A Lesson in Guild Ultimatums

It’s been 2 and a half years since Conquest has been formed. We’ve had our shares of victories and defeat. I figured a situation like this would come one day. I never imagined it would come from a main tank. Least of all from a main tank. I knew he wasn’t having much enjoyment out of the raiding scene.

Let me be clear for a moment. The story I am about to tell is not one of vindication or shame. It is one of education so that my guild leading colleagues would be better prepared should a scenario like this arise. It would come in many forms, but the most common would be if I don’t get <this>, I’m leaving.

Threats never work. Even if the leadership allows the request to go through, you can be damned sure it’ll be done so reluctantly and not out of loyalty. If anything, such gains are only for the short term.

Right, let me resume my story. Our main tank had opted for retirement. Not having fun’s a perfectly valid excuse and one that appears to be echoed throughout the community by several players. I have absolutely zero desire to force someone to play a class or role that they don’t want to play. It’s just bad for business. So I accepted it and moved on. Every player that had a tank position in my raid group was bumped up 1 rank. The secondary tank became the primary tank. Tanks 2-4 frequently rotated depending on the encounter. I am blessed with having 6 players w ho are capable of tanking should that need arise.

I come back the next day and visit my forums. I discover that our retiree posted a message:

“If you don’t make me an officer, I’m going to quit the guild.”

Was that what this was all about? Power and recognition? My gut instinct was to flat out say no. Officers are selected based on certain qualifications. There are certain traits that make them special and dependable. However, what you may not know is that there are qualities which automatically discount a player from ever being an officer.

I’ll list some of them here.

Attendance

When a player takes a break from a game without mentioning anything, I might give them a bye for it if their reason is justified. When a player pulls that stunt multiple times without saying a word, that’s the line for me. I cannot have leaders who decide to come and go at their own whims without notice. It would do more harm than good. A leader needs to be available when they can and to say so when they cannot. If a raider does this, I cannot trust they won’t abandon their position when issued additional responsibility.

Shirking responsibility

Conquest has an unspoken leadership ladder. As leaders are appointed by myself with the consent of the other leaders, there needs to be a way to evaluate their mettle and skills. Our loot system involves the use of loot council. The only way to ascend is to go through the process and sit on the council at some point. If a player refuses to handle loot council, then they may not be fit for command at all. If they’re not willing to handle important decisions like who they believe loot should go to, then I don’t know if the harder decisions can be handled (such as roster, player evaluations, and so forth).

Saying no the first time

When the boss asks a player if they want additional responsibility, the player shouldn’t just say no and then issue an ultimatum months later. If I asked someone and they said no the first time, that’s that. I wouldn’t approach them again because I figure there’s no interest in it. Onus is on the other player if they reconsider. I can’t chase people down and hound them repeatedly. I do that enough during raids calling stacks, spreads outs and debuffs. I generally don’t make offers more than once. But that’s a personal style.

Stability

This one actually just occurred to me. Leadership players need to be a rock (or at least, pretend to be one in front of everyone else). It’s okay to be pissed off and upset once in a while. But constant brooding does no good to anyone. A long time ago, I had a player who would crumble and fold when they were chastised for blowing an assignment. Officers have to be made of tougher stuff to withstand the criticism that’s bound to happen. Someone who sheds tears or anger every time something negative is said in their direction isn’t a player fit for command and I doubt such an individual would be able to garner the respect and loyalty of the players.

That being said, I learned a few things from this experience. Strong player depth is what allows guilds to keep going and to survive. The very day that ultimatum was issued, the player was flatly denied and practically laughed out of the guild. We went and took down Theralion and Valiona on heroic mode that same night. While tanks are a critical component for raiding guilds, an awesome tank does not a successful guild make. You still need the DPS and the healers to play at their best. One of my faults is not keeping a tighter finger on the pulse of the guild. It’s difficult to split time between work, raid and just general socializing. It’s also nigh impossible to know what goes on in the heads of others. But I have to make a better attempt somehow even if that means sacrificing my peace and quiet time.

The burden of command is not a light weight to carry at all. Anyone that tries to make such demands for it is just out of their mind.

Next time you’re annoyed about something, I’d suggest talking about it first and requesting it rather than trying to make a threat. Odds are good it won’t end well.

I, Shaman: Speculation of the future of resto

With all the changes to healing between the expansion’s release and subsequent patches, restoration shaman have kind of gone in a bit of a circle almost. We started out the expansion with the inclusion of a few new spells that really set the tone. Healing Rain was an absolute power-house addition to our healing, and Spiritwalker’s Grace along with Unleash Elements gave us some additional healing versatility.

Not too long after Cataclysm’s release, shaman healing started falling behind some of the other healers not from lack of trying but for lack of throughput and cooldowns. We have a diverse toolkit to use, but there just wasn’t enough juice in the batteries. The developers at Blizzard ramped up our healing in an attempt to bring us up to par with other healers, and gave us a brand new cooldown to use. It just so happened to be a spell that we’ve been pining over for almost three years. As of patch 4.1 our healing has gone up exponentially and we can keep pace with the other healers pretty well, and we have enough tools an abilities to cover the main healing roles.

But now it’s time to look to the future. One of the big things about Cataclysm was that there would be a great homogenization where all healers could cover all of the roles in a raid or group. This is mostly true at this point. I can tank heal pretty damn well now, and have been for the last several weeks, and can switch between that and raid healing at the drop of a hat without losing pace. Paladins can pile on some massive raid healing and still nuke heal a single target. I think, though, that we’ve reached almost full circle and while we can cover all the roles necessary I think we all still have a specialty. Lets look at shaman and the toolkit we have.

Healing Rain is a massive AoE healing spell with an area of effect large enough to encompass two priest or druid healing circles. It is affected by mastery at each tick, so it can be used for lower health targets to great effect, and each healing tick has a chance to proc Earthliving. Chain Heal has had its coefficient buffed, and overall throughput increased. It was changed to include the additional target from the glyph as a base part of the spell, bringing our total targets up to 4. Riptide, with glyph, can be rolled across multiple targets when applied every cooldown, and Healing Stream Totem also got a bit of a boost and Spirit Link Totem is a clutch cooldown that can bring a raid from the brink of death to flat-out victory.  Shaman still thrive pretty hardily in the barren lands of AoE healing, it’s the point I think we excel the most at overall. This isn’t bad, it’s good to have a specialty, but we’ve done maybe a 310 turn. I won’t say 360 because we aren’t in that awful spot we were before, but we’re close enough to our old niche that we can still claim it, and we get the tools to be able to hang with the single target healers as well. I think though, that it was an intentional move to put us in the niche to give us that specialty and I think that it will become important in the next tier of raiding.

Tier 12 promises to ramp up the AoE damage. This is based purely on speculation of the content as well as some of the items that have been data-mined for set bonuses. As Vixsin pointed out in comments to my last post, is that every 4pc focuses on providing additional splash healing. This is a pretty good indicator as to what we’ll be dealing with, considering the set bonuses are usually tooled towards boosting your healing for the current content. So from set bonuses, and from the general fact we’ll be in the elmental plane of fire, we can expect a lot of raid wide damage and healing. This is something shaman normally can capitalize on by using all our tools. I think that T12 raiding content could be a shaman break out tier, where due to just the nature of our healing, you will see some ridiculous healing done. Basically I think we’ll make a strong showing in the next tier of content based on our cooldown, our healing spells and our ability to just be general healing bad-asses. After that, on the road to Deathwing, who knows what we’ll look like. But for right now I think we’re poised for greatness in the next tier.

Healing Heroic Magmaw

h-magmaw-480

Note: That’s actually Lodur’s kill screenshot. How he heals with raid frames that small, I have no idea =).

Healing from World of Logs

Conquest is officially 2/13 in the hard mode 25 progression. It was nice getting the kill and getting the monkey off our backs. It had been weeks since our last progression kill and this was much needed.

Why Magmaw?

We had been struggling for a long time on heroic Chimaeron and it was felt that a change of pace was needed. Knowing it was nerfed, we detoured straight to him instead. I think it took us about ~20 wipes.

Setting up

The first 14 attempts of the night saw us using 7 healers and 4 tanks (1 Frost DK kiting). On the kill, we ended up with 7 healers and 5 tanks (2 Frost DKs kiting).

Healers

2 x Resto Shaman
1 x Resto Druid
1 x Holy Paladin
1 x Disc Priest (Shields)
1 x Disc Priest (Atonement)
1 x Holy Priest

magmaw-heroic

Every DPS player and healer stands on the star and DPS’s from close quarters. The two tanks on Magmaw positioned themselves on the shield depicted above. Our resident Holy Paladin and Resto Druid were assigned to both of them. The triangle, diamond and square marks served a purpose.

We had a group of players who would stand on the outside in order to draw fire from pillars and Nef’s fireballs. We had a Frost Deathknight pick up the parasites but I was having trouble keeping him alive towards the end. This was offset with a second Frost Deathknight who assisted on picking up additional parasites (and split the parasite damage accordingly).

Bro tip: Place all of your outside players together in a group to maximize group healing. In our case, both of the Frost Deathknights, myself and two Hunters were placed in that group. Prayer of Healing combined with Chain Heals and other spells were enough to keep us alive through the pillars.

Tank healing

You will want to use two dedicated players. One healer by themselves may not be enough (at least, when learning). If you’re tank healing, you can’t even deviate for a moment because that tank will die. It’s going to take everything you have to keep them alive. Configure your raid frames to show debuffs like Mangle. If necessary, get your tanks to call the switches so you can keep pace with them. 

Assign another healer to cover the tank grabbing the Constructs. They can switch between the tank and the raid if they choose.

Raid healing

Raid damage is going to continue slamming the players (the outside group especially). I wasn’t able to keep them and the kiters alive myself. You’re going to want to use 2-3 healers at least. It’s to counteract the damage from Magma Spit and Lava Spew. Be fast with any Ignitions. It’s up to the players to move, but if you’re standing at the right spot, it shouldn’t take more then a few steps to get clear.

Head phase

When Magmaw eats the spike, this is the time to regenerate and use mana cooldowns. With 3 Priests, we used our Hymn of Hopes separately. Our Resto Shamans used their Mana Tide totems earlier on. Telluric Currents for Resto Shamans helps immensely from what I understand.

Additionally, you may want to consider having 1 Atonement Priest. Smite during the head phase to heal up any residual damage from the transition.

Concentration Potions are awesome here.

Parasite kiting

For the kiting healer on the outside, I suggest using a Holy Priest. My main job was to heal our Frost DKs as they were weaving figure eights around the room. Body and Soul was enough to give them a little burst of speed if they needed it. The benefit of a Priest is that if the DKs get trapped with incoming parasites or encroaching fires, Life Grip gave them a way out. If the kiters were in no danger, I’d default to throwing Renews on the group while running around fire dodging.

This job sucked for me. I had to hog Innervates and use the expensive spells. There  were times when I had to swing through in front of the marked positions to get in range of Druids. With the amount of cooldowns we had and the DPS, we were able to afford to do that. The faster a fight goes, the higher the HPS since you’ll have more mana.

Hunters: Don’t use Ice Traps. Outside group may not be able to see Pillars or Nef’s Blazing Infernos

Final phase (sub-30% health)

Spread out immediately (Try 6 – 8 yards). This is the most stressful part of the encounter.

Your healing lead is going to want to take a broader look at the health of the raid. Use Tranquility and Divine Hymn accordingly. Don’t forget about DPS Druids or Priests.

The DKs and I drop back further away to allow room for players. Shadowflame Barrages are going to hurt. You may wish to take a moment before the encounter to manually position your healers to maximize the area.

Continue to keep 2  tank healers for Magmaw, 1-2 on the Construct tank and the rest on the raid. Construct tank healing is going to be sketchy. Your raid leader might have to call a DPS burn on a Construct if there’s too many up when you transition. It’s going to be nearly impossible to keep a tank alive with 3 Constructs up. It’s doable if they have 2 Constructs. Watch their tank cooldowns and when theirs wear off, use yours. That should buy you about 30-50 seconds if healers have their single target cooldowns free.

Good luck!

The next question is heroic Maloriakk or heroic Atramedes next.

Also, Conquest healing corps is looking for another Holy Paladin, Boomkin/Resto Druid, Shaman (all specs) and Priest (all specs are welcome). DPS classes are also encouraged to apply.

Full list

Application page

Patch 4.1 Dungeon Finder Call to Arms, Lodur’s thoughts

Unless you missed it, Blizzard has announced an idea that they wish to implement in an attempt to shorten queue times and address the tank and healer shortage that has been plaguing the LFD for a while now. Here’s the actual blue post for you,

Source

In patch 4.1 we’ll be introducing Dungeon Finder: Call to Arms, a new system intended to lower queue times. Call to Arms will automatically detect which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.

Any time the Dungeon Finder queue is longer than a few minutes for level-85 Heroics, the Call to Arms system kicks in and determines which role is the least represented. In the case of tanking being the least represented role, the “Call to Arms: Tanks” icon will display in the Dungeon Finder UI menu where class roles are selected, and will also display on the UI when the queue pops and you are selected to enter a dungeon. Regardless of your role, you’ll always be able to see which role currently has been Called to Arms, if any.

Call to Arms is meant to lower wait times by offering additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you’ll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount. The pets offered come from a wide variety of sources, and include companions like the Razzashi Hatchling, Cockatiel, and Tiny Sporebat, but the mounts are those specifically only available through dungeons (not raids), like the Reins of the Raven Lord from Sethekk Halls, Swift White Hawkstrider from Magister’s Terrace, and Deathcharger’s Reins from Stratholme.

This system is meant to address the unacceptable queue times currently being experienced by those that queue for the DPS role at max level. The long queue times are, of course, caused by a very simple lack of representation in the Dungeon Finder by tanks, and to some extent healers. We don’t feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little. While this system gives tanks and healers something extra, the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing.

While the gold, gems, flasks, and elixirs are OK incentives, we knew we needed something more substantial. We had briefly considered Valor Points and epics, but decided that wouldn’t be working toward the goal of helping DPS players progress, and ultimately wouldn’t keep tanks and healers in the Dungeon Finder system for very long. We settled on pets and dungeon-found mounts as they’re cosmetic/achievement items that players tend to try to get on their own, so why not change that up and offer them a chance to get some of those elusive pets and mounts in a way that also helps other players? Even if they don’t get a pet or mount, or get one they already have, the gold and other goodies still feel rewarding enough that it won’t feel like a waste of effort.

We think it’s a pretty solid incentive to get tanks and healers queuing, give max-level players another way to collect the pets and mounts they so desire, and above all, to improve wait times for DPS players sitting in queues. In the case of lower level dungeons, it’s actually not uncommon for DPS to be the least represented role, and so if this new system works out and we’re pleased with the results, we may consider applying this same mechanic to lower level dungeons as well.

Well there it is. Since it was first announced, people have been going crazy about it and from the general reaction you’d think the sky was falling. Well, it’s not. Lets look at the proposed rewards,

Vanity Pets: These look to be ones that can be obtained easily on your own if you decide to put the time into it. So DPS aren’t really losing anything there, it’s just a simple cookie to offer Tanks and Healers. If you’re really so worried about these pets, go ahead and get them yourself. I did, and I’m a healer.

Mounts: A lot of people are bitching about this, I can understand why, mounts are a pretty big status symbol at times, but you know what? The mounts they’ve discussed aren’t anything you can’t get by yourself, or anything DPS isn’t already soloing. Hell I’m a healer with a DPS offspec and I can solo all of the old heroics and have been in an attempt to get the mounts.

My main issue with the incentive is that it won’t really fix the problem so much as shift the issue in another direction. In the last week, I’ve queued for about 15 heroic dungeons solo. 10 of those times, I got a DPS that strapped on a shield and a sword and decided they were going to tank. Those were fantastic runs let me tell you. What I think will happen is that we’ll see more of that. People that will want the mount or pets and will try to cheat the system. So for a bit queue times may go down, but then there will be sub-par tanks and healers that people will complain about. And even then if there’s nothing you want from the random dungeon bonus, those same folks will stop queuing once they have the items they want, giving the incentive a finite amount of time. While I like the incentive idea and as a healer appreciate the thank you, it’s not a fix, it’s a bandaid. Tanking and Healing are thankless jobs lets face it. Healing and Tanking are pretty hard when you’re first starting out, and people like to criticize you often for any deficiencies you have at the role. Giving us what amounts to a Chotchkie doesn’t really help all that much as a lasting incentive.

The other problem is the additional changes to how the LFD works in terms of Valor Points. The first 7 random dungeons you do will award you the points, meaning that you will no longer need to queue once a day, but can knock them all out at once if you want to. Personally I think that change will encourage more people to get random guild groups together and just knock out the heroics all at once. This then removes a whole set of potential Tanks and Healers from the pool.

Is there a better fix for the queues? I don’t know, I’m not one of the guys in charge of things over at Blizzard and I’m not sure I can really come up with a better option. Do I think it’s worth calling out that the sky is falling over the change? I don’t think so. Personally I’m enjoying the fact that Blizzard recognizes there is a problem and is looking at ways to fix it. I hope they find a happy balance, and I hope that the fix doesn’t produce a series of under-geared Tanks and Healers flooding the queues. It’s a fine line to walk, but I’m confident that Blizzard will find the fix, that they will figure out a good enough cookie to offer under represented roles without completely unbalancing the system. In the meantime though, I do not think that it’s something we should be seeing the amount of QQ we are in the last few hours, lets give them some time to see how it actually works out. Besides, it doesn’t really hurt you, it’s not taking anything away from you, and it is a slight thank you to a set of roles that is normally criticized and never thanked. That’s my opinion on the matter at least.

How about you? What do you think of the idea? Do you think there’s a better way to improve queue times?

Tough Call: Fighting Progression Frustration

Image courtesy of leonardobc

This week the crew has been hitting our heads against a progression boss, and the talk around the campfire has a decided air of frustration to it. As a leader, you need to be aware of your team’s motivation levels when tackling new challenges. Encounters surpassing your raid team’s ability level can often turn frustration into futility.

But how do does a raid leader handle this precisely?

The same way we handle any problem – with planning and execution.  Sun Tzu, who probably would have been a Vodka/Paragon level raid leader, teaches us:

“The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations beforehand.”

It sounds simple, and when you’re doing it well, it really is simple.  Knowing what needs to be done ahead of time and adjusting as you go along are the two key ingredients to successful raid progression no matter the size of the raid or the strategy being used.

Below are a few points I recommend keeping in mind when your raid team is approaching difficult content:

Planning For Raid Progression

  • Read, understand and analyze the intended boss strategies as dictated by your raid leaders well in advance of attempting the fight. This allows you to see mistakes as well as make changes easily.
  • Be honest with yourself about the capabilities of your team. Have an idea where your weaknesses and strengths lie. This could be include aspects ranging from movement, DPS, healer skill or people with high raid awareness.
  • Know when to call a wipe and when to extend an attempt to see the next phase. Part of your team being dead might still allow the rest of the raid to practice key mechanics of the fight.
  • Experimentation is good. Figure out what works and what doesn’t when you deviate from a typical boss strategy. It might just be easier for your team.
  • Ensure your team is on the same page. Present a united and focused front for your troops to follow.

Sometimes, though, even our best-laid plans… well, you know what happens.  So the question becomes, what next?  What do I do when my team is getting weary, my strategies are in question, and I need a win quickly?

First of all, do not ditch your plan just because it isn’t working.  A strategy can fall apart in a lot of places. It may be execution, it may be a certain raid composition due to attendance; it could be any number of factors.  Find out where the strategy is failing and decide which elements you can change.  Can you swap personnel?  Slight positioning adjustment?  Time your cooldowns better (this is often a fix in Cataclysm raiding)?
Whether your plan needs a complete overhaul or just some minor adjustments, it is still crucial to address the frustration of your raiders and regroup.

  • Do not avoid the tough conversations. When your members bring up their gripes, listen to them. Answer appropriately.
  • Know the difference between toxic negativity and someone just blowing off steam. Sometimes people just need to vent. However, there is line between getting out some frustration and poisoning the morale of your squad.
  • Give responses that are logical and concise. You need to lay out for your team exactly what you’re doing, why you’re doing it that way,  and why you don’t think it can be done in an alternative way.  The more details, the better.
  • Accept suggestions and give them their due consideration. After all, if the 9 or 24 other people in your raid aren’t intelligent enough to help you with their observations, then you probably shouldn’t be raiding. Applaud valuable and constructive criticism from your raid.
  • Kill the boss and go out for beer!

Remember, the future is brighter.  Your raid will down this boss and will continue downing bosses. Success breeds further success.  Get out there and prove you’re all winners.


Reader Question

Last week, regarding my post on Real Officer Set-Ups, Kalette asked:

“Do you have any comments on how to incorporate this into a 10 man guild with two separate 10 man teams?”

Recently I had a conversation with Matticus about different ways guilds could operate more than one progression-oriented raid team within the same guild. (See Matt’s post here for his thoughts.) My feeling on the idea is that when you’re setting up policies for your guild, (attendance, loot, recruiting, critique, etc) they should apply to everyone playing that portion of the game, not just your raid team.

Clearly each raid needs their own raid leader, both of whom will need to be equally trusted by the GM, and trusted to work alone, because at least one of them will likely be raiding in without you overseeing them.

Beyond that, I think you could pull off a two 10-man raid guild with the same positions mentioned before.  You may have to get creative about which officer raids with which team, but in theory your role officers could oversee recruiting, critique and mentoring for every raider under their domain.  Since we’re talking about smaller numbers, they would each be responsible for roughly the same amount of players as they would in a healthy 25-man team, they would probably just need to be better at analyzing WoL logs parses since they can’t see everyone first hand.

Another approach is to combine a few roles, and have those role leaders cooperate with each other.  Tanks and melee DPS can easily be combined, and you could put ranged DPS and healing in a group together.  Then each 10-man raid would have one officer over each of those pairs.  Outside of raid, you may naturally specialize and have one ranged/healing role leader who is more attuned to healing and another who is better at the pew-pew, but so long as they can learning from each other, you can benefit from both being specialized.

By the numbers:
1x GM
2x RL
1x each Role Leader

Alternative:
1x GM
2x RL
2x Tanks/Melee Leader
2x Ranged/Healing Leader

I think the key caveat I’d make is that recruiting should still be done on a scale of “does this person meet our guild’s standards”, not just will they meet the needs of Raid A or Raid B.  When you’re fielding two squads who are both responsible for pushing progression and increasing your guild’s standing, it’s important to make sure that every raider meets the criteria to deserve that guild’s name above their heads.
Kalette, great question; I hope this helps.  If not, call me dumb and I’ll give it another look.

As always, leave your questions/comments/paternity suits in the comments.  I’ll lovingly read them all.  Also, if you have a topic you’d like to see addressed in a future episode of Tough Call, just let me know.