Why I Always Care About The Meters

You’ll frequently hear raiders knowingly make comments about “the meters.” DPSers who have to crowd-control or dispel have a bit of a case; it’s harder to be #1 if you have more to worry about than standing still, popping pots, and hitting your spells in the right order. Healers occasionally have a point, too: Purge, Dispel, Cure, BoP, PW: Shield, and buffs all take not only mana, but global cooldowns out of our resources to be the “best” healer on the charts.

Here’s the thing though: you will rarely, if ever, find someone complaining about the unfairness of the meters when their name is consistently at the top. Here are a few reasons why I never forget to check the meters:

Supervisory

Whether you think a player is afk’ing trash, throwing out the wrong heals, or making a serious contribution, it will show up on the meters. Add-ons like Recount or WWS allow you to access your players’ habits with an unbelievable level of detail. If you don’t know what’s wrong, you can’t make it better. If you don’t know what’s right, you can’t give meaningful encouragement. Especially when making quantum leaps in content, (10-mans to 25-mans, or jumping tiers) being able to coach your players effectively through the transition is important.

Consistency

This works a couple of ways. On a micro-level, some classes are better suited for certain fights than others. If your Druids typically own highly-mobile fights like Leotheras or Supremus, and a new Druid isn’t keeping up with their peers, it’s a good indication that they need some help. On a macro-level, if, week after week, no matter what the fight, a certain player is always dead-last or near to it, there’s either a gear, hardware, or player issue. The raid leaders need to be able to address underperformance quickly. Why give a raid spot to a 9th healer when you’re effectively only fielding 8? Bring in another DPS, and make the fight shorter instead.

Personal Benchmarks

The first time I consistently broke 1,000 HPS was on Illidan. At first I was proud, but then I realized that I should be pushing my limits that much on EVERY fight. The first screen shot of me breaking 2,000 HPS serves as a constant reminder of my capability, and pushes me to work, heal, and fight harder; every boss, every time. It’s also fun to have some small competition to wake you up when farm content gets boring. Personally, if my favorite resto Shaman gets within 1% of my heals, I start working harder to keep my #1 spot – and he’s not afraid to point it out when he’s gaining on me.

Comparative Benchmarks

I’ve heard the arguments that the meters are skewed: AoE healers always win, healers assigned to players taking the most damage always win, healers that can hold still always win, healers that don’t have to Dispel, Cure, etc. always win. It’s not about winning. It’s about proving to yourself and your raid that you’re doing the best you can. I’ve fought for the top spot with Shamans, Pallys, and Druids. Every guild and healing corps. is different, and the sooner people stop making excuses and start pushing themselves to be their absolute best, the faster the bosses all die.

Accuracy

No meter is perfect. Some of them don’t ascribe things like the last tick of Lifebloom, or the ping of a ProM to the caster. I haven’t seen one yet that records the absorption of PW:S as the life-saver it is. You can tweak some of them so that overhealing or out-of-combat heals show up as effective healing. They all have their quirks, but any data collected over time irons out a lot of the inaccuracies and shows you real trends. I would never chew a player out over one bad night. But if that same player has nothing but bad nights, it’s important to have specific concerns to address with either them, or their class leader.

Timing

Even if the quantity of healing going out is enough, if the timing is off, it doesn’t matter . A tank taking hits for 10k needs an 8k heal. Unless they’re already topped off. Or they’re already dead. Overhealing is sloppy and wasteful, sure, but it’s also unavoidable to an extent. And to be completely honest, if no one’s dying it doesn’t matter much. But if they ARE dying, you need to be able to identify the problem. Grim-meters let you know if poor timing (and inattentive healers) were the culprit, or if the tank needs to put Shieldwall on their bars and learn to move out of fires.

Fairness

Let’s face it. No one wants to be stuck working on the same boss for weeks on end. If the definition of insanity is performing the same action but expecting a different result, it can’t be far from madness to randomly change set-ups without any data behind the decision. If you need to replace a player, you have to know whom to replace. The last thing good leaders want to do is pull a player that’s really doing their best, and keep someone who’s not working hard. And if you’re the one on the cut list, having some data to back up your desire to stay is always a good idea.

No metric is perfect. You can nitpick any measurement of success as biased in any number of ways, and healing meters are no different. The meters are absolutely not the end-all, be-all identifier for the “best” healer – but they are an invaluable tool for improving overall raid performance. My bet is that if you watch them for yourself, and for your raid, and make some key decisions based on the information you learn, you and your guild will progress further, faster, and with better players.

Is it Time to Quit Raiding? 16 Questions to Find the Answer

With the recent disbanding of Death and Taxes, it’s time for another moment of introspection.

When is the best time to retire? Or at least, go on a hiatus from raiding? While it may not be applicable for everyone and their guild. Here’s a few questions you’ll want to ask yourself before hanging up your armor and weapons for good.

  1. What are the goals I have for this game? Have I achieved what I set out to do?
  2. Am I even interested in raiding anymore?
  3. Am I getting personal satisfaction from raiding?
  4. How many raids have I attended in the last 60 days? How many mandatory raids have I missed?
  5. Do I have the time to dedicate myself to raiding so that I don’t hinder the progress that is being made by them?
  6. Am I satisfied with how raiding is being handled?
  7. Are my contributions being noted or appreciated?
  8. Did I give this guild’s raid groups enough time to stabilize and progress?
  9. Where does this Guild expect to be in raiding a month from now? 6 months from now? A year from now?
  10. Do I have conflicts with the leadership that cannot be resolved in a way I’m satisfied with?
  11. Will I still be raiding in 6 months or will real life activities take over? (School, work, etc.)
  12. Is this guild dying?
  13. Am I getting tired from raiding? Is it sapping my energy and cutting into my life responsibilities?
  14. Am I an asset to this Guild’s raid?
  15. Could I be doing anything else other than raiding right now?
  16. How will my departure affect the guild? Will they survive without my presence?

EDIT: I forgot to hit the save button. I wanted to add an extra note that this post was inspired by this post at Problogger. Don’t forget to attribute your posts if you borrowed the idea from someone. Stuff like not crediting the original source would’ve gotten me expelled.

Resources for the New Guild Leader

I just wanted to highlight some links for any up and coming Guildmasters who aren’t sure where to start looking for the various services they will need to set up and organize their guild..

Guild Webhosting

Enjin (Affiliate link) – Free. Contains forums, item mouseovers, roster, news management, calendar, progression indicator, multiple themes available (Demos, upgradable)
Guildomatic
– Free. Contains forums, item mouseovers, roster, news management, Ad-Supported (Demo, upgradable)
Shivtr – Forums, character profiles, image gallery, events calendar, guild bank interface, polls (Free trial, $8.99 /month)
Guild Launch – Free, Forums, calendar, guild progression, RapidRaid loot management system, guild bank interface, armory interface, 10 MB file storage, Ad-Supported (demo, upgradable)
WoW Guilds – DKP system, bank management, raid progression module, WoW MP3 player, event management, over 70 templates to choose from, guild stats, armory interface (Demo – $9.88 /month)
Guild Universe – Forums, calendar, event management, guild application, roster, news management, polls (Demo, upgradable)
Guild Portal – Forums, polls, mail, content management system, raid calendar, bank management, roster management,  (Demo, equals to $5.00 /month)

Webhosting

Dreamhost (Affiliate link): Dreamhost powers World of Matticus (500 GB Disk storage, 5 TB monthly bandwidth, $5.95 /month depending on prepayment).

Forums

Yuku – Free, hundreds of skins, customizable polls, member management (premium available)
Free Forums – Free, daily backups, over 100 styles, member management, data recovery (premium available)

DKP and EPGP

DKP 4 Guilds – Inhouse DKP management, raid attendance logs, raid bank, item mouseovers.
EPGP Web – Web interface for EPGP users.

Voice Servers

Nationvoice (Affiliate link): My personal vent provider of choice. I’ve been with them for over 5 years since my early days in Counter-strike (50 users for $14.99).
Typefrag – An alternative to Nationvoice. A number of Guilds I know use them (50 users for $9.99 and they have a special where if you order for a year, you get 50% off).
MMO Mumble – Mumble hosting service. $5.63 for 25 slots.
Raidcall – Free, no dedicated servers needed.

General

Warcraft Realms – Online WoW census. Tracks a player’s guild history.
WoW Jutsu – Ranks guilds based on their progression. Filterable by battlegroup, server, and faction.
WoW Progress – Ranks guilds based on their progression. Filterable by battlegroup, server, and faction.
World of Logs – Think of it as a really indepth damage meter. Takes your combat log and outputs it into something meaningful.
WoWpedia – The encyclopedia of WoW. Useful for learning about raid instances and the trash therein as well as boss strategy.
Boss Killers – Various strategies for killing bosses.
Ask Mr Robot – Online tool for figure out what gear to get next on your character. Optimizes reforging and augments. Customizable stat weights.
Icy Veins – Class information and raid strategy

Recruiting

Elitist Jerks – One of the largest theorycrafting communities. $25 per thread.
Tankspot – Available to Tankspot donors only.
WoW Lemmings – WoW forums aggregator. Sorts the latest posts on the Guild Recruiting forums on the official WoW site by faction and class.

6 Ways to Stay Inspired in Your Guild by Dr Randy Pausch

I watched the most touching presentation the other day on Presentation Zen. It was delivered by Dr. Randy Pausch. You see, the professor was diagnosed with terminal pancreatic cancer. His doctors informed him that he would only have a few months left before his condition would deteriorate. At Carnegie Mellon University, he gave a presentation that generated an impact worldwide on how he has approached his life.

Here’s the ABC promo on the special of the "Last Lecture".

 

The professor offers a lot of insight into how a person should live their life. But that doesn’t mean that his lessons can’t be translated into World of Warcraft. The actual presentation can be found at the bottom of the post.

Inspiration

We cannot change the cards we are dealt; only how we play the hand

Item drops in the game are completely random. There is nothing you or I or anyone can do to influence what item drops. If your weapon drops and you want it really badly but it ends up going to someone else, are you going to be thrilled for them or brood in a corner? I know that when Archimonde dropped his staff, the first thing that came to my mind was sweet! Why? Because I’d have less competition for it! When it dropped again, I was ecstatic. But then my feral tank just HAD to go and set the bar for 30 DKP effectively forcing me to spend almost double to ensure that I received it.

When you’re screwing up and nobody says anything to you anymore, that means they gave up

Whether or not you have just started your raiding career or consider yourself a veteran, criticism will come in many shapes and in many forms. I’m notorious for occasionally lapsing in attention during raids every so often (because there is generally a game going on) and I’ve heard about it several times. I can also deliver words of my own. But I don’t do it for the sake of putting them down. I do it because I want them to get better. Like Dr Pausch says, your critics are the ones who still love you and care.

Brick walls are there for a reason. The brick walls aren’t there to stop you. The brick walls are there to give us a chance to show how badly we want something. The brick walls are there to stop the people who don’t want it badly enough

Do you remember when WoW had attunements? They were usually there for a reason. Blizzard has slowly but surely lowered the barriers. Experienced raiders know that a free ride is not expected. Loot is earned not given. You can’t show up to a raid and go AFK. Raiders have to actively contribute. The same thing applies with DKP. If you really want an item badly enough, then start spending those points. All too often, I’ve seen items drop and have seen people complain when they were unable to get it. A quick look verified that they had more than enough DKP to bid.

Wait long enough and people will surprise and impress you

This goes for any new players that I pick up for the guild. I have no say over who goes to the raid, but I do a majority of the filtering and the handling of potential recruits. I ran a pickup Kara group with a few of my friends many months ago and looked for a healer. A certain Resto Druid whispered me and asked to come. After the successful run, we parted ways but kept in contact. Fast forward a few months later, and he is now an active healing contributor in our raids. You never know when you’re going to find good people. Sometimes it will take days, other times it will take weeks.

Guys that was pretty good, but you can do better

These are words every raid leader should say after they kill a boss. There will always be room for improvement. Never set a bar because in doing so, your raid will only do that much and nothing more. That’s when they get complacent. It’s better off if the raid has no idea where the bar is so they can still keep pushing themselves to become better.

Don’t bail; the best gold is at the bottom of the crap

Truer words have never been spoken. This applies to anything from new players, new guilds, or new instances. There’s a lot of coal to filter through if you hope to find diamonds.

The Last Lecture

If you have time, I highly recommend watching the clip. It’s about 60 minutes long but I found it to be an inspiration for me.

 

8 Great Rules to Follow for Forming Your Pickup Raid

With the release of 2.4, I’ve taken the opportunity to organize Magtheridon and Gruul’s raids (with Dager’s help, since he’s the best pally on Ner’Zhul). For the most part, they are considered pickup raids in the fact that they do not consist entirely of my guild. Rather, we go through an exhaustive step-by-step process in order to filter out players and ensure loot fairness as much as possible. In today’s post, I want to highlight what was done in Mag’s encounter from start to finish for players who wanted to set up their own polished and successful pickup raids.

So why Mag?

Personally, I like to refer to him as Bagtheridon. In addition to 3 set tokens, he drops 3 badges, a 20 slot bag, and a bag filled with epic and blue gems. My motive for going in there was getting a 20 slot bag along with an epic gem. Other than badges, it’s the only early way for guilds to get gems unless they go take cracks at Hyjal or Black Temple.

"Before anything else, preparation is the key to success."
Alexandar Graham Bell

Set a time in advance

First, pick a time and day that will not conflict with your official raid. We don’t officially raid anything on Saturday and I know that we have players in the Eastern Time Zone. In my case, I picked a time of 4:00 PM on Saturday. This allowed ample time for people to run any errands they had before hand and allowed them to risk not losing the rest of their evening. I made a point of mentioning every day that I was organizing a Mag’s lair run on Saturday so that my Guildmates would know.

Handpick your players first

When you’re selecting the players to form the raid, want to ideally choose the players that you have raided with in the past or know by reputation due to their Guild. I started out initially with Carnage players. Many of them have alts that I knew would be interested in getting gear from Mag. Once I filled it out with players from my Guild, I started turning outward to players that I know. In this case, I alerted both Dager (Blue Moon) and Agrona (Fallen Heroes) that I was organizing a Mag run and asked if they were either interested or had players in their guild interested in going. I was able to cobble together an effective raid using no more than 3 guilds. In a fight like Mag, you’ll want a composition along the lines of:

  • 4 tanks
  • 8 healers
  • 2 rogues
  • 2-3 warlocks
  • assorted DPS

Again, adjust your raid group as needed.

Prioritize your positions

In an encounter like Mag, there’s a minimum number of tanks and healers that you need in order to successfully complete the encounter. I wanted at least 4 tanks since I knew Dager would be able to handle 2 of the initial ads (Prot. Paladin). For healers, I wanted to be conservative and take 8. Make sure you leave those slots reserved for those roles. The worse thing that can happen is where you have to ask a player to leave because you need a healer instead.

Start invites early

Even though I scheduled the raid for 4 PM, I started forming the raid at 330 PM. Because like life, you cannot control all the variables and it is better to err on the side of being early then being late. Forming a pickup raid is not quite the same as forming a guild raid. You never know which players might have to leave early or cannot commit. Our Mag raid didn’t begin until 430 PM. Yes, it took us an hour to form the raid and get everyone here. To be fair, I was munching on food and delegated some quick tasks to my assistants since we were missing a few more players.

Macro assignments

If it’s important, macro it. You don’t know what kind of players you are getting. You don’t know if they’re actually listening on vent or not. You just don’t know them. If it’s important to the success of your raid, macro it for easy repeating.

Some things to consider macro’ing:

  • Vent server: randomventserver.nationvoice.com :: 10001 :: PW – worldofmatticus
  • Loot rules: This might take up 2 different macros depending on how extensive it is. But you will want this in your library of macros for easy repetition. See below.
  • Tanking assignments: Hold your tanks by the hand. Write down exactly what marked targets they’re supposed to get.
  • Healing assignments: Once your tanks know who to go after, make sure you set up healers for the appropriate tanks. It’s okay to double shift healers. I put myself on the 1st, 4th, and 5th ad tanks. I set up a Druid to look after the 3rd and 4th ad tanks.
  • Cube clickers: Very important to have – /rw TEAM CLICKERZ: KAYPASSA RYANDAN GHETTO FAVRE YEESH

Having macros in place allows you to answer questions with ease. Plus if something isn’t working properly, you can go back in and adjust it without having to rely on your memory. I know I can never remember which healer is on which tank unless I write it down.

Make your loot rules known in advance

A surefire way to tarnish your reputation is by mishandling loot or misinforming your raid group. By setting your loot rules in advance, then the raid can at least hold you accountable. If someone raises an issue at the end regarding loot, you can also say that loot rules were mentioned beforehand and by coming into the raid, they waive any rights to complain about loot after (but that’s the law student in me).

Here’s an example:

/rw Loot rules: 1 Item per player
/rw NEED: Primary spec 1st
/rw GREED: Off spec 2nd
/rw Mag’s head: Free roll
/rw =============
/rw If 2 or more of the same tokens drop, top rolls get it.
/rw BAG and GEMS gets randomed 1-25 according to Saph’s Window

I allow players to free roll Mag’s head as I don’t know who has done the quest before and who has not. Typically when going through the rolls, I call out the name and highest roll number on vent so people know who is highest. If someone else rolled higher, I’m hoping someone else in the raid can correct me. During rolls, I also initiate a countdown from 5 down to 1 followed by a cut off dash. Any rolls that come after the dash do not count. I will not accept late rolls because they have 5 seconds to look at the loot being offered and decide whether or not they want it. We don’t have all day to stand around for players to ask opinions of their Guildies and friends on whether or not they should roll for it.

With regards to the 2+ same token policy, I set it this way so that I don’t have to sort through rolls twice. On the other hand, you could make the case that this allows players with low rolls a second chance at getting the set item that they want but that has both it’s upsides and downsides.

The random 25 policy on bags and gems is there because I really don’t want to go through everyone’s rolls 5 different times. After the 20 slot bag is taken care of, the gems are next. They appear in a nice, green bag that you have to open and extract the gems from (I had 3 epic gems, and 2 blue gems).

1 item per player is there to minimize any possible accusations of favoritism. This means that at least 10 different players will walk away with some kind of loot.

Notice that the loot rules and policies here are designed to be as neutral and self-explanatory as possible in order to encourage repeat raiders. Since I plan on making this a weekly operation, it would be very stupid if I changed the loot rules in the last minute or set them in an unfair fashion. I might prioritize loot in the future, but it’s extremely important for me to be as fair and objective as possible when it comes to handling loot. The last thing I want to get is a bad reputation.

Make sure everyone stays during loot

We did Gruul’s lair right afterwards and right after Gruul dropped, we had a Defender token drop. A portal was immediately established for those that didn’t need any loot so that they could get out. The Priest who won decided to pass in favour of giving it to one of the tanks who also rolled. That tank in turn wanted to pass to a different Priest who might have benefited from it.

It was a noble act that the players did in order to pass the loot to the undergeared players. But the 3 players that did roll took the portal out! As a result I could not loot it to them! This indecision resulted in the token going to someone else who had no interest in the piece and did not even roll.

So, for you players that have any interest in attending pug runs, here some quick lessons for you:

  1. Don’t ever leave until all of the loot gets handed out. You never know when a better geared player will pass the item to you.
  2. Either want something or don’t. Please don’t roll on an item and then pass afterwards.
  3. Roll before the line, not after it.

Know when to cut losses

Finally, establish a cut off point. Either pick a number of wipes or pick a time when you will call the raid. Pickup raids certainly aren’t worth the time or frustration of progression runs. A good number is calling it after 5 wipe or 90 minutes. It might be disappointing for sure, but realize that eventually you’re going to hear a chorus of "I gotta go!". Once that happens, the hunt for replacements is going to either take too long resulting in more people leaving or just not happen at all due to attrition and fatigue.

Oh, and if you’re wondering about the above image, yes Canadians do play volleyball during the winter.