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Jul 14, 10 5:43 PM
EU guild raids ICC in blues!
Jun 7, 10 10:16 PM
Rotface bites the dust!
Apr 29, 10 4:25 AM
Raiding Changes Coming In Cataclysm
Apr 26, 10 3:00 PM
Festergut down!
Apr 19, 10 8:27 PM
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Service Updates
<Battlehammer> is a Level 11 casual leveling and raiding guild that I created with a couple of friends about a year ago in order to escape the drama and politics of large zerg guilds. We are focused soley on 10 man raiding content and are currently trying to put together a solid core team of consistent and reliable players that are knowledgeable of their class and specialization. If at some point we reach a roster size that warrants creating a second 10 man raiding team, we will do so. We are also very much interested in rated battlegrounds but need a few more dedicated players that are as interested as we are, before we can get the ball rolling.

There is no DKP system in our guild because honestly we believe the Need/Greed system that Blizzard created, coupled with intelligence and maturity, is sufficient enough to distribute loot amongst our members. The loot isn't going anywhere and it will continue to drop. There is no favortism or clicky groups of players in our guild, you will not be passed over for raid invites because you aren't on someone's best friend list. If you show up to raid, know your class, contribute without being a liability, and there is a spot available for you, you will raid. Everyone in the guild is on even ground and no one is placed above anyone else. We are here to help, because we believe that is what guilds are for, helping one another learn the content of the game and progressing through that content together.

If this sounds like what you are looking for, please continue to read below for what we currently need and our raid times.

1. We accept anyone that would like to be a part of this guild, no matter what level they are, or how good their gear is. We can always get you better gear, all we ask is that you respect the players that help you along the way by commiting yourself to the guild and stick around to help others achieve the same things you have.

2. We are currently farming heroic 5-man instances for anyone in the guild that needs to get geared up to raid. When people are on, we are doing stuff together as much as possible, so the guild levels up as we do. It is preferred that all members farm reputation for the factions necessary to obtain all of your enchants (Helm and Shoulders) and any ilvl 359 epic gear you can get. While the guild will definitely be up for helping you with accomplishing these things, it is expected that you not "rely" on the guild to do it for you, and that you be capable of getting it done yourself if need be.

3. Our current raid times are 12:00 PM Server Time (Pacific) to 3:00 PM Server Time (Pacific) Sunday morning/early afternoon. Because most of the members of our guild are in college or married with children and have full-time jobs in addition to a real life. The raid time is up in the air right now until we get a solid team of players. Once that is established we will work out a solid schedule.

3. If you would like to join, please send a message to Autoriot, Gahtzu, Skillfulz, Polarice or Stunmuffin in game and we will send you an invite.


Other Guild News


WildC, Jul 14, 10 5:43 PM.

EU guild raids ICC in blues!

WildC, Jun 7, 10 10:16 PM.

What have we killed so far

The project started by doing the ICC 5-man dungeons, then heroics, then followed the normal raid progression path, from Naxxramas to ICC, where we're currently at. In particular, we've cleared

  • ICC heroics (including the dreaded Halls of Reflection)
  • Naxxramas 10
  • Ulduar 10 - 12/14
  • Trial of the Crusader 10
  • Onyxia 10
  • ICC 10 - 6/12  (lower + rotface + blood prince council)

Gevlon said it best, so I'll just quote him here:

I want to prove them that:
  • "I don't have gear" is a lie, the normal content needs no gear (beyond readily available to any lvl 80).
  • "I have RL, I can't farm like Ensidia" is a lie since no farming is needed.
  • "I was unlucky with void zone" is a lie. While luck chooses who get void zone, but staying in one is not matter of luck.
  • "I have no time to raid 5 days a week" is no excuse for being useless. We play 1 day a week.

Rotface bites the dust!

WildC, Apr 29, 10 4:25 AM.
Great job on downing Rotface.  A couple attempts to get the feel of the encounter and it was cake. 

Raiding Changes Coming In Cataclysm

thissitedoesnotwork, Apr 26, 10 3:00 PM.

Quote from: Nethaera (Source)
We're continuing to refine the raid progression paths in Cataclysm, and we'd like to share some of those changes with you today. Please enjoy!

The first of the refinements being made is that we're combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn't apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.

We're designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve. That closeness in difficulty also means that we'll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They'll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today.

Dungeon Difficulty and Rewards
  • 10 and 25-player (Normal difficulty) -- Very similar to one another in difficulty; drop the exact same items as each other.
  • 10 and 25-player (Heroic difficulty) -- Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.

We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you're able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want.

We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week.

We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don't plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.

In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.

We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly. The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you're a big guild or a small guild the choice won't be dependent on what items drop, but instead on what you enjoy the most.

We realize that with any changes to progression pathways there are going to be questions. We're eagerly awaiting any that we may have left unanswered. To the comments!

Festergut down!

WildC, Apr 19, 10 8:27 PM.
Great job taking down Festergut in one shot this past raid week!
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