How to Own Your Trial Run Like a Champion

Been addicted to read the Game of Thrones series right now. Not watching the TV show just yet. I want to get through the books at least. Also, my hometown team of Vancouver in the Stanley Cup finals for the first time in 17 years! Hockey has killed some of our raid nights with about 5 of us from Vancouver. We can still work and raid if it’s just the 5, but we could certainly use more players (DPS with off specs would be great).

Recruiting’s a bummer right now. Everyone that applies could be a stud or a dud. Today’s post is a story of how an undergeared player just strolled in and wrested a full time roster position into his grasp.

Step one: Getting In

At first glance, he didn’t have the best of gear. He sporting blue quality items. What sold us for the trial though was the application. One of our questions involved a spec explanation and what is done to maximize it. He lists the correct primary stat and then goes on to list exact DPS rotation and why it had to be modified due to additional factors like glyphs and secondary stat allocation. It’s easy enough to parrot the information that can be found on prominent community websites, but those typically demand precise gear levels before optimal equilibrium can be met. Most players applying to raiding guilds don’t meet that quite yet. A little explanation on the side helps. It’s an ideal world we live in where every player is expected to be optimal.

But, we don’t live in an ideal world. We adapt to what cards we’re dealt and make it look awesome.

Step two: The Trial Run

This is where the applicant shone. He had never seen any of these heroic encounters before first hand. But you don’t need previous experience to understand that stuff on the ground is generally bad, or to run to a specific location with a bad debuff. Stand out applicants pick up mechanics within one or two attempts and maintain a high level of consistency in play.

Absolutely nailed it. You know you’re off to a good start when no one calls a Rebirth on you because you didn’t die. If you don’t stand out negatively like that, you’re golden.

Step three: The Aftermath

Didn’t do so hot there? That’s tough. I daresay most guilds allow recruits additional time to get acclimated and comfortable. You might get a second or third shot later on where you can really rock their world. The line that annoys me the most as a recruiter is the “I don’t have enough gear to make an impact” argument.

Now, I get that.

But if gear level really was that low, they wouldn’t have been screened through in the first place. This applicant barely scraped by our minimal expectations laid down in an application but came in and nailed DPS rotations and survived like the best of them. Their numbers were on the low end of the curve relative to the other players. But they kept quiet, made no excuses and did the absolute best they could. They didn’t complain, they didn’t whine when they weren’t brought in at all knowing that sooner or later their chance would come if they continued to appear. Summer is here which means roster sizes are going to be all over the place.

For me, it’s always been about the attitude. It really annoys me when performance is blamed on stuff like gear. I second guess their mental fortitude after that. What happens if they have a crappy raiding night later on? Is it going to be blamed on gear when they’ve already been outfitted with what’s available? Relax a little and do what can be done, listen to the feedback given by evaluators and run with that. Not everything needs to be a point of contention.

Sometimes the best thing you can do is sit your ass down and shut your ass up. Don’t be difficult. Our new player acknowledged his short comings and resolved to try harder. Since then, he’s worked his way into a starting spot.

* Bonus step: Fitting in

Hang out with the guild for a while after raids. Just be sociable and get to know people. They’re your new guild. Find out what makes people tick and just try to be friends. Don’t start off holding grudges against other players who do better than you or getting too competitive. No one likes a loud mouth who comes in trying to rock the boat. It just makes them seem desperate for attention.

New Appreciation for Potion of Concentration

I’ve started using Potion of Concentration on some of the more difficult fights more out of necessity than anything else. That additional ~10000 compared to the standard issue mana potions offer a sizeable advantage. The catch is that you need to find a time during the encounter where you can spare the time. Although you can interrupt it anytime, don’t do it. Maximize the gain. There were times where I’ve cheated and took a tick or two of needless damage to squeeze out as much drops as I can out of these potions.

Heroic Magmaw? Any of the head phases.

Heroic Maloriakk? I use it during the first part of any Dark phase.

Nef? Once I’m on a pillar.

Cho’gall? Any part where there is no abomination  (Or whatever its called) up.

I’m not sure if I can find a spot for it consistently on other bosses. I’ve only recently started using it. It’s going to take a bit of trial and error until I find the perfect sweet spot on encounters like heroic Chimaeron, Atramedes, and Theraliona. 

Also, ding guild level 25! It took us about 4 months but we did it!

Tough Call: Fighting Progression Frustration

Image courtesy of leonardobc

This week the crew has been hitting our heads against a progression boss, and the talk around the campfire has a decided air of frustration to it. As a leader, you need to be aware of your team’s motivation levels when tackling new challenges. Encounters surpassing your raid team’s ability level can often turn frustration into futility.

But how do does a raid leader handle this precisely?

The same way we handle any problem – with planning and execution.  Sun Tzu, who probably would have been a Vodka/Paragon level raid leader, teaches us:

“The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations beforehand.”

It sounds simple, and when you’re doing it well, it really is simple.  Knowing what needs to be done ahead of time and adjusting as you go along are the two key ingredients to successful raid progression no matter the size of the raid or the strategy being used.

Below are a few points I recommend keeping in mind when your raid team is approaching difficult content:

Planning For Raid Progression

  • Read, understand and analyze the intended boss strategies as dictated by your raid leaders well in advance of attempting the fight. This allows you to see mistakes as well as make changes easily.
  • Be honest with yourself about the capabilities of your team. Have an idea where your weaknesses and strengths lie. This could be include aspects ranging from movement, DPS, healer skill or people with high raid awareness.
  • Know when to call a wipe and when to extend an attempt to see the next phase. Part of your team being dead might still allow the rest of the raid to practice key mechanics of the fight.
  • Experimentation is good. Figure out what works and what doesn’t when you deviate from a typical boss strategy. It might just be easier for your team.
  • Ensure your team is on the same page. Present a united and focused front for your troops to follow.

Sometimes, though, even our best-laid plans… well, you know what happens.  So the question becomes, what next?  What do I do when my team is getting weary, my strategies are in question, and I need a win quickly?

First of all, do not ditch your plan just because it isn’t working.  A strategy can fall apart in a lot of places. It may be execution, it may be a certain raid composition due to attendance; it could be any number of factors.  Find out where the strategy is failing and decide which elements you can change.  Can you swap personnel?  Slight positioning adjustment?  Time your cooldowns better (this is often a fix in Cataclysm raiding)?
Whether your plan needs a complete overhaul or just some minor adjustments, it is still crucial to address the frustration of your raiders and regroup.

  • Do not avoid the tough conversations. When your members bring up their gripes, listen to them. Answer appropriately.
  • Know the difference between toxic negativity and someone just blowing off steam. Sometimes people just need to vent. However, there is line between getting out some frustration and poisoning the morale of your squad.
  • Give responses that are logical and concise. You need to lay out for your team exactly what you’re doing, why you’re doing it that way,  and why you don’t think it can be done in an alternative way.  The more details, the better.
  • Accept suggestions and give them their due consideration. After all, if the 9 or 24 other people in your raid aren’t intelligent enough to help you with their observations, then you probably shouldn’t be raiding. Applaud valuable and constructive criticism from your raid.
  • Kill the boss and go out for beer!

Remember, the future is brighter.  Your raid will down this boss and will continue downing bosses. Success breeds further success.  Get out there and prove you’re all winners.


Reader Question

Last week, regarding my post on Real Officer Set-Ups, Kalette asked:

“Do you have any comments on how to incorporate this into a 10 man guild with two separate 10 man teams?”

Recently I had a conversation with Matticus about different ways guilds could operate more than one progression-oriented raid team within the same guild. (See Matt’s post here for his thoughts.) My feeling on the idea is that when you’re setting up policies for your guild, (attendance, loot, recruiting, critique, etc) they should apply to everyone playing that portion of the game, not just your raid team.

Clearly each raid needs their own raid leader, both of whom will need to be equally trusted by the GM, and trusted to work alone, because at least one of them will likely be raiding in without you overseeing them.

Beyond that, I think you could pull off a two 10-man raid guild with the same positions mentioned before.  You may have to get creative about which officer raids with which team, but in theory your role officers could oversee recruiting, critique and mentoring for every raider under their domain.  Since we’re talking about smaller numbers, they would each be responsible for roughly the same amount of players as they would in a healthy 25-man team, they would probably just need to be better at analyzing WoL logs parses since they can’t see everyone first hand.

Another approach is to combine a few roles, and have those role leaders cooperate with each other.  Tanks and melee DPS can easily be combined, and you could put ranged DPS and healing in a group together.  Then each 10-man raid would have one officer over each of those pairs.  Outside of raid, you may naturally specialize and have one ranged/healing role leader who is more attuned to healing and another who is better at the pew-pew, but so long as they can learning from each other, you can benefit from both being specialized.

By the numbers:
1x GM
2x RL
1x each Role Leader

Alternative:
1x GM
2x RL
2x Tanks/Melee Leader
2x Ranged/Healing Leader

I think the key caveat I’d make is that recruiting should still be done on a scale of “does this person meet our guild’s standards”, not just will they meet the needs of Raid A or Raid B.  When you’re fielding two squads who are both responsible for pushing progression and increasing your guild’s standing, it’s important to make sure that every raider meets the criteria to deserve that guild’s name above their heads.
Kalette, great question; I hope this helps.  If not, call me dumb and I’ll give it another look.

As always, leave your questions/comments/paternity suits in the comments.  I’ll lovingly read them all.  Also, if you have a topic you’d like to see addressed in a future episode of Tough Call, just let me know.

11 Suggestions for the New Guild Leader

Whether it’s Rift, WoW, or Star Wars: the Old Republic, guild problems and solutions can be carried over from one game to the next. Having organizational skills are crucial to being an effective guild leader.

I went around and had an open call with several guild leaders in the community to see if they had specific advice to offer to anyone who wanted to  be a guild leader (Many of them started off with “Don’t do it”).

Think long term

Well planned guilds have long term commitments from the leadership. I’d classify long term as something over a year. Conquest has been around for almost 3 years. It wasn’t something I wanted to just do for 6 months. I wanted to commit to it over a long period.

The top bit of advice I can give is find your essence and let it guide you. Find what makes your guild truly unique and special, and be proud of it. That essence isn’t your ranking, or how progressed you are – it’s what makes the people and the team a fun place to be. My guild, Imperative, started with an essence of serious college gamers with a light schedule, and even a year later, we’ve still got that one core. 

Don’t ever sacrifice that essence for short term success. Think in the long-term. Starting now, don’t think about making a “successful guild in Firelands” – think about making a kick-ass guild in patch 4.5, or the next expansion. We have an old saying that “progression is a marathon, not a sprint.”

As a guild leader, you have quite a responsibility: you will be solely responsible for the happiness of several people for multiple hours each week. People are going to look to you for the enjoyment of their hobby. At times, it’s easy to feel that burden and consider quitting. At times, every leader will get a feeling of burn out and think that the costs outweigh the benefits. Just remember that what you have is real, even if it exists within “just a game.” There is an essence to your team that can never be recreated, and it has value beyond the game.

Blacksen, Imperative

Delegate what you can

For some players, assisting comes naturally. In other cases, it’s best to outline exactly what you need your officers to do. They want to help but may not know what boundaries they shouldn’t cross.

If you’ve never been an officer before, you will be absolutely overwhelmed with the amount of time you will need to dedicate to your guild as the guild master.

The best piece of advice I can offer an aspiring or new GM is to delegate. Delegate, delegate, delegate. I’m a bit of a control freak myself, so it’s difficult for me to delegate, but surround yourself with people you trust for officers, and give them very clearly-defined duties. If you’re not the raid leader, refer ALL questions regarding raiding to that officer. If you’re not the bank administrator, refer ALL bank questions to your bank officer. If you’re not the caster DPS lead, refer ALL questions concerning caster stuff to that officer. See the pattern?

Kurn, Apotheosis

Pace yourself

While some organization is important to have from the beginning, take a bit of time off and actually play the game. It’s not a bad idea to have a dry run of different policies to see how effective or received it’ll be by the crew.

Start slow. Don’t try and create the entire guild structure, loot system, various rules all at once. All guilds started as a group of friends just wanting to get together and play some World of Warcraft. If you have goals, lay them out and set out to accomplish them. However, if you spend all your time setting everything up, you’ll never get around to doing the fun part that keeps people coming back every week: killing bosses.

You won’t see all the bad (or good) situations that will come up through the course of your tenure as GM, so don’t try to look for them. Shoot from the hip and go with what feels right for you and your team.

Borsk

Manage Expectations

Lay down tangible goals. Set out deadlines. Anything that helps indicate progress is good because players want to feel like they’ve actually accomplished something.

Setting expectations is key to a solid leadership foundation. By managing guild member’s expectations, you can mitigate disappointment and set the stage for exceeding expectations. People enjoy a sense of accomplishment, needing it as a component of motivation. If you set expectations that cannot be achieved, there will never be a sense of accomplishment. On the other hand, setting expectations that can be successfully met will lead to people achieving the expectation, gaining a sensing of accomplishment, and providing them an opportunity to exceed expectations, further contributing to their self motivation for success.

Within my guild, the expectation was set that we would hope to start 25m raiding within 1 month, allowing plenty of time for people to get to level 85 at their own pace without the pressure of having to take time off work or sacrifice spending time with friends/family during the Christmas/New Years. The reality turned out to be 30 excited nerds hitting 85 within two weeks and two 25m bosses down in the 2nd week of release. This far exceeded all expectations that had been set, invigorating the guild with a massive sense of accomplishment and injecting an incredible amount of motivation.

_M

Invite with Caution

It’s entirely possible to fire off too many invites at a time. This can be counter-productive to your cause. While low barriers of entry are okay, at least some player standards should be maintained. I’m not referring to just gamesense or players skills. Being in your guild should be a privilege.

Back in the mid-BC days, I cycled through 5 raiding guilds in as many months simply because they fell apart. They got too big too fast, a group of 4 or 5 people quit in rapid succession, or the better raiders spread themselves into too many teams leading to progress stalling, the symptom could be any of the above (or something similar that I didn’t mention). If you want to start a successful raiding guild: guard your ginvites closely. After going through a new guild every month, I got sick of the transitions and, along with a few friends, founded a raiding guild that, at most, recruits 2 new players a week (though most weeks we didn’t recruit at all). I’m still a proud member of that guild today, 3 years later (and am now the guild leader).

If you guard your ginvites, your members begin to understand that while you might use the occasional pug, being a guildie is something special. This in turn fosters a sense of community that makes raids and 5-mans more enjoyable. It also makes for a nice reason for them to stick around when progress stalls (we all have hiccups in progression every so often). One team of ours bashed their heads against the Lich King fight for a solid month and not one person left the guild (this was before the guild rep system, so they could’ve jumped to another guild without any long term problems). In short, be selective about your ginvites. You can group with anyone, but guildies should be a step above the rabble.

Zet

Recruit like minded players

Heard of the phrase birds of a feather will flock together? It applies here just as well. Having similar interests with someone helps lower resistance and it ensures everyone is on the same page. Plus it cuts down on the drama. No one’s going to complain about hating PvP if all the players are into PvP.

Have your mission all laid out? Then you can focus on surrounding yourself those that help drive that mission forward. What sort of people would best fit and are like-minded to your mission? You wouldn’t recruit a bunch of casual players if you ultimately want to become a raiding guild in the top 10 guilds on your server, would you? Its nearly impossible to survive, recruit, and ultimately be a leader who others trust and respect without this defined

Our raiding guild has several officers who are all raid leaders, all equal, very flat organizational structure. We have a level 1 guild master as a placeholder only because we have to. We formed and lead the guild as a team and make decisions that way, period. Not all guilds follow a “cookie cutter” approach, it’s important to take the time to really define what fits with your guild’s mission. 

Bottom line? Start with a focus on defining your mission and build the guild around it with people just as passionate about it as you. 

Gina, Healbot, <Cold Fusion>

Establish your guild’s “identity”

Before selecting your leadership base, it’s a good idea to figure out what you want to do. Don’t try to be everything. At least, not right away.

Are you a casual guild?

Hardcore raiding?

PvP?

Amazingly, once you’ve established what kind of community you want to build, the rest of the pieces will really begin to fall into place. Finding people who share this vision with you in the beginning will really shape how your guild grows. In a Cataclysmic-world, guilds are more than just tags floating above your head, they’re identities. Finding the right guild and sticking with it now has actual tangible benefits beyond just a great social hub and people are (as they should) not taking the decision as lightly. Attracting like-minded individuals who really care about the growth and development of your new guild is important and these people will become your officers at some point.

The Magette

Pick the right person for the right job

Personalities matter. It’s not enough for everyone to buy into the philosophy. Your leaders need to exude the right qualities to appropriately carry out their duties. Putting the really shy guy on the job of evaluations and feedback is not exactly the best combination.

Any guild should not need more than 1 officer per 5-8 players. Example: a 20 – 25 player roster (which should amount to 80-100 characters) should have no more than 3-5 officers). Be sure to pick the right person for the right job because your in game or RL friends may not be best fit. Just because someone is a nice person or great player doesn’t mean they are right. A great player could have a condescending tone and attitude, but would not be the right person for an officer whose tone can easily be misconstrued. On the flip side, a friendly sub-par player with the awesome personality may not have enough clout to provide the right constructive criticism.

In short, it’s never easy to pick the leadership core, but it is an first important step.

Quori

Check discipline

Be clear with the rules and watch the grey areas. While leaders do their best in enforcing policy, not everything gets caught. There’s all sorts of disciplinary action that can be taken. Be careful what you do and how you do it.

Depending on your guild set up and recruitment process, it should be made clear what the guilds rules are and what any disciplinary actions may be for breaking the rules. This way if anyone breaks the rules you have a clear course to follow without having to think too much about what to do and by doing so it adds some structure to the guild. No exceptions should be made to the rules or the whole thing will fall into disrepute. An example from my guild is that we have a “No Loot Ninja-ing either in our raids or any PuG you might run while in our guild” – on person ran a VoA pug and ninja’d some loot, which came back to me and I G/kicked him without remorse, as per the guilds rules – which went down well on our server.

Valilor, Aggro my Own Vegetables

Stop trying to do everything

There’s enough responsibility to go around. You know you have too many officers when there’s someone who is sitting around not really doing anything because anything that needs to be done is already done.

Don’t make the mistake of wearing too many hats – if you end up as the Recruitment officer, the website maintainer, the raiding coordinator, the PR officer, the guild bank organiser and especially the guild sounding board, burnout is inevitable. Little things, like making sure that multiple people can update the guild website, will ease daily pressure on you. Logging on to a dozen small issues every day will whittle away at your patience and free time, and make you feel tense at the idea of logging on or checking the forums. Ask yourself if there are tasks that you can delegate, share, or roster – partly to avoid burnout, but also so that if you have to go away, your guild isn’t left with a gaping hole in its management team.

Keeva

Listen

Disagreements are going to happen. Having a group of all yes-men isn’t the best idea. Use them as a sounding board and take into heart what your players have to say before carrying through. Every risk has a possible reward. Every action has a consequence. It’s up to you to decide if it’s worth it.

Who will these yes-men be? Sometimes it may be obvious as your RL BFF, spouse, that dude you have run with since Vanilla, or maybe someone you’ve met fairly recently. Start with a small officer core and take time to work through at least the main start-up issues with these people. You may even want to get the guild up and running a bit before expanding the leadership.

Be aware that not everyone – even your BFF – is cut out for guild leadership – and that may not be apparent until you are in the thick of things. Be sure that the officers are people that can work through disagreements. If you and your spouse have conflicts with both of you running in the same raid, leading a guild together may magnify that. Real life relationships are more important than a game – don’t forget it. Oh, you thought this would be all peaches & cream? Only if your dictatorship is structured well.

Zaralin, Force of Impact

Thanks to everyone who took a moment out of their day to add their thoughts. I would have added more but some of the responses I received would have constituted a post in itself.

That’s what happens when you ask raiding and GMing bloggers to add one response. They give you a novel.

Our community can be crazy sometimes!

Out with the Bads and in with the… Who?

As a long time avid follower of as many guild/raid leadership blogs and forums as I can fit into my schedule each week, there is one discussion topic that almost invariably makes me wince. Actually, that isn’t exactly accurate. There is one particular response to this particular topic that makes me want to punch something.

“How do I push my current guild to a higher or more serious level of progression?”

The response that inevitably pops up that makes me /facepalm IRL is: “You need to start replacing the bads and attracting the pros” or even worse (because it sounds so much more friendly somehow) “You need to explain to everyone that raid spots are competitive and people will be replaced as soon as something ‘better’ becomes available”

The overwhelming message that gets passed along whenever this topic comes out is a very clear mercenary-like outline that clearly advocates using fear of being kicked or replaced to snap your raiders into line and light a fire under them to keep them moving forward under the imminent risk of being replaced.

This is my public response to all advocates of raid management that involves any sort of emphasis on kicking or replacing people as soon as something better comes along: Eff that, you would never find me in a guild that treats its members like that.  Unless you believe that you are seriously intent on competing for World or US progression rankings, using an approach that emphasizes the action of replacing/removing people is an inherently unstable strategy.

I once posted that I believe sports analogies are by far the best way to view leading a raid or guild, as opposed to trying to compare it to running a business or a leading a group of soldiers.  I bring this up because something that always pops into my mind when people start trying to describe their plans for assembling the “Dream Team” of WoW raiding, it makes me remember how well it has worked long term when the U.S. did the same thing with our national basketball team.

Sure, the U.S. national basketball team has been more or less successful in the long term, but the only reason for our success has been the overwhelming pool of talent that we have to pull from in the NBA.  If you watch the games, the level of coordination and teamsmanship just doesn’t ever really manifest itself on the court, especially in the first couple of incarnations of the team.  Essentially it is a collection of basketball gods steamrolling over the competition through the sheer force of individual talent. How much fun could that be on a long term basis to be part of?  The only hope someone like me would have of answering how fun that might be would be to look at what kind of turnover the team has had since the first “Dream Team” (for those that don’t want to go look, essentially the turnover is nearly 100% between each big game until very recently when they instituted rules to try and force players to commit to more time to the team).

On the other hand, we could look at virtually every Hollywood sports movie ever made for a good counterexample of an underdog team that overcomes enormous odds through hard work and awesome teamwork.  My personal favorite for this analogy is “Miracle” by Disney,<link:  a true story based coincidently on another U.S. Olympic team.  The 1980 U.S. hockey team and their “Miracle on Ice.” It is a great movie if you’re into feel-good sports films, especially if you appreciate the ones based on real life stories.  I remember watching the final game between this team and the Russians on TV and the swell of national pride during those final seconds of the game. It isn’t hard to imagine why this is described as one of the greatest moments in sports history.

So what is the point? I’ll make an effort here to explain what it is exactly that goes through my head when I see this discussion pop up and my reaction when someone proposes trying to go the mercenary route in their approach to building a “successful” raid group. It usually centers around two questions:

Does this person honestly ever see themselves trying to break into the world progression rankings with their team? (Hint: if you are asking on a public forum for directions or help on how to motivate your team to do better, the answer is no)  I know that at least for me, the only measure of success I have for my raid team is whether or not we meet our raid goals each tier. I could care less if we are the 3rd raid group to do so or the 30,000th in the world, as long as we meet our own goals I am going to feel like we succeeded.

Then my mind goes on a rambling tangent involving sports analogies and nostalgia and I come to my second question:

Which Olympic winning sports team do I honestly think I would rather be a member of? And perhaps more importantly, which team would the person asking the question rather pbe a part of?  The U.S. National basketball team a.k.a. the “Dream Team” that get together every 4 years to ROFLStomp the rest of the world in basketball (and no, you don’t get an NBA contract or salary for being on the team) or would I/they want to be part of that “rag-tag group of college kids” who pulled off one of the greatest moments in sports history? I suppose both options are going to appeal to people in different ways.

Another thing to consider: From everything I have ever read about really high end raiding guilds, one of the most prevalent traits that they share is that the bulk of their members have been playing together for -years-.  Not a single one of them is stressed out over whether or not the next new applicant is going to cause them to take their raid spot and the turnover these teams have is extremely low.  Turnover for them has been extremely low for -years-, and I would guess that what turnover they had had nothing to do with someone failing to perform up to the group’s expectations but instead likely had to do with real life obligations that had nothing to do with the game.

If you don’t have the raw talent to be ROFLStomping your way through the content, then employing a revolving door strategy where you are constantly trying to replace your “worst” raiders is going to result in a turnover rate that will rival your local fast food joint with the creepy shift manager.

If your stated goal is to replace the lowest performing members of your raid team on a regular basis, what kind of message does that send to your team about the long term security of their raid spots?  Even more importantly, what does that say about the possibility of being replaced by some raiding super-star who happens to apply to the guild?

Next week I will share my alternatives to the idea of motivating your raiders through fear of being replaced.  In the meantime I would like to leave everyone with a question to ponder.  You are welcome to share your answers below in the comments, but I would be just as happy if you just spend a few minutes thinking about what your answer would be.

Question: If one of the world’s best <insert class/role here> players applied to your guild, assuming that they met all of your other requirements for a new recruit, which of your current players would you replace with the new applicant?  What if the person being replaced was already one of your stronger players?  Would your answer be any different if there were 4 of the world’s top players turning in applications at the same time? How about 9 applications that are clearly head and shoulders better than anything you currently have in your raid? 

I can tell you that I at least would almost undoubtedly turn the applicant down.  Unless they happened to stumble into one of the few periods of the year where we have opened recruitment.  Though to be honest, even then I would have to seriously question whether someone like that would really fit in with our raid group.