Raid Leading Backbone

**Image from “Patton” courtesy of 20th Century Fox Films**

I have a fault. Well, I have lots, but the one I’m going to talk about is my propensity to be “too nice”. Ever since I was a kid, I’ve hated confrontation. I wanted everyone to be happy. People in Team Sport (my guild) have called me “The Politician” (without all of the negative stigma from current American politics). I try to make sure everyone is listened to and catered to as much as possible.

However, with regard to leading Team Sport’s Raid Team, I’ve hit the biggest snag. I can’t be “The Politician”. I have to be a leader. Previous incarnations of Team Sport raiding were very casual. If people happened to be online that night, we raided. If not, no big deal. As time went on, I noticed a few of us were very passionate about getting a raid going, while others were very lackluster about the whole ordeal. I always tried to get us raiding while not being inconsiderate to those that weren’t interested that particular night. Everytime we came close to getting something solid going, it would fall apart. Someone would have a real life issue (totally understandable) or just randomly disappear on a WoW break. Each time it would fall apart, I would most likely take my raiding desires elsewhere but found myself always back in Team Sport once it looked like raiding was possible again.

With about 2 months left to the expansion, I worked with a buddy of mine to throw some much-needed structure into the system. It started out great. We did a merge with another small guild that had the same issues, and we killed 10-man Arthas within one month. This proved to me that our team has what it takes to be a good progression crew. We just need some structure and drive.

The Present

We’ve had a good amount of guildies return to the game from “retirement”. A lot of them seem incredibly excited to raid the current content. However, when I mention this new structure (scheduling, accountability, responsibility), a few have balked at it. The main goal of the team is to actually progress through content while it’s still current, not eventually bash through it when it’s old news and nerfed to the ground. To do that, I’ve been working diligently to implement some guidelines:

  • Consistency – I justly understand and sympathize with real-life issues. Sometimes I have to work late, or I have something important that needs to be taken care of on a raid night. However, the core of us have done what we can to work our schedules around being able to raid together. We raid 3 hours each night, 2 nights each week. I don’t think it’s too much to ask for core raiders to be consistently available (within reason…don’t miss the birth of your child or risk getting fired).
  • Responsibility – A cardinal rule of raiding is being prepared. Make sure your gear is enchanted and you have flask and food available. Take the time to look up the fights. Don’t take unannounced AFK breaks or breaks that are longer than what the Raid Leader has set forth. Pay attention and look for ways that you can contribute.

If a Team Sport raider can’t consistently be available, or just lacks responsibility and preparedness, they’ll be placed in a standby slot (at best) or just not on the team (at worst). I’ve made it clear that we’ll do more casual raiding nights any other evening of the week (akin to the “if we have people on, we raid” mentality), but the Raid Team core wants Tues/Thurs night to be focused and dedicated.

The Challenge

There are some that have thought that it is too much to ask. I’ve been told that I’m making raiding “feel too much like a job” and that I’m “taking the fun out of it”. Frankly, I expected this out of some. These are people that have always enjoyed the “casual” mentality of our old raid style. I don’t blame them. It was fun when we all had the time and were just kind of strolling around Azeroth, hittin’ up a raid when we could. However, many of us don’t have that kind of time or mentality any longer. That is the precise reason these changes were made.

I’ve been recruiting to fill those spots that were once occupied by the more casual players or ones with unpredictable schedules. It does pain me to be looking for other people instead of the long-standing Team Sport members that I’ve been playing with for 3+ years, but it’s just not fun for the Raid Team core to log on, and find out we’re not raiding because of people that we can’t rely on.

So the challenge I face: How do I institute this structure and work toward the raid’s success, while still maintaining in-game friendships with those that simply don’t want to be a part of a Raid Team like that?

Matticus already told me: “Don’t be friends with your raiders.” I get that. It makes sense. It’s why there are corporate rules of management not fraternizing with employees. It muddies the water. However, I feel it’s possible that I can be strict and firm with regard to the raid, and then just be myself whenever it’s not about the raid. The trick is to let them all know that’s what’s going on.

I need to continue to be firm on what the goal of the raid team is, and how we plan on achieving that. I also need to be diligent about communicating what’s going on with the raid and its raiders. If I make sure everyone’s aware of what’s expected, then they can’t legitimately get angry when something is not up to snuff.  I have to hold the raid accountable, as well as hold myself accountable.

Have you ever dealt with being a Raid Leader of your friends? What tricks have you used to keep things moving forward without sacrificing friendship?

On that note, Team Sport is looking for a melee DPS or two for core slots. Other roles are full. However, if you’re interested in being a part of the team in a standby role, those applicants are always welcome. Outside of raiding, we’re very active in PvP and regular casual gameplay. We’re an Alliance guild on the Ner’zhul server (PvP-PST). Further info and an application @ http://teamsport.guildlaunch.com.

A Must-Read for the Cataclysm Player

Needless to say, I’ve been enjoying a nice little break from WoW before Cataclysm. Spent time with family for Turkey Day, beat Mass Effect (never played it before), and I’ve been looking forward to the new expansion for the WoW TCG–not for the loot card but to actually enjoy the game.

I came across a great post on the MMO-Champion forums which let me reminisce about my original post here when I was still a guest. I’ve tried to focus a majority of my blogging on how everyone can help each other. The name of the guild I’m in is Team Sport, and that’s what I believe this game is. Hence, when I read the forum post by Daetur, I felt like a proud father. Not because I had any direct impact on him/her but because it goes along with everything that I believe this game should and could be. Instead of making a small link to it in the midst of this text… I’m going to make sure you don’t miss this:

DAETUR’S CATACLYSM FORUM POST

Daetur discusses what each player (Tank, Healer, DPS) can do to ensure the success of any dungeon or raid. He takes the stance that many of us have gotten “complacent” in WotLK with regard to raiding and dungeons. Through my experience, I have to say I agree. We’ve come to expect AoE’ing down 3 packs of mobs, healing through debuffs, and risking death to get a few more casts in. According to Daetur, we’re in for a rude awakening. I’m excited! A few things he mentions:

  • CC is key. We are going to need to CC mobs, and avoid breaking them at all costs.
  • Defensive cooldowns are key all around. Tanks, Healers, and DPS are going to need their cooldowns to help stay alive.
  • Healers need to manage their mana, since it’s now at a premium and no longer infinite.

I can’t help but feel like the whole thing meant to make the job of the healer’s more manageable. Well, it’s true. The goal of any fight is to kill them before they kill you. We may be able to burst to high hell, but if we can’t stay alive doing it, then what’s the point? I’m already bracing myself for the backlash of the “uninformed”: “L2Heal noob.” We no longer live in a world of invincibility. Everyone is reponsible for helping everyone else stay alive and do their job easier.

Remember, I only lightly summarized the forum post by Daetur. I implore you to please read the entire post. You may not disagree, and all of it may not be pertinent to you, but you’ll know what everyone is up against in Cataclysm. Help each other out.

Bored? Try Lore!

We’ve still got a pain-stakingly long two weeks (roughly) until Cataclysm drops. 4.0.3a will bring a wealth of opportunities to see the new zones and play with the race/combo changes, but how else is your time being spent?  Here’s what I’ve seen a lot of in Trade Chat:

Player1: What’s going on in SW?

Player2: Pre-Cata Event

Player1: What do you do for it?

Player3: It’s 5 quests and that’s it.

Player1: What do you get for it?

Player4: Nothing.

Player1: Lame.

Now that the new Elemental Invasion is underway, I saw a lot of this:

Player1: What’s going on in IF?

Player2: Elemental Invasion for Pre-Cata

Player1: Grr… I can’t do anything here right now.

Player3: You have to kill the elementals and rescue civilians.

Player1: What do I get for it?

Player4: ilevel 251 epics from some dungeons.

Player1: Awesome!

I gotta say, this makes me sad. I’m well aware of the addictive nature of seeing a shiny new purple epic show up in your inventory, but the complete shunning of anything potentially entertaining in the game baffles me. Of course, not everyone is going to like every little nuance in the game. Blizzard has tried to do a thorough job of making the game diverse enough for everyone. In the 4 years I’ve been playing WoW, I think they’ve done a bang-up job, too.

Give your eyes some exercise!

I’ll be the first to admit that throughout most of my WoW career I read only the objectives, then looked to QuestHelper (or the new WoW version) to guide me on my way. I paid no attention to the text or lore of the quests.

Wrath of the Lich King changed that for me. In Burning Crusade, I didn’t have any passion to see Illidan dead. Yeah, I knew he was the last boss, but I didn’t harbour a pure hatred for him. Arthas was a different story. The way we saw Arthas throughout this latest expansion instilled a desire to annihilate him when Icecrown Citadel was opened. We got to play as him, we were taunted by him, and we were at times aligned with him. In short, we became invested in the story and its outcome.

When Cataclysm was announced, I immediately started to thirst for knowledge. Who was Deathwing? How did he get to be so horrible? Why is he so mad? What other forces might we fight against? My first homework was to check out WoWpedia for an overview. It gave me a decent amount, but not enough. I then decided to go to the books. Christie Golden’s The Shattering is a quick and easy read. I tore through it in a day. There are other books that give you more history on Deathwing and the Dragon/Demon Soul, and it’s on my nightstand as I write this.

Also, I took the time to read the quests in the pre-Cataclysm event. Following the Doomsayers, visiting the Twilight Hammer’s camp, seeing the image of Cho’gall, all driving me further towards my passion of seeing Deathwing dead. Not for “epic lewtz”, but just to see the antagonist dead.

What can I do to get involved?

  • Take time to read the quests. They’re 2 paragraphs at most, and take no more than 30 seconds to read.
  • Check out WoWpedia. Search for Deathwing and get “click-happy”. I found myself on so many different wikis learning about the characters we’re spending the next ~2 years with. (The combination of Thrall and Magni Bronzebeard made me decide to race change my Shaman to Dwarf)
  • Read some of the novels! Across the board, people have recommended Lord of the Clans as a great place to start. From there, if you’re gearing up for Cataclysm, read The Shattering right after. Both are quick reads and really enjoyable (though I have issues with some of Golden’s writing choices).

Think of it this way: Why do people get so involved in movies and TV shows? It’s because we get invested in them. We learn to love the protagonists and hate that antagonists. Maybe it’s the other way around! Either way, you become attached to the characters in the story. The same exists with video games. Some of the best video games out there have compelling storylines with deep characters. WoW, in my opinion, is no different. I look at my playtime as “living through a story.”

I know that in Cataclysm, I’ll be trying to get my main up as fast as possible, while using an alt to actually read the quests along the way. I want Deathwing’s head on a platter, including his metal chinny-CHIN-CHIN!!

Chakra: Renew is Gone

Note: the tooltips in the quoted text boxes do not reflect the current changes to the abilities they describe.

Since 4.0.1 changes were even announced, I was overwhelmed with anticipation to try a Holy spec. Now, I’ve been Discipline since before Wrath of the Lich King dropped, and I’ve loved the entire playstyle (minus that “bubble spam” thing). When I saw the Chakra ability, as well as the corresponding Holy Word: Chastise states, I started to digitally salivate. I’ve always enjoyed classes that had a wealth of abilities to use (which is why I never rolled a Paladin — KIDDING!!). In the “lame duck session” before Cataclysm, I’ve been experimenting with the new playstyles and adapting to the new juicy mechanics that have been laid out for us. Chakra Heal has potential to be real potent. Chakra Prayer of Healing offers a beautiful and useful “stand in the good” zone, as well as an AoE Healing buff. Chakra Smite has been amazing for farming meat, mats, or anything else for which I need to “nuk da mobz”.

Chakra Renew has been a bit ambiguous to me. I understand that Renew is a very powerful tool in a certain-specced Holy toolbox, but its implementation into Chakra kind of baffled me. Now, I *like* to think I’m a pretty creative guy, but I just couldn’t really see the use or fun in it. Maybe it’s because I come from a Discipline playstyle, but I didn’t see a need to constantly spam renew beyond just blanketing my 10man raid. Well, we were given this nugget of info (thanks MMO-Champion):

  • Chakra no longer works with Renew. No longer costs mana. Sanctuary (Prayer of Healing, Prayer of Mending) now increases healing done by your AoE spells and Renew by 15%. (Old – Only increased AoE spells by 10%)
  • Effectively, they’ve killed Renew’s exclusivity with Chakra and teamed it up with Prayer of Healing, adding in Prayer of Mending, too. You’ll get more healing out of Renew, but remember that you have to activate it with Prayer of Healing or Mending. You cannot activate your steroid-juiced HoT by hitting that Renew key. Patience, grasshopper.

    Because of this change, our State of Mind talent has been altered:

  • State of Mind no longer affects Renew, affects Prayer of Mending instead.
  • Now, I use Prayer of Mending almost always on cooldown out of habit. Adding this into extending that Chakra state will benefit a lot of Priests out there. If the best play for a certain encounter is to keep that Chakra going, I’m not too big a fan of spamming one button to extend it. I think a change like this could also be implemented in our Heal Chakra or Smite Chakra. Only add one additional spell to extend it. Chakra Heal could also be extended by Greater Heal, a spell that we don’t really spam anyways. Chakra Smite could be lengthened by Holy Fire as well, since it’s impossible to spam it while it’s on cooldown. Here’s an image of the new tooltips (thanks, Matticus!):

    All in all, I’m pleased with the change. As it stands right now, I don’t use Renew Chakra as it is and didn’t see much use in the future. However, as would be my luck, I’ll step into that first Cataclysm raid encounter and think, “Man! I wish I had Chakra Renew back for this fight!” C’est la vie.

    Do you feel the alteration of Chakra and State of Mind are changes for the better or worse? Are you going to miss the Renew Chakra?

    Updated Flexible Raid Lockout System

    **Forgive the slight grammatical errors. I wrote it in a hurry and overlooked the “it’s” that I had written incorrectly. Thanks to those who pointed it out.**

    Up until today, the new 10/25 raid lockout method has been met with praise and condemnation. Most of us have believed that if you started a 25man, you could stick with that 25, or downgrade to 10 on the same lockout. It was thought that you could not “re-upgrade” to 25man. Until now.

    As posted on MMO-Champion today, Bashiok wrote a Blue Post about the new system that we’ll see VERY soon.  As in, 4.0.1 soon. In terms of current raiding, this new system will only be in place for ICC and Ruby Sanctum but will persist through all of Cataclysm. The post itself took a couple times for me to digest it, so I’m going to attempt to break it down for you. (Key word: attempt)

    Its Purpose

    The purpose of this new “Flexible Raid Lockout System”, as opposed to trapping people into raid IDs or limiting their raid potential, seems to allow a more fluid movement through a typical raid week. Before this system, you’d step into a raid, and as soon as you killed the first boss, you were locked to that ID. The raid could sit dead mid-way through, and you’d be stuck. You couldn’t really progress unless you found people from that raid or people that weren’t saved yet. Except for guilds, it would be really hard to continue.

    Its Mechanic

    Each raid, rather than being designated an entire lockout, has a lockout for each encounter in it, regardless of raid size (10 or 25). For Icecrown Citadel, this means 12 “lockouts”. As Bashiok said, they want raiders to have the “opportunity to defeat each encounter once a week.” You are locked out of each individual encounter as you down a boss. A couple things to keep in mind:

    • You cannot enter a different raid where bosses that you’ve defeated are still alive.

    What does this mean? Let’s say you’ve killed Marrowgar, Deathwhisper and Gunship in your raid on Wednesday night. On Thursday, you cannot join a raid of either size that still hasn’t defeated Gunship. From what it seems, that raid would have to defeat Gunship before you joined in.

    • Upon entering a new or different raid, you’re not saved to their “list” until you down a boss. Getting saved to a more progressed raid will lockout all bosses until that point.

    In using the example above, if you’ve killed Marrowgar, Deathwhisper and Gunship, and join a different raid that has the first four bosses, as well as Rotface & Festergut killed, you won’t be saved until you down any of the other bosses alive. If you defeat Putricide with them, your raid breakdown will now say that you’ve defeated Saurfang, Festergut, and Rotface as well (even though you didn’t ACTUALLY kill them).

    • You can switch between 10- and 25-player raids along the way. The above stipulations still apply.

    You can kill the first quarter on 10-man, join a 25-man to kill the 2nd quarter, then finish out the rest on 10-man. We once thought that once we downgraded to 10, we couldn’t upgrade to 25. This obviously is not the case anymore.

    Heroic / Hardmode

    Heroic Mode or “Hardmode” seems to work on a very strict lockout system, where once you’re in, you’re in. I’ll try to bullet-point how this works:

    • If you down a boss on Heroic (in any size), you can only continue to raid Heroic with that specific raid. You cannot change raid sizes and continue on Heroic.
    • If you down a boss on Heroic and join a different non-Heroic raid, that raid cannot upgrade to Heroic with you in it.
    • You cannot join someone’s else’s raid if they’re already defeated a boss on Heroic.
    • If you down a boss on Heroic, then the rest of the raid clears the rest without you, you can still join another non-heroic raid that already has your same bosses down.

    The one problem I have with this is not being able to join a raid with Heroic bosses already down. If my guild starts Heroic ICC without me because I have to work on the first raid night, then it seems like I can’t join the raid mid-run. Is this intended to make it harder and “more Heroic”? Or is this maybe an oversight or misreading of the mechanic?

    —-

    I do like that you can continue to raid if your normal group can’t, but the restrictions on Heroic seem just an ounce too tight. Overall, this really will allow people to raid 25s if they want or can, and doesn’t penalize people for only being able to do 10mans. It in fact let’s them join in on a more progressed 25-man raid that may need an extra body. With it being a little less restrictive than we all thought, I’m really looking forward to seeing this new “lockout system” play out. What do you think? Interesting mechanic? Or too confusing?