Where Personal Responsibility Begins and Guild Responsibility Ends

“Could you expand on the “augments for players” section?  I’ve always been interested in the spectrum of policies from raiders get their own stuff to raid leaders getting all consumables, etc. for the raid.  Where do you stand on this?  Does it depend on where the power position is where raid leaders feel they have to provide for raiders or else they will go elsewhere vs raid leaders that have raiders to choose from and don’t mind telling raiders to be responsible for getting their own consumables / enchants?”

This is a solid question posed by wewhoeat in the comments section of my recent A Night in the Life of a GM post I wrote last week. There is a definitive line between what a player is responsible for and what a guild should look after. But this line naturally varies from guild to guild.

I notice a strong correlation between player performance and their ability to provide their own character improvements. In other words, the players who farm for their own materials or purchase their own augments tend to not die as much and will consistently perform well in their roles.

Why is that?

My own non-scientifically backed, non-peer revered theory on the subject is that the players who take the time and resources to improve their character have this mentality of personal improvement no matter the cost. It starts with taking care of their character. This character care then slowly translates into overall better play. My theory is that the more inclined a player is of maxing their character’s stats, the more inclined they are to maximize their play. It seems to help instil a sense of discipline. They’re spending thousands of their own gold to augment their character. Why not spend some more time referencing the information needed to play better? It shows me that they are heavily invested in their character and they’re not willing to wait around because they need to have that super awesome enchant right now.

Now let me answer wewhoeat’s question.

What is the player responsible for?

Blizzard has seeded Pandaria with a staggering amount of herbs. I often get sidetracked because I see those golden circles on my minimap and I just end up farming. In fact, I’ll end up watching Castle or Flashpoint for 40 minutes while lazily farming for herbs. Such a huge supply has made flask and potion generation extremely affordable. The Spirit of Harmony system makes it accessible to purchase 3 Golden Lotuses, as well as herbs like kratom near you.

Not everyone has an alchemist or herbalist alt. I encourage players to send their lotuses to an alchemist who can get this stuff created for them on the cheap. I’ve been slowly trying to encourage people to get their flasks and pots created after a raid. It was getting disruptive and irritating when players logged in requesting flasks and potions made when raid begins. Players should be responsible for at least supplying the herbs. The guild can get this stuff cranked out for them instead of paying the AH costs for flasks. The thing is, we need to do this stuff way before raid time (5 minutes before first pull is just cutting it and asking for it 10 minutes past raid start just merits a frown).

Feasts used to be something that the guild provided. But the way feasts were done this expansion seemed overwhelming at first. I can’t quite place my finger on it, but it seems like most players have enjoyed the farming and are providing feasts of their own stat. I’m seeing Pots, Grills, Steamers and other stuff placed down. It’s not all by one person either. It’s nice to see the guild pitching in on stuff like this because it’s overall one less responsibility I need to look after.

What is the guild responsible for?

In my eyes, the guild acts as a “safety net”. Not everyone has the cash flow or income to acquire 10 Sha Crystals for a weapon enchant. This is where I step in. We do receive a steady supply of disenchanted epics to help fuel our Sha Crystal demands plus whatever enchanting transmutes on a week to week basis and we can use those to help offset the cost. Overall, it’s in the leadership’s best interest to help provide them to the players that need them because it usually results in that extra DPS or healing that could (literally) be the difference between a 2% wipe and and a kill. Really expensive augments fall under here as well (Leg enchants, shoulder enchants).

However, I know there’s players who do extremely well on the auction house. They’re patient and are able to build up quite a fortune. These guys have no problems buying their own stuff. They’re also willing to donate and help replenish gold stores in the bank if we’re in a crunch.

In addition, guild repairs are covered. The guild challenges along with the rewards earned from kills help contribute to that. It’s effective for the funds gathered from the war chest to go back to the players that need them. But depending on raid activities, a guild may not be able to sustain repairs solely on the income gathered from raids. Thankfully there is an option to set a cap in place. Personally, I think the challenge rewards are due for an increase. The cost of raw mats and repairs seem to be going up but the challenge rewards have remained the same since last expansion (although, we did receive Scenarios to help offset that). Anyway, that’s a different topic for another day.

One would say that some of these policies are socialist.

But you know, Canadian.

Other guilds use different systems. Some lock down the bank. Others provide full access to everything. I’m not certain what differences a 10 man guild vs a 25 man guild would be when it comes to benefits. I imagine it’d be the same. If you look on recruiting forums for guilds, you’ll notice a common trend of raiding guilds providing flasks, feasts, enchants or a combination thereof. A recruit would expect that stuff at a minimum. This makes me wonder if the gradual change from players farming their own TUBERS in Felwood to the consumables on a silver platter have gradually shifted player mentality towards entitlements and the like. Don’t get me wrong, I don’t miss setting aside half a day to go farm TUBERs, Scholomance for Dark Runes, or creating a boat load of fire resist potions. Playing during vanilla gave me a whole new appreciation for the ease at which to access the resources we have today.

Now I’m curious. What benefits does your guild have in place? Do you agree with them?

The Things we Balance

Life is a balance. We balance our work lives and our personal lives. We balance academics with extracurricular activities. We balance beer with hard liquor (some of us, at least).

WoW’s obviously no different. With that in mind, I wanted to pose some things to think about. These are questions that most guilds and officer teams will find themselves in. Not regularly or often, but they’ll do happen.

Progression vs Gear

Time needs to be managed with precision. With 9 hours allocated to raiding, it needs to be used effectively. Going into this week, we were only 5/6 with Heart of Fear coming out. The intel and opinion we had from other players and other GMs was that the first two bosses of Heart of Fear would be easy. Our options were to go into Heart of Fear and try to get two bosses down quick or fall back to the Vaults and secure additional weapons and trinkets. Elegon still drops fantastic weapons and trinkets. For whatever reason, we’ve always had a problem when it comes to acquiring weapon upgrades.

The flip side of that argument? If we secure the kills, it helps us with our overall standings. In the long run, this helps us with attracting quality recruits.

Besides, rumor has it that Garalon is serious business.

Learning vs Stacking

New players and recruits need a chance to crack the lineup. They need to have a basic understanding and exposure to a boss so that they can get their feet wet. Not only this, there may come times when a regular player can’t make it and someone from the bench needs to be activated. Do we bring in the recruits and risk maybe a few wipes so that they understand what the mechanics are? In the long run, this is almost always the better option. Experience time in the raid is always a plus. On the other hand, if you’re on a limited raiding schedule, would you rather blitz through the farm stuff as quick as possible by stacking the raid?

Every wipe on farm means less attempts on the harder bosses for the week.

There are other types of balancing questions and acts that we regularly answer. But off the top of my head, those two are the ones that come up. I find that those two topics generally face the most disagreement. You can make strong arguments for both sides and it’s not always easy to answer it. It depends on what stage you are at an expansion and what the guild goals are.

As an aside, we’re hurting on ranged DPS at the moment*. If you’re looking around for a new guild for 25s, check us out (and that invitation is open to healers and other roles/classes).

So desperate that I switched over to Shadow.

Mattivation: The Origin of Many Whelps!

httpv://www.youtube.com/watch?v=HtvIYRrgZ04

Language is slightly NSFW.

We’re about to enter our 4th expansion. There’s enough new players that haven’t seen this video yet but it’s something I wanted to share. If you think your raid leader was brutal, wait until you watch this classic Onyxia wipe raid video. If you ever wondered where Many Whelps! Handle It came from, this is it!

A large number of players today would most likely wilt under that kind of pressure and environment. Me? I don’t know. I’ve played under leaders like that before and it was a different experience. I felt like I thrived and played at near my peak. I wasn’t really motivated by fear or anything. There’s just something appealing I find when I get (quite literally) get yelled at for screwing up. My officers know this and won’t hesitate to get in my face because they know the right buttons to press (They don’t care that I’m the GM :\).

Anyway, it’s a quick video I wanted to share this morning. For the older veterans, I’m sure it’ll bring a slight grin to your face. For the newer guys, that’s what you missed out on during vanilla.

Remind me to show you guys that Sebudai poster next week.

Matticus: Healing at the 0.33 percentile

Guys, I have an announcement to make. This is a special day.

For the first time, I am not in the 75th+ healing percentile. I actually fell quite low. Ended up being 4th, in fact.

I’m sorry for letting you all down Sad smile (and I got beat by a Druid, ugh)!

Here’s a snapshot from World of Logs in Mists of Pandaria. As was the case during the tail-end of Cataclysm, I’m getting spanked by holy Paladins. I’m not upset though. There’s a few reasons for this and it’s largely on me. This is against Gara’jal, the third and final boss in the first half of LFR.

The thinking for overhealing, mana management, and efficiency goes out the window at this stage.

It’s about survival.

The first pull or two on an encounter is going to result in low mana reserves because you have no idea how much you have to pace yourself. If you were told to run a marathon without any idea of the terrain, the length, or the conditions, I’d say you’d tired out too because you don’t know when to jog and when to sprint. Not only that, with the Mists class changes, it’s like getting new shoes, outfit, and weights attached to your body.

logs-garajal

Link to spell usages

Thoughts

  • My top spell was Circle of Healing right at the top followed by my holy mastery along with Prayer of Mending behind that.
  • You can also see that I used Heal way more often comprising 10% of my healing done. I did run low a few times and there were periods where only light healing was needed.
  • Not only that, I was unfamiliar with the fight. Didn’t know when the big damage phases were. Didn’t realize there’d be players being spiked. Way to do my homework.
  • Kept forgetting to use my 1 minute Shadowfiend. I should just macro that to something.
  • Suffered from mana problems towards the end when we hit the last phase of Frenzy.
  • Used predominantly PvP gear.
  • Lightwell and Lightspring usage is something I have to deploy earlier. Have to start working that cooldown early instead of waiting for health to get low. In the 3 minute span that Lightwell is active, the probably is high that Lightspring ticks will automatically trigger.
  • Cascade is awesome in a 25 man environment.

I know I can do better next time.

13 Punishing Raid Mechanics Which Made You Go “PICK ME PLEASE!”

Blizzard’s been crazy inventive with their raid mechanics over the year. Whenever I think they’re running fresh out of ideas, they manage to come up with something new and different. Malygos was one of the first raid bosses where we were not using our own class abilities to bring down a boss — We sat in a vehicle (red dragonflight).

But, encounters aren’t all about the tanking, the DPS, and the healing. There’s these little gimmicks and tricks that need to be executed with perfection or else it’s back to square one. Most guilds have those few players that were liabilities. For whatever reason, they couldn’t get it quick enough.

Learning curves? No, more like a learning line which was parallel to the X axis. The quality of a player’s skill isn’t measured by their HPS, DPS, or SPS (Survival per second). It’s an immeasurable quality of their ability to pick up mechanics quickly enough and master it. Mastery just isn’t a character stat. It’s also a player stat.

Atramedes – Gongs

Ah, the gongs. All you had to do was click a gong which interrupted Atramedes’ casting, reset every player’s sound, and gave Atramedes a case of Vertigo. This was one responsibility that you trusted to a small, select group of people. Too early, and you waste a gong that’s not going to catch an interrupt. Too late, someone in the raid dies and you need to burn a fast combat res or go through the raid short handed. Most raid leaders assumed this duty themselves.

Honorable mention: Players that ran the Sonic Breath right into the raid or into the tank.

Ultraxion – Fading Light and Hour of Twilight

One of the easiest mechanics in the game yet has claimed so many lives. Raid wipes hinged on people both hitting “the button” at the right time and not hitting “the button”. Getting the occasional death? Sure. Getting consistent deaths? What the hell, man. And there was a 5 second grace period which is like an eternity.

Actually, the times I died was either because my macro wasn’t on the bar, or I hit it too early. When you’re used to fighting Ultraxion on hard mode and then downshifting to normal mode, old habits die hard.

Nefarian – Missing an interrupt

Prior to the nerfs, you needed (at minimum) 6 solid, reliable interrupters (or 3 on 10 man). Shaman classes dominated here because Wind Shear was awesome. If even one person blew an interrupt on phase 2, the entire raid wiped after the platform exploded.

I was tempted to switch to my Resto Shaman alt for this one.

Teron Gorefiend – Ghost

Beating Gorefiend was like spinning Roulette. We all prayed that the ball didn’t land on that one player who struggled night after night. They couldn’t reliably kill their ghosts without the instance of the others. I kid you not. One night, there was a conversation that went something like this:

“It’s hard to turn the ghost, target the enemies, and click on the different abilities to kill them!”

Vent turned silent.

Supremus – Running

People that couldn’t run. Goddamnit. How can you not outrun the slowest, largest thing in the instance? Yes, Supremus had a quick dash if you were too far. BUT STILL. You didn’t have to outrun him forever. You had to outrun him long enough so that he switched phases!

Professor Putricide hard mode – Unbound Plague

Putricide on hard mode was one of my favourite fights during Wrath. It was one of the ultimate exercises in teamwork. Players had to coordinate who had the debuff, who didn’t, and who could take the debuff. You had situations where a dirty person mistakenly ran into a clean person too early. Did it too late and you run the risk of dying. Eventually you’d run out of people to use if the Unbound Plague debuff didn’t wear off. Thankfully, the debuff only last for about 60 seconds — But it was 60 seconds of steadily increasing damage.

Archimonde – Air Burst

I observed that people with really bad depth perception struggled like crazy on this fight. Air Burst would knock players up really high and Tyrande gave you feathers to slow your descent. They had a hard time gauging where the ground was and how long it took before they pancaked. I can understand the Fires being a problem because they were often unpredictable. I remember I was kept way out in the back with no way to get within range of my groups because the fire had cut me off. But at least with tears, you have some semblance of control when to hit the button.

Lurker Below – Spout

World’s easiest mechanic which also claimed many lives. Yes jumping into the water meant you’d take some damage, but it was hardly even fatal. I’m quite ashamed to say that I was the worse at this largely because I was healing with 5 FPS. I stood directly behind Lurker (opposite the tank). I compensated for this by facing away from Lurker and looking at the water instead. Backwards healing so that I could smash my forward button and prayed it was enough time to push me into the water. With single digit FPS, you did everything possible to get as much of a lead off as you could.

Shade of Aran – Flame Wreath

Oddly enough, the biggest wiper of this tier was to people moving when they didn’t have to. Flame Wreath incinerated those with itchy fingers. They’d see a huge ring of fire around them and instinctively try to move after being constantly drilled to stand out of the fire.

The Lich King – Defile

The more you stand in it, the bigger it gets. This took us way longer then it should’ve to master. I view Lich King as 1 of my biggest failures for the group I had at the time. If I had been more ruthless, would I have been able to gather players that were capable of getting us through that phase faster? I don’t know.

Thaddius – Plus and Minus

“Is positive side his right or our left?”

Buried my face in my hands.

Magtheridon – Cube clicking

Ol’ Maggy had a channeling ability that would go off and nuke the entire raid. However, there was only one way to stop this — Synchronized cubing. If 5 people clicked the cube at the right time, his channel would be interrupted and he’d get pissed off at the raid and rage out. However, if even one person missed a cube click, the rest of the raid would rage out.

Raid’s sounded something like this:

“HOLD HOLD HOLD HOLD HOLD HOLD HOLD HOLD OKAYCLICKRIGHTTHEHELLNOW

*wipe*

“… Okay, who missed it this time?”

“Sorry, boss.”

“Damnit Joey.”

Sindragosa – Ice Tombs

We had this one Mage back in the day. We entered the air phase with the Sindragosa Ice Tombs. Targeted players had to array themselves in a specific pattern so as to not nuke their partners. The rest of the raid ran to the top of the stairs and waited until the Tombs hit, then they had to run back within melee range and DPS the players out of the ice block (Hagara’s intermission phase was inspired by this).

Anyway, this one Mage would run to the top of the stairs with the rest of us despite the fact that he had the mark above his head from Frost BaconAnd he kept forgetting to move down to get the frost bombs away from us. It felt like every third raid he’d forget to do this. After about 6 raids of him consistently doing this, we were too tired to yell at him anymore. We pretty much just stopped saying anything and vent was super quiet when it happened. While we were still recruiting a replacement, I’m positive every person in the raid kept praying “Please target me with the Tomb. Please, please, please target me.”

Geeze, I just about aged a few years from this encounter alone.

Just thinking about all that stuff makes my blood boil.

… Actually, don’t even get me started about Blood Boil.