The Persistence of Lag

dal-a-lag

This morning’s post will be a short one. I just wanted to show you all what Dalaran (or is that Dal-a-lag) looks like sometimes on my poor little machine. Is it art, or is it error?

the-persistence-of-lag1

As much fun as it is to run around inside a living Dalí painting, here’s wishing for some fixes to the still-persistent slowdown in Dalaran. Does anyone else ever see things like this? I wonder. It’s giving me an idea for a new, surrealist MMO. . .

Sartharion 3D Healing Assignments

sarth-dead

I realize that Matticus has done a nice job of keeping readers posted on Conquest’s progress through this fight, but I thought it might be nice for the community if I posted our specific, final draft healing assignments along with a narrative of how we got there. I know that when I was a new healing coordinator for Collateral Damage back in Tier 5 that I used to scour WoW blogs for their specific healing assignments on Vashj, Kael, and beyond. With that experience behind me, I don’t expect that readers will be able to use my precise assignments, but perhaps once I explain the process a bit, healing leaders will be able to identify techniques that will help their particular groups.

Before the First Attempt

The Sunday night before our first attempt at Sarth 3D, Mallet and I, along with Kimboslicé, our raid leader, and Archdrood and Brio, our main tanks, Crazymexican, our puller, and a few various and sundry raid members, went into our cleared Obsidian Sanctum instance to block out positioning. More than anything else, this step may have led to our early success. In the calm of a cleared instance, we were able to identify marks for each person to stand on. Mallet, who would be solo-healing Archdrood, was able to learn exactly where the head and feet of the dragon would be ahead of time, in a calm environment. I paced out where our drake tank healers, whelp tank healers, and add tank healers would stand. We imagined where the firewalls would come and planned what direction different players would run to avoid them. We strategized how to position the drakes to best protect both tank and raid.

The positioning I’m sharing with you now is our “final draft,” but if you block out your own positioning in a cleared OS, our work might give you something to start with.
sarth-diagram

In my diagram, bubbles represent eeeevil nasssty dragonses, and squares represent players. You’ll notice that I’ve used class colors to show which specific players we used for different tasks. If you need a recap, orange is for druid, brown for warrior, fuchsia for death knight, pink for paladin, white for priest, dark blue for shaman. This class distribution is by no means obligatory and will vary based on the players available in your guild.

The diagram might just tell you everything to know, but in my typically verbose fashion, I’m going to give you some notes anyway.

Main Tank Healing

This is the most difficult job available in this fight, so make sure you assign someone who excels both at throughput and at situational awareness. One of the biggest parts of the learning curve in this fight has to do with this healer’s positioning. He or she has to learn how to avoid the firewalls without going out of range of the main tank. Every bit of this player’s healing goes on the main tank, and he or she has to be able to keep him up entirely alone. Based on the changes to Twilight Torment (the main tank can no longer remove it himself), your main tank healer is going to be the first in a line of “saves” on the MT. In order to survive one of Shadron’s breaths, a non-DK tank must have outside help. These breaths can occur in rapid succession, and you must set up a rotation of “saves” so that your tank can survive multiple rounds. On our druid tank, we used a rotation of 1)Pain Suppression 2)Guardian Spirit 3)Barkskin + Survival Instincts and 4) Hand of Sacrifice + Priest Bubble. On our successful attempt, four abilities were enough. I suggest assigning a player who can perform save #1, which can be any of these techniques, to main tank heal. In practice, this player will probably end up being either a discipline or holy priest.

Drake Tank Healing

We used a team of two healers to take care of the two tanks assigned to Tenebron, Shadron, and Vesperon. We staggered our tanking such that each tank only had one drake at a time. I am H2, and I healed Briolante for Tenebron and Vesperon, helping out on Shadron’s tank in the few moments where Briolante’s first target was down and second had not yet landed. Both H2 and H4, the drake tank healers, will have to move around quite a bit to stay with their targets. H4 in my scheme is a pally healer, and his target, the Shadron tank, will be helping out with whelps and elemental adds for much of the fight. It is important for H4 to keep a watch on this person, as he absolutely has to live to tank his drake. It’s also worth noting that H2 and H4 will be completely out of range of the main tank for most of the fight–any extra healing they can spare goes on the raid.

Whelp Tank Healing

I assigned my strongest paladin to heal the death knight whelp tank. Krinan, the paladin, turns on righteous fury and draws some of the whelps to her through healing aggro. Note: she is specced in a particular way to let her survive this. Perhaps she’ll tell you all about it in a guest post. Krinan and Lloth, our death knight tank, work together to gather up the whelps and the elemental adds while others AoE them down. Usually H3, the whelps/adds healer, will need some help. The whelps and elementals are the most annoying part of the fight, and they can just eat dps and healers for breakfast. Whenever I can, I HoT up Lloth or the AoE’ers. Raid healers, and even drake tank healers when possible, should try to stay close to the adds tank so that any strays can be peeled off.

Raid Healing

This fight can get a little crazy, so I assign three very strong players to raid healing. The challenge increases when raid healers, like our holy priest for example, have to position themselves such that they can take a spot in the save rotation on the main tank during Twilight Torment. I’ve put Kaldora (H5) on the side closest to the main tank to show how a raid healer in the save rotation has to edge toward Sarth at the appropriate moment. Note that raid healing gets completely, entirely insane when Twilight Torment is up on the raid. In order to dampen the effects, we call out for paladins to bubble and help soak some of the damage that way. In order for the raid healing to work in this fight, the dps/healers/add team need to stay close together.

Into the Portal

When Shadron goes down, we send players into the portal to take care of the Guardian. Epiks, our resto shaman, follows dps into the portal and works his healing magic. If you have players taking portals, DON’T forget to assign a healer to go with them. Believe me, the result is not good.

Last Words

This fight recalls Vashj, Kael, and Illidan in the amount of teamwork that it demands. As a healer, you simply cannot ignore assignments and snipe heals. You cannot save other people’s targets. Yes, a drake tank healer might assist the raid healers with a Wild Growth or two, but everyone will always keep a watch on his or her primary target. You are not a hero. You are a small piece of the puzzle. As a healer, you perform the tiny set of tasks assigned to you and nothing more. There may be moments where you feel less effective, but you need to stay in your spot and watch your assignments. You must watch around you–there is no excuse for a healer to be trapped by firewall or void zone. Even though healing is very difficult in this fight, if you set it up like I did, it is also very regimented. Each of the individual tasks is manageable. Just pace your tiny portion of the stage and do not worry about what others are doing. Let them make their own mistakes as you learn. And then, when all is said and done, the healing meter will not tell the whole story on this fight–in this case, the encounter is hard enough at the current available gear level so that if you win, every healer in the team deserves the gold medal.

Blank Sartharion Map: This is a few screenshots of the cleared island that Sartharion is on which Matt stitched together. Feel free to use this for planning. You can overlay Syd’s diagram on top of this and you can get a better idea.

Healing Assignments for Resto Druids

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Perhaps more than any other healing class, Wrath of the Lich King has revolutionized the way druids heal. I’m going to take a bit of a look back to where we came from as a way to help understand any troubles druid healers might face at present when we try to figure out what our role in raids should be.

Back in the “Good” Old Days

I came of age as a healer during the BC raid content, and I think part of me will always missing rolling Lifebloom stacks on four different tanks during the Hyjal trash waves. Lifebloom spam may have been widely criticized, but at the time it was effective and felt very dynamic for the player. The timing was tight enough to require tank-specific macros, which I miss, because I could always change their icons to a pig whenever I got mad at them (sorry, Brio). However, when healers argue now that they don’t want to be locked into a rotation, they’re probably thinking of something like old-school LB rolling with horror. That was a rotation, all right–but it left me dizzy. I had to keybind Lifebloom twice–both to my mouse clickwheel and to F. The “F” was for when I needed to refresh while turning with the mouse. At the time, there was no way to increase the 7 sec Lifebloom rotation, and the penalty for letting the stack fall off was fairly severe. I never ran into mana problems, but sometimes the tank would take more damage than I liked if their stack slipped off, and I had few ways to play catch-up. If one tank’s stack went, then most likely all four would.

Even some boss fights made Lifebloom spam worthwhile. On Illidari Council, I used to assign Bonkers to roll LB on three tanks, giving him 1 GCD per cycle free to do “whatever he wanted.” Let me add that the healing buffer Bonkers provided to three of the tanks won the fight for us on more than one occasion. Why did I give the assignment to Bonkers and not myself? Because Bonkers is quicker than me. My assignment, keeping up the group on Malande, was a lot easier. The odd thing is, these kinds of assignments seemed great to Resto Druids at the time–1 GCD free? That’s amazing.

Now that I think about it, the Good Old Days don’t seem so great after all.

Broccoli, v. 3.0

Patch 3.0 brought new tools for the druid healer, offering flexibility where before we had none. However, it strikes me that many Broccoli Stalks might be a little bewildered by all our new toys. And if we’re confused, imagine what it’s like to do healing assignments for a resto druid these days. A few days ago I came across this topic on PlusHeal forums, posted by Siha of Banana Shoulders:

So, I’m the healing lead for my guild, and it usually falls to me to do healing assignments.

I’m having some trouble deciding how best to make use of resto druids. I know in TBC I always used to use them for a multi-tank assignment, keeping a bunch of people hotted up with Lifebloom, but I’m not really on top of all the resto druid changes in WotLK yet.

The talented Siha, as always, gets right to the point with her post. I replied in the topic, but I think that the question has enough merit to warrant a full-length post.

So, what do we do with the newly-versatile druid? After looking at my own performance and those of my Cruciferous Vegetable buddies in Conquest, I am convinced that Resto Druids can be assigned in two different ways for Wrath content. I’m going to showcase a couple of meters-topping druid performances to show just how versatile trees are these days

Raid Healing

This assignment is the most obvious for a resto druid. Wild Growth, due to its higher total healing and it’s status as a heal over time spell, suffered less from the recent nerf than Circle of Healing did. With Rejuvenation, Wild Growth, and perhaps a glyphed Healing Touch in the mix, druids have a powerful toolkit to deal with raid damage.

Let’s take a look at the meter breakdown from an expert druid healer on Gluth, which features heavy raid damage:
s13-meter

Now, the meter % alone might not mean much, but let’s factor in healing assignment. Both S13 and I were assigned to heal the kiters on Gluth, and we have similar gear. Why did he outperform me? Let’s take a look at the abilities breakdown.
s13-breakdown

Take a look at S13’s Healing Touch percentage and the amount it hits for on average. That tells me–even if I didn’t already know–that he’s using the Healing Touch glyph. The fact that he’s able to get so much healing out of a direct healing spell also tells me that S13 is fast. He’s really great at reacting to situations. Notice here that he’s also made a lot of use of Lifebloom–nerfed it maybe, but useless it is not. This WWS report is post-WG nerf, by the way. S13’s performance shows how little a healer has to rely on Wild Growth to be effective (and to post good numbers while doing so). If I were to take a look at S13’s targets, I would see a lot of healing on the 5 kiters, but also a decent amount on other members of the raid. S13 is a great raid healer because he’s able to pay attention to a lot of things at once and to accurately judge when he can go a bit beyond the boundaries of his assignment.

Tank Healing

Yes, I know druids have an AoE heal now. That doesn’t mean that we’re not still good at our old role, healing the main tank. I’ve just shown you the WWS from a druid who excels at raid healing. Now, I’m going to show you my own meter performance. I am a tank healer. That’s what I like, and that’s what I’m good at. I’ve been healing a warrior MT so long that I know how the damage hits and what I can do to fix it. I don’t pretend to be the best at anything, but if I’m in charge of healing assignments, I’m going to stick myself to a tank. It’s not usually very showy on the meters, but I’m going to give you a peep at the one fight in Naxx that does let tank healers show off–Patchwerk.
syd-meter

To understand this image properly, you should probably know that Silvia and I were assigned to heal the offtank, a druid, while S13 and Arktos were assigned to the main tank, a warrior. For the life of me, I can’t remember what Kaldora, our holy priest, was assigned to that day. The nature of the fight dictates that there is simply more healing to do on the off tank(s) than on the main tank, so an off-tank healer is going to post higher numbers. Be that as it may, this is nonetheless a good performance from me personally. Let’s look at the breakdown of what I did.
syd-breakdown

First of all, notice the presence of Regrowth. I use the Regrowth glyph, and a fight with heavy tank damage also shows it off. Meanwhile, I keep Lifebloom rolling on the primary off-tank. As for Rejuvenation, I keep it on both the primary off-tank and the backup. At higher gear levels, your raid is less likely to need two offtanks for Patchwerk. I used to post even more impressive numbers when two off-tanks took heavy hits. I would keep up my full hot rotation on the druid and use Rejuvenation, Swiftmend, and a Nature’s Swiftness/Healing Touch on the secondary off-tank. I always say that Resto Druids can heal two tanks as well as one, and it’s very nearly true. This is a lesson I learned in Zul’Aman, and it still serves me well on a multi-tank fight like Patchwerk. One thing an MT healer can never forget is the power of Swiftmend–it’s easy to ignore, but make yourself use it whenever you can. You’ll notice that Nourish is missing from my rotation, even though I have the 4pc T7 bonus. Regrowth is simply better if the damage is high. I will use Nourish on fights where Regrowth might be overheal, or on long fights that might stress my mana.

My message to healing leads is this: resto druids can tank heal. You might think that only a paladin or discipline priest will work, but don’t discount the resto druid, particularly one who’s used to this job. We may have a discipline priest solo-healing the MT on Sarth 3D, but that doesn’t mean a resto druid cannot be assigned to the task. In fact, some days I want to arm-wrestle Mallet for the job.

Glyphs and Talents

As you can see from our performances, S13 and I, despite having almost the same gear, are very different healers. There are slight differences in talents and glyphs that support each of our preferred roles. Here are my thoughts on how to set up a resto druid to excel at either raid healing or tank healing.

Raid Healing

In terms of talents, I suggest Tranquil Spirit to make Healing Touch and Nourish more efficient, a fully talented Gift of the Earth Mother, and perhaps Naturalist for the shortest Healing Touch cast time. As an alternative, you might put either 1 or 2 points into Improved Tranquility. I find this spell very useful when I can remember to use it. It shines on any fight where the raid is fairly close together and AoE damage as high–I’ve used Tranquility to good effect on Loatheb, Sapphiron, and OS3.

To heal S13-style, you will absolutely need to glyph Healing Touch. I am extremely impressed with the HPS of this spell, and it only gets better as your gear scales. In addition, we can all afford the mana at this point. S13 doesn’t run OOM any more than I do. The raid healer has some amount of choice in the other glyph slots. I suggest Swiftmend and Innervate, but if you find that you never use Swiftmend, Lifebloom will also work. The Regrowth glyph, while good in and of itself, won’t do much for you if you’re never assigned to tanks.

Tank Healing

In terms of tank healing talents, the most important one to have is Nature’s Splendor from the Balance tree to extend HoT duration. However, all raiding restos should have this talent. I also use Tranquil Spirit to support my Nourish (in case I ever use it), a fully maxed Improved Regrowth, and Gift of the Earthmother for easier HoT refreshes. I do not have Living Seed at the current moment. It accounted for less that 1% of my total healing when I had it. If I get enough haste to remove points from Gift of the Earthmother, I may try it again. I have a feeling that either 1) Living Seed will do more healing in Ulduar or 2) it will get some sort of buff in the future. As for Replenish, either build should skip it because it’s endlessly terrible, but the tank healer especially does not need it.

In terms of glyphs, I use Swiftmend, Regrowth, and Innervate for main tank healing. The only debateble choice here is Innervate. I prefer it over Lifebloom, but Keeva of Tree Bark Jacket, who also main tank heals often, writes very convincingly in favor of the LB glyph in this recent post. A main tank healer should not glyph Healing Touch. It’s more useful in the large version paired with Nature’s Swiftness.

Conclusions

We’ve come a long way from Lifebloom spam. Whether we’re set to healing tanks or the raid, druids have a variety of techniques now to support their chosen role. We can do it all–just not all at once. If you’re a healing lead, it’s important to get to know your healers. With the new diversity of the druid class, skill and preference start to weigh heavily on how you should assign your druids. So, why not ask them what they like, and what they are good at?

On Lore, Culture, and Religion in Azeroth

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Sometimes when I’m scrolling through MMO Champion’s Blue Tracker I find something that just astounds me. This particular post and blue response have absolutely nothing to do with WoW gameplay, but nonetheless, they weigh in on an issue of great interest to me–the level of detail used to evoke the universe of Warcraft.

Unfortunately, the issue of Warcraft culture is couched in incredibly bigoted and small-minded terms. Let’s take a look at the original player rant:

All races exept gnomes and orcs can be a priest, druid or paladin. Priests and paladins cherish and worship the divine and holy, whilst druids are in contact with the ancient spirits. This of course, is fine. Not all races can have all classes. The thing I reacted against, and so should you all; the lore clearly states the gnomes as the most intelligent of races. They have advanced the furthest in technology, and have a passive racial that gives them more intellect. So, being an atheist, and a slave of Satan gives you a greater mind, eh?

The fact that the “most intelligent” race in WoW does not have a religion is like a stab in the back for me. To me, Blizzards message is “Oh, but intelligent people don’t believe in God”. I am vastly offended by this, and would like to see a change in the lore, where human missionaries convert the gnomes into believing in the divine, thus making them able to create a priest or paladin.

Yes, I am aware that my main character is a gnome, but after finding this shocking discovery I will most certainly reroll. Those little blasphemers will no longer be a part of my life. Any christians out there will and should agree with me.

As a caveat, let me just say that I think the player’s actual complaint about the lack of a gnomish religion is utter crap. As an educated person, I advocate religious tolerance in all situations, for all people. And by “tolerance,” I mean not just “putting up with” many different religious traditions, but celebrating their difference and encouraging dialogue among them. Tolerance includes virtual worlds–whether or not the player is a participant in a particular religion should not affect his or her experience of gameplay, and I think Blizzard does a pretty good job of being religion-neutral. However, even a bigoted post can sometimes bring up an interesting issue.

Blizzard’s response, of course, was to lock the thread. However, in among the dribble and insults, there were some interesting ideas.

One gnome poster, responding to the question of whether gnomes have a religious faith, asked: “How do you know they don’t?”

How indeed. This would have been exactly my response (except that I have sometimes suspected that gnomes might be intended to have things in common with Jewish culture–diaspora, a reputation for intelligence, discrimination in the form of gnome jokes–but that’s a topic for another post). In his misguided way, this hostile poster who calls gnomes “atheist servants of Satan” is actually hinting at a real problem in the World of Warcraft.

The Lore

The issue here is that the way The Lore (capitals intended) is handled conflicts with the nature of gameplay in an MMO. Most of the information that is released to the players about The Lore, either through previous games, graphic novels, novelizations, and Major Lore Quest Chains focuses on the famous figures of Azeroth. It’s not hard to find out something about Arthas, Jaina, Sylvanas, Varian Wrynn, or Medivh. These folks are major players. However, the vast majority of quest content has players interacting with nobodies–level 17 farmers, craftsmen, clerics, and ne’er-do-wells. What I want to know is what the peoples of Azeroth do when they’re not busy being heroic. We get bits and pieces of the history of Azeroth on that small scale–the Darrowshire quests are a very good example of this. However, we really don’t get to learn a darn thing about how Draenai education works, why dwarves tend to go exploring, or what it would be like to go to a troll wedding.

I think someone knows all of this. In fact, I bet the developers have a Big Book of Azerothian Cultural History–well, probably a giant scrapbook or stack of file folders. They would have to if they cared about making coherent quest content–which they certainly do. However, I bet it’s a hodgepodge of information, written by many different people, and I also bet that it doesn’t cover everything.

Maybe gnomes cherish small household gods that are closely associated with the family, like the Roman Larës.

Maybe gnomes get their best ideas while they’re meditating on the nature of life–or mechanical parts–for half an hour a day.

Maybe the gnomes hide their religion from the Big People in order to head off discrimination.

I bet Blizzard knows this, or could use that Big Book to come up with a logical answer.

The Solution

People love the World of Warcraft, and I think they would eat it up if Blizzard released some of their unpublished material on Azerothian culture. What they should do is set up a website for such questions–perhaps a blog–and employ a professional writer to maintain it. And I might mention that if they’re ever hiring this job, I’m applying. I love fantasy and fantasy worlds. Warcraft makes for an interesting universe, but most of The Lore is deadly dull. It focuses on Great Deeds of the Past and tends to be communicated in a very monotonous tone in Blizzard’s official publications. Have you seen some of those sentences? Someone should start charging the writers a 15c fine for each subordinate clause in excess of three. I’d hazard a guess that they didn’t hire a professional fantasy writer to produce their paragraphs about Arthas. Do I think that I could do a better job? Heck yes. And the number one question I would ask myself is–what about the little people? No, not just gnomes. All of those Westfall farmers, Southshore fur traders, and Feathermoon scholars–what makes them tick? That to me is very interesting.

Reader Question: The Double Bind of Casual Raiding

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Those of you who have kept track of my posts know that I love answering reader questions. This one was originally for Matticus, but I decided to take it on because it’s an issue that’s very close to my heart. Essentially, the question is the classic debate of the casual raider: do I stick it out with my guild, or do I move on? However, reader Adam is experiencing an interesting twist on the problem, as he’s a guild master who’s actively working to improve performance in his own guild. Let’s see the quandary in his words, shall we?

So, as a mixed minority I hate generalizing… but I seem to be having a problem in my guild concerning ::duhn duhn duhn:: DPS classes. Tank/Healers tend to enjoy their positions and willingly choose to do them. They read strategies, the seek out gear upgrades in their free time, they put effort into the game. As of late the DPS classes have been showing up expecting amazing loot without wanting to work for it.

Our guild is sizable enough to be running 25 mans every week, but the DPS classes aren’t pulling their weight. None of them will run Heroics to get their own gear, they expect as many drops as the people who have put effort in… none of them read boss strats so I’m forced to review every boss fight beforehand and we still wipe.

I KNOW things can be better because when our “best” do 10mans (just for the hell of it now, no one needs the gear) we can clear everything in one shot with 2 healers (myself and a Resto Druid). Hell, I’ve seen PUGs do better in 25mans than some of my guildmates.

The problem, then, is two-fold:

a) If I don’t let the sub-par DPS into the raids we won’t have enough for Naxx25. No matter how good the rest are you can’t clear it with 15 people. And in a lot of cases the bad DPSers actually hinder our performance (ie putting Grobbulus clouds in awful places, failing to make the jump on Thaddius and then rushing into the fray with an opposite charge, etc).

b) There are a lot of 2 or 3 friend groups within my guild. One is a good player, but he wanted his friends to come along too. They suck, and I can’t say no to them without the good player being hurt, etc. And when I say suck, I’m talking people in 50% Naxx10 or better epics doing 1,000 DPS. I’m not kidding. I did that at level 70 with my Priest in shadow and we currently have a few mages and warlocks consistently performing under the 1,500 mark with full raid buffs.

Recruiting isn’t helping much. I don’t get many people expressing interest in joining and the ones who do message me aren’t exactly cream of the crop. Am I screwed? Should I take my ten best players and start from scratch? Should those ten and I try to merge into another guild? I’ve led guilds since level 60 and I usually have a good idea how to proceed. Right now I’m at an absolute loss.

Such a thoughtful question deserves a somewhat lengthy answer. I’ll do my best to analyze what’s going on, and then I’ll make some suggestions for future actions. As you all might have guessed, there’s no easy fix for this one.

The Double Bind

What is this “double bind” I refer to, you might ask? The word refers to a situation in which a person receives conflicting and contradictory messages about how to behave, such that one behavior would negate the other. It’s similar to what’s referred to as a Catch-22, after the awesome Joseph Heller novel of the same name. Working mothers are often placed in a double bind; so are ethnic minorities, as they try to both stand out from and fit into majority culture. I’m going to put casual raiders right up there with these two put-upon social groups. A casual raiding guild typically tries to follow two conflicting sets of imperatives. I will note that Adam doesn’t refer to his guild as a casual-raiding organization. I mean no insult–I just inferred from the text of the question that the guild is, at present, casual-raiding. Perhaps Adam would like it to transition toward being more of a bona fide raiding guild, but I’ll address that prospect below.

Why is Casual Raiding So Hard?

Like the aforementioned working mothers, casual raiding guilds often try to do it all. They have two basic principles behind their organization, and those principles are mutually exclusive. Below, I’m going to try to generalize what most casual raiding guilds might say about themselves.

Principle #1: Our guild is about friendship and freedom. We value the relationships people have made with each other in-game and out. We try to keep friends and loved ones raiding together. We also let our members play as they like. They have the freedom to set their own schedule and play style.

Principle #2: Our guild is about successful raiding. Everyone has to play a certain way, and we can only do so at set times. Only people who meet certain benchmarks for performance can raid with us.

The very conditions required by raid content impinge on the freedom of the casual raider. In addition, friendships cause trouble, as in Adam’s case, when guild members understand friendship as a means to a raid invite. These two conflicting principles cause some members of casual raiding guilds to work a lot harder than their raiding guild fellows for less results. It takes a lot more hours to clear content with a less-than-committed group. One of my previous guilds, Random Acts, could best be described as a casual raiding type. During the summer we started Karazhan, we raided for maybe 12 hours a week, but the wipes were such that it took us three months to clear the instance. In addition, because of a need to accommodate people’s schedules, we did crazy things like make attempts on Moroes at 6 am. He owned us, by the way. Both times I changed guilds, I went further in the direction of a progression raiding guild, and each time the number of hours in game reduced for me.

Do One Thing, and Do It Well

In my mind, these are words to live by. This is simply, what works for me, and why I appreciate being a member of a guild that focuses on a specific goal. I have, however, been in a guild, Collateral Damage, that offered some benefits for their more casual members while being very successful at raiding. They actively worked to treat all of their players as equals (even down to taking Kara-geared folks on Black Temple runs). Incredibly, they managed to do this fairly successfully. I know first-hand, however, that the officers and players worked really hard for that, and also that, as a result of mixed messages from the leadership, drama was high. “We can have whatever we want,” was the guild mantra. It’s admirable, I think, to try to be all things to all people. The leadership of that guild is extremely altruistic. However, in the end, it was too much pressure and conflict for me. It’s worth noting, though, that CD always did and continues to do very well in raid content. They just put in a lot more time in other stuff–what I call “casual time” and “administrative time”–than raiding guilds typically do. My current organization, Conquest, which defines itself very strictly as a raiding guild, has its flaws, to be sure, but the one thing it does do is focus on raiding success as it’s only goal.

What to Do With Adam’s Guild?

Short of renaming his organization Catch-22 and just trying to laugh about it, there are a few things this guild leader can do to improve his situation. He has to decide what is most important to him personally. I am guessing that what Adam values most will be one of these things.

1. Progression
2. Friendship
3. Power

Solutions

#1 If progression is the most important, what’s needed is probably a change of guild. It seems like what Adam wants will be extremely difficult to achieve with the current group. He can try to take 10 friends with him and split off to form a new organization, but in my mind that is not the most certain way to better progression. Right now it’s a player’s market on guild recruitment. Almost all guilds are recruiting with Ulduar in mind, and players of all classes can pretty much pick and choose from the guilds at their skill level. It’s a great time to make a move. Sometimes you can do so with one or two friends, but mostly you have to go it alone if you make this choice.

#2 If friendship is most important, Adam should probably stay in the current guild and make the best of it. This means working one-on-one with low-performing dps and trying to encourage them into better behaviors. This means educating the guild about what raiding requires. I saw Collateral Damage take many players through this very education process, and in some cases casual players improved enough to become top-performing raiders. However, the success rate is not particularly high. Most players approach the game as they want to. What’s most important to Adam’s guildies might be things like the freedom to raid how and when they want to. Their personal goals might conflict with Adam’s, and there’s not much he can do about it. As I say repeatedly in my posts, we must all seek our bliss in this game. Sometimes you can turn a team of casuals into a team of raiders, but they have to want it. Even if Adam sits down with each underperforming dps and analyzes their gear choices, talents, and rotation, they still may not improve.

#3 If power is the most important, Adam actually has two choices. The idea is to remain guild master. Either he can work within the framework of the current guild, as in #2, or he can take his 10 best and form a new, smaller guild. I can see how it would feel very important to be in charge. Adam probably has a sense of responsibility for his guildies and wants to take care of them. A lot of guild masters are like this–and I used to be. However, I made myself miserable trying to fight every bad policy, as I saw it, in my previous guild. It didn’t win me any friends. In my current guild, I’m just an officer, not a GM. I speak my mind, but I can pick my battles now. I don’t have to fight them all. If Adam does split off from his current guild, he can expect a lot of work and drama incoming. The surprise factor will probably be that many of his coterie of good players will not want to move, even if they join with another similarly-progressed raiding guild. This always happens when guilds merge or reform. If you’re considering something like this, just be expecting to take a step back in progression for a few weeks as you recruit to fill the spaces in your team.

Either way you choose, Adam, you can’t have everything. My best advice is to think about it during this next raid week and really weigh the things you value against each other. Then, make the best choice that you can. It’s hard to get out of the double bind, but you will be happier if you have some clarity about what it is that you really want.