Reserved Loot in PuG Raids

After our 10-man raid Tuesday night, I had some extra time before I needed to head off and gain some real-life rested xp.  Since my server is a low-population server–let me correct that, SUPER-low-population–,  PuG raids are hard to come by.  I generally don’t enjoy these raids on my server, because most of the people in those groups don’t know how to work as a team. They also tend to be ignorant to fight mechanics or are too lazy to learn them.  Every now and then, though, I have an “inkling” for a 25-man.

I had Trade Chat open in a separate window, looking for something to do. A Prot Pally from another guild was looking for a healer and a ranged DPS for ICC25. Since I don’t get a chance to heal on my Shaman a lot, I opted in. I knew I’d have a limited amount of time, but PuGs on Nazjatar don’t last long.  I rarely see an ICC PuG get a good shot at Plague Quarter (let alone Putricide) before people start getting “raid A.D.D”.

Ooh! An ICC 25! I run through a check of the gear lists, and I know that my Shaman is still using Protector of Frigid Souls, so the Bulwark of Smouldering Steel from Marrowgar would do nicely! What’s a hard-working Resto Shaman gotta do to get a decent shield in this place?! ToC runs are non-existent, obviously, and I don’t have the 1800 rating (yet) for the Wrathful Gladiator’s Barrier.  There isn’t a 10man shield in ICC until Sindragosa, and I always seem to be working on the nights that we kill her.  So this PuG is a perfect opportunity, right? Wrong.

The Bomb Drops

I step into this fresh ICC 25-man raid. I’ve got my Well Fed buff and my flask going; I’m ready to rock. Right before the first pull, and after all the buffs have been put out, the Raid Leader says in chat that the Bulwark of Smouldering Steel is “reserved”. I check his spec, and he’s a full-blown Prot Pally. I ask him if he’s trying to get it for off-spec. He says no, it’s for their Resto Shaman that just hit 80 not too long ago. I send him a whisper: “That’s really the only reason I’m here is to roll on that Shield. I’d like to roll on it, if you don’t mind.” I’m essentially (and politely) told no, and if I didn’t want to continue, then he’d understand. Well, in a flash of frustration, I bowed out and left the raid. Other spouts of disapproval of something being “reserved” echoed through Raid Chat as I clicked my “Leave Party” option.

My Reaction

Although there is one exception, I’m totally against this kind of loot distribution or raid leading, especially in a PuG. I find that it’s disrespectful to the other people that are brought in to help. You’re essentially saying to me, “I want your help in downing these bosses, but you’re not going to get a fair crack at what drops.” I’ve found a trend also in these types of situations. Either they’re entirely in the mindset of thinking that they can’t possible perform well enough without said gear, or they’re just plain inconsiderate, selfish, and rude. In most of these circumstances, I’ve even had a lower GearScore (means little to me, but means THE WORLD to PuGs), and have been able to incredibly out-heal (with little overhealing) the raider in question. I’m not saying that since I have higher numbers that I should get the Shield, but saying that I’m putting good work in but not allowed to roll on the Shield is a straight smack in the face.

The only exception I’ve been able to see (and from reactions I’ve gotten on Twitter), is a Legendary (and I agree). Things like the Fragments of Val’anyr or Shadowfrost Shard‘s (or any of the Shadowmourne pieces) are entirely fair, just so long as it’s laid out beforehand. Those are long treks to get that one item finished. Other loot, though, should be fair game using whatever loot system you dole out. Straight up reserving them is just selfish, in my mind.

Except for the loot system we use in my ICC 10-man, Team Sport always uses an open roll system. If you’re putting the work into the raid, you deserve a chance to get main-spec loot.  Some people would think that means that we get people rolling on stuff they don’t necessarily need, but it works out great. Since people know that’s how we run our raids, we have a wealth of people that love to run with us. Hence, we can be picky about bringing honest and friendly raiders.

After an experience like this, I’ll never take part in a “reserved loot” raid. Whether it’s my gear or not, it’s just principle.

What do you think? Would you continue to run with a “reserved loot” raid? Or would you bow out?

POLL: Will you raid 10 man or 25 man in Cataclysm?

One of the best — or worst things depending on your view — to happen to raiding in a long time was the inclusion of smaller group sized content. I talked a little bit about this over on BDTU with my pieces on the Evolution of WoW part 1 and part 2.

The trend started with the addition of Zul’Gurub, a troll instance of now infamous reputation, when it broke from the 40-man raid standard and offered 20-man content. It hailed back to the days of Blackrock Spire being a multiple group raid, and people loved it.

Karazhan further stoked the fires of the smaller group raid desire, and did so while offering epic and story filled content. Players loved it so much that the forums were filled countless replies asking for more smaller group . With Wrath came the revelation that all raid content would be be available in 25-man flavor as set forth by Burning Crusade, but also  in new raid 10-man flavor (all of the raid, less than half the calories). Different levels of gear purchasable by badges came out (as well as loot tables that varied between 10 and 25 man), and both 10 and 25 man raids dropped the same badges. The trick, and the problem, was that people felt compelled to run both 10 and 25 man versions to maximize badges. Some people felt that you absolutely had to run both to “beat the game”.

This is also a result of how loot was distributed. Badges gave you the entry level gear for the items at the end of this expansion cycle. Badges gave you the “entry level” piece for the tier set, this was considered the 10 man version of the tier. Tokens in 25 man raids would drop that allowed you to upgrade the 10 man piece to the next level up. Heroic 25 man dropped yet another token that allowed you to upgrade it to it’s maximum potential. You can see how it would be assumed the more badges you had the better gear you had and the quicker you could climb the gear ladder right?

Well, the devs didn’t like that, nor did less hardcore players (or those of us who don’t have the time to devote to constantly running raids all week long) and a new system was proposed for Cataclysm. The system says that the same content will be provided for 10 and 25 man versions, and the reward levels will be the same. That is to say that the Ilvl of gear will be on par between versions, and they will share the same loot tables. The major difference will be that 25 man will have more damage and more health to worry about in boss fights and such, and you will get MORE loot drops than the 10 man content does. Also, a raid regardless of being 10 or 25 man, all share the same raid ID and lockout. Do a  25 man version and kill a boss? Cool. Split into two 10 mans of the same thing and that boss is still dead for both groups. You can’t up-convert from 10 to 25, but you can down-size if attendance becomes an issue or some such.

So this brings up an interesting question for a lot of guilds and raid groups right now. Is it worth it to run 25 man content if the rewards for 10 are the same? Is the extra loot enough of a benefit to keep you raiding in 25 man content or do you give up and just say screw it? I know a lot of guilds are going through this debate right now. I know some of them personally. This happened in a smaller capacity when Wrath was announced to have 10 man content. Some guilds decided the smaller size was for them and paired down into tight-knit, more tactical 10 man groups. So now that the gear is equal level between 10 and 25, aside from quantity, I know many guilds that have weighed the pros and cons of both formats and decided to go for the smaller size.

My guild Unpossible recently had this discussion. We pulled all of the officers into a private vent chat and hashed it out. it was about even split on the case of 10 vs 25, and there were a lot of good points made. After a good half hour discussion, we decided that we would stay a 25 man raiding guild. Our structure was already in place and had been since the release of Burning Crusade, and it has been stable and working since. We have a dedicated group of raiders who love the group we are in and the dynamic we have going. We also decided that we just felt more comfortable in the 25 man environment.

For me personally, I voted in favor of keeping the 25 man raid group. I love the logistical challenge of tracking so many players — and yes I know it’s not the 40 man content or raids from vanilla but I served my time in those — and the dynamic we have set up between all the various parts of the raiding group works well together, and I’d hate to break that up. I also didn’t like the idea of balancing multiple 10 man groups. Something I’ve seen over the last few years, people have an easier time being benched for a raid than they do taking part in a raid that is behind another group. I didn’t want to breed an environment of Group A vs Group B and cause any unnecessary drama.

So with Cataclysm on the horizon, has your guild discussed this at all? Has your raid group decided whether it will raid 10 man or 25 man content? Were you already raiding as a 10 or 25 man group? What do you think the benefits of both are? What about the drawbacks? I’d love to hear your opinions on this and see how the community as a whole has decided.

Will your guild raid 10 man or 25 man content in Cataclysm?

  • 10 Man / 10 Man Hard Mode (68%, 346 Votes)
  • 25 Man / 25 Man Hard Mode (20%, 103 Votes)
  • Banana (12%, 61 Votes)

Total Voters: 498

Loading ... Loading ...

Until next time, happy healing!

POLL: Are you switching mains for Cataclysm?

This is a great time for players to ask themselves if they want a chance of pace for Cataclysm. Last year, I wrote a 3 step process to switching mains. It’s still valid.

So my questions to you today:

  • Are you switching mains?
  • To what and why?

As a GM, I’ve the enviable pleasure of combing through the guildies who have expressed interest in main switching. I’ll write a behind the scenes post on that later (when I actually come up with a plan). I’ll do my best to see if I can accommodate it, but I know deep down that I may not be able to approve anyone. There are too many factors to consider. Have they demonstrated their aptitude for playing that class? Do I have someone covering their existing role when they do switch out? I don’t have the authority to tell people what they can or cannot do. In the end, I have to decide whats the appropriate number of classes or roles required for a raid. Obviously, I’m not going to be able to green like 7 players who want to do nothing more than tank. There just wouldn’t be enough jobs to go around. Everything needs to be examined on a case by case basis.

What about for the rest of you GM or officers? How does your guild plan to handle main switching?

Post edited for further clarity

Are you switching mains when Cataclysm is released?

  • Nope! Staying the same! (54%, 246 Votes)
  • Yes, same role but different main! (21%, 94 Votes)
  • Yes, to a DPS role (11%, 52 Votes)
  • Yes, to a healing role (9%, 40 Votes)
  • Yes, to a tanking role (5%, 21 Votes)

Total Voters: 453

Loading ... Loading ...

Raid Leading Smoothly Like Barney Ross

This is a guest post by Blacksen of Blacksen’s End. Don’t forget to check out his blog!

I just saw The Expendables a couple of nights ago, and while not a particularly fantastic movie, there were a few good moments. The movie basically revolves around a team (called “the Expendables”) who undertake a mission to free an Island from a tyrannical General and the American investment puppeteers ordering him around.

The team consists of 4-5 skilled assassins (if you can call them that), all taking orders from Barney Ross (Sylvester Stallone’s character). While watching, I noticed that the movie was kind of like a World of Warcraft raid. The Expendables fought wave after wave of terrible soldiers (Sylvester Stallone ironically calls them “trash”). At points, they were just throwing out grenades and AoE’ing the trash down. Eventually, they would run into one of the Americans (which we could call a “boss”), and there would be a big battle around them. Throughout the movie, I noticed that Barney Ross had a lot of characteristics that matched my own raid leadership style. Even towards the end, Sylvester Stallone made a terrible “your mom” joke.

What other qualities that Barney had that would make him a good WoW raid leader?

Draw the line and stick to it. Without giving anything away, there are numerous instances in which Barney clearly draws a line. At the start of the movie, he draws the line for one of his team members. He essentially says “this is how much I’m going to tolerate,” and when that team member does cross the line, there are some real consequences.

A lot of World of Warcraft raider leaders don’t know how to do this (and I admit, I sometimes fail at enforcement). You must clearly identify the point in which someone isn’t adequate. Is it 8k DPS? 10k? 2 Malleable Goos? 5 Deathwhisperer ghosts? And when one of these does get crossed, you should be prepared to actually enforce the proposed consequences. If you tell everyone “we’ll be swapping you out the second time you get hit by Halion’s cutters,” then you should actually swap people out at the second time they get hit by cutters.

expendables-3

Keep your cool. Even amidst hundreds of bullets flying his way every second, Barney is still able to stay calm and make good decisions. He doesn’t get too angry, stressed, or upset, despite being in a very difficult situation. Being able to make decisions when things are very challenging and stressful is a critical part to effective raid leadership. Barney could have started to freak out and make rash decisions. Instead, he chose to stay cool, think things through, and make good calls.

Know how and when to change plans. Sometimes, things just aren’t working. For Barney, crap seemed to hit the fan all the time. Whether he’s just riding in a car with his friends and getting ambushed, or he’s trying to set up remote mines in the villa, things just never seem to go right. For both Barney and his second-in-command, it was critical to deviate from the plan and adapt to the situation. For raid leaders, there are several points in which you might also need to do this. If you don’t have a raid composition that’s going to complete a fight, it might be worth not trying (heroic Lich King without a disc priest, for example). There’s really not much of a point in attempting heroic Halion with 5 healers, so you might need to change plans.

If you’re trying a certain strategy and it just isn’t working, try something else. Heroic Halion was a good example for us: I was stubborn for a while and insisted that Halion be tanked at the wall while upstairs. We eventually found that it just wasn’t working, so we tried the “run through” strategy that we use now.

Stallone probably would have been more willing to change plans much earlier, as it was pretty obvious things weren’t going right.

Delegate to key players. For some raid leaders, it can be really tempting to try to micro-manage everything that’s going on. After all, most of us trust ourselves more than anyone else. By trying to control everything, you feel like there’s less room for other people to make an error in judgment. Usually, this mentality leads to poorer decisions and a more stressed raid leader. Barney clearly would have known that if he were a raid leader. Throughout the movie, he knows when there are times to delegate tasks for the rest of his crew. Sometimes, you just can’t do everything alone. More importantly, he knows which members would succeed better in certain areas.

At one point, the “short” team member was given a job in which his small stature would help him. By identifying the advantageous qualities of your key players, you can delegate them tasks in which they will truly shine.

expendables-2

Recruit a completely badass team. I’ve said it a hundred times, and I’ll say it again: the key to a successful progression guild is effective recruitment.

Barney would have died within the first 5 minutes of the movie without the support of his team. For raid leaders, this is also the case. Recruit badass players – you’ll need their support in order to free an Island from a tyrant… erm, I mean free Azeroth from Deathwing.

3 Points of Effective Raid Communication

This is a guest post by Blacksen of Blacksen’s End. Rumor has it this raid leader likes to play funky motivational music before every raid. Don’t forget to check out his blog!

Communication in raids has always been important. For most guilds, this means using some form of voice communication. Several fights require that all raiders are able to hear their raid leader and then make a tactical response. You need to hear about tank swaps on Festergut, Putricide, and Sindragosa. You need to hear requests for tanking cooldowns. You need to hear sudden tactic changes as the fight is moving. You need to hear your other healers when they’re debuffed on Sindragosa. The list goes on and on… Regardless of the fight, really, communication is a key element to successful end-game raiding.

I’ve struggled with communication at several points throughout my raiding career. A lot of guilds pitch that they "want someone who will talk on vent," but the reality is that communication can be intimidating for members, especially if they’re new. For raid leaders, it is essential to communicate effectively with your raid. I’ve found that effective communication made the difference between a wipe and a kill on several occasions.

What to Communicate

What to communicate can be a challenge for a lot of guilds. Whenever anyone says something on vent, be it the raid leader or some key members, the main goal is to have it invoke a significant and positive response. Simply put, you want things said during a boss encounter to evoke a response. Conversely, things that aren’t going to evoke much of a response shouldn’t be said on vent.

Bad example: Don’t call out inhales on Festergut. Very few people will respond (at most, 1-2).
Good example: Calling out tank changes on Festergut. Not only do your tank healers respond, but your hunters and rogues will also switch their misdirect targets.

Bad example: Don’t call out “run-out” after the pull-in on Sindragosa. By the time you say that and it’s both heard and processed by your raiders, the damage will have already been done – your raiders are either already running or already dead.
Good example: Calling out "pull-in soon, get ready to run out" on Sindragosa. Players who would have been tunnel-visioning are made more aware that they’re about to need to turn their camera and run.

Plan it out

Plan out what you’re going to communicate before the fight. One of my most common mistakes as a raid leader is not planning out communication before the pull. In the past, I’ve had an expectation that everyone will know what to communicate, and that’s all we need. With every new fight, however, I find something that’s not really obvious but probably should be communicated. Tell people before the pull exactly when they should talk on vent.

One thing that a lot of people can struggle with is balancing specific calls with general calls. Whenever you’re making a raid call, you need to know when to specify something and when to speak generally.

Bad example: Tanks asking "can I get a cooldown?" The term "cooldown" is too broad. Does intervene count as a cooldown? Raid-Wall? Guardian Spirit? Pain Suppression? Which cooldown do you actually want? The raid needs to specifically know. Asking for just a “cooldown” could result in getting multiple cooldowns wasted by stacking on top of each other.
Good example: Tank asking “can I get Guardian Spirit?” Now we know which cooldown you specifically want.

Bad example: On the Lich King’s Valk’yrs, it would be bad to say "I need a backup stun.” This risks random stuns getting thrown out on all the Valk’yrs by random people. We need to know which Valk’yr needs the stun, and who you want to execute it.
Good example: Saying “Thine, backup on Square.” Thine, a specific raid member, now knows that he needs to execute a backup stun on square.

Specific raid calls are another area in which raid leaders risk becoming unclear. In some cases, it’s better to speak generally rather being specific.

Bad example: Saying “Blistering Cold soon” on Sindragosa. This tells us nothing about the response or how most raiders conceptualize the pull-in.
Good example: Saying “Get ready to run out” on Sindragosa. This tells us what’s about to happen and the needed response.

Bad example: When an aura mastery is needed, it’s pretty cluttering to say “Warel, use aura mastery shadow.” Most of the time, it’s obvious which aura mastery is needed.
Good example: On phase 3 of Professor Putricide, all I need to say is “Warel, go” and he takes care of the rest.

Consistency

Be consistent with raid calls. While a lot of my friends have joked about how I sounded like a broken record player, the fact is that consistent calls lead to a consistent response.

Bad example: On Heroic Lich King, saying "Shadow Trap Ranged" followed by "Trap on healers plus ranged." Each call requires processing – your raiders can’t build an association between the phrase and the response.
Good example: On the Lich King, saying “Necrotic Plague in 3” every single time necrotic plague is about to be cast. This instantly prompts your members to be aware and ready for the impending debuff.

Lastly, let’s talk about how raiders should communicate. Getting raiders to communicate the way you want can be very difficult, but once they get into the loop of things, most of them will execute everything great. The most important concept of raider communication is telling us what needs to happen, not what already happened.

Bad example: On the Lich King, a disc priest calling out “I’m picked up” generally doesn’t mean anything. It requires your raiders to connect “disc priest is picked up” to “oh, this infest is going to be bad.”
Good example: Saying “Watch Infest.” Now all of your raiders immediately know the consequences of you being in a Valk’yr.

Bad example: On Sindragosa, having a healer say "I’m Unchained" means nothing. This requires all other healers to know everyone else’s healer assignment.
Good example: Saying "Watch Group 4" gives us information. Now all healers know the consequence of you being unchained: group 4 needs more healing.

Bad example: Saying “Oh S***” on any fight. Random expletives don’t give us any information and just put people on edge. We need real responses with real information.

Note: Matt is extremely guilty of this. Don’t do it.

Your raiders will also thank you if you tell them exactly what you want said. Tell them the exact phrasing you want. This will lead to a more consistent environment and thus more consistent responses. It takes the burden off of individual raiders for coming up with what you want said, and will likely make them very happy.

Nearly every hardmode raiding guild has a vent atmosphere during fights. If you find yourself wiping due to seemingly random things, see if communication has an answer. Communication is generally an easy problem to address as it has very little to do with tactics or individual skill, but more preparation and consistency. You can sometimes beat the more challenging elements of a fight just by clearer and regular communication