http://forum.shardsofdalaya.com/showthread.php?t=17429 is the most recent official ruling on the 2/3's rule I could find. Probably should be stickied, but it's not a new rule.
To clarify the 2/3's rule further, since the information is spread out...
Guild A beats the first key mob for comercy.
Bob loots the key. Your guild is considered keyed, even though only 1 dropped and
Bob got it. You have proven that your guild is capable of moving forward.
Later
Bob leaves the
Guild A and joins
Guild B.
Guild B hasn't killed the key mob. To use
Bob's key is illegal.
Guild B would be considered content skipping, and would likely have any earned loot revoked.
Later a PuG raid starts up.
Guild A sends most of their members in, and they hook up with other folks, including
Alice who already has the key. In this case the 2/3's rule comes into play. Have 2/3's of the participants participated in whatever it takes to be keyed/flagged? If
not, then moving forward is considered content skipping, and your loot is subject to be revoked.
Further examples include, but are not limited too...
- If your guild hasn't killed Taeshlin, you can't go past him into IP
- If your guild hasn't killed Herga, you can't go to the courtyard
- If your guild hasn't beaten Dis, they can't go to Before You Wake
BUT
- If your guild has killed Herga, and you get a few new members, you are fine, even though not everyone has a key.
- If your guild has killed DotO, you can all go into Caverns of Darkness, even though you only have 6 keys.
'Keying' is a lazy, deceptive term, and has little to do with the physical key.
The 2/3 rule primarily comes into play in mixed guild, guild merging, or severe guild reconstruction situations. Otherwise your guild is considered the entity who overcame the challenge.
Of note, since some of you like to know the reasoning behind this sort of thing, is that the only viable alternative to this is individual key and flagging. That way its very clear, without question in fact, if you belong in an area or not. Now I think we all remember Vex Thal and know how NOT fun that was, and to a lesser extent the zerg fest that was PoP flagging. We obviously don't want that, yet we still believe in progression and making you earn this sort of stuff. The 2/3's rule is a compromise towards that, and serves fairly well in that regard. A bit ambiguous at times? Maybe. But certainly far, far more convenient than the alternatives.
Also lets head off some questions I foresee.
What happens if 10 of us are keyed, but 8 of us are not!?
No matter the reasoning here (guild reconstruction, alts, etc) this will have to be investigated by a GM. 2/3 is a rule of thumb, not the rule, just for these sort of cases. Depending on the circumstances it may be deemed allowed, it might not be. If you don't want their to be a question, make sure the super majority of the guild is keyed/flagged.
What zones does this count for?
All 18 man raid zones that allow you to to skip encounters, without exception. I am hesitant to comment on relevant six man areas (cmal comes to mind), don't believe they fall into this from prior experience.