Raid Leading 101: 10 vs 25

Probably as old as when Burning Crusade launched is the discussion of 10man vs 25man. The jump from 40man to 25man jolted a lot of raiders and caused the collapse of several teams. Raid teams started out in 10-man Karazhan, which geared them to enter the 25-mans until the end of the expansion (Gruul’s Lair, Magtheridon’s Lair, Serpentshrine Cavern, Tempest Keep, Black Temple, Sunwell Plateau), with a 10man Zul’Aman thrown in for flavor.

From what I saw, there was a stigma that 10mans were inferior to 25man. 25man Raid Leaders were thought of as more commanding and needed more control over their team, whereas 10man Raid Leaders didn’t have as much responsibility. The only way to get any decent gear in Burning Crusade was to run 25man raids. Legendaries were obtained only in the greater of the two. The end result was people preferring 25mans over 10mans, even lasting into Wrath of the Lich King. Anyone else remember needing to get into 25-man Trial of the Crusader to get a decent trinket at the time?

However, with Cataclysm, the tables have shifted toward more balance. With the changes that Blizzard implemented, there is less pressure on needing to raid a certain size. Let’s take a look at the pro’s and con’s (as I’ve seen it).

25-man

  • More likely to have every raid buff due to a larger raid.
  • Raiders of the same class can feel more free to tweak their specs.
  • More forgiving to players that may be a little “sub-par”.
  • Battles have a more “epic” feel with a bigger raid.
  • More players = wealth of opinions in strategizing fights.
  • Three in-combat resurrections allowed per fight.
  • Raid competition may not be as crucial (melee vs ranged).
  • ————————————
  • Maintaining control over a bigger group.
  • More standby’s may be needed.
  • More people may equal conflicting egos/personalities.
  • Possible to run into scheduling difficulties.
  • Harder to start up from scratch.
  • Easier for people to slightly slack at times.
  • More officers may be needed.

10-man

  • Usually tighter-knit group.
  • Easier to start up from scratch.
  • More responsibility on each player.
  • Possible to have one of each class (very little gear competition).
  • Fewer standby’s may be needed.
  • Fewer officers or leaders needed.
  • ——————————–
  • Less input for fight strategies.
  • With fewer people, the fights may feel “less epic”.
  • More responsibility on each player.
  • Less room for error.
  • One in-combat resurrection available per fight.
  • Possible to miss certain raid buffs because of limited raiders.
  • Less room for error because of fewer players.
  • Raid composition may matter more (melee vs ranged).

The Choice is Yours

When you’re deciding on which side to go with, keep all of these things in mind. Some of the pro’s and con’s are the same. “More responsibility for each player” may be a good thing for your team or it may not be. You and your team are going to weigh these points differently, and that’s perfectly fine. It all goes back to what you want out of your team. Maybe you want the “epic feel” of 25man and don’t mind dealing with more people/schedules. Perhaps you like less gear competition but don’t mind putting more responsibility on each individual raider.

Remember, the same ilevel gear drops off of 10man vs 25man, so that’s no longer a factor. More gear drops on 25-man than on 10-man to even the scale. Also, Blizzard is still working on balancing the difficulty of the raid sizes, so one doesn’t feel noticeably harder than the other. Personally, I feel this is hard to achieve, but I’m fine with them getting it as close as they can.

As for me, we’ve decided on 10-man since the beginning. I don’t want to put in the extra effort needed to wrangle 24 other players, and we like the greater responsibility placed on each raider. We may not have that “epic” feel because we prefer a more intimate raiding environment. It’s not that I don’t enjoy 25man raiding, but I prefer 10man.

What about you and your team? Have you already made a decision? Are you split? What other pro’s and con’s can you add to the above list?

 

Merging Raids: Step One

So, you’ve got a core team of raiders. People whom you know are dedicated to the same goal that you are, whatever that may be. Despite your best efforts, you’re constantly short a few. You find yourself stretching to find good raiders. In your virtual travels, you come across another team that seems to be experiencing the same dilemma. Is it the Twilight Zone? Are you looking at your own team looking back at you? No. You’ve simply found a common problem amongst raiding teams: coming up a little bit short. A five-letter word starts materializing in your head. You try to fight it, but you start to give it more and more consideration: Merge.

That’s where I’m at. Well, where we’re at. My goal is to walk through the different phases of merging two struggling raid teams. Obviously you’re going to run into some of, if not all, of the following issues:

  • Deciding if merging is right for you.
  • Arranging & discussing the merge.
  • The first raid night.
  • Possible shifts in gameplan (or should I say, “raidplan”)
  • Potential headaches.

Is it the right choice?

As I’ve mentioned before, I decided to craft a 10-man raiding team with some of my closest friends. We all got together and decided that this is what we wanted to do.  We’re part of a slightly larger guild that likes to do whatever anyone feels like throwing together. However, it’s always been this core crew of us that always wanted to progress through raids. Let me introduce you to the crew:

– Arcas, 80 Arcane Mage – Jayme, a good friend of mine that I met while working at a piano bar in downtown Chicago. Similar mindsets, a blast to hang out with, etc. I’ve come to call him one of my closest friends.

– Naryamas, 80 Prot Warrior – Sam, a good friend that we’ve been playing with since we were all level 40s early on in the Burning Crusade expansion. He’s always dedicated to helping out, and is always the first to be open to suggestion. **Solely a tank**

– Discotheque, 80 Resto Druid – Scotty, another good friend since the same time we met Sam. Former Art teacher, now a Graphic Designer in Texas. Engaged to his girlfriend. Jayme and I will be flying down to Texas for the wedding. **Solely a healer**

– Kevorkian, 80 Death Knight – Aaron, some kind of genius when it comes to Nuclear Physics. Yet, when he came to Chicago to visit Jayme and me, we definitely made sure he’d lose some brain cells to some drinking around town. Awesome guy, can play the “bad cop” really well. **Can Tank or DPS**

– Dralo, 80 Paladin – Dave, this is the guy you’d want on your side in a fight. Not only vocally, but physically as well.  Former Army Ranger and holder of random wisdom. Regardless of the actual cause of a wipe, “it’s Dralo’s fault.” **Can be Holy, Retribution, or Prot**

– Jalla, 80 Arcane Mage – Pat is our newest acquisition. A cool guy from Boston, he grabbed a PuG slot one night, and now we can’t get rid of him! Only kidding. He’s become an awesome raider and team member to have around.

-Thespean, 80 Shaman – Me, David. I’m the “politician.” I just want to make sure everyone’s happy. =) **Can be Enhancement or Resto**

That’s who I would consider to be the “core” of this team. We have other members in the guild, but these people are the ones that seem to be the A-Team. I struggle because I know it’s borderline elitist to think of the guild that way, but it’s true. Here’s why:

The Core vs. The Friends

The Core consists of the people that usually show up on time when they click “Accept” on the invite. If they know they’re going to be late, they make someone aware. They’re usually always prepped with gems/enchants for any gear they may pick up that night. They have flasks and their own food at the ready, especially if it’s a Well Fed buff that you can’t gain from Fish Feast (Haste, etc.).  They study the fights beforehand and hold enough wherewithal to know what their classes bring to the fights. This is always key on progression nights.

The Friends are people that, unfortunately, say they want to progress, but they don’t put the level of effort forward that the Core does. Simply put, they show up late (if at all), aren’t prepared for fights, take random unannounced AFK breaks, and need constant re-explanations. It’s not that they’re bad people by any means, but the Core just doesn’t feel that the Friends are on the same level as we are. That’s tough, because we like playing with the Friends a lot. They tire of progression fights easily, which makes forward motion tough to maintain.

Raid in the Mirror

As hard as we’ve worked, we always find ourselves just shy of a full raid. Even though we may reach ten people, one is usually a frequent fill-in or is a Friend that’s not too reliable.  I’ve had friends like Derevka and Avalonna from Talesofapriest.com bring alts over to come help. Lodur has offered his help as well, but once Cataclysm hits, each of them goes back to their respective raiding crew to do the new content. Recruitment on Nazjatar is slim at best. I’ve had great response from people that are interested in raiding with us, but it’s a lot to ask for someone to completely transfer to a new server, especially to a guild that’s not at the breaking edge of content. We’re not World First, we’re not Server First, we just don’t desire to be on the cutting edge. We want to be on our own cutting edge. In general (there are always exceptions), people tend to transfer servers for much more hardcore-style progression. Since that’s not us, our recruiting is harder.

We found another guild on Nazjatar that’s having similar issues. Almost point for point, they struggle with similar problems. Although they have a bigger guild than we do, they just don’t feel they have the roster for the kind of raid they want to do. With Nazjatar recruiting being very slim, they also hit a similar wall.

The Deciding Factor

We had one raid night that just wasn’t pretty. I had to call people to get them online (after they clicked “Accepted”). We started about 30 minutes late. After a good raid the night before, there was just no focus, and the Core noticed it. We were having to explain and re-explain assignments. People had to leave early, but we couldn’t get the group focused to make the best of the time we had. People randomly left because friends wanted to hang out (I’m all for friends, but stick with a committment you made). One of our AFKs ended up being gone for about 20 minutes. Our warlock said she would be 15 minutes late, but she didn’t show up until over 90 minutes later.  In just over an hour of raid time, we got one boss down, and that’s it. Once the raid got called, we were ready to bring up the merge to the other raid team.  Those of the Core that were online all agreed. Putting aside our nights and not having similar dedication from other members just wasn’t fun for us.

And so the conversation began, which I’ll cover in the next post…

Have you dealt with a possible merger? What other issues have you had that pushed you towards or away from the decision?

Pros and Cons of Recruiting the Raid Leader

recruiting-raid-leader

This is the most important position you’ll ever fill throughout the entirety of your guild’s existence. In fact, it is so important, guilds will often disband if there isn’t a competent nor capable one. If working on farm content, raids can typically get by with zero to minimal guidance. Everyone runs by the same playbook and routine strategies are done without any problems (usually).

But once you hit progression content, you’re going to be stuck. If your raid is leaderless, it’s going to be painful and you need a plan.

So, do people really recruit raid leaders? In many cases, the guild leader and raid leader are one and the same. There are some exceptions (such as in Conquest where the positions are separated). But back to the original question: Do people recruit raid leaders?

Typically, most raiding guilds do not. Raid leaders are usually promoted from within. There are two basic things I look for when deciding on a raid leader. Without these two qualities, I skip and move on entirely.

  • Competency: Now this encompasses a wide range of leadership skills. I just lump them all together in here for the sake of simplicity. These are things including but not necessarily limited to skills, charisma, vision, tactics, and so forth. Basically, does this player have what it takes to lead and deliver the necessary results?
  • Desire: Do they actually want to do it?

And that second point is a super important question. That raid leading wannabe you want to quarterback your raids might be the perfect person to do it. But if she has no interest or desire, it’s not going to work.

Where do I go to get raid leaders from?

In a nutshell, either you have a sleeper raid leader within the guild who emerges to take the flag when things look grim or you look outward and see if you can fish up one.

Option 1: Promoting from within the guild

These are usually the players that have stood by you for a long time. The existing raid leader left a void to fill. There could be people from inside who are looking for a chance to step up and take a larger role within the guild. Or it could be that they sense the guild is on the road to failure unless someone takes over and that person wants to be the one to do it.

Again, your group may run into the problem of not having the right person who can do the job. A skilled player who is familiar with the game and their class might not have the appropriate leadership qualities. Or maybe they work in a management type job and doesn’t want to deal with that level of responsibility on their off time. If your search for a raid leader comes up short, you’ll need to come up with options. Try to figure out why that person isn’t a good candidate. You can’t change their desire. However, you might be able to help improve their competency.

Ultimately though, hope for the best. Be prepared for the worst.

Pros

Familiarity with guild culture

Players used to the leader’s personality

Intimately familiar with players and capabilities

Cons

Might not be anyone qualified from within to take the job

Potential prejudice or favoritism to specific players

Option 2: Recruiting outward

This isn’t exactly the most common approach. You don’t see many guilds advertising for a powerful position like this one either. I suspect the main reason would be on trust. Everyone in the guild has had time to get familiar with each other. Not only would you be introducing an outside player, your guild is being asked to follow their commands. That bond between raid and raid leader just isn’t there yet.

It’s like a new manager being brought in. No one really knows who she is. Is she lenient? A hard ass? Accommodating? By the book? No idea!

Don’t forget that having a new player calling the shots from outside the guild means they’re largely unaffected by any guild politics and will have a fresh perspective on raids. Of course, you never know what you’re getting. If you truly plan on going this route, raid leading applicants need to be screened a lot more carefully.

Pros

Fresh perspective and new ideas

Unaffected by any guild influences

Cons

Players have no idea how to react

Lack of initial guild chemistry

When my raid leader hung up his claymore months ago, I was in a tight spot. The short list in my mind for replacement raid leaders had no desire to do so simply due to other responsibilities. There were other players I had considered asking, but I didn’t know if they had the skills to pull it off. The only way to know for certain is to assemble a raid, pass them lead and say “Here ya go!” and one of the senior raiding guys who had been with us for a long time wanted to give it a shot.

It was a leap of faith. Either he would sink or swim. To my delight, he did a pretty darn good job after he shook off a few raid leading jitters during the first few days at the helm. But it was to be expected.

Had he not spoken to me beforehand, I would have had no choice but to turn outwards and look off guild for someone to help coach the raid. I can’t honestly think of any moment in my experience in the game where I’ve read about guilds specifically recruiting raid leaders that were outside their organization. What commonly happens is a player either gets the nod up from management to take over or the guild implodes due to lack of interest and focus. The latter is not an option for me. I’ll admit, it would have been a remarkably interesting process (and experiment) to start off raid leaderless and end up with a fully situated quarterback acquired outside the guild.

It’s like hiring a new coach for a team. Players are so used to certain plays and systems. The new coach comes in and throws things out the window.

Book Review: The Guild Leader’s Handbook

There is a book for everything it seems. Some will tell you how to hack an iPhone, others will tell you how to cook rare and exotic treats. In the gaming world there has been everything from strategy and content guides to art books and everything in between.

A few weeks ago a new book hit the stands, The Guild Leader’s Handbook by Scott F. Andrews. Scott is not only an accomplished and long time  guild leader in World of Warcraft, but also the author of “Officers’ Quarters” on wow.com. His book takes a look at what it is to run a guild in today’s modern MMOs and offers readers both looking to start a guild and those who have been at it a while, a cornucopia of information from his collected experiences. Today I’d like to share my thoughts on the book with you.

Before we begin I’d like to make a few things clear. Firstly, Yes I do write for wow.com as one of the class columnists. This does not mean however that I will be unfairly biased towards the book. I have had little to no interaction with Scott and anyone who knows me or has listened to my podcast knows that I do not temper my criticism and critiques based on acquaintances or tangential relations. In short, friend or foe I try to tell it exactly as it is and as unbiased as possible. In mathematical terms we would call this “Correlation does not imply causation”. Secondly, while I myself am not currently a Guild Leader in WoW, I have lead numerous successful guilds, super-groups, and various other groupings in many other games. I am however still the Healing Lead and one of the raid officers for the guild I call home, and thus in a leadership position within the structure.

The first thing I noticed when opening this book, is the level of accessibility. It was very well written and very easy not only to read but digest. The concepts and ideas in the book are thoughtfully laid out and the way the topics are grouped not only make sense logically, but allow the material to be more easily digested. Potentially confusing concepts are quickly explained, often times with a real life scenario that the author has experienced himself. The second thing I noticed while reading this book is the confirmation of the author’s depth of experience. The familiarity he writes about the topics is comforting and also conveys a sense of certainty that is easily lost when writing something of this nature.

The book itself covers many topics such as;

  • Forming a guild and making it successful
  • Choosing a guild size and focus
  • Dealing with guild drama
  • Differences between leading a guild and leading a raid
  • Loot distribution
  • Alternate styles of guilds (PvP, RP)
  • Choosing officers
  • Guild Morale
  • Planning for the long term
  • Dealing with Real Life

Seems like a lot to cover in such a small book doesn’t it? It is, but the author cuts out most of the unnecessary and leaves in the most relevant information to the topic. Each topic is subdivided and dives into specifics and does so with the perfect amount of detail.

There were a few pieces that really stood out to me while reading this. First was the section on forming a guild. Beyond setting a size and focus for your guild, the author talked about a topic that I think deserves some attention. Forming a guild identity and presence. For any established guild or group, their name and longevity carry a certain weight to them. If you think about any guilds, corps or fellowships you may have come across, I’m certain you can find at least one where their name is well known. For a new guild starting out it can be hard to forge an identity and establish a presence. The author offers some solid advice for creating a server presence. This ranges from specializing and becoming rock solid at a particular goal, having a history of cooperation with other people and guilds to having fun contests and events. One example that I found particularly enjoyable was the idea of taking a completely meaningless piece of land in the game and claiming it as your own, while challenging anyone to take it from you and doing anything you can to hold on to it. That would certain generate some notice, and could be a particularly fun event.

Next was explaining the differences between leading a guild, and leading a raid. The distinction is one that sometimes goes unnoticed. A lot of players seem to feel the two are always synonymous. The author explains the characteristics of a guild leader very well and talks about the shift in personae needed to lead a raid. The two can often times be polar opposites of each other. A guild leader is at the end of the night the ultimate authority of a guild. They can control who becomes officers, who is kicked or invited and tend to be looked upon as the arbiters for any guild disputes. Compassion, openness, friendliness and approachability all play very well to a guild leaders station. A raid leader has to evaluate performances constantly while keeping the group focused. They have to play the role of team captain, coach and player all at the same time. Leading by example, but also calling out problems and fixing issues as quickly as possible. This can sometimes involve not being very nice and squishy in your assessments. I was quite pleased to read this section here and it would be something I encourage not only people in leadership roles to read, but also those in a raider position. It is very much like being friends with your boss outside of work. When you’re at work you still need to work, and it’s your bosses job to keep you focused.

Another part that particularly stuck out to me was the section detailing real life interactions and issues. Even though this is a game, it is a social network. You are interacting with other players regularly, and you are devoting time out of real life to play this game with other people. As a result real life will always impact a gamers life and a game may affect the life of those that play it. This section of the book covers topics like dealing with addictions (both substance and potential video game addiction), Depression and mental illness, sexual predators, relationship problems, family problems, burnout and criminal confessions. These are real life topics that can and do affect people who play MMOs. This section offers advice to deal with these situations as they arise. Let’s not forget it wasn’t so long ago that a criminal was tracked down through WoW by law enforcement.

This section also talks about planning real life meet-ups. Investing as much time as you do in a guild there may come a time where you want to meet the people behind the avatars face to face. It sometimes requires a lot of planning, but can indeed be exceptionally rewarding.

So in the end what does this book really have to offer?

For the new guild leader or leadership role

A plethora of information that is neatly gathered in one place for you. There is a lot that goes into forming and running a guild. This book takes the information and neatly bundles it for you for easy consumption. The information contained in the book is very accurate, and is very universal in it’s approach. The advice offered is solid, well thought out and has been tried and tested by the author himself. The book may have items you never thought to consider, or just did not occur to you. It offers a new officer or guild leader a chance to be prepared and also educates you on exactly what you can expect. Everything from personalities in the guild and group dynamics to planning for the future and longevity of your guild. All the basics you could possibly need to know are detailed here for you.

For the old-hand

Even if you have been playing MMOs for a long time and are quite experienced at leading groups, running guilds and leading raids, this book will offer something that can often times be lost over time. Perspective. We fill these rolls for so long that things become second nature to us. Like everything sometimes it’s nice to have a refresher. No one is perfect 100% of the time, we all make mistakes or forget things. The way I view it is like this. Next to my computer I have a series of books for programming, APA style and formatting guides, marketing and business books and a variety of other reference material. No matter how long I’ve been doing something, there will be things that I will forget. Having these books handy gives me a reference. somewhere I can go to clarify questions and vague points or remind myself of things I may have forgotten. This book now has a permanent place on that shelf. For us old hands this book is a perfect reference to when we need to get back down to basics.

For the non leader

Even if you are not in a leadership role this book can offer you a great insight you might not have otherwise. Ever wonder why your guild leader made a particular decision but don’t really want to ask them? How about when a raid leader does something that you’re not quite sure of? This book will give you a basic understanding of what it is your guild’s leadership has to go through and constantly juggle to make sure the group remains stable and that you have a place you can unwind and have fun.

I applaud the author for this book. I found it easily accessible, accurate and a fantastic read. I was able to identify with the examples he presented right away and could have compared them to any number of stories from my own past in gaming. This book is a great starting point for anyone looking for form a guild, new to an officer position or for those who just want to understand what happens behind the scenes of their groups. On a personal level, reading this book allowed me to catch something happening in my very own guild that I almost missed simply by reading about it and being reminded of it.

The only criticism of it I have is that I feel it could have been longer.  Some of the sections could have been more fully explored and may have benefited from having a little more room to breathe. The book ends at a surprisingly short186 pages.

I feel it is well written, logically put together and is a must read for anyone seriously involved in MMOs and guild structure. Even with consideration of the length I feel that is well worth the money, and even more worth the time you would invest reading it.

The book retails for $24.95 us ($31.95 CDN) and can be purchased directly through the publisher’s website.

If you’ve read it and would like to share your thoughts on it we’d love to hear your opinion on it.

 

A Change of Recruiting Strategy: World of Raids Tool

(Editor: Site is sadly defunct)

This raid cycle is about to end soon and I know there are many guilds who are gradually bleeding members to life and other obligations outside of the game. It’s becoming a tough stretch to even field a full competent crew for ToGC 25.

Right now, even though we’re recruiting for ToGC 25, I personally don’t know if anyone’s going to bite. What I did decide to include is an extra note that says we’re also recruiting for Icecrown.

Another stipulation that I’ve added is that quality of gear players have when applying won’t really matter to us. In other words, I’ve relaxed the gear standards.

Why?

Because I know Icecrown’s just on the horizon and will debut within 4-6 weeks. I projected a late November or early December release.

That’s 4 weeks for a new applicant to get themselves geared up so that they can be effective in Icecrown. Even if they’re a fresh 80, running a constant stream of heroics or getting carried in farm or alt raids is enough to build a supply of badges to purchase tier 9 gear.

So in other words, I’m enacting a two tier strategy. The first priority is to recruit players who can help fill our raids and contribute. Failing that, if they’re not at the level they need to be, we’ll still draft them for the future.

I’ve gotten some bites on trade chat, but they’re mostly inquiries for now. Twitter has again proven fruitful as I’ve had a few interested players from there apply. Unfortunately, I can’t seem to use the official realm forums as everytime I post it says “Invalid Option”.

I was actually tempted to include in the recruiting message that the leadership had Icecrown experience as I’ve participated in all of the PTR tests so far. When you’re competing against other guilds for players, every edge helps right? One would think that foresight and knowledge into the next tier of content might tip the scales in favor.

So let’s look at the World of Raids recruiting page.

What are you looking for?

recruit-6

The first thing you’ll notice is that there are a variety of search filters at the top. Use those to narrow down the guilds that fit your criteria.

1. This is where you select the Realm. Obviously, since I’m a Dwarf Priest, I am going to select Alliance. Even though I live in Canada, the closest realms to me are in the US. I prefer PvP servers just because of the extra variable element they add to my day to day affairs even though I still hate Rogues.

2. If there’s a specific realm you’re looking for, you can enter it here and it will isolate only guilds that are from there.

3. You set your class and specs here. For me, I’ll put down Holy Priest as an example.

4. If you care about progression, you’ll want to look for a guild that’s in your area. This takes a bit of trial and error as there’s no absolute guideline on this. Just for the sake of it, I said narrow it down to guilds that are in the top 2000 around the world.

5. Raid times can be narrowed here. If you prefer to raid on certain days and times, simply choose the day where it matters and then use the buttons to select the start and end times. Setting a large range works best. It will display guilds that happen to raid on the days that you choose. Note that the guilds may raid days in addition to the ones you have selected.

Make sure you set the time zone appropriately.

The search results below will show guilds that best match your criteria. A green bar on the left signals how close they match your filters. The rest of the information is shown on the bar such as classes, progression rank, and times.

And hey, look at that. There’s a guild called Conquest that happens to be recruiting. I think I might give those guys a shot. Let’s click on that page and see what happens next.

What am I looking for?

Now that you’re on my World of Raids guild page, you can see all of the necessary information listed in one area and it’s very handy to applicants and recruiters alike.

recruit-4

At the very top, it displays some basic information. The icon on the left signifies which faction, Horde or Alliance, the guild is. The server and battlegroup along with the guild’s website is shown beside it. On the right side, applicants can see where this guild ranks on the progression curve. The Apply button is in bright yellow box that’s difficult to miss.

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As you’ll see, the top part of the page displays what classes I’m looking for. At the moment, the classes that have a color background behind them signify that I will consider those classes. All we could use right now are bodies to help us in our raids and I won’t be too picky when it comes to class. If you can reach a certain threshold of DPS output and in game “smarts”, it’s good enough for me.

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Right below that, you can see a neat graphical representation of progress. It takes a while to update as the data is pulled from WoW Progress and is reflected here. Under Crusader’s Coliseum, note how there are two levels of progression. Half a bar represents the boss has been taken down on normal mode while a full bar means it’s been done on heroic.

Ulduar is below that and it also breaks down individual boss achievements into fractions. Freya, for example, is broken up into 4 parts which represent her and various amounts of elder kills.

Sadly, this isn’t up to date as we took down Heroic faction champs last week and killed Yogg with 3 keepers active.

You can also see a link to 10 man achievements in the top right corner of each raid instance.

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Below that you can see notable accomplishments and a simple mouse over will display what has been achieved. I like the fact that it also highlights when a certain achievement was achieved. For example, Kil’jaden on the far right was killed prior to the release of 3.0.2.

Unfortunately, as this tracks everyone’s achievement, even if one person has Immortal, it will still display it as a guild achievement. Such was the case here because we weren’t able to get Immortal together as a guild.

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Finally, the right side bar displays information that can’t easily be expressed or pulled from a third party source. This is where the administrator enters extra information about their guild. The raid times are shown at the top and is displayed in a 24 hour format to minimize confusion. The timezone that the guild operates on is also shown. These are settings that the administrator can control which ranges from MST, CST, EST, and so forth. I don’t recall what the European ones are.

The about section offers a brief description of the guild and what it’s about. It’s important to not go all out here. You want to sell your guild and garner interest, not scare them away with a giant wall of text. This is not the place to paste your guild’s core beliefs. You don’t have to enter in duplicate information. Remember, guild progression is already shown in the main area. Just tell potential applicants what you’re all about.

Some things include:

  • What you do? (Raid, PvP)
  • How you do it? (Push content within a narrow time frame)
  • What sets you apart from other guilds? (We hold players accountable)

Applicant expectations are where the guild administrators state what their expectations are. Again, be fairly brief here. Think of this as a brochure instead of an operations manual. This is the area where the qualities of the ideal applicant are listed.

One example would be something simple as must be mature and have thick skin so as to not take negative feedback personally.

Great I’m ready!

Once you’re ready and this looks like the perfect guild fit, it’s time for you to hit the apply button. There are 3 options that administrators can set.

  • Apply via World of Raids private message
  • Email
  • Website

For me, I selected the website because I like to keep all applicants in one area. Not every guild has such a luxury and you may wish to use email or PMs to handle that.

It’s certainly a well polished tool and I hope more players and guilds make use of it.