Raid Leading 101: Placement and Direction
March 10, 2010 by Matticus
Filed under All Stories, Featured, Guild Topics, Leadership, Raid Strategy
I’d like to share two stories today.
I remember years ago when my guild (at the time) set foot into Serpentshrine Cavern. We nuked the trash and faced Hydross for the first time. Our raid leader gave us directions on which elementals to DPS down first and which side of the room we had to drag her to. Since we had 4 tanks, each one was assigned a different elemental. One was assigned to the left, the other was on the right, and so forth. Things seemed to look good until the fateful question was asked:
“Wait, is that our left or is that Hydross’ left?”
And so the next fifteen minutes were spent debating which left was appropriate.
The next one is a little more recent and it comes at the heels of our Sindragosa attempts. We’ve sort of managed to stabilize our ground and air phase placements. Where we’ve struggled was during phase 3. Here’s a glimpse at our attempts:
Raid lead: “Okay guys, on phase 3, I want the frost beaconed player to stand on his tail.”
*Phase 3 hits, beaconed player runs very far toward the end of the tail, wipe ensues due to distance*
Raider: “You told us to stand on the tail.”
Raid lead: “Okay guys, well when I meant tail, I meant that you should stand where the tail and the butt meet, not the end length of the tail.”
*Phase 3 hits, beaconed player runs just below the butt, raid follows, gets Tail Smashed*
Raider: “I’m pretty sure that we stood in the right spot.”
Raid leader: “Well when I meant where her tail and butt meet, I didn’t mean directly behind it. You should stand just beside it so that the conical attack doesn’t hit you. Try a little to the left of it.
(At this point, he asks in officer chat if he wasn’t being precise or clear enough.
…
I looked skyward before burying my face in my hands.)
As you can see, good communication is a necessity. I’ve been in many pickup groups where raid leaders say one thing only to mean the other. They were not clear at all. In today’s post, I’d like to introduce a few terms and concepts that have allowed me to place players with pin point (almost smart bomb-like) accuracy.
Various terms
Set the orientation
The first thing I like to do is set the orientation of the encounter. In order to determine this, you need to figure out in your strat whether or not the boss is going to be mobile (constantly moving around like Professor Putricide) or static (like Festergut or Deathbringer Saurfang). Everyone needs to be on the same page and be reading from the same playbook.
Examples:
- Using cardinal directions, you’ll be standing…
- Facing this boss, I want you over to the…
- Boss will always be moving, so you need to stay within melee range on…
For bosses where they are tanked all over the place, sometimes it’s best to rely on relative terms (left of, right of, behind, close to, etc). On bosses where they get tanked primarily in one location, compass directions can work well (North, south, east, west).
Identify landmarks
Look around the area and see if there is anything you can use. Perhaps there is a pattern on the floor that will make an excellent bullseye for players to stand on. Or maybe there is an object that can be used.
Examples:
- The entrance
- The orange wall (Professor Putricide)
- Base of the stairs
- Right pillar
Be as descriptive as necessary. Try to look for features that are unique. There is only one table in Professor Putricide’s room. One of the faucets are colored green (Exception: You may need to be more specific when working with colorblind raiders).
On the go
Most fights tend to involve a lot of movement. Players need to be instructed on the fly where to run to or where to run away from. Using land marks helps as well, but focus more on the words you’re using. Note the italics.
Examples:
- Run along the orange wall
- Run away from the boss
- Move toward the yellow star’d player
- Tank the boss as close to the edge as possible
Really obvious directions are being given to players. It’s easy enough to hear these instructions and catch on to what the raid leader wants you to do.
Dress rehearsals
At the very top chamber where Blood Queen Lana’thel is, you’ll notice that there is a grate. When you kill her, you can simply drop down to the floor below. Until then, it can serve as an excellent way to place raiders before actually engaging the boss. I put a star icon on my head, run to a specific spot on the circular pattern on the ground, whisper a player and tell them to run to me. This is where they stand on the fight using the circular pattern on the ground that’s directly in front of the Blood Queen.
(Example instructions for avoiding oozes: Start at the orange wall when the green ooze comes out! Don’t stand in the middle pattern. When it’s dead, cut across and stand under the green faucet. Avoid standing in the middle pattern. When the orange ooze comes out, wait for it to cross the middle. Start going to the green wall, then head towards Putricide’s table at the back before running toward and along the orange wall.)
Simple communication cuts down on wasted time and attempts. Be as clear as possible. Try to think of ways where raiders might misunderstand what you’re saying and plan around that.
Be not afraid, as the forest nymphs will guide you on how to please your raiders.
Casual 101: Knowing Is Half The Battle
February 17, 2010 by Thespius
Filed under All Stories, Conflict Resolution, Featured, General WoW Gaming, Guild Topics, Leadership, Raid Strategy, Setting Goals
It’s no secret that I’m a fan of the “Hardcore Casual” mentality. In my 3 years of playing World of Warcraft, I’ve cut my teeth against some of the best in the game (well, my server or battlegroup). I’ve seen some of the strongest players, and I’ve seen some of the weakest players. The first thing I’ve noticed is a fundemental difference between the two extremes. The strongest possess it. The weakest lack it. By “IT”, I’m talking about knowledge. Yes, there are casuals that are some of the strongest players I know. What separates them from a smattering of hardcores is their level of knowledge.
The Usual Scenario
A small guild consists of a tight-knit circle of friends. All of them have made the necessary adjustments or rolled toons to fill all the roles that a 10man raid needs. 2-3 tanks, 2-3 Healers, and a slew of DPS, both ranged and melee. When this guild gets together, there’s rarely a duplicate class, let alone spec. Each player wants to benefit the raid as much as possible. However, scheduling is always the issue.
Everyone’s got their own lives. Everyone’s constantly juggling families, kids, jobs, school, friends, and of course, this game. Each person constantly tries to get a raid together when they see that 8th or 9th person on. Phone calls fly, text messages flow, and everyone is scouring their friends list to fill the final spots. On the lucky nights, they can get together ten of their own. A certain sense of pride swells. “We got a guild run going,” they all contently utter.
The time is ticking. One of the healers works the overnight shift on the weekends. He/she has to be out the door in just over two hours. The raid gets together surprisingly fast. Even though ICC is the hot topic, they decide to do ToC since one of the paladins is saved to ICC. It doesn’t matter, because they derive more joy from the simple act that those ten raiders share the same guild tag.
Buffs ensue, and right before the pull, the off-tank druid confesses his ignorance. He doesn’t know the fight. During Acidscale and Dreadmaw, the rogue gets the Burning Bile and runs away, but doesn’t come back to free the tanks with Paralytic Toxin. This counts for two wipes. On Lord Jaraxxus, the hunter gets inflicted with Incinerate Flesh and runs to kite it, as though it was Legion Flame. He runs out of range of the healers, it ticks to zero, and wipes the raid.
We took the time to explain the fights. The differences in the Wyrms and Jaraxxus’s two flames. It seemed as though it was in one ear and out the other. Although they’re all friends, tension is rising, and time is running out. The healer with the upcoming overnight shift starts to get impatient. Before they all realize what has happened, he has to leave. They’ve barely downed Jaraxxus, and he/she is out the door to go to work.
A reasonably short raid has turned into a long, frustrating endeavour.
Things to learn as a casual player:
Take a little time to research – Even with my busy schedule, I have the time to watch a video, read a strat, or email a friend that knows. I download a text-only strategy, copy it into an email, then read it on my phone on the train to work. Before taking my lunch break, I take 10 minutes to watch a Tankspot video. I’ve even, yes, downloaded a video to my iPod and watch it while I’m on the can. (That’s right, I went there).
Listen to what’s being explained – Too often do I see people goofing off in guild chat, making random comments in /say, or participating in /general banter. I never mind if it’s someone that I’ve done the fight with before, but if a casual player is consistently not listening because they’re engaged in other activities, I have no problem calling them out on it.
My main issue with all of this is the “talk, no walk” scenario. All of these people will constantly ask, “Hey Thes, do you think we’re raiding tonight?” My constant response is: “I certainly hope so. Start reading up on the fights.” They never do. Oh, they want to raid. They salivate when the letters ‘I-C-C’ are called out. Yet, when it comes down to doing a little bit of legwork, they falter. I dont’ mind explaining the fights, but if after the explanation I hear “I’m sorry, so what am I supposed to do?” from our warlock, I wanna /logout.
Sidenote: Since drafting this blog, we’ve downed new bosses in ICC for us, so I *am* proud of my friends. I just get agitated sometimes the lack of initiative.
ANYWAYS….
If you want to make yourself valuable as as casual raider, just take an extra step or two to be prepared. If not, you’re wasting your own time. The less a raid has to “nuture” you, the more appealing you’ll be to bring along. Personally, I love that our guild, though small, is comprised mostly of people that can fill in for any guild’s raid that may need us. Kind of like hired mercenaries. Need a healer? See if Thespean or Discotheque are on. Need a tank? See if Dralo or Naryamas are around. How about a good DPS? Ask Arcas or Wolfin. That means, however, that we do our little bit of homework to make that possible. You don’t have to be hardcore, but if you know your stuff, you are just as skilled (if not more), than someone who devotes most of their time to raiding.
Are you a player that can’t be on as much as they’d like? How do you make yourself appealing to be pulled into a raid?
Email: Elder.Thespius@gmail.com | Twitter: @Thespius
What To Do When You Meet Lady D.
February 11, 2010 by Mimetir
Filed under All Stories, Featured, General WoW Gaming, How to, Icecrown Citadel, Leadership, Raid Strategy
So you’ve just met a charismatic, high-powered woman. You know the type. Legions of admirers. A woman capable of raising her followers up and empowering them on to great strengths. The sort of woman who reduces her enemies to insignificance with one touch. And then leaves them for dead on the floor. Oh, yes. You’ve just met Lady Deathwhisper. Want to take her down a peg or two? Here’s what you need to know.
This isn’t just hints and tips to help you get by. If you’ve met Deathwhisper and, more pointedly, the cobblestones in her lair, you’re the embittered adversary. You need a full guide on how to handle it. You need to know everything from basics to tricks for every role of your team. This guide is your friend. It’s going to walk you through the basic tactic for either 10 or 25 mans, and as a bonus I’ll throw in the alternative tactic for 25 mans and a note on the quest you may find yourself on to save Darnavan. It doesn’t matter if you’re there with a PUG group rather than a guild run. In fact, all the better if you are, because this guide assumes it’s not a given that your team know what to do. Just that they – and you – have a grudge against her Ladyship.
So an encounter with Deathwhisper follows a basic two-phase pattern. In the first phase the Lady will, like any leader-with-minions, stay at the back hiding behind a barrier while calling forth waves of minions to attack your group and doing some damage to random players with frostbolts and death and decay. You need to burn down her barrier – which is actually a mana shield – before phase 2 will kick in. Phase 2 is mostly a tank and spank affair, in which you just need to burn her down while she throws frostbolts, death and decay and angry ghosts at your party.
Tanks:
Left side will be 2 melee (fanatic) and 1 ranged (adherent) mobs. Any tanking class should be able to deal with this.
Right side will be 2 ranged (adherent) and 1 melee (fanatic) mobs. Ideally you want a DK or warrior on this side as they have more tricks for annoying ranged types.
- Be aware that the fanatics cleave: don’t move them around any more than you have to unless you want withering glances from your enhancement shaman.
- On 10 man the left and right side mobs appear alternately. On 25 man they appear at the same time, as well as an extra wave at the back, which consists of one random mob. You want to put your best kiting tank on the back wave: they tank that mob and take responsibility for kiting any deformed fanatics that spawn in the room.
- When Deathwhisper’s mana shield goes down your tanks need to tank the Lady herself. She stacks a debuff called Touch of Insignificance on the current tank. It reduces their threat generation by 20% and stacks to five; have your tanks taunt to swap on three stacks.
Healers:
This largely depends on what classes your healing team consists of, and that may or may not change the more times you bounce. The basics apply – if you have a holy paladin he should be able to take care of two tanks, using beacon. Otherwise, put your disc priest, or if they’re confident to do so, resto shaman on tanks.
Healers should just be ready for a lot of damage. More than the fight merits, probably. People will stand in death and decay, probably for a jot longer than they should. Melee might get cleaved in their own rush to get stabbing things. Got a reanimated adherent loose? Oh yep, he’s going to merrily throw deathchill bolts around until someone notices him. Not to mention frostbolt volleys and some rather unhappy ghosts thrown into the mix.
- Any healer who can cleanse curses – should. Everyone should drop what they’re doing and cleanse Curse of Torpor as soon as anyone in the raid is afflicted by it.
- Priests can help out by mass dispelling Adherents when they put up the spell reflect shield called Shield of the Occult.
- Watch your range – this room is just big enough to get out of range of your healing targets or them to outrange you. Be on your toes.
DPS:
Basic kill order:
Deformed Fanatic > Empowered Adherent > normal Fanatic/Adherent > Reanimated Fanatic Adherent > Deathwhisper
- Some people place reanimated as a higher priority than normals – I don’t, because the less normal adds you have running around the less reanimated adds you might get.
- Deformed/reanimated fanatics are mostly immune to physical damage: ranged DPS need to kill them. Empowered/reanimated Adherents are mostly immune to magical damage, so they’re meleers’ priority.
- Normal adherents can be interrupted when casting Deathchill Bolt. They can also be deathgripped. Just be careful not to interrupt or deathgrip them while they have Shroud of the Occult up because it’ll bounce and you’ll be interrupted or, as our unlucky DK found, deathgripped to them. Adherents’ Curse of Torpor should be removed from the party by anyone who can (mages, boomkins, we’re looking at you).
- Melee should watch out for Reanimated Adherents – we find it can be easy to miss them by assuming that adherents that drop dead are dead, rather than the actual case of the Lady about to reanimate them
- Normal fanatics cleave. Melee: be sure to stand behind them, eh? Fanatics also have an ability called Vampiric Might, which can be spell stolen by mages.
- Deathwhisper also mind controls party members on 25 man, one on normal, more on Heroic. DPSers should be ready to CC and snare/slow them before they cause havoc.
- We also generally find it useful to have some pre-arranged DPS focus solely on the boss in order to get her mana shield down and phase 2 started. In 10 man we have one DPS do this (our enhancement shammy due to her mixture of magical and physical damage making neither add type overly suited to her). In 25 man, at least three should stay on the boss.
- We’ve found that if you’re a DPS class with a pet it’s generally worth leaving the pet to DPS Deathwhisper unless your pet has an ability that makes him move quicksmart. Otherwise the travel time dragging him around the room will significantly reduce his overall DPS. And give him aching legs.
- As a last tip and trick, our DK has also found that anti-magic shield is your friend in phase 2. It helps the healers and takes a bit of pressure off all round – and you get free runic power. Win.
The above are exact tactics for 10 man version and extra explanations for 25 mans where necessary. There is an alternative 25 man tactic:
The entire group stands behind Deathwhisper. You can get into position before the fight starts. Melee adds will come towards healers and should be taken down on the way to them in a snare-and-AoE heavy zone created by the ranged DPS. The tanks draw ranged adds in by line of sighting them using the pillars. This tactic has the benefit of reducing run distances for melee and switching times for everyone: the entire group will get more time nuking through Deathwhisper’s mana shield. It’s not so great when everyone’s bunched together and a death and decay patch hits, though.
Oh, and if you find yourself charged with rescuing Darnavan from Deathwhisper’s charms in return for a Sack of Frosty Treasures, the following are all viable tactics when he spawns (usually in the first wave of adds):
- Have a plate meleer (preferably with some tank kit) tank him off to the side. Be careful not to do too much damage to him as he doesn’t have that much health.
- Have a hunter pet do the same. It may be difficult for the pet to get it away from the tank. Our hunter solved this with a distracting shot and a bit of kiting to a safe spot where his pet could taunt and tank
- Have a druid root him, continually. Other CCs don’t work
So, that should be all. Follow these tactics and you should suitably reduce Deathwhisper – that is, to nothing more than a pile of gaudy wrappings under your boots. Ah, justice. Oh, and the elevator will likely land on your head. Don’t be alarmed, elevators aren’t nearly as painful as Deathwhisper laying you low.
How about you? Do you think I’ve forgotten anything glaringly obvious, or have any small tips and tricks to share? This fight is still one of those that can turn from peachy fine to disaster in seconds – do you regularly have problems with this fight? Do you think there are any particular group setups which work better for this fight – or make it all the more challenging?
Why Slacking Helps You Raid
February 2, 2010 by Mimetir
Filed under All Stories, Featured, General WoW Gaming, Guild Topics, How to, Leadership, Raid Strategy, Setting Goals
I confess. My raiders and I have been bashing our heads against a brick wall for a couple of weeks. Our heads have been filled by the red mist ‘o wrath. We’d got the first wing of Icecrown Citadel on farm but our next focus, Rotface, ‘brokseded’ us time and again.
The brick wall suddenly came down on Sunday night. We had an experimental snipe at the Princes and then marched into the Plagueworks to slaughter Festergut and have a positive pop at Rotface. So what happened to stop us seeing red?
Change.
What change has that effect, I hear you cry? Did we change players? Did we somehow plunder a trove of 277 gear? Did we hardwire exact playing requirements into our members while they slept? Not at all. We merely tweaked one of our raiding practices: breaks.
I’ve always said they’re important in raids – it gives your raiders a chance to breathe. Sunday night taught us that organised breaks are even better.
Really regular breaks. We announced to our band of brigands at the start of the evening that we’d be calling a three minute break every 30 minutes, and that we’d like them to be sure to wait until then for quick AFKs for drinks and the like.
Wow, every 30 minutes? Those are a lot of breaks, I hear you cry. It’s a wonder we got anything done, right? Wrong.
Give yourselves regular chances to slack – that is, relax – and you’ll come back after the break more focused than had you pushed on and sat for an hour, two hours, wiping. Your head won’t be full of red mists so there’ll be room for useful things like remembering to move out of slime spray.
Movin’ n’ shaking. Several of my guild play in the same room on raid nights. Usually during a break we stare at the computer screens and brainstorm tactics in increasingly stressed tones.
Instead we decided to test out a terrifying concept during breaks: moving away from the computers and out of the room. We strongly recommended to our raiders that they do the same. We found that the simple change in space and environment again helped us to feel fresh and focused when the break was over. Even just moving about and stretching helped relax some tension. If you have time and inclination to fit in a few actual exercises, you’ll feel all the more responsive in the raid.
Time, gentlemen. After each break we announced the time of the next one. Sounds simple, but I think this was the key to the whole break renovation. Raiders need their creature comforts, right? And if they don’t know when a break’s coming then they’ll slide off after wipe 20 and get the drink they desperately need or the smoke to relieve stress. Meanwhile the rest of the group grumbles while waiting for them to return from their unannounced break.
By announcing break times, we’re allowing raiders to plan ahead. It means they don’t need to feel guilty about making the group wait on them. importantly it also gives them some control back over their own comfort. Our lock wants coffee? He knows the next break is in 10 minutes and can hang on until then.
Content breaks. I don’t mean a break in gameplay. I mean mix your encounters up to get the balance right between learning the fights and actually still having fun. You’re sick to the back teeth of bouncing on Festergut? Right, about time you take your raid to meet the Princes. Perhaps later on go to pay Rotface a visit.
You’re not being inefficient by not forcing yourselves to sit there and practice a fight: quite the opposite. Cut yourselves some slack if you’re working hard and not getting anywhere; you might find you slaughter the next encounter you head to and earn yourselves a morale boost. That’s efficiency.
These are small changes but could be useful to any raid group out there. You’re a 3 year-old guild running your A team? Or perhaps you’re running a PUG (breaks are not a PUG killer any more than giving your raid a little bit of trust, but such PUG raid myths is a topic for a future post). In my opinion these changes are crucial for any sort of raid group. Why? Let me explain what I think a well-run raid group is:
- It’s a social activity. If someone in our group is not having fun for some reason we get uncomfortable and more stressed. Then Rotface smashes us more easily, morale plummets, stress goes up. Vicious circle. Having a break allows us to peel ourselves away from the stressful game environment and remember that it’s a social occasion, too.
- It’s a team sport. Sure, we don’t leave the comfort of our computer desks and run up and down a pitch for several hours. We do work together using tactics, formations and roles to achieve a common aim. Sports benefit from breaks; think of the oft touted stories of football players eating oranges at halftime, or a weight-lifter taking breaks between sets so they can achieve their best for longer.
- It’s a company. Wait, that sounds a little mercenary – try ‘organisation’. Either work. Like most companies, we expect our members to perform a certain job and they’re paid for successful tasks with emblems – and occasional epic perks. We invest time and effort to skill-up our members so that they can achieve goals, and improve all the time. We provide a safe (and because it’s a game, fun) environment for them to perform their tasks. All of these are good practices for a company, at least according to a particular book (see below) on company organisation. And like any good company in accordance with this book, we’re flexible enough to cut them a little slack to give them room to be their best.
A person will work better, be more focused, if they feel they are trusted and have some space to relax. Running around like a headless chicken or battering your head against one encounter is not healthy. The benefits extend to groups of people, too.
“The difference between the time it takes you to [achieve your next progression] at ‘all prudent speed’ and time it would take you ‘at breakneck speed’ is your slack. Slack is what helps you arrive quickly but with an unbroken neck.”
- Slack, T. Demarco, page 208 (and a book I thoroughly recommend to anyone wanting to change their raiding style)
What do you think? Does this sound like a useful nugget for your raid setup? Have you been wanting to try something like this for a while and been worried that you’d not cover as much ground? Do you think I’m completely wrong and sticking on one encounter until you’ve got it is best? Or, possibly, do you think the wisdom of this vs. encounter battering is dependent on how many nights your group raids?
This is a post by Mimetir, a boomkin and restorman of a raid leader on The Venture Co. (EU). You can find my twitter feed here.
Friends and Raiders: My Healing Team
January 29, 2010 by Lodur
Filed under All Stories, Featured, Leadership, Personal, PvE Healing
As a healing lead, it’s my job to keep my healers informed and assigned to positions where they will have maximum effect. I organize, strategize and when necessary discipline the healers. Sounds like all work and no play right? Well the truth of the matter is these people are some of the best friends that I’ve ever made in and out of the game. It’s virtually impossible to spend as much time together as we do weekly and not talk about things other than the game. We laugh and joke together, talk about real life frustrations and triumphs and when meeting up at places like Blizzcon we raise a toast and throw back some shots in the name of camaraderie.
Another truth is that I wouldn’t be where I am now if it wasn’t for these folks. When I started as Healing Lead, and then moved into Raid Officer it was these folks who helped make the transition easier on me. They are my think tank, my support group and they were the ones that let me know I was doing a good job and helped me find my feet . They were my first inspiration to start blogging and lead to me writing here, as well as being a co-host of my very own podcast and if all goes well, much much more.
I can’t sing the praises of my healing team nearly enough, and as we know healers don’t often get a thank you. Today I’d like to take a moment and introduce you to the healing team of <Unpossible> as well as give them all a great big thank you for all the hard work they put in!
This terror on a motorbike is Wistoovern. A Discipline Priest. Strong of heart and stubborn of mind he has been a stalwart companion of mine both in and out of game for several years. We might not always see eye to eye (he’s almost a foot and a half taller than I am) but when asked to do something he dives right in.
Some interesting facts about Wist here
- He’s hugged Felicia Day (saw it with my own eyes)
- He’s “Raid Buffed” his car (if you got the raid buff bumper sticker at Blizzcon you can thank this man, he made them)
- He innovated the “lowbie chaff” decoy maneuver (where one brings a lowbie to a city raid and then ejects them from the passenger seat while running in for boss kills)
- He’s a twitch healing shield monkey
This is Shammyx the second Restoration Shaman for unpossible. Shammyx was the literal inspiration behind my first blog Way of The Totem. I needed a good place to consolidate Shaman specific raid information without cluttering the guild forums with it, and thus that blog was born. Shammy is a quiet guy with a good sense of humor. A fantastic healer with a large array of alts ranging from Mages, and Hunters up through a DK and Pally. His healing output is always fantastic and he is just awesome to have in any run we do. I can’t see going into battle without his Chain Heal chiming a chorus to my own.
This tantalizing trio of trees is my forest of win! My three ladies Dianarah, Shenweh and Bellabeast. Collectively they are my healing rock. I know I can count on them in a pinch to do everything and anything they can to keep the raid alive. Our guild leader I think said it best:
Let me introduce you to each
Dianarah is my right-hand tree. She is my second in command, my number one well.. you get the picture. Anything I miss, she catches. I know she’s got my back and isn’t afraid to call me out on anything that might be just a little too wacky. In times of need she also carries a Crit Chicken spec to help increase DPS in the raid. You can see her in Boomkin form in the article image at the top here. She is also one of our membership officers and helps make sure our guild is full of amazing people to play with. She also has great taste in tequila!
Shenweh is my left-hand tree. Modest almost to a fault, Shen is the one that will often times play down the praise she receives. She has proven herself time and time again to be just amazing both in heals and personality. She is also the Morale Officer for our guild, and her husband is the Rogue Class leader. She makes sure that our guildies are all having a good time. Thanks to her we now have the tradition of every new boss kill we kick Zabos from the guild. (If you’re on Zul’jin you know who Zabos is then you’ll understand. If you aren’t and don’t know who he is, you’re better off
)
Bellabeast is a recent addition to our guild. Her and her husband (Prot Pally raider) joined our ranks not too long ago but have already become members of our family. Bella is also one of those quiet types not saying much in the raid, but goes about her job with focus and determination. She rounds our the trio of Arboreal Awesomeness
Next up is Kaylestera our resident Holy Priest. Kay and I actually met through Twitter of all places. I had made a call out looking for new recruits during our summer raider lull. Kay responded asking some very very good questions. Eventually our conversation bled over to Google talk. Kay originally was from the Firetree server. After talking for a few weeks she took a leap of faith and transferred over to Zul’jin. She brought with her a multitude of people and the ranks of Unpossible swelled. Since then she has solidified herself as one our our key healers in the group. She brings with her Raid Leading experience, her wonderful personality and a great sense of humor. I know during our raids and in between I can count on her to offer information and solutions to encounters and problems that the guild faces.
This fellow you might have seen around once or twice, Thespius here is the guilds second Discipline Priest. Again another person introduced to me through that wonderful social media tool Twitter. I was looking for another healer to round out my team and a mutual acquaintance of ours suggested we talk to one another. We hit it off right away and it seemed that Unpossible was just what Thes was looking for. A fun family type atmosphere where we still progress in content but have fun doing it. He transferred servers and was welcomed into the guild very quickly. In game I know I can count on Thes to do everything and anything he can to help the raid succeed, whether it’s going along with a wacky raid strategy or switching specs so we don’t have Shield collision on certain fights. Out of game Thes has also become a fantastic addition to Team Matticus here, as well as appearing as a co-host on the podcast Raid Warning. His personality meshes perfectly with that of the guild and he’s quickly been assimilated as one of us. He wears his <Unpossible> tag proudly.
Last but not least we have an honorary member of the Unpossible Healing team. Archaan is the Priest Class lead and ranks among my oldest friends in the guild. He used to be our resident Holy Priest and eventually moved to shadow for a change of pace and to help out guild needs. Archaan will always be a member of the Unpossible Heal team in whatever form he decided to take. He pitches in and heals when we need him to, he organizes our Priest’s Divine Hymn Rotations and he is a card carrying member of the Dwarven Mafia Mechano Biker gang. Archaan is one of those people I know beyond a shadow of a doubt I can turn to both in game and out of game for advice and conversation. Oh, and he’s actually taller IRL than Wist. Which is a site to see when him and I are walking around Blizzcon. He also has amazing taste in beer!
There they are folks, the healing pulse of <Unpossible>, and a group of friends that anyone would be proud to have. I want to once again thank every single one of them for their contributions to the guild, as well as my own personal sanity. You guys are the best group of healbots this Shaman could ever ask for. You rock so hard!!!
With that I declare today Thank Your Healers Day!! You know who they are, show them a little love, it does go a long way. From this Shaman blogger I’d also like to issue a thanks to the healing community out there. Between here, Plusheal and the various other blogs and sites the passion for the job is obvious. Thank you our readers because the truth of it is, if there wasn’t such a strong healing community we wouldn’t be here!
(Don’t worry Tanks and DPS You’ll each have a day soon too!)
Have anyone you want to say thanks to? Want to give props to the pugger who pulled off some amazing heals? Lets hear it!
Until next time, Happy Healing!
Guerrilla Raiding: How To Scale Up to 25 Mans
January 21, 2010 by Mimetir
Filed under All Stories, Featured, General WoW Gaming, Guild Topics, How to, Leadership, Raid Strategy
My guild is special. No, really. We’re like a guerrilla force descending from our airborne stronghold to plunge deep behind enemy lines in a surprise raid. This is, you see, an affectionate way of describing my guild’s raids.
We are a small, ten-strong band of fighters not all wearing the same colours because our roots are in a small core relying on PUGgers. It is sometimes a surprise when our raids get going, even though they’re organised in advance. Yet despite these things we’ve managed to storm the citadel right up to Rotface. Not only that, we’re thinking to scale up to 25 man operations. How I hear you cry, is that special?
My guild, you understand, is not a raiding guild. At least that’s what we keep telling ourselves. Herding Cats is a small group of real life friends. But many moons ago we got together, grabbed a few random PUGgers, and poked our noses into Naxxramas, like guilds do. Northrend’s raids became second homes over the months.
In ye olde Naxx runs we decided we just wanted PUGgers to be friendly. Not imbah, not a great tactician, not rocking 18k DPS. Our raids might not be lightning fast but they should be jolly good fun, old chap. Whenever we found a friendly stranger we rejoiced. And kidnapped them. Oh, we didn’t recruit – only invited them to our raids. In this way we cultivated a network of friendly people who fit in with the raiding group.
Our network of non-guildies quickly outgrew the slots we had for 10 man raiding and priority was given to people who were already raiding with us. We thought it sensible to develop a core. Tactically the group would become a single unit capable of learning encounters and to work together in order to move forward. Naturally this had social benefits for our raid members, who were rewarded with progression, loot and group friendships.
The downside of this was that many Herding friends are left out. As the raid leader/organiser, I really feel bad about this downside, as we are lucky enough to have people ask every week if there’s a raid spot for them this week even though they’re often told “I’m sorry but we’re full at the moment.”
So my guild is special but not unique. I’d wager there are a lot of guilds either already in our position or considering adapting to something like it.
How can we include people? 25 mans. Our network is big enough to fill 15-20 slots of a 25 man raid. It’s one huge step for Herding-kind. Dangerous almost. It might bite. Going into the hydra’s den unprepared is a bad idea so we’re arming ourselves and going at it as a team. We’re still thinking about it but this is the current battle plan.
1. Delegation. There are a lot of hats to wear in a 25 man so we’ve agreed to split the hats between the five of us. We’ll have leaders for each role, and they will each have a chat channel to communicate with their players. For example, in the tanks channel the tank leader will ascribe tactics to the tanks and foster communication between them. The other leaders will do the same for healers and melee and ranged DPS. The raid leader’s task is to introduce the raid, keep an eye on the group chat channels, be the deciding force in conflicts and handle unforeseen shenanigans. We’ll also have someone acting as a mentor. Unofficially we’ll have someone else as a morale officer and someone acting as a raid HR department.
2. Housekeeping. This is a brief introduction to the raid, given by the raid leader, which sets out a few basic points. These include our core principles for the run – for example, that we will welcome people amicably and expect them to do the same in return. We’ll also set out other rules on behaviour, breaks, tactics and loot. I’ve spoken before about how important this is, and it can only get more important the more people you have to organise. Setting clear rules from the start creates a safe, fun raid for everyone, Herding Cats veteran or first-timer and gives everyone a fair warning of what’s expected of them before we start.
It relaxes strangers, too. I think that people can join PUG raids expecting an atmosphere of every man for himself; having to constantly defend their playing style, DPS, healing, gear, whatever. We’ve had PUGgers say they’re pleasantly surprised to find a group where this isn’t the prevailing culture.
3. Communication. I believe the more information you communicate the more time you’ll save on wipes. Tactics are fluid things, changeable in progression content and per player experience. We’ll explain tactics for all encounters, provide a chance for suggestions and encourage raiders to ask questions in chat or privately to raid officers at any time. Officers will also keep an eye on their players and have a quiet chat if they suspect a player isn’t clear on something. “Hello Mr.. rogue, nice work on adherents there but you didn’t seem to get any time stabbing Deathwhisper. Any questions about that?” Likewise, we’ll check in with random raiders at random times to find out how they’re feeling.
Communication is most important when things go wrong. When we wipe we have a quick brainstorm in Herding Cats Land. Then we talk to the raid, saying something like “ok, what went wrong there was a deformed fanatic getting loose as phase 2 started. Easy mistake, we’ll get it right this time. Oh, and nice work on her mana shield, guys.”
4. Social. I play this game for fun, don’t know about you. It’s not a single player game and I like interacting with other people. I hope our raiders do too, but in a large group it’s easy for negativity to spread. The morale officer will keep the atmosphere cheery. The mentor’s role is just as important. It’s his task to be there for anyone who’s in any way unsure or needing reassurance. They might be new to raiding, they might be unsure in group settings, they might still be learning their class (who isn’t?). We welcome new players – given the right encouragement they can turn out to be some of the most loyal and best you’ll find.
5. Networking. We can’t fill 25 spots off the bat. We rather like that. It means that we have room to do what we did way back in Naxx times: meet new people and kidnap them to our raids. This way our network will grow whenever we find a new person we like and the entire group will benefit both in raiding and social terms.
If we get a PUGger we don’t like? We call them ‘That Guy’. You know – the guy who backseat raid leads, continually pastes DPS meters, abuses other group members. The list can go on. Ideally we’ll have a very strict policy, backed up by the housekeeping which already informed people what standards we work by. Some people have different attitudes and expectations to raiding than what they find in our group: that’s fine, but if you join a group you go by their expectations.
If someone insults our group members or any Cat finds them annoying in some way, they’re out. Sorry. I don’t care if they’re saved for one raid lockout, I don’t care if they’re the leader of the server’s top raiding guild. I don’t care if they’re hitting 11k healing every fight. I’ll protect my own group over someone who’s just griefed the priest healer they know nothing about. I think this is the most controversial point of our game plan, particularly if we just find someone annoying.
So those are the basics of our arsenal. There are some finer points such as where to begin our venture: we’re thinking ToTC25 for the first raid. It’s relatively short and should be a good ground to help the raid find its feet and bond. Not only that but it should provide some folks with bits of kit for the real progression and leave everyone salivating over the prospect of more next time. We also have a raid spam addon tailor-made for our needs in the works.
And do we, the raid officers, know what we’re doing? Why, yes, old bean. We know the enemy lines and the guerrilla force we’re leading into the Lich King’s chambers.
What about you? Is your guild in a similar position, or considering something like this – are you worried it’ll be a lot more work than you have time for? Are you in a large guild that does in house runs? Are you a PUGger who wishes you did/did not come across more groups like this? Do you think leaning a bit towards carebearing is going to hold us back or benefit us in the long term (and what’s YOUR playing style)?
Five Misconceptions About Healers
January 14, 2010 by Lodur
Filed under All Stories, Conflict Resolution, Featured, Gaming and Society, Guild Topics, Leadership, News and Opinion, PvE Healing
Sometimes there is nothing more frustrating in a raid than watching your raid wipe. I feel that the only thing more frustrating than the wipe itself, is watching the healers get blamed right away. As a raid officer and healing lead seldom do I let things really truly get under my skin. But when I see a wipe and I hear the question in vent
“healers, what happened there?”
It raises my ire. I understand that healing is something that quickly comes under the analytical scope when an encounter fails. But when you have someone assigned to lead the healers it’s their job to find out what happened, and on the off chance they do find something wrong it is their job to address and resolve the issue. When a tank or dps starts berating healers about what happened it gets on everyone’s nerves. We’re going to use the term Healer Rage here. Healer rage can take many forms, quiet determination, outright aggression, passive aggressive behavior (such as “missing” a heal on a target) all the way up to outright quitting. You might remember my first post here on World of Matticus where I talked about the 5 Archetypes of the Healer. I broke down what makes a person choose to be a healer in a game like World of Warcraft. Each of those healers are still around and kicking and always will be.
Today I’m going to talk about some general misconceptions about healers, as well as what triggers Healer Rage and how different healers deal with it.
5. All healers are created equal 
There are a lot of people who seem to think you can equally exchange Healer A for Healer B and see no difference in the performance of the raid as a whole. I’m not talking classes here, purely about the player. This might seem like it doesn’t happen but it does, and quite frequently.
“Why not bring Dude B, he’s just as good as Dude A?”
Now I’m not trying to be elitist and talk about difference in skill, but the truth is we all have our strengths. Some healers are better at tank healing, they understand it better. Others are better topping off a raid. Some know the intricacies of a short burst fight and intensive healing, while others still are built for longevity fights. We all have our specialties our niche. The idea that you can take any healer and slap them anywhere and get the same performance is not a good one to have.
Why this causes Healer Rage
Dude B is a tank healer, he revels in it. It is his specialty without question. Dude A is a raid healer, he knows the in and out of everything there is to know about keeping the raid at peak health. Raid officer decides to switch their assignments. Dude A is now on tanks and Dude B is healing the raid. When you take a healer out of a comfort zone it is akin to dumping a bucket of cold water on a sleeping person. While some people can handle a shifting role like that, we all tend to have our preferences. Moving us from those preferences tends to make us just a tad bit grumpy.
4. All healing capable classes are built equal
Some people think that all classes are equitable. What I mean is that a Resto Shaman is the same as a Holy Paladin as a Resto Druid as a Priest. Lets be honest, while this has become closer to the truth over the many years that we’ve been playing this game, it is still a ways off. Sure my Shaman is capable of healing a single target quite well, But an equally geared Discipline Priest or a Holy Pally will beat me every time and vice-versa for raid healing. Sure you can stick them in that roll, but results might not be optimal. This is considering the merits of the classes and talents without accounting for player skill.
Why this causes Healer Rage
Just like above, when you take someone out of their safe spot people’s nerves are on edge and performance can often times suffer. Over the years I’ve come to realize as healers, we tend to like our niche. When Shaman were usurped as the kings of raid healing, there was quite a loud outcry on the forums and through the WoW universe. This is very much the same as the reasoning behind the rage of number 5. I’ve also noticed in both 5, and 4 here that healers thrust out of their comfort zone tend to be quieter and deal with their rage about it more internally.
3. Healing is Easy!
There are some people out there who feel that healing is the easiest job in the game. I’ll be honest, there was a point where I felt that way. That was when I was playing a hunter in 40 man raids and before I had ever touched the healing side of a Shaman. Nothing could be further from the truth. Healing is one of the most stressful aspects of the game. You are responsible to heal any damage taken in a raid, people look at you to stave off that wipe or to keep them up no matter what, because they think all you do is sit there and spam a few buttons.
Why this causes Healer Rage
Healing can be one of the most challenging roles in the game! Not only do we have to effectively manage our own resources such as mana our own health and consumables, but we also have the privilege of playing broker with yo ur health totals! What people often don’t realize is that as a healer we often have to play triage. Prioritizing heals is more than just making sure the tank is topped off and then spilling over into your group or raid. We have to decide sometimes who lives and who dies! That is a heavy burden and one that we often times have to make as snap decisions. When a healer gets criticized for this, it’s not exactly fair, and can cause not only rage but an added level of stress. This is normally when you’ll find healers raging openly either through comments or possibly even over voice.
2. A healer has to carry those who are under-geared / unprepared
While a healer is capable of carrying an under geared tank or healing through a certain amount of damage from players not moving fast enough out of area damage, it should not be expected of us. There seems to be a large amount of players that believe a healer is obligated to heal the tank that isn’t even trying to mitigate their damage or are woefully under geared for the content. Some people think it is OK for them to stand in the middle of a raging fire on the floor because the healer will heal them through it. You may think I’m making this up, but I’ve seen enough dps actually do this and then when asked about why they would say “because the healer has to heal me!”. This also holds true for people who don’t know the mechanics of a fight, yet insist to pull and bring much unnecessary damage on themselves.
Why this causes Healer Rage
Much for the same reason as number 3. Healing is already challenging enough in some cases. Doing things that while funny, are disruptive and unnecessary can really alienate you from your healer. Tanks don’t randomly go into your dps spec and pull the groups in HoR, it just isn’t happening. If you’re a dps and you’re purposely standing in Rotfaces’s slime quadrant just to get your extra couple hits in, that’s completely unnecessary and honestly it’s rude. It is every raid members job to mitigate as much damage as they can, you can’t rely solely on the healers. Eventually you’ll get healers that will respond to this but ceasing to heal you, or openly being aggressive about your actions.
1. Whenever there is a wipe, blame healers first
There is this mentality that every time there is a wipe, you need to yell at or blame the healers first. After all it’s their job to heal you through anything right? (see number 2.) There are few things more frustrating than seeing the group wipe and to hear someone immediately ask “so what happened there healers?”. What boggles my mind is when this happens despite things like mortuary, big brother, raid buff system or several other mods that people may use that announce who dies and to what. We’ll use one of the new ICC trash mobs for an example, Stinky. Stinky and it’s twin Precious are the pets of Festergut and Rotface. They are also mini bosses very much like the trash pulls leading up to the Twin Emps were back in AQ40. Each has an unique ability, but in Stinky’s case I’ve seen this mini boss / trash pull wipe more groups than some of the bosses! Stinky has three abilities
Decimate: aoe that knocks everyone to 15% health
Mortal Wound: 10% reduced healing done to you stacks up to 100%, placed on tanks
Plague Stench: raid wide aoe that ticks for about 3k every 2-3 seconds
He’s pretty much setup to really mess with healers. If you get an ill timed Decimate followed by a quick Plague Stench it is possible to have multiple people in the raid die in one stroke. Every time I’ve seen a group wipe on it, the first thing I hear asked is why the healers didn’t heal through it. Sometimes I’ve seen it expected of healers to time their group heals perfectly to go off when decimate does! I’m not saying healers shouldn’t be prepared for it, but latency spikes and lag can cause heals to not exactly be spot on, and that should be kept in mind.
Why this causes healer rage
When a boss goes down smoothly you almost never hear anyone say; “That was awesome! Great job healers! That was all you!”, but when a wipe happens you will hear the phrase “what happened healers?” way too often. Not everything is within a healers control. Sometimes things happen that stretch our abilities so thin there is no recovery. Random mob abilities chaining together can cause a group to wipe before a healer even has a chance to react. When someone places this burden on the healers, it’s a short trip to off the rage deep end. Healers are already shouldering enough weight in a run, keeping a group topped off, playing healer triage and managing our resources to keep the group going. Looking at the healers after every wipe can cause healers to snap. I’ve seen healers rage quit raids, I’ve seen them rage quit guilds, I’ve seen them completely stop healing on the next pull just to watch the person who blamed the wipe on them die. I’ve heard stories of even worse events that have gone as far as an entire healing team leaving a guild in one swoop, leaving a raiding guild effectively healer-less.
Healers carry large burdens in a raid or group. Sure sometimes we might make comments about something being so easy because a tank out-gears an instance, but those are welcome breaks. We are not omniscient,we are not gods, we are not capable of predicting what is going to happen and when. We are just playing our role in a group, doing what we can to make things go smoothly. Remember, our job is a stressful one and one vital to the raid. Trust in your healing leads if you have one to make sure healers are doing what they need to be, and trust your healers a bit. Basically cut us a little slack, it’s often times a thankless job.
That’s it for today, until next time folks Happy Healing
Images courtesy of Icanhazcheesburger.com and staples
Healer DPS: The Good, The Bad, The Unfair
November 30, 2009 by Thespius
Filed under All Stories, Conflict Resolution, Featured, Guild Topics, Leadership, Loot Distribution, PvE Healing, Raid Strategy

The boss looms before you. Psh! Boss? More like pansy! You’ve worked on this guy for a whileand are just not yet on farm status. You look at your raid frames and see that everyone seems to be taking minimal damage. The tank is taking slight damage, but it’s nothing like the early days of learning Patchwerk. Your mana bar is moderately full, everyone seems to have everything under control. Your finger hovers over Smite/Lightning Bolt/Wrath/Holy Shock.
You start pressing.
In a very broad sense, this makes my skin crawl. The hairs stand up on the back of my neck. My ears start to bleed and my eyes start to fog over. Okay, maybe it’s not that dramatic, but it certainly ignites a chain reaction. Basically, a little bit of my soul dies.
The Good
There’s always a reason to need some extra DPS from the healers. I usually only do this at the request of the raid leader. He/She (He, in my case) is running the show. I try to keep cycling Shadow Word: Pain on the boss when I can. As Holy, I can use my Surge of Light proc to throw a quick Smite here or there.
When working on Heartbreaker, I usually expect to stop healing, pop cooldowns, and Smite until that heart is dead. Unless the raid is overgeared for the encounter, this is usually how I’ve seen it done.
Any fight that has a small “add” (Loatheb Spore, for example), it’s not detrimental to help the dps down it quick. It usually requires minimal mana, and can help get the benefit to the raid quicker.
Notice that I said, “a little nudge”. The emphasis is on the word “nudge”.
The Bad
There’s a point when it becomes excessive. If you find yourself DPSing to a point where you’re making a significant effort to damage the boss, then that’swhere I start to have issue with it. I’ve seen it happen a number of times. Thankfully, I’ve only seen this happen in PUGs. I would really have a tough time in a guild where I continually heal alongside that kind of “healer”.
If you’re paired with someone else to heal a target or many targets, your shift into DPS mode then places responsibility of your original healing job solely on the other healer. I have little faith that most “DPS Healers” will keep an eye on their original assignment if they choose to DPS instead. Imagine carrying a TV up a flight of stairs with someone else. Maybe they could feasibly handle it alone, but it makes it easier if you’re there to help out.
If you’re expending all that mana to do maybe a third of what the other DPS classes are doing, what are you going to do if something unforeseen happens and you have to go into overdrive healing mode? Someone accidentally gets caught in a cleave, or another healer gets bombarded by too many of the wrong orb on Twins. We all know accidents happen. A raid’s strength is measured by it’s adaptability. If you’re not capable of helping out when it’s needed most, then you’re not doing your job.
In my eyes, you’re running the risk of being disrespectful to the other healers in your raid.
The Unfair
Let’s say that you get through the encounter okay. Let’s say everyone’s alive at the end. A key healing piece drops that everyone has been vying for. You roll/bid on it? In my opinion: No. You just spent a majority of the fight DPSing the boss while the other healers did the healing work, right? Why should we reward a player who didn’t do what they were supposed to do? It’s like giving a raise to the guy in the office who sits on his computer checking Facebook all day.
If you find yourself in raids consistently where your healing is not needed, then let a DPS class go in and take your place. You’re essentially taking the raid spot of a player who can do what you want to do, but he/she can do it better. If you’re determined to keep along your path, then re-spec/re-gear/re-gem into a DPS spec. Healing has times of being slow. It’s the nature of the beast. If you’d much rather snipe some damage instead of heal, then guess what? You’re not a healer. You’re a DPS. And as a DPS, you’re not specced or geared right.
Some fights may require more healers than others. Dual spec is a fantastic thing. Make your off-spec a solid DPS spec, complete with proper gear. When you know a fight’s coming up where your heals aren’t needed, recommend to the raid leader that you switch into your DPS gear. If you find yourself in your DPS spec more than your healing spec, it’s time to consider changing your “main spec”. I would be significantly upset if someone was getting healing gear over me, although they DPS’d more than they healed. Would you give awesome tanking gear (an upgrade for the main tank) to the 2nd off-tank who only tanks for 1-2 fights each night?
—
Is “Healer DPS” taboo? Yes. Why? Because in the eyes of this Discipline Priest, you shouldn’t do it unless the raid leader calls for it. Remember, raiding is a team sport. Maybe you need to take a step back and figure out which part of the team you really want to be on.

Email: Elder.Thespius@gmail.com | Twitter: @Thespius
A Prescription for Raid Morale
November 23, 2009 by Thespius
Filed under Achievements, All Stories, Alts, Conflict Resolution, Featured, Guild Topics, Leadership, Raid Strategy, Silly

Raiding can always be stressful. Although the content has been called “too easy”, some of us still struggle with certain encounters. We’ve cut our teeth on Normal Modes, and make the step up to the Heroic. Haunting are the nights of banging our heads against Icehowl cause one raid member is just a little slow on getting out of the way. We shake our heads in disgrace because a DPS class is too used to “being carried” when we try Yogg+Anything. Raid nights get called early, curses ensue, and it’s just not a pretty sight.
Whether it’s in raid or out of raid, I firmly believe it’s essential to insert breaks and morale boosters. And by breaks, I don’t mean “Take 5 for bio and beer.” I mean something active. A couple examples:
In-Raid
Trivia Games
Kalheim, a feisty paladin in my guild, holds trivia games during downtimes in the raid. While waiting for invites to go out or waiting for that last member to come back from an AFK or bio break, he puts up topic-centered questions for us to compete for the fastest answer. These quizzes will encompass a variety of topics, usually gaming-based. He pulls out Classic WoW Lore, the names of BC Boss spells, Super Mario trivia, and even gaming company trivia.
You can reward your raiders with anything you want. A gem, some gold, free flask/food, whatever you want. The key is simply to make the questions challenging but not impossible. A topic or genre you and your guild talk about often; you can include everyone.
The Whipping Boy
First off, this is pretty much a voluntary position. In no way do you want to ostracize one of your raiders who cannot take the brunt of it. In our guild, this whipping post has a name, and that name is Zabos. He’s an incredibly likeable guy, but he’s really easy to tease. He can take it, because as a player, he’s really good at what he does. He’s one of our officers, and talks a lot of smack, so the guild will lay it on pretty thick. The guild has built up a tradition (before my arrival) of /gkick’ing Zabos out of the guild when a new boss goes down. It adds an extra level of fun to progression and cohesiveness of a guild. The phrase “Shut up Zabos!” gets passed around a lot. It just makes me laugh.
Random, Off-the-wall “Attempt”
This should explain itself. After a long night of progression, you need a break. Something to make you laugh or wake you up. We specifically have a Morale Officer in our guild, Shenweh, who is responsible for making sure everyone is in good spirits. When things are getting tense or tired, it’s her job to create little fun events like this:
Out of Raid
Actual Alt Dungeons
I have several alts at a variety of levels, and I have some real life friends that all stick together. They play super casually–usually only once each week, if at all. Although I have two 80s, their level 45 character is their highest. The other night, we managed to get all five of us on together to do a run of Uldaman. There was no run-through, there was no level 80 to accompany us. Because the healer and our hunter were lower than the rest of us, we really had a chance to take advantage of crowd control and focus-firing. Since they’re all new to the game, it was a great chance for me to be able to show them a fragment of what makes this game so great for me. I hope that at some point they may be able to step into a weekend/off-night raid with me. Here, I lay the groundwork. =)
If you have friends that are trying to learn the game, take the time to actually play it with them. I know how much that means to both people. It also gives you a little break, and a little time to relax.
Arenas/Battlegrounds
In my opinion, always have at least one person you know well to go on this adventure with. Arenas can sometimes be a great way to get out some frustration (if they go well). If you turn off the Battleground Chat in a Warsong Gulch or Arathi Basin, they can actually be pretty fun with a group of your friends.
Achievements/Holidays
Blizzard has given us this interesting little outlet to occupy our time when we’re not raiding. Even little mindless ones involving pets or an Azeroth raid can be entertaining enough to ease your mind. See if any of your guildmates have never seen AQ40 (I just had my first encounter before writing this). If there’s a slew that have never been inside, show them around! Especially if you’re in a leadership position, this shows your raiders that you’re invested in how much everyone’s enjoying the game. Gotten all the achievements you want/need? Then just tag along for your friends’ benefit. Share funny stories. Reminisce about things that happened in those old raids.
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You can decide to do these on raid nights or outside of your standard schedule. Think of it this way. Although this game as fun, you want to avoid having progression start to kill your soul after a while.
What sort of things do you do in order to keep your raid’s morale high? What do you do, as a player, to detox in-game?

Running a Raid: 10 Golden Rules (part 1)
November 6, 2009 by Mimetir
Filed under All Stories, Featured, Guild Topics, Leadership
So you want to be a raid leader? Well, you gotta ask yourself one question. Do I feel…
Ready?
I don’t know everything about raid leading by a long shot but I thought I’d share some of my musings on the hows and whys of this arcane practice.
Many players are shouting out on trade but it’s not to bawl their profession at passing trade watchers or haggle over the price of Poached Sunscale Salmon. Much of the cacophony in the traders’ market seems to be about recruiting to groups; quite often to PUGs, so much so that the LFG channel is making a permanent return. That means there are a lot of groups, and many players wearing the raid leader sash these days. So, this post is for everyone – people who raid lead and people who are led in raids.
1) Introduce the raid at the beginning. I call it ‘housekeeping’. You should work out your own style. This approach is fair on the players in the group and particularly important in PUGs – it puts everyone on level ground. They know what is expected of them. You’re also introducing yourself and presenting as a bit more than a shadowy stranger wearing the master looter crown.
Personally there are a few things I like to talk about here. In Herding Cats we have a strict zero tolerance policy against griefing and bad manners – or as my guild leader puts it, ‘That Guy’. I make it clear to the group members that we expect them to be polite and friendly. This gives everyone a fair warning in advance and introduces the raid as a safe place. I then also assure the group that they don’t need 10k DPS, we don’t expect everyone to know all the tactics and that we’ll explain them, but remind them that fun is the main aim of the game. Then we get onto less exciting things such as hush in the librar- sorry, raid spam, and loot rules.
Several times I’ve had players whisper me during the housekeeping saying that they feel they’ve joined a mature raid and they appreciate knowing there are boundaries and safety nets applicable to the whole group.
2) Interaction. Remember that your group will get much further if they trust and respect you – and you them. Talk in full sentences. Keep your tone polite at all times. Join in on banter and jokes. Keep the chatter going – ask people what their favourite chocolate bar is, if you like. Answer questions, particularly as the raid is forming – that’s one of the most likely times for a raid to fold. Above all: pay attention to your group. They will feel like you know what you’re doing and just maybe you’ll feel that too.
People judge on first impressions in real life – they do in instances, too. Make a good first impression and then keep it up throughout. I’ve joined several PUGs recently being led by strangers who have ignored my questions about tanking or healing assignments. Just the other day a random raid leader decided that our PUG didn’t need two shadow priests for Naxx25. These things do not inspire confidence in me as a raider; put yourself in your raiders’ shoes and think about what would make them feel comfortable.
3) Be approachable. Let the group know that they can whisper you or another group member you trust with questions, comments or suggestions. Also let the group know that they can offer suggestions for tactics in raid chat at an allotted time, such as after tactic spam – and that you will listen to the suggestions and decide on the final tactics. This can be a useful group to keep a group interested if it’s a new encounter for the group or even you, or something is proving very difficult for whatever reason.
In Herding Cats we usually make it clear at the beginning that players can whisper myself or Ekatrina if they need something cleared up. If a player has a specific role in a fight – such as dealing with brittle adds during the Ignis encounter – we whisper them to check they’re ok with the role. We also try to get a general idea, group size permitting, how experienced each raider is so that we can keep an eye out for anyone who might need support or to be whispered to check they’re clear before starting the encounter. Some might say this is extra work or babysitting but there’s nothing wrong with it – it can make a new or less confident player feel supported and can avert a wipe for the whole group. Indeed, we’ve acquired several extremely loyal and friendly raiders because we took the time to care for them when they first raided with us.
4) Tactics: don’t assume. Don’t assume for a moment that everyone knows the tactics if you’re in a group with one or more PUGger or new guild member. This is relevant for any encounter. Remember that new players are getting to 80 every day. Some veteran players are coming anew to raiding from other styles of play or have their own idea of tactics. Some players will have suggestions – some of them will be good. Make time for those and take them into account for the final decision on How It Will Go. Explain your tactics for the encounter, even if it’s just the bare essentials of what a player needs to know to not kill the raid.
Also don’t assume players know YOUR tactics. There are several fights which can be done slightly differently. Plenty of times we’ve led a brave PUG to Thaddius and said +++++Thaddius—— only to have two or three people adamantly insist it’s the other way around. A lot of the time it doesn’t matter which way round you do the tactics; what does matter is that you make sure that there is one, clear set of tactics.
5) Know your stuff. Have a solid idea of the encounter’s tactics. You might know the tactics from a melee DPS point of view but you need to be able to advise *everyone* in the raid, whatever role they play. Read up on encounters on sites like WoWwiki or watch videos on TankSpot and Youtube. The trick then is to explain the tactics in a clear, concise way that players will listen to.
If you have time and think you will raid lead regularly then I recommend writing documents in advance with your own tactics spam for more complicated fights so that you can copy/paste or read it out during the raid. This is what i did when leading a group into Ulduar, many of us for the first time. There’s a lot going on and a lot of things that players need to keep in the back of their mind, so I split the spam up with an ‘everyone’ section first and then descriptions by group role. This lets ranged DPS, for example, know what will affect them directly and reduces the loss of focus during tactic spam; it also provides for those players who are curious about tactics for other roles. Writing it in advance also allows you to pare down irrelevant information rather than getting carried away during the raid.
In my opinion those are the first five of the widely applicable basics. They are very much my own opinion. i appreciate that everyone has their own style of raid leading and approaches it differently. Not only that, different situations need to be handled differently. Look out for the other five golden rules in the Book of Mimetir coming soon.
What do you think – do you find any of these helpful and plan to adopt them in your next run? How essential do you think careful raid leading is in a PUG and/or a guild group? Do you think I’m too much of a careowl and people should just “STFU u nub”? What’s *your* favourite bar of chocolate?



















I'm Matticus and I play a Dwarf Priest. My home is in Conquest, a raiding Guild that I have founded. Every week, I log 12 hours raiding on Ner'Zhul.
Wynthea is the Troll Priest with the best Mohawk on Firetree. Currently, I raid 4 nights a week in a hardcore guild. I started playing WoW in May 2005, and raiding end-game in May 2007. My guild is currently working through 25-man WotLK content. I've tried playing other classes, but Priests are my passion. I am extremely fond of Dwarves.... especially with Ketchup.
My name is Sydera and I like to heal things--think Florence Nightingale with foliage. I play a night elf druid on Ner'Zhul, and I raid 12 hours a week. As a guild officer for Conquest, I coordinate healing and recruit new raiders. I started playing WoW in Fall 2005, and it was love at first click. Before I discovered the joys of Broccoli-stalk healing, I raided as a holy paladin, and I now have alts in all healing classes. I have to say, though, bark beats poofy dresses and heavy plate in my book.