Casual 101: Knowing Is Half The Battle

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

Why Slacking Helps You Raid

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.

Guerrilla Raiding: How To Scale Up to 25 Mans

TheFuture

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)?

Ranking Players with Elitist Group

January 18, 2010 by Matticus  
Filed under All Stories, Featured, Guild Topics, News and Opinion

elitist-group-head

I hesitated a bit when writing this post largely because I know how the community feels when it comes to “scoring” players. No one wants to be condensed to just a number or a value. At the same time, the idea of a player’s gearscore has evolved to into another concept where a players capability and potential can be scored.

Why rate players at all?

Its a good question. For raid leaders who are assembling their groups from strangers, it can be a bit of an exhausting process to individually armory players and figure out if they can compete in the level of content that is being worked on.

At the same time though, not everyone knows the strengths and appropriate stat weightings of every class or spec. I’m a healer. I don’t know much about Rogues or Hunters. I don’t know how to tell if they’re gemmed or enchanted properly.

When raid leaders are getting runs going, they have to balance two things: Players and time. We need to make sure we get ourselves a competent crew to run with. We need to make sure that we can assemble it within a reasonable amount of time or else people will simply leave because of time constraints. Between inspecting players, asking questions, and achievement checking, that time can add up especially when players get turned down.

What exactly does it measure?

Gearscore currently examines a players gear and assigns a value based on the overall “power” of their items. It doesn’t know whether a player enchanted or gemmed their gear wrong. It isn’t smart enough to determine whether a Ret Pally wearing cloth instead of plate should get penalized.

Gear does not determine player skill at all.

But it does determine the maximum damage, healing, or tanking a player can do.

Slide1

Let’s use a DPS player as an example. The above table represents in my mind the two qualities I look at when bringing in a player.

  • Gear: Like it or not, gear ultimately determines the range at which a player can do damage. The better the gear, the higher the potential. They can still do low damage even though they have competitive gear.
  • Skill: You can’t look at the skills of a player until after you run with them at all. Personally, I like to assume the best. I’ll rely on their achievements for a better look. While its true that people can get carried when clearing Trial of the Crusader, its difficult to say that when the player in question has killed Anub’Arak on Trial of the Grand Crusader.

Both aspects are intertwined to a degree.

gear-graph

These are extremely rough estimates and I know that encounters will have a huge determining factor in the overall DPS that can be done. Its also going to vary by class mechanics and so forth.

Lets just assume for the second its the same player on all four characters with different levels of gear. In all cases, he could do 1000 DPS. Maybe this Elemental Shaman would bind Lightning Bolt to every key and just faceroll all over it.

But if the player is using every cooldown and nailing every rotation, then what restricts his damage is his gear. Only one set of gear is going to allow Elmo, the Elemental Shaman to do or exceed 6000 DPS. Its all about potential.

Lets move on to Elitist Group

I wrote about this on No Stock UI this morning, but I wanted to mention the usefulness of this tool to raid leaders and what type of information I’d glean by looking at this.

elitist-group-1

This is the sheet of my Retribution Paladin, Valoray. Its a bit outdated. I picked up a new cloak and chest and haven’t gotten around to enchanting either of them. Anyway, according to Elitist Group, I’m using a tanking Libram (really?) There are a list of suggested dungeons down the middle that I can participate in. EG has tallied up what I have along with the gems I have and has assigned me a gear rating of 239. This means that my Paladin is theoretically able to compete in Icecrown Citadel raids as long as they are not heroic.

(Also, I need a reminder to switch to an Exorcism glyph once I hit a certain amount of expertise which I can’t remember the value of)

But what about my skills and my experience?

Over on the right pane, you can see the list of raids and achievements that I have completed.

Hmm.

No hard mode achievements. Fully cleared Trial of the Crusader. Made some slight progress in Icecrown Citadel. Didn’t knock out Ulduar entirely.

This Paladin fails. Lets move on to someone else.

elitist-group-6

And here we have my Elemental Shaman.

Still using that Deathchill Cloak. EG has red flagged my chest and legs. I’m using spellpower and stamina gems in them. And my legs are also using the spellpower and spirit leg enchants.

What a terrible Elemental Shaman.

Glyphs seem to be okay (although I heard Glyph of Totem of Wrath is making a comeback?) A gear rating of 237 indicates that my Shaman is slightly less powerful than my Paladin. But what about her experience? Mousing over the Ulduar 25 raids, we can see that the Shaman has at least 1 Yogg-Saron kill under her belt. She meets the EG recommendations for Icecrown Citadel on 10 and 25.

She even has 36% completed in Trial of the Grand Crusader having taken down heroic Val’kyr Twins twice (although to be fair, that group lucksauced it with the door strat).

Given the choice, I’d probably pick the Elemental Shaman because she has done a bit more in the game then the Ret Paladin has.

(Although in due practice, I clocked about 4900 DPS on Saurfang last night on 25 so I’m questioning my Elementaling abilities, sadface)

elitist-group-3

Lastly, the Notes system can be used for further information in the future. After you finish a run, you can add a rating from 1-5 and leave a little comment. Each comment you leave overrides the previous one. You can use it to leave useful things like:

  • Has dual spec and can tank or heal
  • Only wants to run for Emblems
  • Has a DPS alt named <blank>
  • Managed to outheal Matt (Invite him, it makes him look bad)

(If you’re wondering about the comments on the screenshot, I happened to be doing some Ebaying of MTG cards at the time. Speaking of MTG, I started another blog specifically for it: Topdeck.me)

In any event, use Elitist Group. It condenses most of the information you need into one accessible place. You can see what they’ve done and get an idea of what the character is ready for. To a healer like me who doesn’t know enough about other classes to make snap judgments, this advises me on whether or not I should outright reject a player or consider them.

Then again, I rely on other experienced players to handle the inviting :D .

Five Misconceptions About Healers

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

Highlight Posts of 2009

2010

You didn’t think I was going to finish out the year without the traditional “Best of 2009” post, did you? Here’s the top posts of 2009 based on your views, comments, and tweets.

On healing
On gaming and society
On guild management
On recruiting
On raiding
On blogging

To other WoW bloggers, I’d love to see you compile a list of your favourite posts that you have written over the past year and don’t be afraid to post a link in the comments to it below.

Have a safe and happy new year! I would share my New Years party stories, but chances are, this Dwarf would not remember. There was that one year where I woke up half naked with a Tauren beside me and a banana…

Little Things of Joy

BigHeader

Those that have followed my posts here since I started writing know that I’m a two-faced WoW player.  =)  I don’t mean two-faced in that way.  I mean it in another sense.

I belong to two guilds.  Unpossible, and Team Sport.  Both guilds are fantastic, and I’m so proud to be in both of them.  I always consider myself a multi-faceted player.  I like progression, and I also like casual.  Each guild provides me with a different part of that.

We’re all in the mood to pound our heads against the new content.  Whether you’re struggling or conquering, it’s always exciting to battle new bosses and collect your new rewards.  It’s something we’ve all come to love about raiding or just gaming in general.  What about some of the little things that bring you joy?

Unpossible

Lodur and I have definitely bonded since we started talking.  I had been looking for a new place to send my priest, since my last guild wasn’t working out.  I wanted a place that was progression-oriented but had the same “family” feel that Team Sport does.  When we started talking about Unpossible, my eyes lit up.  It seemed (on the surface) like everything I was looking for.  It wasn’t brow-beating its members into submission.  Family and real life always came first, but they were all there to conquer the endgame content.

The application process was complex but well worth it.  I was being asked to join raids, main nights as well as off-nights.  This is one of the oldest surviving guilds on the server.  Most of this team had cleared Vanilla WoW content together.  Needless to say, I felt like an outsider.

There were two moments that absolutely solidified my feeling of being a member of Unpossible.

The first, was our first walk into Icecrown.  No one had seen the..

Instance not found.

Our palms were sweaty with anticipat…

Instance not found.

Okay, let’s at least try to get a warlock inside so we…

Instance not found.

Sweet, we’re all in!  We manage to get the first couple of mobs down until the huge Skele on the wall spawns.  Almost reminiscent of the terror that the Statue of Liberty spreads in Ghostbusters II, we lose a couple healers and a couple DPS.  It’s okay, let’s have them rez and run back.  Everyone rebuff…

Instance not found.

You get the point.  All joking aside, stepping into Icecrown and figuring things out from scratch made me feel like I was truly an Unpossible member, even if we only got one attempt in on Marrowgar.

The second solidifying moment came a week later.  Now that the initial instance server issues had been somewhat resolved, it was easy to actually get our whole team in there.  We cleared Marrowgar with little difficulty, and it was time for Deathwhisper.  With our raid leader hollering out orders, demanding we step it up and get the hell out of Death and Decay, Deathwhisper’s health dwindled.  People died to the invincible ghosts.  Healers started to drop.  We were seconds away from the enrage timer.  Then, she enraged.  Tanks were one-shotted.  Healers were brushed into non-existence.  Two people remained, and the DoTs were ticking away.  1%.  0.7%.  100k Health. 47k Health.  6k Health.  The final raid member at 4,000 health.  “You have defeated Lady Deathwhisper.”  Screams echoed through Ventrilo.  It was the first time I had been there for a guild first.  So satisfying.  I’m truly a member of Unpossible now.  Killing a tough boss is one thing, but bleeding and sweating for that first kill with a new guild is amazing.

Team Sport

I’ve been gaming with most of these guys since early BC, when my warlock was 40 and had just gotten my first mount.  We’re a rag-tag group of knockarounds, but we love the game, and we love trying to do our best at it.  There may be people that disagree, but people generally really enjoy adding us to their raid.  We’ve got about 18 members with varying schedules, so it’s tough to get our own raid together.  We don’t mind.  We all knew this signing up.  Anyone that applies to Team Sport (yes, we even had someone server transfer to play with us) knows this as well.  This doesn’t mean we’re lackluster about raiding.  When we can get enough people on, we jump all over it.

Is each and every member totally top notch?  No.  No team is totally perfect.  Even I’m not completely on my game (I’ve had a few too many “Diet Cokes”).  Personally, I was a little worried about some of the coordination needed for some of the ToC fights.  After initial struggles with tanking Northrend Beasts, we made it through Icehowl, and one-shotted Jaraxxus. 

Here’s where it got interesting. 

A lot of guilds have CC rotations and full-on strategies for Faction Champions.  Druids, Warlocks and Mages alternating their crowd control.  Rogues and Warriors locking up healers.  I initially tried to craft a CC plan.  We tried it, and we failed.  So we did it the Team Sport way.

Team Sport is known for our love of PvP.  We have various Arena Teams, and we do Battlegrounds galore.  Our pally tank, Dralo, is one achievement away from his Battlemaster title.

“Everyone go into your PvP spec, and let’s just kill Horde”.

And we did.  In one shot, and it was easier than any Faction Champs fight I’ve ever done.

This, was my moment of pride with Team Sport.  We’re still struggling on Twins, but we annihilated the Faction Champions with ease.  Yes, I know this was after the nerf.  Yes, I know that overall it’s easier.  Still, we got such a kick out of doing that fight, because we did it the Team Sport way.  We trusted all 10 of us to know what to do, and we came through.  THAT is some group synergy right there.

How about you?  Is there a little thing about the game or your guild that makes you happy or brings you pride?

ThespiusSig

“Big” image courtesy of 20th Century Fox

The Gearing Process to ToC 10 for a Priest

November 25, 2009 by Matticus  
Filed under All Stories

This is a guest post by Aleph, who chronicled his early end game gearing process.

Upon levelling my priest to level 80 and looking at joining my guild’s raid team as a healer, I found that I hit a barrier where I simply had no means of gaining any new gear that would get me up to Naxx10 level and therefore enter the raiding circuit as it were.

Before I continue I should make a few things clear.

I play in seasons. I play from June/July to September, then break until December and play until early January, taking a break until Easter time where I play for most of April. This makes it take amazingly long for me to achieve almost anything in WoW.

So, brand new level 80! How to begin?

Develop a routine

Well, the first thing you’ll want to do is start developing a daily circuit. The length of your circuit (and therefore the amount of dailies involved) depends on your playtime per day. I had a very limited playtime and so I found it was easier to focus on one zone at a time. I started with Icecrown and the Knights of the Ebon Blade faction. I began at the Shadow Vault and gathered up the daily quests available there. I completed these and flew down to the quest hub at the Overlook which is on the cliff just east of the Scarlet Onslaught Harbor. I Completed all three of the dailies there, then flew to the Skybreaker and collected the daily quests there (I omitted the pvp quest because it took me too long to complete it). What people miss sometimes are the two quests on the ground. Upon completion of these quests you can either head over to the Argent Tournament or return to the Shadow Vault depending on the amount of play time you have left. You should repeat this until you have enough reputation to purchase some of the items from the Ebon Blade Quatermaster then move on to another faction.

Build up reputation

Make sure to go around and buy a tabard from the four factions you can get a rep tabard from, Kirin Tor, The Wyrmrest Accord, Knights of the Ebon Blade and The Argent Crusade. While doing your Daily rounds, go to the LFG interface and chose from the level 80 dungeons. These are: “Caverns of Time: Culling of Stratholme”; “Trial of the Champion” (this gives excellent loot); “The Nexus: Oculus”; “Ulduar: Halls of Lightning”; “Utgarde Keep: Utgarde Pinnacle”. Run at least one of these a day with your tabard for the faction you’re working on reputation for until you no longer need reputation with that faction. Then switch to another tabard and start the process again.

Do homework

While doing this, ask around for the generally accepted stats for your class/role for heroics are for your realm. On my realm it was around 1.5k spell power for a holy priest. It is possible that disc priests (or other classes) may have an easier time healing the easier heroics thanks to the damage mitigation. Luckily I had the dual spec and had shadow as my secondary spec. Some of my guild mates offered to take me to Violet Hold Heroic mode as a DPS. I accepted and got a lot of reputation and even a few healing items. If you get a chance to join onto a heroic as your off-spec, go for it; don’t worry about being a fifth wheel.

Buy gear

Once you’ve done a few days worth of daily quests and have built up a decent buffer of gold, visit the auction house and look for any BoE Epics or Rares that you can buy. If you are unsure about what items to buy, ask your friends or guild mates. I bought two items, one epic and one rare item, these allowed me to begin running heroics.

Farm for badges

By now you should be almost ready to start doing heroics. This is where our tactic changes. You’ll want to set your hearthstone to one of the inns in Dalaran as this will be your new base of operations. If you haven’t been doing so already, you should start picking up the normal daily dungeon quest. Each day, log in at Dalaran and go to the Violet Hold where you will find two daily quest givers. On your left as you enter is where the normal dungeon daily quest can be found and on your right are the heroic versions. We’ll be turning right and collecting the normal daily quest for now. Once you have the daily quest put yourself in the LFG for the level 80 dungeons, making sure you’re queuing for the one the quest is located in! Then go out of Dalaran and continue with your daily quest circuit until you get into a group for a dungeon. Go to the dungeon then at the end, hearthstone (or take a mage portal) back to Dalaran and hand in the quest. It is important that you hand in the daily dungeon quest before the daily quests reset. The idea here is to gain as many badges of heroism and triumph as possible in the shortest time. As you may know, Badges of Heroism drop from bosses in heroic dungeons and Badges of Triumph are gained (at this point) from handing in the daily dungeon heroic. With this in mind, it is advisable to (If possible) try to set up a day where you and four other people clear all of the heroics at once. This will greatly increase the amount of badges you can get. Otherwise continue with your other dailies.

Once you have collected enough gear from these activities and think you will perform well enough in heroic mode dungeons, join the LFG queue for Utgarde Keep (Heroic mode).The heroic dungeons are in a separate list to the normal dungeons. Go on the Utgarde Keep run and see how well you perform. If you think it is necessary, ask the other group members how they think you performed. If you did well, start joining some more difficult heroics. Look up which are the easiest and do those first. Then, as you get more gear, advance up the heroics. By the time you can do heroics like Halls of Lightning, Halls of Stone and Oculus, you should be looking at entry level Naxxramas, depending on the gear you have accumulated. If you haven’t, don’t worry. By now, you should have collected quite a few Emblems of Conquest and perhaps some Emblems of triumph from the heroic daily quest. These can be spent in Dalaran in the Horde and Alliance sections of the city. Each badge type has its own vendor. Look at the vendors and look for items which would benefit you the most. Work out what you should buy first (always go for the item that will give the biggest increase) and buy it. After a couple of days, perhaps weeks, depending on how many heroics a day you run. If it is possible, try to set up a day where you and four other people clear all of the heroics at once. This will greatly increase the amount of badges you can get. Also, don’t forget to get the heroic and normal daily quests each day because you can complete the normal quests while in heroic mode as well.

A good measure for when you are Naxx ready is when you have over half of the superior achievement completed. That means getting at least eight i187 items or better before setting foot in Naxx. Some PUG Naxxramas groups might require you to have the entire superior (and even sometimes the epic version as well) but for guild runs, get a guildy to /inspect you to check out your gear. They will generally say whether you are undergeared or not in comparison with the rest of the guild. Just make sure you let the raid leader know that you are now available for raiding and they should factor you into the next run or two. At this stage, you will probably be under a trial period, in which make sure to put 110% effort into the raids so that the raid management see you as a player who benefits the entire raid and not someone who is a liability.

Get your feet wet

This part is one where it is almost required to be in a guild. If you want to get up to ToC 10 level, you will want to be making regular forays into Naxxramas 10. So, once you’re in your guild run, clearing the quarters, gathering up loot left and right, how do you improve and get to the next level of content (Ulduar10)? Well, the best way to get to the next level is for your guild to get to the next level of content. At this point it is inadvisable to join any PUG raids as you will want to be fully focused on guild progression. If you think your guild is not moving fast enough, offer to take more responsibility in raids, work on tactics that work specifically for your guild, offer to set up the healing assignments or, even offer to set up another night of raiding for the guild (make sure you have the green light from above before doing this). This post is not about progression however. Once your guild has cleared the four quarters and has made decent attempts on the last two bosses, you should be able to begin Ulduar 10 raids, depending on your raid team’s gear/ability. Also look for any Obsidian Sanctum 10 or Eye of Eternity 10 raids as the two instances offer some nice items which can help a lot in Ulduar10.

I would recommend that, once your guild is in Ulduar 10 and has cleared a few bosses that you join a Naxxramas 25 pickup group in order to gain a few items that will help you to advance in Ulduar. Guilds seem to advance fairly steadily through Ulduar, provided that their gear is adequate for the level of content and also that they have the drive to progress. Progression will be faster with a group of dedicated, intelligent people who generally know what they’re doing. If you are hoping to find guides to the bosses here, you can find Ulduar healing ones and Trial of the Crusader ones.

If your guild has really got stuck into Ulduar10 and have arrived at Yogg-Saron, I would recommend attempting to take him down before moving on to the next raid. You don’t have to, but it’s a great fight in the way that all of the players must be on top form and concentrating 100% for the entire fight. So! Once you have successfully cleared Ulduar, chances are you have already attempted the newly refurbished Onyxia’s lair. You will get some nice gear upgrades from here, mainly the helm, but once this has been done, you are pretty much out of content before ToC10. This is where you have two options.

  1. Go on to ToC10 and give it a try.
  2. Return to Ulduar and gear up some more.

I would recommend you give ToC a try unless you’re woefully unconfident with your gear level. This is where we utilize one of the great tools of the internet.

What’s the next step?

You don’t have to follow this next step if you disagree or disapprove of this practice. I am talking about LootRank. There are a few sites out there that offer this service but I use Guildox for it. Mainly because if you are not familiar with the parameters you want, you can pick one of their sample templates which fills out the information based on the class/spec combo you use. You can also link your characters gear to it which helps by highlighting any items you already have. Once you press view loot ranking, a list will appear which has a section for each slot (and enchantments) which are ranked from 1 -7 in the order they appear. A good idea is going over to WoW Head and using the item comparison page to double check if the items are for you. This way you can make sure you’ll get what you need. You can check where the gear drops so for example I see that the top staff for me would be the Icecore Staff. I can see that it drops from Hodir in Ulduar10 H. It is important that you see the H as the staff only drops if you defeat Hodir before he shatters his rare cache. It is advisable to use this tool as you look to enter ToC10.

After several raids at this content level, you should be more than ready to have a valid attempt at ToC10. However, perhaps your guild has not been gearing up as zealously as you have and do not want to go into ToC 10. While they will most likely leap at it, if they do not, you may want to look around your server to see if any other guilds are running it and see if they have a space for you on their next raid. If that fails, you could always attempt to PUG it, although this may not be very successful. The best plan, I think is to help your guildies to gear up quickly by giving any hints or tips you might have learned on your journey to ToC10. Patience is a key requirement for this stage. Please keep in mind that most guilds will charge into ToC10 before even defeating Yogg-Saron and so the last paragraphs or two are completely useless.

Now you should be ready for ToC 10 man! Good luck and happy raiding!

A PUG’s Doom Knell: Link Achiev Or No Inv

November 20, 2009 by Mimetir  
Filed under All Stories, Featured, Guild Topics, Raid Strategy

SegasIdiot

This PUG will self destruct in five seconds. The first whiff of a short, lit fuse? A group leader spamming the beastly phrase “link achiev or no inv”. I believe it’s a doom knell for any PUG. It makes Dalaran and trade chat more dangerous places for a group than a fire breathing dragon with left-side whelps.

Perhaps you’ve not heard the phrase. It’s often used as a recruitment method by PUG leaders.  They are demanding that potential group members whisper them with a link to their completed achievement for the relevant instance. It does seem to have benefits for both group leader and applicant – call them Lichknig and Armand:

  • Lichknig can suppose that Armand knows tactics for the encounters
  • Lichknig can suppose that Armand is well-geared enough to do the instance, having done it before
  • Lichknig can suppose that Armand doesn’t have the attention span of a concussed goldfish, as shown by his completed achievement and the fact that he bothered to link it
  • Armand can suppose that the PUG has a good chance of completing the instance as everyone is being vetted
  • Armand can suppose that the PUG has a good chance of filling up and starting quickly as Lichknig is regularly singing out on trade and recruitment channels

Lichknig’s request of players to link an achievement and then Armand’s linking of the achievement is like a negotiation. It gets both players what they want. It also creates a sort of trust between Lichknig and Armand, and an identical bond is created between Lichknig and each player that joins the raid group. The group’s parameters of teamwork, or safety nets, are set.

The terms are not necessarily fair, though. The unspoken subtext is that Lichknig is washing his hands of error – he’s looking for an easy raid with little input from him. He’s saying “you’ve done it before – you will just do it again” to his group members. He and others like him don’t want to put the effort in to lead or direct the group. Lichknig wants to be able to crack open a beer and sit back; the group should run like a machine for him. He can put in as little interaction as he likes – both with the instance, which he will be carried through by his mechanical group – and the players, whose questions he doesn’t necessarily need to answer.

This puts group under unfair pressure to perform. This is particularly hard without direction. Almost everyone recruited into a linky linky group will have slightly different tactics from their previous PUGs or guild runs for each encounter. Think about it. Without solid direction from the leader, the group will employ three to seven different essence tactics in the Twin’Valkyr encounter, merrily exploding itself and saving the bosses the hassle.

Armand and his fellow group members have little room or excuse for error during the run. The trust bonding the group is tenuous as it can be broken as soon as someone makes a mistake; players are almost absolved of having to be patient with their teammates by the terms of negotiation. Not so long ago I was in an Ulduar25 PUG – as soon as we wiped someone reacted with “WTF? I thought you invited people who knew tacts”. What linky linky group members are under strain to prove is their worth; why they should be included. This may result in such a chilled show of professionalism that the atmosphere is icy cold and no-one says a friendly word. It may also result in players pouncing on the chance to blame someone else as soon as anything goes wrong. I mean anything – whether a tail swipe in Onyxia leads to a brief but controllable flurry of whelps or a messy wipe, players may be ready to draw attention to it as long as it diverts attention from themselves.

This isn’t a problem if the run is successful – the group may even bond if the run is fun and there’s some good humour going round. Say that doesn’t happen or someone like Armand makes a mistake, though. The initial parameters of the group will be revealed to be superficially flimsy – not a real safety net. Lichknig and the rest of the group are not guaranteed to show any patience and so Armand may find himself insulted, chased down or simply kicked.

Armand being kicked may be a bad thing for the raid. He may be a great tank and was just using slightly different tactics or his own initiative to rescue a bad tactical situation – but who knows what’s right if Lichknig hasn’t spoken since trade chat? Now that Armand’s gone the group will spend a fun two hours sitting in LFG waiting for another tank who can linky linky. Meanwhile, Lichknig’s reputation may be on a slippery slope as Armand tells his friends and guildies about his experience. Not only that, Armand may have assembled another group and led them to victory over the same instance by the time Lichknig links up with a replacement.

That’s just one reason why a linky linky group could doom you to an evening of frustration.

  • It damages recruitment chances by needlessly cutting out great chunks of potential recruits who may genuinely have the skill to learn the instance anew or the knowledge to do it from experience on another character. All because their toon doesn’t have the achievement.
    • A friend of mine has a geared but unachieved alt who keeps getting declined for the last spot of linky linky Onyxia 25 runs, yet his main regularly main tanks and raid leads successful Onyxia 25 groups
  • It’s all about ‘ez mode’. Linky linky groups want the run to be fast, almost mechanical, with as little difficulty as possible. It’s almost like expecting a group of strangers to boost you, and at level 80 end game content, for Pete’s sake

EZMode

  • It’s exclusive and Not Too Bright ™. If you teach more players the tactics or encounters then you personally will have a bigger pool of competent players from which to recruit. They’ll be used to your tactics and be grateful for the experience
  • It’s prone to turn into a needlessly competitive environment in which players forget that their teammates are other people who they might enjoy chatting to, just as much as they forget that epics are just purple pixels. I’ve actually seen people insult other DPSers of their class in VoA runs, and have often wondered if they’re trying to reduce the competition for loot
  • The longer term effect of ‘linky linky’. All of the above can combine into a solid mindset that seeps into a player and through a realm to produce a tendency to make snap judgements about other players’ skill based on very little information

So what am I talking about with the last point? I was recently PUGging on my restoration shaman Apeorsa alongside a tank friend of mine. We’d not long hit 80 but were both gearing fast and are experienced players. We’d had bad luck in PUGs that week but the ‘caek’ was really taken on the Friday evening when we joined a VoA25 group. The raid leader was not exactly Mr. Chatty (albeit hereby christened so) and when my tank friend asked who the MT was, she was unceremoniously kicked. Apparently this was payment for her asking stupid questions like who the tanks were and for having “pathetic” health.

All very sad but so what, I hear you cry. Well, I think Mr. Chatty’s attitude was partly born from the longer term linky linky effect that I mentioned. I’ve noticed an unpleasant tendency for some PUGgers to assume that everyone who wants to be ‘on their team’ will be kitted to the teeth with iLevel 245s – or at least they jolly well should be, by gosh. Anyone who isn’t so kitted is in danger of being automatically weighed, measured and found wanting before they’ve had a chance to prove they’re more than their gear. Indeed – it happens the moment they set foot in the raid or draw attention to themselves by asking the simplest of questions.

And once attention is on them – well, it’s too late. The other player will judge them based on mis-information, forget that different classes and players prioritize different stats, or just look at half a picture of their stats – such as Mr. Chatty looking at the tank’s health and drawing conclusions. Heaven forbid that he might look them up and get a full picture of composite stats. My tank friend wandered off after the disastrous and brief recruitment into Mr. Chatty’s VoA group to easily tank Ony25. Mr. Chatty, having lost a tank and main healer team, was still in LFG 25 minutes after the incident.

There also seems to be a nasty accompanying assumption by some players that basic group information doesn’t need to be shared and that anyone who asks questions is away with the fairies – or that possibly the fairies will sort everything out so they don’t have to. Not only that, there’s the simple fact that my tank friend felt thoroughly dejected after the response he got from Mr. Chatty. Why should we care? Simply because this is a social experience. Being an unfriendly twerp isn’t going to improve the game for anyone involved.

So all in all I firmly believe that the linky linky mindset is destructive and can be emotionally taxing – or even turns its players into machines. I agree that it can be important to vet PUGgers for some things – particularly higher end raids. Personally I favour an approach which allows anyone to apply for a group spot regardless of their knowledge of the encounter. It’s important to take a player’s gear into account to some extent. I check everyone on WoW-Heroes before deciding if they get an invite. This gives me a better indication of their overall gearing level and stat logic for an instance than does merely looking at their total health. And to be honest – the other thing they need is not to be our Mr. Chatty. I can teach someone tactics; I can’t teach them to be a Nice Person. That’s when their wheels fall off as far as I’m concerned.

So what do you think? Do tell, as I’d love to get a debate going on this one – it’s been a bee in my bonnet for a while now. All opinions welcome! Am I being too harsh on linky linky? Do you like the peace of mind the mindset conjures and look for raids which require you to compete and/or prove yourself? Have you had any really bad or good experiences in such a raid? What do you think the real effects of this particular – or other – types of PUG are?

And FYI – this week’s picture has been photo-shopped to remove trade spam and protect the identities of people involved.

This is a post by Mimetir, a boomkin of a raid leader. You can find my twitter feed here.

Leading The Lodur Way

November 18, 2009 by Lodur  
Filed under All Stories, Featured, Gaming and Society, Guild Topics

5051conductor

This comes as a request on twitter from @Furiey. They asked me to write a post about my particular style of leadership and thus today’s post is born!

There are many different ways to lead I’ll discuss some of the more common ones and then talk about my own style. The most common styles of leadership you’ll find in MMO’s are as follows:

  • Democratic leadership
  • Bureaucratic leadership
  • Charismatic leadership
  • People-Oriented leadership
  • Laissez-faire leadership

Democratic Leadership

The democratic leadership style is also called the participative style as it encourages Guildies to be a part of the decision making. The democratic Leader keeps his or her Guildies informed about everything that affects their Guild and shares decision making and problem solving responsibilities. This style requires the leader to be a coach who has the final say, but gathers information from Guild members before making a decision.  Democratic leadership can produce high quality and high quantity work for long periods of time. Many Guildies and Raiders like the trust they receive and respond with cooperation, team spirit, and high morale.

Like the other styles, the democratic style is not always appropriate. It is most successful when used with highly skilled or experienced Raiders or when implementing operational changes or resolving individual or group problems.

This is an everyone contributes to the process thing with the Raid Leader or Guild Leader being the final say. This is VERY VERY good for morale and helps make people feel a stronger emotional investment to the guild as a whole. It does have a downside in which sometimes Alpha class personalities can clash when two conflicting ideas are presented. A strong and decisive Leader can head this off at the pass however. This is also very time consuming process sometimes to get things accomplished.

Bureaucratic leadership

Bureaucratic leadership is where the Leader manages “by the book¨. Everything must be done according to procedure or policy. If it isn’t covered by the book, the Leader refers to the next level above him or her, or converses with officers as to make new policy to handle the situation.

Basically you set rules and policies to handle as much as you can and then follow those guidelines to the letter, be it loot policy, raiding policy or even guild structure.

Charismatic leadership

A Charismatic leader is one who provides an environment full of energy and positive (well OK, sometimes Negative) reinforcement. If you are naturally charismatic, you are very fortunate! This is a trait that is not so easily learned. Charismatic leaders inspire others and encourage them to be their best. Guildies and group members want to impress a charismatic leader, so they work hard and strive to succeed. Charismatic leaders are great for projects that require energy and talent.

This type of leadership is a double edged sword. You’re often perceived as approachable and a friend to the guild. It’s like Cheers and everyone knows your name. People are excited to group with you and this type of leadership is great for morale. It does however require a lot from the Leader and your mood will greatly affect the mood of those around you.

People-Oriented leadership

The leader is totally focused on organizing, supporting and developing the people in the leader’s team in order to accomplish a specific goal. A participative style, it tends to lead to good teamwork and creative collaboration. However, taken to extremes, it can lead to failure to achieve the team’s goals. In practice, most leaders use both task-oriented and people-oriented styles of leadership. This lends itself well to an autocratic approach and the leader will actively define the work and the roles required, put structures in place, plan, organize and monitor.

This can be highly effective form of leadership, but has an increased chance to cause burn out and atrophy among Guildies and Raiders.

Laissez-faire leadership

The laissez-faire leadership style is also known as the “hands-off¨ style. It is one in which the Leader provides little or no direction and gives Guildies and Raiders as much freedom as possible. All authority or power is given to the masses and they must determine goals, make decisions, and resolve problems on their own.

While this may sound silly you’d be surprised at the number of people that do take this approach, trusting in the structure of the guild and the maturity and camaraderie of the Guildies and Raiders to keep things flowing.

Choosing the Right Style

A good leader will find him or herself switching instinctively between styles according to the people and work they are dealing with. This is often referred to as “situational leadership”.

For example, the manager of a small factory trains new machine operatives using a bureaucratic style to ensure operatives know the procedures that achieve the right standards of product quality and workplace safety. The same manager may adopt a more participative style of leadership when working on production line improvement with his or her team of supervisors.

How Lodur Leads

I am a Situational Leader, but I tend to hover between Democratic, Bureaucratic and Charismatic leadership styles. My default mode is Charismatic though. I’ve been told I’m very Charismatic by the people that meet me, whether this is true or not I’ll just go with it ;) . I tend to try to inject a lot of energy into my team when I’m leading. I joke I jibe people and I try to keep spirits high. When it comes time to make a decision like if people want to keep going on a raid boss, or if it comes time to re evaluate tactics I slip into Democratic mode. When there is a problem or potential problem I want everyone in my raid contributing. Even the zaniest of ideas sometimes is the one you need to work. Between being very energetic and asking for everyone to participate, morale is kept high and my raiders always feel a strong involvement and attachment to the raid and to the guild as a whole.

When it comes time for something with policy and procedure I become very Bureaucratic. I follow the policy to the letter, it’s there for a reason. This includes reviewing applications for raider positions and most recently denying someone a raider rank. I deal with it with professionalism and courtesy, and I follow the guild guidelines to the letter. Let me give you an example of each.

A few weeks ago my guild split into three 10 man groups. The idea was to do ToC 10, Ony 10 and then ToGC 10 and see how far we could get our groups in ToGC. When I started the raid invites I had a few new people and the first thing they heard was me “yelling” at another one of the officers on vent. Zabos and I have a very long history of friendship and we can often be heard over vent with me telling Zabos to die in a fire and Zabos waving some epic or mount in my face to taunt me. We goof around and the guild loves picking on Zabos. The new guy was a bit confused but then everyone joined in throwing some jibes around. I then chimed in over vent

“OK guys here’s the plan, ToC and Ony like normal then we’re coming back here to do some heroic ToGC 10 good stuff. My goal is to make it farther then Woe’s team. This is where you come in. I need you guys to give it your all when we come back here. Get your silly wipes and deaths out of the way early and lets show our Guild Leader what team Lodur is made of!”

This was met by the sounds of eager raiders getting ready to sink their teeth into content they had not tried before and led to a two shot of heroic Beasts before the raid was called on account of time. The first wipe I asked on vent if anyone had any ideas how we could make it better. A few people chimed in and we implemented some of the ideas and it lead to victory! They were so excited and everyone had a good time, and I was quite proud of them.

After the raid that night I had to send a denial letter to one of my Shaman who had applied to raider. I switched into my Bureaucratic mode and cited the reasons why they were being denied the rank, as well as citing guild policy. They understood and there was no hard feelings.

So that’s how I lead. I slip between the three styles as the situation dictates, but I tend to default to Charismatic style of leadership. People tend to like me and so I don’t have to brow beat them or yell too often to get them to do something. 95% of the time I just have to ask nicely and it gets done. People feel comfortable when I’m in charge and I’m told I do a good job and everyone has a good time so apparently I’m doing something right.

There are many ways to lead and in the end you have to find the one that fits your goals as a group as well as you as a person. and leader.

So how about you? How do you lead? What style best suits your personality and raid?

Tune in next time where I’ll talk about the tools I’ve come across that I’ve found useful when leading a raid.

Until next time, Happy Healing!

Sig

image courtesy of faqs.org

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