Guest Post: How to Choose Your Officers

Today we have a guest post by Sam from Top Rosters about Officer selection.

Starting a new guild is always tough. One of the major headaches is normally selecting your officers and so in this article I will try and discuss the various options that you have.

Viktory has already written about the various setups found in most guilds, i.e. guild master – class leaders – bank officer etc, but I want to cover the “who” part of the equation.

“Who” do you choose to be an officer and what role do you put them in?

In most cases if you are starting a guild you will have a couple of friends who are joining it with you. In a lot of cases they will be given officer positions immediately simply because they are there are the creation. Sometimes this works out well, but in my experience it is best to let the guild settle down for a couple of weeks while everyone gets to know each other before handing out responsibilities.

So you have a new guild with a new roster and you are looking to start raiding within a week. You need some officers. First off decide what structure of guild hierarchy you are going to use. I will not cover that here but check out Viktory’s post on it. In most guilds there is the guild master, a raid leader, class/role leaders, a recruitment officer and a bank/website officer.

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The raid leader position is definitely the most crucial and the one that can have the most dramatic impact on the guild’s progression. We have all experienced good and bad raid leaders and so here is my opinion on what makes a good’un:

  • They need to be vocal. Fairly self explanatory – you don’t want a timid raid leader.
  • They need to be keen on researching the latest strategies – they will normally be the ones deciding which tactics you use for each boss.
  • They need be a great organiser – they will be forming the raids and need to get class composition correct (less important these days with the changes to buffs.)
  • They need to have good “people skills” – players that get sidelined for raids will come to them for answers.
  • They need to be authoritative during raids – if they tell someone to do it they need to do it.

Some guilds run with more than one person leading the raid but personally I have always found one to work better.

Class/role leaders are usually easier to find. The best starting point is recount (or whatever meter you use.) The top rogue will usually be the best rogue. Now of course there is a lot more to being a class leader than topping the meters. They also need to be able to:

  • Ascertain when a class member is performing sub-par and then have the gumption (odd word) to go and talk to them about it.
  • They need to be up to speed on their class – (perhaps ask potential class leaders which class relevant blogs they read)
  • They need to be inspecting their class members and advising them on necessary changes – be that gems, enchants, reforging etc. This should be the individual players responsibility, even in a casual guild, but you would be amazed how many players in raiding guilds are not optimised correctly and need a gentle nudge form their class leader.
  • Just like the raid leader, they need to have “people skills.” They need to be able to sideline a class member for a raid and let them know why. They need to be able to confer with the raid leader if he/she needs to know class specific details for a fight.
  • They need to be the most active members in the guild (attendance-wise.)
  • They will normally need to have the time to read through any class applications that get past the recruitment officer.

So you have picked your core team of class leaders and raid leader. Most guilds now opt for a recruitment officer. This is the poor sod who has to sift through the mountains of unreadable applications every week. Look for someone who is:

  • Patient – you do not want someone who will ragequit two weeks in after reading the 9th application from someone who does not have any professions.
  • Has good attention to detail – they will need to scan each application with a fine tooth comb and be able to ask the right questions.
  • Literate – you need someone who has great written English skills to reply to the applicants.

Sometimes you will want to pick a banking officer. Many guilds do not even bother with one and the guild leader simply does it. However if you do decide that you need one then they need to be:

  • Trustworthy – pretty obvious but ideally you do not want a ninja as your banker.
  • Organised – they need to keep track of what is going where and who is using it.
  • They need to be able to advise the guild master on cash flow and whether it could use a boost via BOE epic sales, boosting randoms through BWD etc.

Sometimes you will have a website officer but in general it is not necessary. Basically whoever creates the website deals with any problems that crop up with it!

So in essence choose your team based on those qualities and ‘you’ll be laughing.’ If you take my advice, try one week of raiding with yourself as raid leader and then decide on who should fill each role at the end of that week. You will have a better idea of who is suited to which role.

Thanks for reading and if you liked it feel free to visit us over at Top Rosters or follow on twitter @toprosters if that is your ‘thang. We are currently looking for a few class columnists so if interested please send us an email: mail@toprosters.com. Thanks for the opportunity Matt and keep up the great work here at WOM!

Restoration Shaman T12 set bonuses

On the off-chance that you missed it, the tier 12 set bonuses for patch 4.2 have been data-mined. Or rather it is what we think they are currently. Everyone has begun speculating about whether they are real, finished or just place holders as well as the impact they’ll have on the gameplay. Well, I figured I’d chime in on what the uncovered shaman tier 12 set bonus is supposed to be for restoration.

  • Restoration 2 Pieces – Your periodic healing from Riptide has a 40% chance to restore 1% of your base mana each time it heals a target.
  • Restoration 4 Pieces – Your Chain Heal spell will jump to one additional target.

Well, that’s what we know so far. I really like the idea of the 2 piece bonus for a few reasons. First of all, every tick of your Riptide will have a 40% chance to restore 1% of your base mana when it heals. Considering you’re likely to be rolling at least 3 of them at a time due to the nature of the spell and the glyph, the potential return on investment is pretty high here. The other thing to consider is that at our first haste plateau of 916, all of our HoTs get an extra tick. With Tier 12 gear it looks like we’ll likely be able to hit the second haste plateau with buffs, which is around 3.4k haste. At 1,573 haste (if you glyphed Riptide and have the warlock buff) Riptide will gain yet another additional tick. It will still occupy the same time on the target, and heal for the same amount, it will just tick more frequently. The point is, 1,573 is an easy number to hit, and even if you don’t have a warlock to buff you the total of 2005 (1857 if you’re a goblin) won’t be that hard to hit come patch 4.2. This increases your chances of getting some mana back with that wonderful 2 piece and honestly makes it very attractive.

The four piece does not thrill me for a few reasons. First of all, adding an additional target to Chain Heal is something our old Glyph of Chain Heal used to do. I’m not really excited by the idea that our set bonus was something that was previously a glyph, and then was just added to the spell anyways as a base component. Secondly, every jump reduces the mount of healing done by chain heal exponentially. As it stands, that last jump would be a piddly amount of healing, and that is assuming a 5th target is in range, and even needs the heal. Thirdly, it is not raid team neutral. What I mean by this is 10 vs 25 man raiding. It’s often times hard enough to get CH to hit all 4 targets in a 25 man raid, it can be downright impossible in a 10 man. That means that the set bonus could go wasted. Lastly, it hardly compares with some of the other 4-piece set bonuses that have been data-mined. Compare one additional bounce of chain heal to the other set that give free healing to nearby targets, or place a free flame-like Lightwell. It just doesn’t have the same punch, and I don’t see it really contributing to our overall healing.

That said, I’m holding out hope that this is incomplete data, that maybe the set bonus will change. Maybe if it healed two targets at the maximum value of chain heal before starting it’s declining healing value, or gave it another augment. Maybe give a bonus to another spell like Healing Rain. Something that feels a little more in line with the other healing 4-piece bonuses would be nice. Since this isn’t even available on the Patch 4.2 PTR yet, I’m hoping it will evolve into something more robust, but only time will tell.

What about you? What do you think about the data mined set bonus? Love it, hate it? What would you like to see for a restoration 4-piece set bonus for T12?

Matticast Poll: Loot Systems

This week on The Matticast we are going to be covering the pros and cons of various loot systems, but we wanted to get reader feedback first. Which loot system has worked best for you? Have ones you just hate? Answer our poll and leave us your feedback in the comments.

Which Loot System Do you Prefer

  • Loot Council (24%, 63 Votes)
  • EPGP (24%, 62 Votes)
  • Need/Greed (23%, 61 Votes)
  • DKP (13%, 33 Votes)
  • Suicide Kings (10%, 26 Votes)
  • Other (Leave In Comments) (6%, 16 Votes)

Total Voters: 261

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Improving the in-game Recruitment System

 

We just downed heroic Atramedes last night on 25 man. We’re now 5/13.

So, the in-game recruitment interface.

I love it.

It’s about time something like this was added. Not every guild can afford its own online presence or has the desire to monitor constant  forum posts. Instead of listing how serious a guild is (hardcore or casual), there are options allowing leaders to indicate guild interests. Weekdays and weekends could be a little more specific, but it’ll do the job for now. Same thing with class roles even though it is extremely basic. I like how they subtly allowed leaders to show whether the guild is a leveling or an endgame guild. It doesn’t say it per se, but come on. For me, I left the Any Level radio button checked. I might have rerolls wandering around and exploring guilds or something.

I do have some suggestions to make.

From the guild leader perspective

I would like to see more screen real estate for additional options. Weekday and weekend availability is nice, but we all know people take their Friday nights off to go watch movies like Fast 5 (Anyone see it yet? Worth it?). Add 7 checkboxes for each day of the week showing what days the guild does stuff on.

Why stop there? How about some buttons for times like:

  • Red eye early morning
  • Morning
  • Afternoon
  • Evening
  • Late night

Approximate time of day would need to be based on server time. At least prospects will have an idea of whether or not they can commit to the rough time.

See the class roles? Setting tank, healer and damage is great for queuing for instances. But we need a little more precision when it comes to class selection at least. Throw class and spec icons. If not, consider adding in classes so we can choose to recruit elusive classes that players seem to be ditching these days like Rogues and Shamans.

I’d also like the ability to set permissions on who can view the Requests tab. I cant seem to find it in the permissions settings anywhere.

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From the applicant’s perspective

The upside to this is that if you’re in a guild, you can’t browse other guilds. That means you need to be an unguilded, free agent.

Here’s the thing.

I imagine most players would want to retain benefits of their guild or at least enjoy some social interaction before their time to leave. I’m sure that if a player is leaving their guild, they would have informed their leadership anyway (At least, I hope). If I were looking to change guilds, I know I’d want to minimize downtime between current guild and guild-to-be. 

Okay, I guess I’ll be more realistic. If I were a player unsatisfied in a guild, I’d love to at least explore what guild options are available to me. Being able to browse all the guilds that are looking while guilded would be nice to have. Perhaps remove the “Apply” button or render it unclickable to minimize any errors.

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Besides, as a GM, I’d love to see what my competition colleagues are looking for. It’s also amazing how many “blank” applications are out there. A good number of players who wanted to join Conquest don’t even fill out the description so I have to guess based on their role and level. Usually what I do in cases where I think the player has serious interest is I’ll decline their application but I’ll fire them an in-game mail asking them to formally apply on the Conquest site anyway.  

How about you guys? What do you think of the in-game recruiting interface and how would you improve it further?

Tough Call: Handling the Churn

Note: Read the following italicized text in this voice.

In a world where bosses just don’t down themselves…

Cataclysm is crushing the souls of poor performers and now everyone is recruiting…

Top 100 US Guilds are looking for more players for this tier still….

Middle-of-the-Road Guilds are doing hard modes and need stronger players to progress…

Guilds that a year ago would have disbanded and now downshifting to 10-mans and are still recruiting to have a reliable 10…

All of this amounts to lots of homes and very few buyers with available credit. You may have never gotten that Guild House that you asked for at every Developer Q&A, but we sure are getting an equivalent to the housing-crunch. 

This month I’ve had conversations with multiple GM’s, recruiters and available raiders. Everyone agrees that the market for available raiders is shrinking as guilds stall out, disband, or stop fielding successful raid teams. On my server there used to be about 40+ functional 25-man raid teams during ICC. Last night I checked WoWProgress and there are only five 25-mans left (Edit: Many of the ones listed have become inactive or switched to 10s). Lots of teams shifted to 10-mans in January & February, largely because of less-dedicated raiders leaving the pool. It was easier for them to shift to 10-mans and keep their identity & guild perks. Even so, several guilds folded entirely as their best players gave up the ghost and left for Top 100 squads, and the remainders are scrambling.

This is called the Churn and it is an unavoidable fact of life in Cataclysm. 

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So where does this leave you and your team?

Between now and the next tier of raiding, a lot of your performance as a leader will be judged upon how well you handle the churn.

To be certain, even if you’ve decided to go the route of 10-man raiding instead of 25, attendance and turnover issues are still part of the territory. I’ve yet to speak to a “close-knit 10-man” that doesn’t have some issue with either cancelling raids due to sign-outs, or trouble balancing bench players who may be brought in only occasionally.

Of course, no matter what size your raid is, the best way to handle the Churn is to stay one step ahead of it.  The steps below, in no particular order, should help you stay well informed and ready to act appropriately.

Things you can do for the team

  1. Know your team.  Know when they are approaching burn-out and make adjustments to help them de-stress before they give up the raiding game.
  2. Know your weaknesses.  Cata raids are harder; that’s a fact.  Eventually you will have to make either a personnel decision or a social one. Are you willing to replace the weak-link, even if it means bringing in an “outsider”, or are you willing to get the rest of your team to be satisfied with stalled progression for the sake of not changing your roster?  Are you willing to make concessions to keep that irreplaceable clutch player satisfied?  Are parts of your team not on the same page?
  3. Know your strengths.  You’ll be under pressure to pull off a raid team that not only survives the churn, but gets better and downs more bosses each week.  Don’t let the pressure make you try to act outside your leadership style.  If you’ve built a successful team, your leadership style must be working thus far (unless it’s the Sheerluck Holmes style, of course) but make sure that acting on your terms doesn’t mean ignoring future problems, because that’s how you get pushed into a corner.  
  4. Act fast!  Machiavelli teaches us that to delay war only serves to aide your enemy.  In less aggressive terms, one could say “a stitch in time saves nine”. Handle problems quickly and definitively.  When operating in a world of scares resources, you cannot afford to let problems fester and spread. 

Things you can do for the team you want

  1. Promote, promote, promote.  Make everyone on your realm aware of your guild, because you never know when another team will call it quits and their good players will be looking for a new home.  There is no benefit to being an unknown or understated guild.  Be proud of your team’s accomplishments; success breeds success.  Guilds that look stable, welcoming, efficient and knowledgeable will all appear attractive to raiders who want to get on a new team and not stop raiding.  In business we learn that every interaction is a step towards your next sale, the same holds true here.
  2. Recruit early and often.  Be honest about how soon and how often new recruits will have a shot at raid time, but don’t think that just because you don’t need them today, that you won’t be glad you have them tomorrow. I can speak from experience that if you stop recruiting for even a fortnight, you will regret it. Once the apps dry up, you start losing flexibility and start losing ground on the war of attrition.
  3. Be in touch with other leaders on your realm.  While you may consider them your competition, they can also be a good source of info, and potentially a future teammate. With the number of guilds imploding, merging, or breaking up and reforming as “super-guilds”, it’s better to be aware of the goings on than to be the guy who’s wondering why he just missed out on potential recruits and/or lost a few of his own guys.  
  4. Have a plan, even if it’s one you never want to use.  During Wrath, the rule was that you’d lose about 30% of your members (and the gear you’ve given them) from the start of one tier to the start of the next.  Due to the spike in difficulty for entry-level raiding, we’ve yet to get a good idea what this loss-percentage will be in Cata, but I’m certain it will be well higher than 30%.  Therefore, while we all may prefer to raid with the same team for the next year, as a leader you must have a plan of action for the day you find yourself with a dwindling roster.

In the end, the roster you will have the night 4.2 drops is almost certainly not the roster you had on December 7th.  The same thing will happen again between 4.2 and 4.3, only this time you can be ready for it, and hopefully be the one controlling the changes.