Occuthar Strategy, the new Baradin Hold Boss

This mutt has been available on the PTR for some time. He had way too much health on 10 man during my initial times with him. He’s much more manageable now. You’ll find that this fight is a slight DPS check and skill check.

When you first engage the encounter, the tanks will need to pull him back to a corner and point him away from the raid. The rest of the group will need to stand and spread out around him. Naturally, there is a tank switch involved. When your first tank eats the shadow debuff, your second tank needs to taunt right away until that debuff wears off. The second tank needs to stay off near the side so as to not get hit by Searing Shadows.

Watch out for large, glowing circles around the room. Stay out of those. The DPS check kicks in when he does his Gaze of Occu’thar ability. He launches those little eyeballs of his from the top of his head and sends them towards every player. They’ll hit for around 5000+ damage a second. Have everyone gather up in one central location and light up your AoE. If you don’t kill the eyes quick enough, they’ll explode and dish out 25000 damage to everyone nearby. Spread back out as soon as that’s done!

Enjoy the ridiculous amount of PvP gear that’s bound to drop!

Here’s a kill video from Memento  Mori and Method on 25 man in the PTR

A Lesson in Guild Ultimatums

It’s been 2 and a half years since Conquest has been formed. We’ve had our shares of victories and defeat. I figured a situation like this would come one day. I never imagined it would come from a main tank. Least of all from a main tank. I knew he wasn’t having much enjoyment out of the raiding scene.

Let me be clear for a moment. The story I am about to tell is not one of vindication or shame. It is one of education so that my guild leading colleagues would be better prepared should a scenario like this arise. It would come in many forms, but the most common would be if I don’t get <this>, I’m leaving.

Threats never work. Even if the leadership allows the request to go through, you can be damned sure it’ll be done so reluctantly and not out of loyalty. If anything, such gains are only for the short term.

Right, let me resume my story. Our main tank had opted for retirement. Not having fun’s a perfectly valid excuse and one that appears to be echoed throughout the community by several players. I have absolutely zero desire to force someone to play a class or role that they don’t want to play. It’s just bad for business. So I accepted it and moved on. Every player that had a tank position in my raid group was bumped up 1 rank. The secondary tank became the primary tank. Tanks 2-4 frequently rotated depending on the encounter. I am blessed with having 6 players w ho are capable of tanking should that need arise.

I come back the next day and visit my forums. I discover that our retiree posted a message:

“If you don’t make me an officer, I’m going to quit the guild.”

Was that what this was all about? Power and recognition? My gut instinct was to flat out say no. Officers are selected based on certain qualifications. There are certain traits that make them special and dependable. However, what you may not know is that there are qualities which automatically discount a player from ever being an officer.

I’ll list some of them here.

Attendance

When a player takes a break from a game without mentioning anything, I might give them a bye for it if their reason is justified. When a player pulls that stunt multiple times without saying a word, that’s the line for me. I cannot have leaders who decide to come and go at their own whims without notice. It would do more harm than good. A leader needs to be available when they can and to say so when they cannot. If a raider does this, I cannot trust they won’t abandon their position when issued additional responsibility.

Shirking responsibility

Conquest has an unspoken leadership ladder. As leaders are appointed by myself with the consent of the other leaders, there needs to be a way to evaluate their mettle and skills. Our loot system involves the use of loot council. The only way to ascend is to go through the process and sit on the council at some point. If a player refuses to handle loot council, then they may not be fit for command at all. If they’re not willing to handle important decisions like who they believe loot should go to, then I don’t know if the harder decisions can be handled (such as roster, player evaluations, and so forth).

Saying no the first time

When the boss asks a player if they want additional responsibility, the player shouldn’t just say no and then issue an ultimatum months later. If I asked someone and they said no the first time, that’s that. I wouldn’t approach them again because I figure there’s no interest in it. Onus is on the other player if they reconsider. I can’t chase people down and hound them repeatedly. I do that enough during raids calling stacks, spreads outs and debuffs. I generally don’t make offers more than once. But that’s a personal style.

Stability

This one actually just occurred to me. Leadership players need to be a rock (or at least, pretend to be one in front of everyone else). It’s okay to be pissed off and upset once in a while. But constant brooding does no good to anyone. A long time ago, I had a player who would crumble and fold when they were chastised for blowing an assignment. Officers have to be made of tougher stuff to withstand the criticism that’s bound to happen. Someone who sheds tears or anger every time something negative is said in their direction isn’t a player fit for command and I doubt such an individual would be able to garner the respect and loyalty of the players.

That being said, I learned a few things from this experience. Strong player depth is what allows guilds to keep going and to survive. The very day that ultimatum was issued, the player was flatly denied and practically laughed out of the guild. We went and took down Theralion and Valiona on heroic mode that same night. While tanks are a critical component for raiding guilds, an awesome tank does not a successful guild make. You still need the DPS and the healers to play at their best. One of my faults is not keeping a tighter finger on the pulse of the guild. It’s difficult to split time between work, raid and just general socializing. It’s also nigh impossible to know what goes on in the heads of others. But I have to make a better attempt somehow even if that means sacrificing my peace and quiet time.

The burden of command is not a light weight to carry at all. Anyone that tries to make such demands for it is just out of their mind.

Next time you’re annoyed about something, I’d suggest talking about it first and requesting it rather than trying to make a threat. Odds are good it won’t end well.

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.