Should I Trial Now During Awakened or Wait for Season 1?

I’ve seen this question pop up a few times both on the player side and on the guild side.

Is it worth even trying out for new teams now that we also have a confirmed expansion date (August 26th)? Is it better to wait closer to the expansion or even when after the game drops?

I would say yes, it is absolutely worth applying now and securing a team to join.

High Turnover

Guilds often see a lot of turnover during new expansions and seasons. Players move around chasing new rankings, taking breaks, or sometimes just not coming back. This creates openings for new members. By trialing now, you can grab a spot before the new expansion rush and settle into the guild. This was especially true following the end of Season 2 for us when we practically had to reboot the entire roster.

Roster Needs

Guilds want a full team ready to go when new content drops. If a guild isn’t fully staffed at the start of a new Mythic raid, they’re already behind. By joining now, you can help them be prepared and improve your chances of being part of a successful team from the get-go. At DJ’s, we’ve been through many opening raid weeks and there’s always a fall off of players for various reasons. It’ll also affect class composition because maybe there might be a busted (or underpowered) class out there. We’re aiming for a number between 27 to 30 players.

It’s More Than Just Performance

When you trial for a guild, it’s not just about your performance in raids. Guilds, especially those aiming for top achievements, look at how well you fit into the team. We already have access to your logs and can see how you play. What’s more important is whether you cause any drama or tension. Anyone who’s performed at the Mythic and CE level usually maintains that consistency from a skill standpoint. What we’re looking for now is social fit. Do they new trial players get along with our team? Are they willing to put in the effort to improve their character? Can they contribute to the raid discussion when diagnosing pulls (even if it’s farm stuff)?

I know of some teams that have had to kick out trial members who, despite being good players, caused problems over loot distribution. These issues are easier to spot now rather than after the expansion. This saves everyone time and helps them get that stuff out of the way now. The new players can learn more about the raid environment they’re in, and the guild can get a better idea of their character.

Avoid the Post-Launch Rush

When any new expansion launches, there’s always a surge of players returning or joining for the first time. This can make it harder to secure a spot in a guild as competition increases. By joining now, you avoid this rush and secure your place early. Plus, you won’t have to compete with a larger pool of players looking to apply.

By integrating yourself into a guild now, you’ll be ready for a smooth transition into the new expansion and set yourself up for success. So, if you’re on the fence about trialing now or waiting, go ahead and start trialing now. It’s a proactive move that will help you tackle new challenges and enhance your gaming experience.

One Last Story

We had a player a few weeks ago who tried out for us but couldn’t handle the intensity of what we were looking for. His perspective was that it was season 4, and it was a good time to go into raids relaxed while he was still trying to gear up his character as it was significantly behind the rest of the team (think in the 480 range). After two weeks, his gear hadn’t made much progression and he wasn’t willing to put in the work to run keys and continue upgrading his gear. We took him into some of the farm stuff, but he’d have to sit on the harder late raid bosses. Ultimately, it wasn’t a good fit because there was such a philosophical difference between what he wanted out of this season and what our expectations were of trials coming in. Knowing that now, I would’ve recommended that he come in as a social and join the community first instead of committing to the raid team since we were still going to be operating.

Anxiety in Tanking and Healing Mythic Dungeons

Happy Wednesday and I hope you all had productive vaults this week! My Priest has gone dark and heavy on Shadow and DPS gear for the first week (up to 503 ilvl now). I was able to 2 chest a +10 with some guildies and stocked up some 8s. As a raid team, we completely cleared out normal and heroic before finishing out with 3 bosses in Mythic (Terros defeated). This week, we’ll be revisiting Aberrus.

I have a story here about a recent tank applicant to Death Jesters. On paper, the player looked like a fit. Their logs were on target, the defensive usage lined up, and it didn’t seem like there were many mechanical issues until I came across the below (Paraphrased):

“I’ve always found Mythic Plus content challenging and it tends to make me quite anxious, as it’s not my main focus in the game. My primary objective for this fated tier is to improve in this area. While this issue hasn’t impacted my performance in raid progression—I make sure not to be the weak link—it has caused some tension in previous guilds. I’m actively working to overcome this, though I expect it will take a bit of time. Fortunately, the fated tier presents a good opportunity for this.”

This admission does highlight a common feeling among players, especially tanks and healers, in the opening weeks of a new tier. Heck, this level of anxiety is even more pronounced during patches that introduce new dungeon content, where players have to learn new routes and strategies for handling enemies (and whatever abilities that might wipe the party). While this tier is already familiar to many of us with revisiting previous dungeons, the challenge of re-learning still looms, although that’s been mitigated by the various nerfs and tuning changes (Season 1 Ruby Life Pools was a nightmare).

However, avoiding Mythic Plus dungeons in the early stages is unacceptable at the Cutting Edge (CE) Progression or even a mid-level mythic raiding guild. Tanks are expected to step into these keys from the get-go. This early dungeon running is crucial not only for personal gearing but also for the success of the entire team. In guilds like ours, the majority of loot is allocated to favour DPS players, meaning that tanks and healers have to obtain upgrades predominantly from dungeons to supplement the raid.

As a tank within a raid team, one assumes the role akin to Atlas—a Titan doomed to bear the weight of the world on his shoulders. Like Atlas, tanks have that responsibility and must be both resilient and proactive in ensuring that all team members complete their keys with minimal reliance on outside players (pugging). Some players may have friends or other communities they can tap into, but others might be reluctant or unable to do so, requiring help from guild tanks and guild groups to step in and help with a smoother key experience.

With us, our tank expectations are clear — Step into mythic raid content feasibly early while simultaneously supporting the team’s collective needs. A tank that just logs in to update their gear and achieve our dungeon minimums before disappearing just barely meets the guild’s standards. Tanks are just such a bottleneck role at the start. We have a few healers and other DPS that are diversifying and collecting tank pieces to help address that and add more variability to schedules (and their goal isn’t to push high, but to get to a point where +8’s are reasonably comfortable). The role demands extensive involvement, a commitment to team progression, and an unyielding dedication to overcoming personal and collective challenges. I can certainly understand and sympathize the level of anxiety for pushing keys beyond the 10 (or even the 8 range) early on. I feel the same way. I did not feel confident at all healing anything past 8, that’s why I decided to give Shadow a go and get healing gear that way to help be available for raid needs.

Symptoms and Addressing Tank or Healer Anxiety

Anxiety experienced by tanks and healers can come about in different ways. This includes hesitation to join groups, fear of criticism, performance stress, and making decisions under pressure. This anxiety not only diminishes personal enjoyment but can also impact team dynamics and success. Tanks are also the ones dictating the pace of the dungeon (since they’re the ones tackling pulls). Is it time for a big monster pull? Go slower, and steadier at 1 or 2 pulls at a time? Are there DPS cooldowns up and available?

Our tank takes preparation to a bit of an extreme with this multi-monitor setup

Addressing these issues would take multiple approaches (and this list isn’t exhaustive either):

  • Education and Preparation: Knowledge of dungeon layouts, boss mechanics, and optimal strategies can ease some of the uncertainties that fuel anxiety.
  • Communication: Talking it out with the party can foster a supportive environment where fears can be shared and addressed collectively. Before big pulls, I’ll try to remind the team of key interrupts or things that can smoke the party if left unchecked. Tanks can call for personals or any extra externals (“Gotta kite, drop an Earthbind!”).
  • Incremental Progression: Slowly increasing the difficulty of dungeons can help build confidence in a controlled and manageable manner (I started from 4s and worked my way up).

Lastly, it also helps to play with people you know and trust who are familiar with each other.

If the root causes of anxiety can be addressed, raid teams can ensure that all members — regardless of their role — feel both competent and confident in their abilities to face the challenges of Mythic+ dungeons. It helps ensure that the game remains a fun and rewarding experience for everyone involved. The best step might be to join a more relaxed, less focused raid team to start where the pressure of grinding all those keys isn’t a factor. A competitive CE raid team isn’t the best environment to help properly support a player like that from the start. It’s not an easy journey, but it’s not impossible to work through and help control.

Anyway, back to Aberrus this week! If you’re looking for a raid team for Season 4 and the next expansion, come check us out! We’re looking for a Mistweaver Monk, assorted range DPS, and another tank!

How to Recruit the Right Players at the Right Time

Building an elite raid guild can either be super exciting or a massive headache? I want to dive into the world of guild recruitment and explore how different player types can fit into your team. It’s not just about recruiting the right player, it’s about recruiting the right player at the right time. You don’t want to pick up someone who is starting the gearing process when you’re halfway through Mythic. Conversely, it’s a bad fit to pick up someone who’s on the verge of clearing the whole instance when you’re also halfway through Mythic (they’re going to get impatient fast).

Let me highlight some of the player types I’ve come across and help you determine if they’re the right fit.

The Project Player

Think of Project Players as the potential future of your guild. These are the players who aren’t necessarily in a rush and are all about long-term gains for the team. They’re ready to put in the work, learn the ropes, and become a force to be reckoned with. They might have hidden talents that, once unleashed, can totally transform your raid even though they’ve never set foot in a serious progression raid before. Spotting these gems takes a sharp eye and a knack for mentoring. They could be a player who is new to a specific class (even though they’ve raided at a high level before on another class). An example I’ve seen is someone who played a Mage for the longest time but no longer enjoyed the class and decided to switch to something more satisfying like a Ret Paladin. Range and melee often have slightly different areas of focus (like cleaves and frontals)! Another good example of this is a player who just started playing World of Warcraft and stepped foot into a Normal raid, but wants that dopamine hit of Heroic (or even Mythic).

The best time to pick up a player like this is when your raid is preparing for the next raid season. When activities are slow or your raid is working on reclears, and progression has stopped, they can be brought in on farm stuff. To provide context, for a CE guild, this would be a player who’s done some low-end Mythic raid content currently (like 2 or 3 bosses in) or has done some CE raiding before in previous expansions (instead of previous tiers) and is just coming back to the game after a break. For an entry Mythic guild or a mid-level Mythic guild, this would be a player who’s earned Ahead of the Curve or just shy of it. It’s certainly possible to pick up someone who’s completely fresh to the Mythic environment, and the team will learn fast if that player fits in (or conversely, if that player enjoys it).

The Win Now Player

These are junkies who thrive on progression now and progression fast. They have a wealth of experience and are all about achieving their raid goals immediately. Having these players on board can fast-track your guild’s progress, but it can also bring in some high-pressure situations. Gearing is not a problem because they’ve already acquired most of their gear from dungeons or raids. Maybe a small handful of upgrades are wanted but not necessarily required. They already have their trinkets and weapons but want to start finishing out the rest of the tier.

Look for these players when you’re deep into progression. You want someone who’s at or near your progression level. For example, since DJs is working on Sark, we need someone who can immediately step in right away. That means someone who has Sark experience, but not necessarily the kill. Maybe they’ve seen phase 2 a small number of times but have clean phase 1 pulls. That’s something the group can work with. If I’m in a guild that’s working on Rashok, I’d also want someone who’s done a few pulls on it, has defeated it, or has at least cleared Amalgamation and Experiments.

The Depth Player

These players are your rock, always dependable and keeping things steady. The depth player is a class you don’t necessarily need. Maybe your raid team has an abundance of melee and you don’t need another Rogue but their raid history is too strong to pass up. A player like this can easily fill in for someone else if they’re playing poorly or if you’re running into attendance problems (like the summer months). Someone like this has great experience in the current expansion but didn’t quite accomplish their raid goals and are looking for another opportunity somewhere.

An example type is a player who didn’t quite get CE in Vault of the Incarnates but got Broodkeeper down. Perhaps their guild collapsed or something came up and they had to stop raiding for a while. Their raiding knowledge and gameplay sense is recent enough because it’s still the current expansion, but for various reasons, they took a break and stopped raiding only to try to make a comeback. They’re okay taking a back seat on progression and are happy to get rotated in until they’re comfortable again. This is the player who’s still skilled at the game and isn’t as new or as unfamiliar as the Project Player, but they’re also not fluent in current content to help the team immediately.

Exploring Other Player Types

But wait, there’s more! Aside from Project, Win Now, and Depth Players, there are other hidden gems you don’t want to miss:

  • The Innovator: These players bring a fresh breeze of strategies and creative solutions to make your raid that much more efficient.
  • The Mentor: Need someone who’s all about sharing knowledge? They’re your mentors who function like a walking WoWHead because their class and raid knowledge is just unsurpassed.
  • The Officer: Former GMs or former officers. They’ve done what you’ve done before and they need a break from it. These are potential future raid leaders, but right now they just want to press buttons and kill bosses.

Each of these player types adds a different flavor to your guild’s dynamics, making your raid team even more stronger. They’re not exactly people who reveal themselves right away on the Recruiting forums or other communities, but as you get to know them, you might find interesting information about them as they contribute to your raid’s goals.

Talk to the rest of your raid leadership when looking to address roster needs. Figure out what your immediate goals are so you can start picking up players that can help out with that.

Recruiting Tiers

Not to be confused with recruiting tears (which sounds common for many guilds out there right now).

At present, we’re 11/13 normal and 5/13 heroic. I did manage to find a skilled pug on the weekend to get the normal Manneroth kill and the heroic Gorefiend kill just to get my quest going. Difficult getting consistent progression with three healers and a rotating fourth every raid night.

The creation of multiple tiers of raiding is great for the game, no doubt. Players and guilds can pick and choose the difficulty they want to progress and see the rest of the game at. This has a natural side effect of trickling down to the recruiting side of things.

During Burning Crusade, guilds could be bracketed and organized into completed content. If you were attuned to Serpentshrine Cavern or Black Temple, you were highly sought after largely because guilds didn’t have to go through that effort of going through that process for you.

In Wrath, the raiding scene split to those who wanted the tighter knit feel of a 10 player group or those who craved the 25 player scene (and it was divided further more into those who were okay with just doing normal and those who wanted heroic content).

Fast forward to present day, the selections have opened up to mythic raiders, heroic players, and normal players. In Burning Crusade, there were no raiding filters in place since you either wanted to raid or you didn’t. There’s so much choice that exists now.

Even as I’m cruising through the recruiting forums, I’ve started automatically sorting through players in my head. That 705 Mistweaver shaman that’s cleared 10/10 Mythic Blackrock during the first two months? Probably going to want something more than I can offer. I won’t waste their time or my time so I’d pass on making a pitch. What about that 660 Holy paladin? Sounds like they finished Heroic Highmaul but their guild wasn’t able to get down Heroic Blackhand in time. Sounds like an investment project since they’d need additional gear to get up to where we are (and survive the unavoidables). Is it worth making the pitch? Can they help us now?

Objectively speaking, it’s best to just cast a wide open net or take the shotgun approach. If I keep throwing crap against the wall, something will stick, right? Or at least, that’s what my University TA told me during exam prep. Even so, I can’t help but mentally filter and sort out players between those who are the right fit and those I’d pass on because I have a good idea my guild would get passed over.

Things were so much easier back then.

 

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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?