Tough Call: Is Preparation Enough?

683292_50743243Welcome to Tough Call with me, Viktory.  This column aims to answer some questions and start even more discussions about one of the trickier aspects of raiding, raid leadership.  Sometimes “raid leadership” will mean strictly talking about class composition, role management, benching policies and loot, and inevitably sometimes it will bleed over into overall guild leadership. 

Based on my own experiences and the conversations I have every week with current and past guild/raid leaders, I know that this is one area where there is almost no black and white, and everyone can use some help or constructive criticism at times. 

I can tell you now that my answers will not be the universally-applicable answer, nor will they be the happy/nice/”make everyone love me” solutions.  That simply is not effective; raid management isn’t a WordPress plug-in, it’s a graduate-level course in human relations and resource management and we’re all crazy for trying to do it. 

My aim is always to have the most efficient raid possible, so that we can get in, get the job done, then go have a beer and pat ourselves on the back afterwards. 
Bottom line, the intent of this column will be to discuss how to make the decisions that the 24 other people in your raid would hate to make.  After-all, “uneasy lies the head that wears the crown”; but hey, you get to wear a frickin’ crown!

Now let’s move on to this week’s topic.

Preparation is the bare minimum

This week, many of you will either be grouping together for your guild’s first serious raids this expansion, or will be seeing more of your guildies hitting the gear levels to be able to join your raiding ranks.  Either way, you should be in a position where you have to decide who you will take to raids and who will be coming in off the bench.

In order to field the best team possible as you roll into a brand new expansion, you cannot always rely on the players who were your all-stars in Wrath.  Some may have grown complacent.  Some may have life commitments that prevent them from gearing-up (or even leveling up) as the same pace as the rest of your guild.  Some may even be less interested in raiding than they were last go-round.  Regardless of the reason, you owe it to your group to take an honest look at every possible option and make the best decisions.

If your group is already 12/12, please accept this High-Five and check back with us next week.  If your group is exactly 10 people and you would never dream of raiding with anyone else regardless of how long you have to wait…  let’s agree to disagree

If you’re still with me, I assume you’re not in one of those first two groups, and you’re probably facing some of the same decisions I’ve had to make this week.

For the sake of argument, let’s presume you’re doing 25-man raiding and have a roster of 30-40 people to choose from.  Six months ago, you could have considered multiple factors: experience, achievements, badge-gear vs boss-drops, etc.

Today, preparation is king.

Preparation does not always mean gear.  Sometimes people can get lucky and every instance they run drops exactly what they need.  I’ve seen it.  That doesn’t mean that they are any more prepared to raid than they were the day before, it just means that they may have a larger margin for error.

  • Among your healers, who is most prepared to keep your team alive when you’re in those first raid encounters?  
  • Who has taken the time to watch the videos, read the boss breakdowns, and consider what parts of their class/spec are best suited for each fight mechanic?  
  • Which of your tanks knows what is expected of them on each fight and which one is just hoping you’ll point them towards a boss and let them button-mash?

It should be absolutely unacceptable for your raid members to expect you to give them boss breakdowns before each pull.  Efficient raids will already be slowed down by new class mechanics and everyone needing new loot, you absolutely cannot allow another 10-15 minutes per raid to explain the strat.  Certainly you may review how your implementation of the suggested strat may differ (where to group on Altramedes, which drake to focus first on Halfus, etc), but the concepts and fight mechanics should have been discussed on your guild forums well before raid day.  This includes making sure the vital roles (such as interrupts, counter-spells, DPS tranquilities, etc.) have been assigned, preferably including back-ups.  If someone cannot meet this minimum standard, then they are not prepared to meet the challenges of raiding in Cataclysm and have made your decision that much easier. 

Remember, your roster should be a living document, constantly changing to meet your needs, and hopefully constantly improving as time goes on.  If you bring in the player who is most prepared, the one who went through the beta, has cleared every heroic 20 times, did 10-man raids before your guild had 25 people ready and thinks they know exactly what to do on each fight; that player can still fail.  They might have learned all this to mask the fact that they suck as moving out of the fire.  Preparation doesn’t show skill, but it does show dedication to the ideal of efficient and knowledgeable raiding.

Preparation is king, but it is not a guarantee.  Pick the guys who know what is expected of them so that you stay alive longer and can get the best possible looks at the new content.  Then, after a few nights, go back and use this experience to help you pick out who your top performers are.

Raid Leading 101: 3 Important Communication Tips

Last week, we covered some of the basic pro’s and con’s to both 10- and 25-man raid styles. Thanks everyone to their input and comments. I’ll be updating the post soon to get those new items in there! This week, we cover the art of communication.

Now that you’ve donned the crown of Raid Leader, you have to pontificate with your subjects… meaning you have to talk to your raiders. This sometimes can be the hardest aspect of the job. You definitely have to be more “on the ball” than the other people on the team. In my time as a raider, and also as a Raid Leader, I’ve always found the best Raid Leaders have been great communicators.

Choosing Your Style

When I raid, I like a positive and friendly environment. In raid environments, I usually do best when people are laughing, smiling, and overall having a good time. This is a game for me, and although I take it seriously, I work hard to make sure people are having fun. As a Raid Leader, I try to impress that upon my raiders.

It’s on you, as Raid Leader, to decide how you’re going to motivate your team. Positive reinforcement? Brow-beating? Drill Sergeant? I’m particularly biased towards the positive reinforcement, but I also see the benefits of other styles as well. Think of it this way:

  • You can take each good thing from a wipe and build on it. Encourage that kind of behavior or style of playing. Praise the healers for an excellent job handling that attempt, even if they ended up wiping.
  • You can point out the faults in each attempt, in an effort to discourage that from happening again. Even take it farther and threaten substitution if it happens again. Point out that if the mage doesn’t move the split second he needs to, he’s getting replaced.
  • You can be the strong, silent type. No news is good news. Set your assignments, and let the raiders discover what went wrong.

Either way you go, you must be aware of what kind of style you possess. This will easily decide what kind of raiders you’re going to have. There are plenty of raiders out there that enjoy different styles of raiding. Some like tough competition, some like the team environment. Be conscious of the tone you’re setting, whatever that may be.

Your Intentions

Just like in the olden days when a gentleman would court a lady, they would state their intentions. You must do the same. This goes back to our discussion on motivation. Have you been honest with yourself about your motivation? What do you want to achieve? How do you want to go about it (all things we’ll eventually cover)? You need to be up front with your raiders on what the goal of this adventure is:

  • What size are you going with? 10 or 25?
  • Are you going to work towards heroics? or just normal?
  • Are you bringing close friends? or are you valuing performance over history?
  • What sort of attendance policy do you intend to have?

By setting out the groundwork to your raiders, there’s very little room for guessing on your part. When you talk things out, it solidifies it in your own mind. Also, all of your raiders and potential recruits will know what they’re getting into, and what to expect.

Honesty is the Best Policy

An awesome line from my favorite movie, Swingers: “Respect my ass. What they respect is honesty.” The same holds true for being a Raid Leader. You need to be a straight shooter. If you want someone on your team, you need to be up front about it. If something’s not working out, you gotta speak up.

I’ve learned this first hand as a Raid Leader. **STORY TIME** When I was running the original Team Sport raids, we had a warlock that was never up to snuff. We tried to be up front from the beginning about what we expected of the raid team, and we knew that this warlock wasn’t up to it. Nice person, and fun player but just didn’t have the extra “oomph” to raid at the level we wanted to. Constantly long AFKs, not paying attention in fights, etc. Since we let it go on for so long, it had become acceptable to this player to act like that. When it came down to saying that we wanted to move forward but without the warlock, we were met with some unnecessary drama.

Essentially, if we had been honest up front regarding what we expected and that the warlock’s behavior wasn’t what we were looking for, we would’ve saved a lot of trouble. Now, within the Raid Team, I have little to no problem telling people that not signing up is unacceptable, or that not having food/flask is not gonna cut it. I’m not a jerk about it, but I’m honest with my raiders about what I expect of them on the team, and when they’re not getting invites or raid spots, they should know why.

How have you stepped up to the task of communicating to your raid? Are there any alternate methods/tips you’ve used that have been particularly efficient?

Raid Leading 101: 10 vs 25

Probably as old as when Burning Crusade launched is the discussion of 10man vs 25man. The jump from 40man to 25man jolted a lot of raiders and caused the collapse of several teams. Raid teams started out in 10-man Karazhan, which geared them to enter the 25-mans until the end of the expansion (Gruul’s Lair, Magtheridon’s Lair, Serpentshrine Cavern, Tempest Keep, Black Temple, Sunwell Plateau), with a 10man Zul’Aman thrown in for flavor.

From what I saw, there was a stigma that 10mans were inferior to 25man. 25man Raid Leaders were thought of as more commanding and needed more control over their team, whereas 10man Raid Leaders didn’t have as much responsibility. The only way to get any decent gear in Burning Crusade was to run 25man raids. Legendaries were obtained only in the greater of the two. The end result was people preferring 25mans over 10mans, even lasting into Wrath of the Lich King. Anyone else remember needing to get into 25-man Trial of the Crusader to get a decent trinket at the time?

However, with Cataclysm, the tables have shifted toward more balance. With the changes that Blizzard implemented, there is less pressure on needing to raid a certain size. Let’s take a look at the pro’s and con’s (as I’ve seen it).

25-man

  • More likely to have every raid buff due to a larger raid.
  • Raiders of the same class can feel more free to tweak their specs.
  • More forgiving to players that may be a little “sub-par”.
  • Battles have a more “epic” feel with a bigger raid.
  • More players = wealth of opinions in strategizing fights.
  • Three in-combat resurrections allowed per fight.
  • Raid competition may not be as crucial (melee vs ranged).
  • ————————————
  • Maintaining control over a bigger group.
  • More standby’s may be needed.
  • More people may equal conflicting egos/personalities.
  • Possible to run into scheduling difficulties.
  • Harder to start up from scratch.
  • Easier for people to slightly slack at times.
  • More officers may be needed.

10-man

  • Usually tighter-knit group.
  • Easier to start up from scratch.
  • More responsibility on each player.
  • Possible to have one of each class (very little gear competition).
  • Fewer standby’s may be needed.
  • Fewer officers or leaders needed.
  • ——————————–
  • Less input for fight strategies.
  • With fewer people, the fights may feel “less epic”.
  • More responsibility on each player.
  • Less room for error.
  • One in-combat resurrection available per fight.
  • Possible to miss certain raid buffs because of limited raiders.
  • Less room for error because of fewer players.
  • Raid composition may matter more (melee vs ranged).

The Choice is Yours

When you’re deciding on which side to go with, keep all of these things in mind. Some of the pro’s and con’s are the same. “More responsibility for each player” may be a good thing for your team or it may not be. You and your team are going to weigh these points differently, and that’s perfectly fine. It all goes back to what you want out of your team. Maybe you want the “epic feel” of 25man and don’t mind dealing with more people/schedules. Perhaps you like less gear competition but don’t mind putting more responsibility on each individual raider.

Remember, the same ilevel gear drops off of 10man vs 25man, so that’s no longer a factor. More gear drops on 25-man than on 10-man to even the scale. Also, Blizzard is still working on balancing the difficulty of the raid sizes, so one doesn’t feel noticeably harder than the other. Personally, I feel this is hard to achieve, but I’m fine with them getting it as close as they can.

As for me, we’ve decided on 10-man since the beginning. I don’t want to put in the extra effort needed to wrangle 24 other players, and we like the greater responsibility placed on each raider. We may not have that “epic” feel because we prefer a more intimate raiding environment. It’s not that I don’t enjoy 25man raiding, but I prefer 10man.

What about you and your team? Have you already made a decision? Are you split? What other pro’s and con’s can you add to the above list?

 

10 Things I’d Rather do Than Heal PuGs

A great part of WoW’s healing base has foresworn the dungeon finder tool ever since Cataclysm, avoiding PuGs like the plague, running away and screaming in terror. And we all know why of course: a lot has changed in the mana business and also, heroic dungeons require a lot more cooperation, tactical approach and CC than they used to in Wrath of the Lich King. Blizzard’s promises in that department have come true.

Now I’m probably not your best candidate because I’ve been a PuG-misanthrope ever since… ever. Sometime through my late level 50ies of vanilla WoW, I did one sucky corpse run too many or heard a stupid comment too often from a random lol-DPS in Stratholme, Diremaul or Scholomance, to put me off anything public or pickup in WoW permanently. Which is probably good to highlight in this context: Yes, there was stupid back in the “good old days” too.

I’ve stuck to my own raid guilds for dungeons ever since then and I’ve been so fortunate to always have more competent groups of players at hand. Yes I’m a spoiled holy priest – but then, I’ve also done a great load in order to keep the guilds running I’ve been in. Nothing comes for free in the World of Warcraft.

I’ve still pugged a handful of 5man runs, especially in the later stages of WotLK as Blizzard was so cunning to make pugging an achievement that comes with a pet (ugly as it might be). You got me there! And it wasn’t even the worst experience; in fact it’s showed me that not all PuGs are completely horrid, even if I still considered them a waste of my time.

But that was in WotLK. You know, “I can get free badges while walking my dog puppy”-WotLK, the expansion of free rides and blissful matters-not-just-AoE-olol. The era of pretty dead party chats too, so dead in fact that exceptions of the rule almost felt outrageous.

That doesn’t work so well in Cataclysm: The new heroics make the best team of guild mates facepalm after 2 hours have passed. And you only really stick around for that long because you actually know these people and enjoy their company. Alternatively, you can be openly grumpy and abuse them in party chat for being blind as a bat, without them going into an emo-fit which makes up for a little at least. I still luv my tank mate despite the fact that he made me run heroic Deadmines for 3 hours on launch week.

Those saints among saints

Healing Cataclysm heroics is a challenge and having to do so in a group of complete strangers who are likely not nearly as vocal, cooperative or forgiving as guild mates , doesn’t make things easier. It has a good chance of making things hellishly frustrating, in fact.

Some healers however, are still bothering. They are still healing PuGs and going in fully prepared to supervise the party and make it succeed. They have the sort of patience that I’m not sure whether to call noble or slightly nutty, but in any case I have big respect for them to put up with the risk. It’s not just the whole coordination part after all: PuGs are time-consuming. The chance for these runs to take longer than usual is high, already due to limiting factors such as party chat. It is a lot of extra playtime to put into something that has a high risk to go wrong. And while in times of precious mana, DPS and CC have probably become more important than ever, the high pressure on healers and tanks is unchanged and so is the blame-factor. Not everyone has switched boat from WotLK yet.

In her most recent blog post, Ophelie tells us why healing PuGs can work out and how healers can contribute to that success. I’d never have the willingness or dedication (and I secretly suspect her to create her own WoW hard modes that way, things are not yet hard enough for Holydins it seems!) but it’s definitely a great guide if you’re a healer and looking to PuG heroics without wanting to throw yourself off a bridge after the first 30 minutes.

I raise my hat to all who try and risk their sanity and self-confidence in the progress. What many people do not know: a bad PuG can make any healer feel shitty. You can know that there was nothing you could have done differently – still: SHITTY!

Before you call me out for speaking without experience, I’ve in fact blundered into 2 PuGs in Cataclysm myself. Number one ended at the first boss, after approximately 10 wipes of the exact same fashion and loads of “GOGOGOGO!!!”. A chronic case of Speedius Nubicus. The second PuG lasted exactly 3 minutes before I pulled the plug – and you’d have done the same. Let’s just say it doesn’t bode well to enter a heroic Stonecore where the rest of the group is already in the process of corpse running, because their last healer fled in terror. Not the finest act to leave them mid-combat, but then…who among us to cast the first stonecore?

PuGs like these aren’t only plain painful, but I simply don’t have time for this. My gametime is more limited than ever these days and what I need in order to be ready for my guild’s raids asap, are efficient runs. I love the new dungeon difficulty, just so there are no misunderstandings here: challenging doesn’t have to equal mind-numbingly long though. I’m more than willing to admit that I don’t take the lead in PuGs usually and that’s probably a wrong perception of my role. It is certainly not by default the MT’s. Furthermore, I don’t actually make use of vote-kicking. Why not? I just CAN’T BE ARSED! If I need to kick and replace five people first before I can start a run, I rather go do something else. By the time we’ve finally found “teh perfect tank” the first person who got replaced is probably already so bored that he decides to bugger off by the time we look halfway ready.

clip_image002

My contribution to a serious topic

I’d still like to contribute in a more productive or rather creative way to the whole PuG-healing thing and since I’m not a saint who can tell you how to make it happen, I’ll tell you what I’d rather do instead of making it happen!

When starting to think about this, the first spontaneous things come to mind, were:

· Running a screwdriver through my left eye. Real slow.

· Jumping off an airplane with no parachute on. Working as intended.

· Entering a den of rabid wolves in a meat skirt.

But….that’s not realistic, I know! So, I’ll be good and limit myself to things that are actually there in the game, painful and annoying and… still so much more preferable to healing PuGs right now!

10 things I’d rather do than heal PuGs

I would rather…

  • Get exalted with Silithus. Again.
  • Repeat the entire Argent Tournament daily jousting-grind to buy all available pets and mounts.
  • Travel from Bloodmyst Isle to Booty Bay. Via Northrend. By foot.
  • Give gold to every lvl 5 beggar in Elwynn Forest.
  • Run guild alts through Gnomeregan 5 times a day. Make that 10 times.
  • Re-skill both my professions up from zero.
  • Follow the public channels. Yes, that’s general and trade chat.
  • Change my holy priest to worgen female…./gasp. Okay, for one week.
  • Read the quest texts of all new Cataclysm quests. No word skipping.
  • Hang out with THIS GUY!

This list was originally a lot longer, but I forced myself to keep it short, just like the rest of this post. And with that, I’ll wish the saints among you who are still out there facing their PuGs good luck and hold on to that halo! You’ll need it.

Sylvara

Adrenaline, Stormrage EU

P.S. No random pugee was vote-kicked or otherwise harmed in the process of writing this article.

What You Should Know About Dark Intent

One of the burdens that comes along with being a healer is the unenviable task of buff management.  Druids have Mark of the Wild and can provide various buffs, depending on the form that they are in.  Paladins spent the last two expansions dealing with the constant bickering about which blessing each person in the raid wanted and coordinating that effectively.  Priests have Power Word: Fortitude and Shadow Protection.  Shamans have a similar responsibility to paladins, in terms of coordinating which shaman will drop what totem and which one doesn’t stack with which existing raid buff and so on.  Having people in your raid who are understanding and willing to communicate openly and amicably with you can certainly make this process much easier.

There are also buffs that can be provided to a raid that are not meant for the entire raid to have or to be able to enjoy.  Whereas the above mentioned buffs can be distributed pretty evenly to those in need, certain buffs can involve some amount of discussion and even competition for those resources.  These buffs can include, but are not limited to Power Infusion, Hysteria and Focus Magic.  One of the more highly coveted buffs, Focus Magic is a buff provided by arcane mages and works as follows:

In the past, the arcane tree was the clear choice for raiding mages and any mage worth their salt would carry around a Focus Magic macro, which would show who was going to receive each mage’s buff.  Sadly, it usually went a little something like this:

Mage 1 — >  Mage 2 — >  Mage 3 — >  Mage 1

Eventually, things changed and arcane was no longer the clear winner in the DPS race and was replaced by fire. Focus Magic was placed deep enough in the arcane tree where mages would not be able to spec fire and have enough points to reach down into the talent tree to take Focus Magic, too.  Despite a few mages clinging tightly to their arcane talents, due to believing the difference in DPS not being enough to completely rule the spec out, Focus Magic soon began to fall out of favor and its presence all but disappeared from raids.

In an attempt to homogenize classes and to ensure that certain buffs were not so class specific, Blizzard gave a similar spell to warlocks this expansion called Dark Intent and it looks a little something like this:

There are a number of immediately noticeable differences between the two abilities:

– Warlocks of all specs have access to Dark Intent, contrary to the tooltip that states Metamorphosis (a Demonology talent) is a pre-requisite.

– Only periodic damage or healing spells will trigger the effect.  Direct healing spells or direct damage that crits will not.

– Critical Periodic Damage can come from melee DPS, not just casters.

– The effects of Dark Intent can stack up to 3 times and increases overall periodic damage and healing done, not just the chance to crit.

So, warlocks have an amazing new buff to play with, that seems to appeal to a wider variety of classes and specs in the raid.  This undoubtedly brings up a number of questions.  Which classes or specs make the best choices to give Dark Intent to?  Should warlocks get to choose who they give their buff to?  Will Dark Intent really make that much of a difference in performance to make these questions relevant?  Let’s find out!

Who Should Get It?

One of my guildies linked a terrific guide found on MMO that shows the results of some theorycrafting that shows who the top choices are to receive Dark Intent.  The numbers are broken down, based on a number of criteria.  The results are separated based on overall raid DPS gain, depending on which spec the warlock in question is and then based on personal DPS gain.  The numbers showing personal DPS gain were not divided up, based on the warlock’s spec, because there was no difference in the results.

Regardless of spec, for both raid and personal DPS gains, shadow priests were the top target for this buff, followed by balance druids, fire mages and feral druids.  For raid DPS gains, typically a survival hunter would be your next best bet after that, regardless of the warlock’s spec.  For personal DPS gains, a frost mage would be the next best choice, due to their high crit rating and the DoT from Frostfire Bolt.  Interestingly, Dark Intent does not work to full capacity, when placed on another warlock.  The haste stacks, but the stacked increase to periodic damage and healing does not.  The two warlocks in question would receive 6% haste from each other and nothing else.  Therefore, they and the raid stand to gain much more from Dark Intent by casting it on someone else.

Since Dark Intent can also increase healing, there are situations where healers may make a better choice for the buff than DPS would.  Resto druids are the clear winners here, followed by raid healing holy priests, resto shaman and then tank or single target healing holy priests.  Discipline priests and holy paladins were found to be the least favorable healers to receive this buff, due to their minimal usage of heal over time effects (in the case of discipline priests) or the near absence of those effects (in the case of the holy paladins).

Who Gets To Decide?

The usage of Focus Magic was never something that was something that had to be controlled or watched over by an officer or anyone in charge in any guild I have ever been in.  Most people would roll their eyes and sigh when they saw mages spam their Focus Magic macro in raid chat and would think nothing more of it.  The truth of the matter is that the person giving the buff, be it a mage or a warlock, has a personal stake in who they give Dark Intent to.  If they give it to someone who has periodic damage or healing capabilities, but is not geared for or does not have enough crit to support the stacks that come with it, nobody wins.  They should have every right to make that call and decide who will give them and the raid the best bang for their buck.

The only time that I feel an officer should intervene is if they see the warlock using poor judgment in who they give Dark Intent to.  If you see a holy paladin receiving Dark Intent a half dozen times on a raid night, I would pull the warlock aside and give them a stern talking to.  If you see warlocks taking bids on who gets the buff and not considering what is the best thing for themselves or the raid, I would put my foot down on that.  Let the warlock use their best judgment, until you realize that maybe they aren’t.

Does It Make A Difference?

You betcha!  Taking into account that the theorycrafting was done using Tier 11 BiS gear (iLevel 372), thousands of DPS could be at stake here.  Thousands!  Affliction warlocks giving Dark Intent to shadow priests led to the highest increase of raid DPS at 4131 DPS, followed by moonkin at 3462 DPS gained.  Demonology warlocks posted the next highest increase in raid DPS by giving the buff to a shadow priest.  That combination led to an increase of 3270 raid DPS, with moonkin giving an increase of 2598 DPS.  Destruction warlocks showed noticeably lower numbers, with the highest raid DPS increase being 3076 DPS, again working in tandem with a shadow priest.  Each spec showed the highest personal DPS gain by working with a moonkin and showed an increase of 1999 DPS by doing so.

The bottom line, which has become a motto of sorts for this expansion is “Every little bit helps.” If using Dark Intent at the right time and on the right person is going to increase your chances to kill a boss faster or to heal through something with less stress and mana usage involved, I’m all for it.  I would not scoff at the increases you might see right now, just because they may not be as noticeable as the ones shown on the guide that I linked.  Encourage your warlocks to do the right thing and encourage those they decide to give Dark Intent to to use it to it’s fullest.  Having a buff that require two people to make the most of it only stands to increase the sense of teamwork and camaraderie that your raid as a whole should be experiencing towards each other.

It was always my understanding that warlocks were all about Fear and CorruptionWho would have thought such a class could be responsible for such warm, fuzzy feelings?