Archimonde 2.0

I remember the first time my old guild breached the Mount Hyjal raid back in Burning Crusade. It was breathtaking to play that iconic mission finale of Warcraft 3 from an MMO perspective. Instead of being the base commander, I was in a position where I had to repel the attacks as a character. We faced hundreds of wipes during the period working on Archimonde. Every time, we started our initial position on that little rocky outcropping facing west where Archie was. We lost a ridiculous amount of time because players would sometimes forget to get their tears. I’m glad that tears aren’t a thing this time around.

We ran into an issue last week with Archimonde that had nothing to do with the encounter itself. Last week was the first time players could kill Gorefiend and complete the quest to jump the instance. I joined a pug earlier in the day just to get the quest completed so that when raid time rolled around, we could skip ahead and start on Iskar. That part worked and we secured our first Mannoroth kill that night. We made a fun pull on Archimonde since we only had but a few minutes left.

The problem occurred the next night. We were hyped to enter the instance and put in some serious work on him again but there was no portal to Archimonde. There was a portal to Mannoroth but nothing leading us there. A ticket was opened to Blizzard’s support teams but no resolution was made until the next day (which meant spending Wednesday night on heroic content instead). Thankfully, whatever they did worked and we were able to pull Archimonde on Thursday night. Managed to see phase 3 a few times though (under 40%) so it was quite a productive night. If only we weren’t locked out earlier in the week, we might’ve even seen a kill. Our primary strategy involves stacking and slowly working our way around the room to control the fires.

Never thought I’d ever have to contend with Doomfires again.

Now the next question is to figure out how many players to send in those portals on that last phase there.

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What’s Going on with Mythic?

Indulge me in this observation.

It appears that a number of prominent guilds are starting to buckle and implode. These were once strong, proud guilds who had achieved success last tier during Siege of Orgrimmar. I can’t say for sure what the cause of breakups are, but it’s happening across the board.

Starting to wonder now if we’re walking in with too high expectations of ourselves and then getting hit with a huge dose of reality. Maybe it’s deliberate though since they want Blackrock Foundry to last a while before the next tier (which if history is any indication will be around during the summer or early fall).

Can’t even begin to surmise what’s going on here.

Is the extra difficulty level of Mythic simply too much?

Is it just due to the roster absences?

People getting tired and putting too much pressure on themselves?

I had a thought yesterday. All mythic guilds now were strong, heroic guilds last tier. But it does not appear that all heroic guilds can cut it as a mythic guild this tier.

We started the expansion strong with 27 players. Thank goodness for flex modes, because I feel lucky if I can even get 20 now. Trying to recruit and pickup raiders for a  guild seems insanely tough (and I still think transferring off might do the job).

Allow me to highlight two factors:

  • Too much competition: I’m not referring to other guilds. I’m referring to other difficulties. Between raid finder, normal, and heroic, players can now find the guild that’s raiding at the right pace and difficulty for them.
  • Too much accessibility: The group finder has been a huge blessing and a curse.

Take this nugget of logic below:

“Why bother going through an application and interview process in joining a guild when I can just take a few seconds to browse around on Group Finder or Open Raid and join a group at will?”

– Random Mage, 2015

Years ago, guilds were the only game in town if you wanted to defeat Arthas or tackle raids. No group finder meant if you wanted your moneys worth in the game, you had to join a guild. The only way to get picked up by a guild is by going through their process. The only way to stay in the guild is to not lose your edge and die to every third void zone on the ground. You had to be sharp, you had to be productive, and you had to be skilled otherwise you wouldn’t be able to see content.

The last bit above there ties into something else about individual performance. If you aren’t as skilled or astute with your character, there’s a raid difficulty just for you. During the old expansions, it was play and perform at X level or else don’t raid. Now it’s, why play at X level when I can play at Z level with reduced stress and pressure and still see the same bosses anyway?

Random Mage might be on to something there.

Maybe they’re the smart one. Because you’ve got GMs like me who are wracking their brain and desperately looking for ways to find and retain talent. Other GMs are closing up shop due to lack of resources, time, effort, interest, and so forth.

Take a look at this list:

  • Summit (6/7 Mythic, ceased raiding 1/27)
  • The Horsemen (US 25th during Siege of Orgrimmar for Heroic Garrosh, ceased competitive raiding during December)
  • Blood Runs Cold (6/7 Mythic in Highmaul, ceased raiding in January)
  • Vanlyfe (6/7 Mythic, ceased raiding in January)
  • Victory or Whatever (US 38th, 25 man, ceased raiding)

Admittedly a small sample size, but I’m sure they’re not the only ones that had high hopes and aspirations. But for whatever reason, they’ve stopped raiding. Maybe expectations or other life factors interfered here. Who knows? But something’s definitely going on here.

For the purposes of raiding, guilds are meaningless and may not mean anything significant in finding success in raids because you can still do the same thing via Group Finder.

Someone pointed me over to Stoove’s blog post on Mythic raiding and how it has impacted a 10 man scaling up. Mythic took the difficulties of heroic raids and amplified the difficulty immensely.

It might be time to take a hard look at the mirror and realistically figure out what kind of guild we really are.

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Raid Leader Questions: Reset or Extend?

Back in Wrath, right around the era of the Trial of the Crusader patch, Blizzard pushed out a new feature. It was a tool designed for raids who didn’t raid as often or who had trouble investing significant and meaningful hours in progression before the week reset and all their progression and work had been lost.

Yes, the lockout extension feature.

To my knowledge, it was one of those things that not many players really raved about but no one slammed it down either. It was completely optional and not many had the desire to extend it. Two expansions later, raids are getting larger, there’s more trash in the way, and time just seems to be a factor. This isn’t 5 years ago where I was in a raid that insisted on everyone going way past their bed time to get that much needed kill in. I was in guilds that asked much of their players to sacrifice sleep and hours for the sake of progression.

When Conquest was first formed, one of the key decisions was laying down our hours. In order to maximize the potential pool of players, I ensured that our times were west and east coast friendly. But this had the cost where we would not be able to go past our end times even if we had gotten a boss down to 1%. With Siege of Orgrimmar being the deep instance that it is, many of the players lobbied for more time on end bosses and extensions on the week to put in more work. It’s paid off because we secured kills on Nazgrim and Malkorok on the days where we normally would’ve reset.

At the same time, like other raiding guilds, we’ve seen our share of players come and go. This is the part of the expansion where many players are slowly returning back to the game. They’re smart and skilled players, but sometimes there’s nothing they can do to survive through a large explosion even with all their defensive cooldowns used simply because their health is too low. Or we’re not able to meet a DPS check on an earlier boss like Norushen and Sha of Pride.

It’s a tough balancing act between providing our newer players with the gear and experience they need now so they can be in a position to help us later versus ensuring that the raid has adequate time to work on progression bosses in the second half of Siege. Blizzard has announced the end of the Challenge Mode season coming soon to coincide with a new patch deployment. While there’s been no mention of a friends and family alpha, the patch signals that we’re one milestone closer to the next expansion and our time in Siege is growing shorter.

How long does it take to gear a freshly geared 90 and put them in a position where they are no longer a detriment to a heroic raid boss?

My estimate is 3-4 weeks. This includes running the raid finder, flex raids, using crafted pieces, and completely carrying them through any available farm content. On 25 man, that time could be cut to 2-3 weeks largely due to the larger pool of gear that drops from killing bosses (6 items on 25 vs 2 items on 10) and this assumes they’re diligent in farming their Lesser Charms on the island or via pet battles.

Reset please!

My original stance was to continue weekly raid resets. Until we’ve got a core group of 25-30 players who’ve been around long enough where they don’t need gear anymore, we’re going to need to keep that farming going. Every once in a while, we can pull in a player who is already at our level and ready to go to the point where we don’t need to gear them out. If we don’t funnel gear, eventually we’ll reach a point where we run out of players to bring in (because turnover, people leaving/quitting/new jobs/no time, etc). Our depth is amazing. It’s how we can even field raids sometimes. There’s always going to be a bottom end and we have to narrow that gap between top and bottom to help make it easier for us when we reach the harder progression bosses. It makes sense to do this at the beginning of the tier as well to really maximize all that gear coming in.

Now here’s the flip side of the equation.

Extend please!

When we get to a new boss, we need time to learn the nuances. We have to learn the new phases and mechanics that come with it. We have to wipe to it. We have to see it so that we can understand and then execute. This usually happens towards the end of the week because the first part of the week is spent clearing UP to that boss. Our ultimate end objective is to KILL everything in this instance. The fact that it’s the final tier in the expansion means that we have a silent countdown clock hanging except we don’t know what the end time is going to be. I’d rather err on the side of clearing everything early then clearing everything too late. I want to get these guys a heroic Garrosh kill. That’s what we’re all here to do. Just when it seems like we’re all prepared and ready to take down a new boss, we run out of time, and it’s Tuesday. We have to kill all that stuff again. And guess what? There’s days where our consistency and our mindset isn’t there and we don’t even GET to the new boss that we want which cuts in to our progression time, and then boom, reset again.

This is where we are at today. This is why I proposed the compromise of 3 pulls to get it done on farm or else we move on. It helps ensure chances on getting the players that need gear their gear while simultaneously ensuring that we have enough allocated time to work on a new progression boss. Problem is, that isn’t good enough anymore.

We’re still lacking on time. In the end, we’ve opted to switch to an extended week schedule. Week 1 is spent getting as far as we can, week 2 is spent extending to work on whichever boss we just cleared to. Any new recruits are typically brought in during week 1 to learn and get suitably equipped.  Our veterans and heavy hitters are brought in for the progression stuff.

I really miss winged instances.

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Giving You Crit for Dying: When is a Good Time?

Like any guild leader would, I posted Hamlet’s latest post on Raid Awareness on my guild forums. They’re all good lessons and solid pointers. It’s all anyone can really ask for from their guild. Most of the team already knows it but it doesn’t hurt to have a little reminder from time to time. Many things shouldn’t be said but we’re nearing the end of the expansion where newer players are returning who haven’t quite raided at a heroic level before and could benefit from the points that were listed.

One of our newer players brought up a solid point about failure and dying.

I’ve discussed it a little with people but it definitely feels as a newer raider that there’s a much greater emphasis on failure as an “app” or “new” person than some of the older ones.

And this is absolutely true. Leaders tend to put recruits under the microscope much more.

The other night, we were working on Heroic Sha of Pride. One of my veteran players was standing on their projection which is the correct play. However, they spotted a rift on the ground nearby and immediately went over to that before the projection detonated. Even though she didn’t cause a wipe, the raid healers immediately crapped their pants (or in this case, blew all the survival cooldowns at the same time to stabilize).

Here we have a player who has done the encounter many times and wiped with us when we were learning it on both normal and heroic. What happened was a simple brain fart.

I could have reprimanded that player easily. But what effect would it have had? They already knew the mistake and owned up to it right away after the encounter. It was a simple mechanics error that anyone could’ve made (y’know, except me). Would me berating them incessantly and in public absolutely prevent that from happening again from anyone? Probably not. I might mention it as a PSA reminder to everyone (“PROJECTIONS FIRST, EVERYTHING ELSE LATER”), but that’s all.

Now what happens when a new recruit screws up?

Here they are trying to make a good first impression. That they know their mechanics. They want to show that they belong and that they can roll with the team. Before we engage the boss, I say one thing to every new recruit.

I don’t give two crits about your DPS or your healing right now. For one, most of you don’t have your cloak or your meta. Or alternatively, you’re not as heroic geared as the rest of the team I have. Don’t even try to match them pound for pound. You really want to impress me? Don’t die. The single most important thing you can do on this fight is to survive. Do that job well and everything else will follow.

The players that we’re pulling in? Their experience usually ends up being exposed to flex raiding or some normal fights. Often times these are players who’ve wanted to make the jump to heroic raiding but were never in an organization that was capable or they’re returning players who’ve demonstrated what they could do in older expansions with those heroic encounters. Even Flex and Raid Finder mechanics are easily shruggable. What’s the point of dodging the crap that gets thrown your way or the fire on the ground if it just tickles?

That veteran player up there who made a mistake? She knows what she did wrong. The new recruit who came in who has never learned the normal mode or heroic mode mechanics with us? He may not know what he did. Maybe he’s never stacked enough pride to even reach the projections portion of the fight. That’s when I’ll step in and tell them what happened, what he did wrong, and how he can prevent that from happening again in the future. Players like to associate educating a player with giving player crap for screwing up. Eh, it’s more like attempting to correct their errors.

Why the public mumble reprimand in front of the 30 players listening and raiding versus the private tell?

  1. It’s a reminder: Maybe some other new recruit hadn’t seen it before and hadn’t died to it yet. With luck, I’ll have prevented another future wipe when the second recruit is aware of why and how the first recruit died.
  2. People can stop sending me tells: Seriously team, I don’t need ten whispers telling me that the recruit died because they goofed on something. By gently informing the player publically, it’s an indirect and subtle message to the rest of the raid that a) Yes, I know they screwed up and b) You can all stop messaging me now.

It loses effectiveness. I rarely lose my temper. Alumni and current raiders know this. I’ve been told that I should lose my cool a little more often. At the same time, I know that if I do that, it’ll lose the message I’m trying to convey and not be as effective. So I’ll try to save it for those times when I know it’ll be most beneficial to jump start the raid a little.

The same thing goes with player reprimands. Imagine if I gave crit to a player for every minor mistake they made. I don’t know about you, but I figure they’d get tired and exasperated pretty quickly and start tuning me out (Note that they already do because I’m blasting variations of Katy Perry or Beyonce when I’m talking). It would be the equivalent of the hockey coach losing the locker room. I think it’d also accelerate my own burnout with the game and raiding in general. But I also understand it when it seems like if nothing is said about a player error that it’s overlooked and swept under the rug. It does look like leniency.

This is where the old Ensidia Fails addon comes into play (and for some reason has stopped working from me). It spits out who stood in what or who screwed up for that attempt right after a wipe. Name on that list? You know what you did wrong. Name on that list because you stood in it to intentionally wipe faster? You know that too.

Let me ask you this. Do you play better when your raid leader gives you crap on a farm fight that you should already know? How about a progression fight? Under what circumstances would you prefer your raid leader directly hold you accountable? All the time? Some of the time? Never?

How does a 25 player guild handle Mythic raiding?

Ever since the announcement of BlizzCon with the revisions to raid, I’ve been asked countless times (both in guild and from players out of guild) what I was going to do.

Are we going to just stick to heroic raiding?

Are we going to have to make cuts for mythic?

What will our raid plans be since they’re all on separate lockouts now?

Before we get into that, I wanted to offer my thoughts on Mythic raiding in general. Suffice it to say, it was a long time coming. Back when SWTOR came out and there were players raiding, I felt that 16 players was a solid raid size. There weren’t that many people involved and it still captured the feelings of “epicness” when it comes to taking down monsters. Discussing it with my friends, I hoped that Blizzard would eventually make that jump down to 20 or 15. Little did I know, they did allow for that.

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The new Flex raid system that came out with patch 5.4 was simply the first step. You could have a 12 man raiding guild or a 17 player or whatever you wanted and the encounter would dynamically scale. 10 player guilds didn’t have to feel bad about benching their friends. 25 player guilds didn’t have to struggle when a player or two needed to take a night off. As far as I can tell, the reaction to Flex raiding was overwhelmingly positive.

This leads us to Warlords of Draenor and the new Mythic raiding difficulty level. Why did they decide on 20?

We chose to put Mythic at 20 largely for the function of raid design. One of the biggest issues we’re currently facing with 10-player Heroic raiding is that of raid composition. It’s impossible for every group to have every class, and often that means they’re lacking in certain tools, which in turn means that we can’t design encounters around those tools (or if we do, it becomes extremely frustrating for the 10-player Heroic guild that suddenly needs a Paladin for Hand of Protection).

We want to be able to use those sorts of mechanics again. Those of you who have been with us for a while might remember things like Mage tanks on High King Maulgar, or Priests using Mind Control on Instructor Razuvious. We want it to be okay when, say, the Paladin can use Hand of Protection to clear a dangerous debuff, because we can reasonably assume that most guilds will have at least one Paladin in their raid. We like it when someone gets to feel awesome and have a special task on a fight because of class abilities that otherwise wouldn’t get much use.

We can’t do that when we’re designing with a 10-player raid size in mind. We don’t think we’d be able to get away with it at 15 either. At 20, it becomes a lot more acceptable for us to say “you should probably bring a Mage to Spellsteal this.” And honestly, that’s just one example of the sort of encounter mechanics we can start to utilize in a larger group size.

I’d also call into question the statement of “It’s easier to drop people than it is to recruit them.” It’s technically true, yes — finding new raiders is harder than just not inviting the ones you have — but totally ignores the fact that cutting people from your roster often means losing people you like. Which feels better: making new friends, or telling your current ones that they don’t get to play with you any more? We’re already asking a lot of many 25-player Heroic groups to cut 5 people.

As I mentioned before, this was not a decision we came to lightly. It’s definitely going to be a very scary transition for a lot of people. We knew that when we made the decision. We just also feel quite strongly that, when the dust settles, we’ll be able to provide a better raiding experience for everyone.

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That highlighted selection is the problem I have on my hands. Granted, the expansion is still an extremely long time away. I understand that there’s a few 10 man guilds that are upset by this change going up. Maybe it’s server population reasons or that they just don’t like the idea of doubling their roster for mythic. For most normal mode raiding guilds, that’s not going to be a problem here since the heroic mode of Warlords still allows for that.  If Conquest was primarily a 10 man organization, I’d have no problems upscaling it. The problem is that we’re a 25 and I have to tell ~20% of my team that I have to rebalance the raid group and they’re not going to be on the starting lineup.

If there’s one thing I know about guild leaders though, is that they’re usually resilient. If they want something badly enough, they’ll find a way to make it happen.

Will Conquest just stick to heroic raiding?

No. During the opening week of the expansion, Mythic will not be available until the second week. We’ll start with heroic raiding first to get everyone acclimated. The first chance we get to duck into Mythic, we will. Our current plans are to fall back to Heroic raiding in the event of holiday weeks or extremely low attendance. The second option is to have a rotating bi-weekly schedule where we work on Heroic raids on week one, Mythic raids on week two (or get as far as we can). Gear is still important and we need to make sure every player has the tools that they need. The last option is we utilize Heroic raiding on the first two days of our schedule before switching to Mythic on the last day (or vice versa depending on our progression). It really is too soon to say because any number of things could change between now and the release of Warlords.

Bottom line? Both Heroic and Mythic will be on the table.

Are we going to have to make cuts for Mythic?

Yes. It’s math, right? We’re raiding 25s right now but we’ll have to eventually rebalance and downsize. I told everyone in guild to not worry about as much that we had months to go before the expansion.

The truth is that I’m already evaluating players between now and then. Based on what? Oh you know, the usual fare like DPS or other performance metrics. There’s also a secret Matt tolerance factor. Is that person fun to raid with or are they just downright annoying? Do they increase my rage meter? We’ll see what happens! There’s still a long way to go! Maybe I’ll do a secret Hunger games style thing.

Anyway, those are my thoughts on Mythic raiding. I’ve handled the transition from 40 to 25 before. I’m no stranger to making the jump in raid sizes if I have to. The players who don’t end up being on my protected list won’t be ejected out or anything. There’s still Heroic mode raiding to do plus there’s all sorts of other activities to participate in-game with. I have no plans to outright punt anyone outside of the guild. Some of our longer term players were surprised to find that their characters were still sporting our guild tag. I guess they expected me to have kicked them out at some point due to inactivity. Of course, I told them that I would never do that because I knew that one day they’d return.

In reality, I’m actually that lazy.

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