Question: When do you Call a Wipe?

Keeping the post really short today. Whether it’s in a 5 man, a 10 man, or a 25 man, I’m curious as to under what circumstances your raid leaders call a wipe.

Does it ever frustrate you when your raid leaders do?

Does it annoy you when they should and don’t?

For the raid leaders, does farm versus progression content impact the times you call wipes?

I’ve called snap wipes when we lose 2-3 people in the opening minute of a fight. I’ve called for a continual push even when we were down a half raid.

What’s your take?

Does Your Guild Use Set Interrupt Teams?

Have you ever been in a raid with less than stellar interrupts? I’ve seen it happen many times. A small number of players  seem to have that confidence where they feel they can conquer just about any spells or abilities thrown their way. That is, until the encounter decides to throw a wrench in their plans. It usually sounds a little something like this:

“I got next inter—No, I’m trapped! I can’t do anything!”

If you’re lucky, there’s another player with an interrupt who can bail that player out. If not, the group may have just suffered a large setback. Having dependable interrupters on your raid roster is one of those little things that grant peace of mind to everyone. Your raid leader can rest easy knowing that certain abilities will be shut out. There have been times when I cursed because a key melee player had to run out or died due to some random ability.

From what I’ve seen, raid groups usually have a minimal amount of players for interrupts. This allows for maximum DPS time from other players because if don’t need to worry about catching key abilities, they can focus more on their DPS.

But the case I want to make here is for stability. Doubling up on interrupts can help cut down on the number of wipes due to unnecessary boss attacks going off.

Some examples include:

  • Wind Shear: 6 second CD, 2 second lock out
  • Shield Bash: 12 second CD, 6 second lock out
  • Pummel: 10 second CD, 4 second lock out
  • Kick: 10 second CD, 5 second lockout

This is just the start though. There’s a whackload of other classes with interrupt capabilities (Mages, Death Knights, etc).

How should you set teams?

Your interrupt teams will vary by encounter. A typical setup would involve two teams of 2. Preferably, the interrupters would share similar cooldowns and lockout times. Back in Burning Crusade, there was an encounter called Reliquary of Souls. You could find it in Black Temple. That encounter really brought out the necessity for skilled interrupters who could identify which skills to let go and which ones to shut down (like Deaden, Spirit Shock, etc).

A more recent example encounter would be Maloriak where Arcane Storms and Release Abberations need to be controlled.

Every interrupter should use macros to announce their interrupt skills. Actually, if you want to take it one step further, I highly recommend an addon called RSA. It’ll announce whether you were successful or unsuccessful with your interrupts. Or even if your kick got resisted or if the target is immune! Great to have!

If you have a skilled player who can carry interrupts on their own, then you can definitely disregard this post. I’ll raise my coffee cup to you on that. For the rest of us who sometimes struggle with blown interrupts, that safety net will do more in the long run.

Tough Call: Time vs Talent

803068_47829639aWelcome back for another episode of Tough Call with me, Viktory.  Today I want to discuss roster evaluation, and specifically, two factors to look at when examining your depth charts.

You do have a depth chart for your raid positions right?

… Please tell me you have a depth chart for your various raid roles and you’re not just bringing whoever shows up first …

(For anyone who doesn’t get the sport analogy, a depth chart basically lists each position and ranks the players have that position in order. You have your go-to guy/gal, the back-up, the back-back-up, etc.)

Editor’s Note: Before we go any further, if you are of the steadfast opinion that nobody deserves to be benched, or that your best friends deserve a spot in every raid, you will likely want to stop now.

Okay, so let’s say you’ve got your full raid roster in front of you and you’re trying to figure out who’s going to make the cut and get a stable spot in your 25-man raid. Obviously you have certain roles you need to fill (tanks, healers, melee, ranged) and certain skills you need players to possess in those roles (AoE heals, interrupts, soak tank, kiting, etc).  You’ve got a lot of criteria to look at when deciding who is THE BEST player for you to bring to your raid. 

(Remember, “take the player, not the class” implies “take the best possible player”.

One of the more common downfalls I’ve seen leaders suffer, and one of the worst traps I’ve seen players try to spring on their Raid Leader, is the substitution of Time for Talent/Aptitude.

A few weeks ago I told you that “preparation is king”, and while that still holds true, by now you should be seeing who actually knows what’s expected of them, and who’s just reading a script.  In fact, if we think of raiding like a foreign language, we can come up with three archetypes.

Native Speakers

Some players have a lot of natural talent.  These players are the mage who always does crazy DPS and makes it look easy, the guy who plays a utility spec and still manages to do competitive DPS, the healer who can instinctively spot issues with the raid and react in a clutch moment (see Matticus in his prime*).  Everyone loves to have these guys around, especially when they don’t act entitled or get lazy because they think they’re too good to need to put in the grunt work.

*Note: I said “see”, not “listen to”.  He’s a horrible story-teller.

Fluent Professionals

Other players have to work hard to produce the output you’re looking for.  Think Rudy here, the guy with a lot of heart who does his homework and gives you the results you’re looking for.  As a leader you know that he’s always reading up on the relevant websites, maybe talking to other progression raiders who play his spec, and is constantly seeking ways to improve.  Through their effort, they are just as good, or nearly as good as your top tier guys.  The key here is that you DO see them improving, carrying their load, and not causing wipes.

I think a “perfect raid” is filled with a solid mix of these two personalities.  However, we need to minimize or weed-out the last group:

Tourists

The personality to absolutely avoid is the “trained noob”, to borrow a term from Pure Pwnage.  These are players who bring sub-par skill, spend a lot of time logged on, but instead of learning and absorbing their class mechanics, they may have only learned the accepted boss strat.  These are the guys at the cafe with their French-to-English dictionary out, trying to look-up each word the waiter just said, because they were not expecting that response.

Players like this will present a liability to your raid anytime things deviate from the norm.  Get bad RNG on a boss, or timers that don’t line up with the abilities the boss is using, and you can bet that these players will be toast.  Customize the Tankspot strat to meet the capabilities of your raid, and you just may find these guys out of position and thoroughly confused.

Don’t be fooled by people who have a lot of time and very little aptitude.  It all comes down to who can get the job done. 

It is up to you, as part of raid management, to spot the player who may have raid knowledge, but not raid awareness, and figure out a solution.  Determining who’s a “fluent professional” and who’s just a “tourist” will help boost your raid output (and morale) immensely. 

If it’s my call, I’d put that person as far back on my depth chart as possible, only bringing them when I must class-stack, or when other players are missing, and I’d definitely keep recruitment open until I found a good core that was made up all “native speakers” and “fluent professionals”.

Please leave any questions or suggestions for future topics neatly stacked in the comments below.  Shoot, if you’re so inclined, leave details of your most epic knitting accomplishment, too. Those are always cool.

7 + 1 Simple Ways to Pull Trash

Trash pulling can be a bane to players new to the game or new to the raiding scene. Its a basic coordination skill to learn which is employed from the 5 man level to the 25 man level. The act of pulling bosses are generally easy. There’s typically one boss to worry about.

But trash?

There’s a ton of trash. At this level, they can’t exactly be taken lightly! If your group isn’t properly focused or directed, trash packs can easily overwhelm your group.

Assuming you’re not taking on trash mobs with really specific mechanics, here’s a few general strategies your group can use to handle them.

Crowd Control Pull

This is the standard and textbook method that most groups use when grabbing trash. Let the players with crowd control skills open up. Remaining mobs which are either immune or designated as kill targets will automatically chase the raid allowing the tank to grab them.

Misdirect Pull

Have any Hunters around? Good as this is where they’ll come in handy! While a tank is building threat on one mob, a Hunter can send another mob their way. Just remember that the Misdirect mechanics have changed slightly. Best used against trash pulls with many mobs.

Misdirect
The current party or raid member targeted will receive the threat caused by your next damaging attack and all actions taken for 4 sec afterwards.  Transferred threat is not permanent, and will fade after 30 sec.

Charge Pull

No crowd control. The tank literally charges straight in and generates as much aggro as possible on all targets. Heavy reliance on the healer to keep them alive. DPS players are typically called upon to focus fire targets or to AoE mobs down. The side pulls in the first chamber of Bastion of Twilight are excellent examples of using a charge pull. The tanks jump in and it turns into a race between DPS and healer mana.

Line of Sight Pull

I would imagine Protection Paladins would be used to using this (for historical reasons). The line of sight pull involves the tank aggroing mobs and then running behind a pillar or a rock or some other object. This forces the mobs to chase after that player because they can’t actually see said player. Just make sure the rest of the group doesn’t start opening up on them until the mobs get into position. Use this if you’re worried about patrols.

Use the LOS pull if you’re up against ranged mobs or if you’re worried about patrols.

Distance Pull

Usually executed on trash packs consisting of all casters, your tank will want to run in and then back out as quick as possible. As the casters begin attempting to cast and chase you, they’ll eventually reach a point where they’ll stack up. This is when the tank then re-engages them in order to generate threat on all of the trash allowing group to open up. (Thanks Hi Ya).

Interrupt Pull

Reserved for any trash packs involving casters, this pull involves the use of an interrupt. I had to practice this one a few times on my Elemental Shaman. I’d manually break the Hex on the target with a few Lightning Bolts. Once the mob started casting, I’d hit it with a Wind Shear to get it to start running towards me thereby allowing the tank to snatch it up in place. This is especially useful if there are no immediate landscape features for the group to hide behind but you still need trash to move due to patrols.

Mind Control Pull

If you can’t line of sight pull, this is the next best thing. Naturally it requires a Priest. Your Priest Mind Controls a mob while the rest of the group stays back. The trash should then gang up and utterly destroy the Mind Controlled mob.* Just keep in mind that you may not get reputation or any loot from the death of the Mind Controlled mob.

Exception: If your Priest is named Matt, he will fat finger Mind Blast instead of Mind Control. Do not assign him to any Mind Control duties.

Bonus: The pet pull.

Yeah.

You know what the pet pull is. Everyone’s experienced the pet pull before. If you haven’t, well that can be easily arranged.