 2700 DPS in 10-man, or 3200 in 25-man.
Role-specific gear: DPS should have a set of stamina-heavy gear that can help get them to 20000+ health when buffed (enough to survive Malygos' Vortex ability without heals).

Healers:
Performance test: Warglaive healers should be able to duo-heal Four Horsemen 10-man.  Warglaive healers should be in the top 2 spots in the raid for decurses (including dispels, de-poisons, de-diseases) for Spider and Plague wing.
Role-specific gear: At least 1800 spellpower from gear (with self-buffs only, i.e. shamans shouldn't count totems, but could count Earthliving Weapon and Water Shield).  At least 400 MP5.  Holy Paladins can consider every 1% spell crit to count as 12 MP5.  Healers should have a set of stamina-heavy gear that can help get them to 20000+ health when buffed (enough to survive Malygos' Vortex ability without heals).

Tanks:
Performance test: Warglaive tanks should be able to tank anything in current 25-man content effectively.  They should be able to act as the primary Hateful Strike tank on Patchwerk 25-man without letting more than 2 other melee get killed.  They should be generating at least 3200 threat-per-second in general.
Role-specific gear: 28K health (plate), 35K health (feral in bear form), at least 45% dodge + parry total.  Warriors and Paladins should have at least 19% shield block chance.

General Requirements

Raid Attitude: Frostmournes are the top raiders in SWotH. They should be able to quickly and accurately assess raid situations and make suggestions for how to change strategies when things are going wrong. They are on top of their game, rarely making mistakes and are able to guide others away from doing something harmful to the raid.

Effort: Frostmournes should have tons of 25-man experience, and should have at least 100 Emblems of Valor collected.

Preparedness: Frostmournes should have all of their gear enchanted and gemmed with the best enchants and gems available.  They should have the optimal Glyphs for their role.

Gear quality: No more than 2 pieces of gear that are not 25-man epics (ILVL 213+).  Caster, ranged, and melee (non-dual-wield) DPS should be hit capped.  Dual-wield DPS should have less than a 14% miss rate on bosses.

Raid knowledge: Frostmournes should be able to take on the leadership role (not necessarily including loot/DKP) for the entire raid.

Class knowledge: Frostmournes should have an excellent spec for their role and be able to advise others on talent selection and optimal skill usage.

Role-specific Requirements

General note: Since SWotH members shouldn't generally be achieving Frostmourne rank until future raid instances (with better gear) are released, many of these figures are just estimates of what might be needed for raids down the line.  In short, these are very likely to change as we go along.

DPS:
Performance test: Patchwerk is used as the DPS gauge.  Frostmourne raiders should be able to exceed 4200 DPS on 10-man Patchwerk, and 5000 DPS on 25-man Patchwerk.  Hybrid classes (again excluding Death Knights) that are DPSing should be able to exceed 3800 DPS in 10-man, or 4500 in 25-man.
Role-specific gear: None beyond Warglaive requirements, although this might change in the future if upcoming raid content requires any special gear.

Healers:
Performance test: TBD.  At the very least, Frostmourne healers should be able to be among the top healers for all current content.
Role-specific gear: At least 2200 spellpower from gear (with self-buffs only, i.e. shamans shouldn't count totems, but could count Earthliving Weapon and Water Shield).  At least 500 MP5.  Holy Paladins can consider every 1% spell crit to count as 12 MP5.

Tanks:
Performance test: TBD.  They should be generating at least 3800 threat-per-second in general.
Role-specific gear: 32K health (plate), 40K health (feral in bear form), at least 48% dodge + parry total.  Warriors and Paladins should have at least 21% shield block chance.


Spinal Reapers are SWotH members that have chosen to focus their time and efforts to the worthy goal of eradicating the Alliance from the face of Azeroth. Whether turning in night elf teeth to the local constabulary, stomping gnomes, scalping dwarves, or storming the enemies' bases, you can usually find these guild members out on the battlefield, laying the smack down on our long-time foes.

Requirements: Spinal Reapers must meet the requirements for Ravager, and should indicate an interest in pursuing the PVP aspects of the game over raiding.

Privileges: Spinal Reapers may be given priority spots if and when SWotH runs PVP-oriented events.

Ravagers are trusted members of SWotH who either do not meet the raiding requirements of the guild or are not interested in pursuing raid content or PVP - this includes members that are primarily a part of the guild for social reasons. As full SWotH members, they are expected to conduct themselves with the respectfulness and attitude appropriate to those wearing the tag of one of the oldest Horde guilds on Uther.

Requirements: Ravagers must have been evaluated and vouched for by another guild member of Ravager or higher rank; this often just means doing a group instance with another guildmate and proving that you're not a complete smacktard.

Privileges: Ravagers do not receive any special in-game privileges, but they are respected and valued members of the guild and should be treated as such. They also will not be removed from the guild without warning.

SWotHlings are new members of SWotH that have not yet been evaluated or ranked appropriately. It is generally not recommended that you give any items or gold to SWotHlings (unless you happen to know them personally or otherwise have reason to trust them), as they may not be around for very long.

If you've been in the guild for more than a month and you're still a SWotHling, you should (politely) bring that to an officer's attention. They should either be able to tell you why you haven't been promoted yet, or arrange some time to group together and/or chat, to figure out whether you should be promoted.

Privileges: SWotHlings have access to the SWotH Ventrilo server, but should take special care not to abuse it, as being abusive or otherwise showing you're a jerk on Vent is a fast way to get /gkicked.

Rapido was one of the most embarrassingly poor warriors ever to have the SWotH tag over his head - in lack of knowledge, in loot whorishness, and in goofing things up on an epic scale. It is traditional within SWotH to blame any particularly nasty wipe or screw-up on Rapido.

If you find yourself with this rank, it usually means that you've done something incredibly n00bish (often repeatedly) when you should have known better.

Requirements: Ravager rank or higher, startling lack of common sense.

Upshot: It's only temporary. We'll usually give you your old rank back shortly afterward. Please hassle us if we don't.

The Chief Beef is the guildmaster; it's his command; he's in charge, he's the boss, the head man, the top dog, the big cheese, the head honcho. This is Gariduum until he says otherwise.

Privileges: Rulership by Divine Right, promotion of new officers, everyone forced to laugh at his jokes and limericks.

Blademasters are the officers of SWotH, members of the guild that have repeatedly distinguished themselves as solid, intelligent, coolheaded, and helpful guildmates. Blademasters are nominated and approved by the other officers within the guild.

For the purposes of raiding, officers will be given a separate rank indicative of their gear, skill, and experience with that character (the abbreviation will be shown in their public guild note).

Privileges: Invite capabilities for adding new members to the guild, promotion/demotion authority, access to special officer communication channels.

Second Swords are alts of Blademasters. They have all of the same privileges as Blademasters.

For the purposes of raiding, officers' alts will be given a separate rank indicative of their gear, skill, and experience with that character (the abbreviation will be shown in their public guild note).

Note that the Frostmourne raid rank will be taking the place of the Second Sword rank (there are a limited number of rank slots available in guild configuration). We will make this switch once we actually get our first guild Frostmourne.