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About US

Fang is looking to combine fun with quality raiding. If you'd like to be part of a stable, social and progress oriented guild please read on:

In Fang we have fun. A lot of fun. We are a social guild with a very chilled raiding atmosphere, which we want to combine with top performance. Fang is one of the oldest guilds on Kazzak, surviving many summers and always keeping up with the top guilds on the realm. We have a really good reputation that we have built up over the years and expect our members to conduct themselves so that they do not put that reputation into jeopardy.

 

Guild History

Fang was originally founded in 2005 as a leveling guild on the Daggerspine realm when World of Warcraft launched in Europe. It continued like that until the players reached level 60 and started to move towards end game raiding, which at the time was the 15 man instances. Fang merged with another guild called Celestius in order to get enough players to do UBRS, Scholomance and Stratholme. After a while, Molten Core was released and players in Celestius once again merged with Sons of Temujin to get enough players for 40 man raids. This was quite successful; going all the way to Naxx 40, clearing MC, BWL and AQ40 on the way. Once “The Burning Crusade” expansion was due to launch, all of the players on Daggerspine migrated out of the realm; many to Kazzak, to escape the horrible lag problems that Daggerspine was experiencing. At this point it was also clear that the raid cap would be lowered from 40 to 25 man. So a group of core players decided to leave SoT in order to reform Fang again. 

Burning crusade was released in January 2007 and this is when Fang started to exist again as a raiding guild. The guild had existed for some time before that as a place to park alts. Fang was meant to be a 25 man raiding guild but in the early days of TBC, most of the time was spent in Kara gearing up and trying to recruit players to start 25 man raiding. That partially succeeded and the guild managed to raid Gruul and try out some SSC as well. Then summer hit the guild quite hard and a lot of players left for better progressing guilds. This is when raiding was stopped and the guild went into a casual period. 

In late 2007 / early 2008 some core members came together again and decided to give it another go. Lots of players were recruited and eventually, after time, raiding was commenced again. This time it went better and Fang cleared SSC and TK pre-nerf and went on to kill four bosses in MH on the first night. Illidan soon followed and we are still probably the only guild in the world who have recieved three consecutive warglaives. Sadly summer hit us hard again, just as we were about to start Sunwell raiding which led to lots of players leaving us again to pursue easier epics in better guilds. This is when decision was made again to stop raiding and go to casual mode for the second time. 

Around Christmas 2008, the guild was started once more as WOTLK was about to release. The beginning was hard again since we had to be rebuilt from scratch. Luckily some of the core members from TBC were raiding in Diminished Saints which was merged into Fang and that enabled us to start raiding Naxx 25 which we cleared with minimal difficulty. Naxx was farmed until Ulduar came out which was around summer 2009. This time we managed to keep going though the summer of 2009, although it was quite difficult to keep the activity levels up. Yogg took us a while but eventually we downed that as well. TotC followed and there we were in good enough shape to start doing hardmodes on a serious level. After that ICC was released and again we were showing improvement at every stage. At the end of Wrath of the Lich King we made a group decision to turn it up a notch for Cataclysm, so when the expansion finally released, we were all ready to push on harder than ever before.

World rankings throughout Cataclysm steadily improved, and for the first time we began clearing content at the hardest levels. This trend was to continue throughout the expansion culminating in a world rank 240 kill on Deathwing heroic. The highest the guild had ever achieved by a large margin. Again, with the strongest roster the guild had ever had, we decided to embrace the hunger and push even harder during Mists of Pandaria when it was released.

Pandaria came out with a lot of mixed expectations among the WoW community. After the disaster than was Cataclysm, hopes were generally not very high for a good expansion, but we mustered on and strived to improve our world rankings even further. 

The first tier saw us on the cusp of a top 100 world kill on Sha of Fear heroic, finishing just outside at 121. This got agonisingly closer during Tier 15, where we managed a world 101 on Lei Shen only to slip up on Ra-Den and finish 117 overall at the end of the Throne of Thunder. The hunger for top 100 had never been more severe, and inspired us to prepare and plan even harder for the last tier off the expansion; The Siege of Orgrimmar.

Right from the start it looked extremely promising. At one point we were even top 20 in the world (although this was during normal progress). During heroic progress we continually maintained a top 100 ranking culminating finally, on world rank 74 on Garrosh Hellscream. By an incredible distance Fang's most successful tier and expansion ever. Sadly with the Siege of Orgrimmar farm being exceptionally long and tedious, many of the members who progressed the tier dropped out of the game due to burnout. Hopes were had that they would return in time for Warlord of Draenor but it was not to be. We had to pick up an almost fresh roster that was fairly untested.

Our fresh roster has achieved decently in the first tiers of Warlords, with the merged 10 and 25 man difficulty into 20 it was always inevitable that we would not be able to maintain our ranking without adding raid days. 

The first full tier of WoD was Blackrock Foundry. Our roster had been having issues since WoD release, and was still fairly inconsistent. We were hovering around 150-200 for the majority of the tier, before reaching Blackhand and discovering we did not have a viable setup to kill it. This resulted in a much longer period of progress than we would have liked, and saw our world rank plummet to 240. A disappointing tier 17 result pushed us harder. We felt we had been cheated because our setup was missing key ingredients; which pushed us to achieve far better in Hellfire Citadel, the final tier of WoD. 

Progress started slowly. We struggled on some early bosses, and again weaknesses in the roster were plain to see. Later in the tier, and with a few fresh faces, we improved drastically, with a 163 kill on Mannoroth, and renewed confidence and drive, we managed to secure a world 139 kill on Archimonde; finally coming into strength again and re-cementing ourselves as one of the best guilds on the realm.

Legion released in 2016 and with it, more pressure and urgency to perform. 

The pre-tiers of Legion – Emerald Nightmare and Trial of Valor, gave us a platform to trial another somewhat untested roster. With scores of raiders quitting due to burnout from the endless required grinding to improve artefact weapons and acquire legendaries, more and more changes needed to be made during progress. Something which many guilds in the game were going through. With the first tier approaching fast, we had finally settled on a roster which we felt could perform and push at a level we were happy with, and when The Nighthold released, we were confident of improving our respectable (although worse than we would have liked) rank of 180 on Helya. 

The early bosses went down easily, with most top guilds killing the first wing with ease as well. After the first 3 bosses, it was possible to take one of four bosses as the fourth kill, with Botanist, Krosus, Tichondrius and Spellblade being available to choose from. This made tracking progress very difficult, as guilds were choosing a number of routes and this was messing with world ranks; to demonstrate this, we chose to take Krosus first (world 158), followed by Botanist (98) then Spellblade (229). 

What all guilds could agree on, was that Star Augur was a massive road block. Star Augur was to be the first realistic benchmark of progress. We killed it in fairly good time (121), and Elisande followed fairly soon after (128). Drive for Gul’dan was high. A top 100 finish was not far from sight, realistically, for the first time since Siege of Orgrimmar. With a rival guild having a 2 week head start on us, tensions were high, and the desire to achieve was tangible. What we thought was going to be a difficult period of progress went exceptionally well. Steady and consistent progress saw us pull level on progress (time wise) with our rival guild, culminating in a first kill literally minutes before them, and a 106 finish for NH to boot. 

The Nighthold has revitalized the competitive nature of the guild, and being so close to a top 100 finish is pushing us to achieve harder than we have for a long period of time. With Tomb of Sargaras around the corner, we are tentatively looking forward to our next period of progress.