Dear Ruby Sanctum: How Not To Be A Raid Encounter

Failraid

Last week I talked about what I thought the Ruby Sanctum had to live up to. I reminisced about the encounters that made Wrath’s raiding scene fun for me. Thanks for chipping in with your thoughts too folks – feel free to keep them coming and do the same this week. I’ll never forget my own favourites and if the Ruby Sanctum manages to come close to them then it’s on fire.

… Sorry about that one.

Anyway. This week I’m intrepidly heading back down memory lane to the dark alleys where the worst encounters lurk. The ones that caused me to daydream about throwing the computer out of the window whilst we recovered from yet another wipe. Or the ones that encouraged me to try taping my cat’s paw to the keyboard while I put the kettle on, because we just had to get through the encounter to get to the Fun Stuff ™. Worst of all, the encounters that should be truly inspiring but one design flaw let it – and me – down.

Beware, Ruby Sanctum. Here there be monsters. Quite literally. If you find yourself amongst them you’ve Done It Wrong.

 

5. Faction Champions – Let me make one thing clear: if I want to PvP I’ll go to a battleground or do some arenas. It’s great that they took the Priestess Delrissa fight from TBC a step further. That was chaotic fun. The ‘fun’ part translated badly into a situation involving 10-25 people, many of whom (including myself) are not ardent PvPers with a desire to hone PvP tactics. I’ve found that trying to organise (or be organised for) PvP-style opponent management when the 9-24 people you’re working with are either loyal PvEr’s or PUGers is just a headache. Don’t do it again, Blizz.

4. Lich King – I know I know. It’s the last fight of the expansion, of course it’s special, right? Special isn’t always good. First oversight: the quality of the dialogue between Arthas and Tirion before the fight. It’s frankly shoddy. If I’m being crude, most of it also has homoerotic undertones that I’m sure Blizzard didn’t intend. Go and read it if you don’t believe me. A ‘skip intro’ button as with Deathbringer Saurfang would have been really useful here. And if I’m being picky – might as well be – Arthas’s girth makes me think he’s only really a threat to pies.

But my main problem with this encounter was its mechanics. If you ask for tactics in any Wrath encounter at least one person will say “Don’t stand in the fire”. It is a joke but people say it through pursed lips. They’re tired of it being the basic tactic for most fights. The Lich King encounter is just that: you’ll be fine if you don’t stand in the fire black goo and move at the right times. Sadly, this really makes it the fight designed to finish Wrath off.

3. Sindragosa – I included Sapphiron in my top five last week because when the fight mechanics were fresh when we first edged into his lair. That didn’t mean I wanted a near-identical fight later in the game. Not only are the mechanics a rip-off but the boss looks the same (though has undergone a gender change since we saw him in Naxx). Sindragosa’s fight mechanics do have a different twist to Sapphiron’s. I just resent peddling the wheel like a good guinea pig to get through phases 1 and 2 in order to reach that fun part of the fight which would probably kill my group so I could do it all again. I can’t understand why having players repeat two long phases full of easy mechanics because the fun, difficult and adrenaline-inducing stuff is squeezed into a mad 30 seconds at the end got past – or to – the PTR.

2. Malygos – This encounter has a lot going for it. I quite enjoyed the large blue dragon flying around the room taunting during wipe recovery. I mean, for an arrogant dragon, it sounded believable. The fight mechanics were interesting up to a point – working with sparks provided an extra layer of challenge and the whole of phase 2 was particularly fun given the first character I took to Malygos was a melee DPS.

What? I’ve just praised it to the heavens? But wait, this encounter does deserve to be high on this list. Why? Phase 3. Partly because whilst being dropped on to a dragon looks cool, I don’t appreciate a game effectively saying “right! Quick time event. You need to already know and/or mind-read which dragon abilities to use while moving in 3d space – and we mean moving, ‘cos there are fires to not stand in!” But even that isn’t the real problem. That’d be the lights. There are too many in phase 3. They flash. They move. The pretty colours aren’t pretty so much as neon. I know people who get headaches from them and I’ve been in raids which have wiped shortly after the healer said “arghargh the lights.”

1. Razuvious“Bring the player not the class” was Blizzard’s tagline regarding raiding in WotLK. A raid with any composition of classes can defeat any encounter? Great idea. So why did I often spend hours fishing whilst waiting for my Naxx25 groups to try to find two shadow priests for Insdtructor Razuvious? And then why did many of those groups collapse like a pie on Arthas’ plate after we wiped once on Razuvious? Because the hidden clause was that not just that we need two priests – and until it was hotfixed you need two with +hit gear – but to narrow it down further any group needed two who know how to mindcontrol-juggle-tank. Razuvious was an interesting fight mechanic spoiled by a deviation from Wrath’s goals, which would have just been more fun for everyone if any class could have stepped up to the orb in 10 and 25 man.

So providing the Ruby Sanctum doesn’t force us to PvP under a disco ball as a raid composed of 10 paladins – after a dodgy scene we’ll cringe at fifty times – it should be fine. Bring on the fire.

What do you think – what are your very worst memories of any WoW encounters, and why?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Leap into PvP the Correct Way

In perusing WoW.com on my normal Monday morning shift, I tend to always follow Spiritual Guidance, usually when it’s headed up by Dawn Moore. Although I tend to go back and forth on my agreement with her, I’ve noticed that she’s taken an approach to encouraging people to participate more in PvP.  YES!  With the thrill of this expansion coming to a close, there are a variety of ways to continue to enjoy this game, one of which is PvP. 

Why am I so excited for this, you ask? Well, I’m an avid PvP’er. One of my favorite things to do is grab some guildies, and utilize the Random Battleground Queue until I’m blue in the face.  I particularly love Warsong Gulch, which makes me pretty excited for the upcoming “Twin Peaks” battleground.  Here’s the poop on what you stand to gain from becoming more active in PvP:

  • Increased Wintergrasp / Vault of Archavon Time: People consistently complain about how Wintergrasp is broken on their server.  Although I agree to a certain extent, a team of skilled, team-oriented PvP’ers has the potential to overcome any short-comings (**COUGH** Scale vehicle damage with Tenacity **COUGH**).
  • Off-set Gear: Although I don’t miss the days of “Welfare Epics” by any means, I am a fan of utilizing some PvP pieces until you get that PvE piece you want.  Sure, resilience does no good in PvE, but you can use that Wrathful Gladiator’s Cloak of Salvation until you get the frosties for your Drape of the Violet Tower or you get that Greatcloak of the Turned Champion to finally drop off of 25-man Saurfang.
  • Deeper Class Knowledge: By starting to play your class in a different environment, you start to learn things you may not have considered before.  The ability to change your focus and style as a player gains a lot of respect from someone like me.

However…

Although Dawn does a great job of laying out the basics, let me make it clear that I think it’s a bad idea to grind out Emblems of Triumph to get your PvP gear.  Sure, if you have them sitting your bag, by all means, spend them.  I know from experience how frustrating it is to go into battlegrounds wearing nothing but your PvE gear.  Let’s take a look at what you stand to gain by going the “Honor” route:

Gear Progression

First and foremost, I really enjoy the feeling of accomplishment of getting to spend my honor points on a new piece of gear.  I’m currently gearing up my Resto PvP set for my Shaman, and although I’ll toss some Triumphs at it, if I have them, most of my gear is coming from Honor.  I liken it to working out hard in a gym and seeing the results build, instead of sitting plugged into one of those ab-shock deals while I watch the Blackhawks annihilate the Flyers in Game 5 (I had to). You feel the hard work, hence the payoff is more rewarding.

Second, as you add pieces over time, you realize which stats you need and which ones you don’t need.  When I was building my Discipline PvP set, I initially went for mostly +Crit pieces so I could proc Inspiration and Divine Aegis.  I realized halfway through that I was burning mana like an oil spill from an irresponsible foreign oil company. I switched it up and started getting more MP5 and Spirit on my gear.  Especially if you’re a healer, you have the choice of some caster DPS gear (except for the Paladin), which will be laden with more haste and crit.  Once you discover your play style, you’ll figure how to tweak your gear.  If you grind dungeons for all the badges for the Furious set, you may find that you’re too heavy on a stat that doesn’t do you much good, or that you’re lacking in one that you really need.

An option to consider while getting battle-ready is checking out the crafted pieces that are available.  They’re relatively cheap to make, and you’ll probably be helping out someone’s profession in the meantime.  They all involve more than just the standard Head/Chest/Legs/Gloves/Shoulders combination.  You can use these to get your boots, bracers or waist piece squared away. Here’s a couple examples:

Frostsavage Battlegear – Although it lacks any kind of mana regen, it still is better than nothing.

Eviscerator’s Battlegear – Obviously for melee classes like the Druid and Rogue.

Ornate Saronite Battlegear – The Healadin equivalent.

These give you good starting points to bounce off from.  Remember, you’re generally focusing on different stats than a normal PvE set.

A Different Style

Have you ever played one spec for SO long, and then decided to switch it up and play a completely different spec?  Say you went from Resto to Balance, or from Holy to Shadow, or Resto to Elemental. Is it the same playstyle?  Obviously not.  Sure, it may not be much of an adjustment, but think of PvP in the same manner. 

On my Shaman, I know very well that I’ll be dropping different totems depending upon who I’m facing.  I switch up my weapon imbues as Enhancement, and I pay much closer attention to my Earthbind Totem, Grounding Totem, and Stoneclaw Totem.  Those get little to no attention in raids.

On my Discipline Priest, I learned the ability to turn and burst an opponent, when I’m used to healing.  I started to utilize different heals like Binding Heal in order to keep myself and a teammate alive. 

If you’re stuck in randoms just doing what you normally do (I call the “Mental AFK”), then you’re not learning the intracacies of your class and spec, especially with how easy it is to outgear heroics now.  Go through your spec talent by talent and see what will help you and what won’t.  A talent you worship in PvE may not be worth it in PvP.  It’s okay to toss it to the side to get a little more utility.

Become Team-Oriented

Contrary to popular belief, not all PvP is based on killing the other player.  You may be able to put out some good DPS, but do you know how to peel a melee off of a healer?  Do you know how to pinpoint the enemy healer and not just kill him but lock him down so he’s useless?  Do you know what strengths your class has against certain other classes?  Do you have the ability to support the rest of the team, instead of trying to be highest DPS or get the most Killing Blows?

That’s what the benefit of actually being in the battleground gives you.  You end up learning that in order to hold bases in Arathi Basin or Eye of the Storm, you have to stand on or near the flag/node.  Fighting in the roads generally does nothing.  You also learn the value of defending those nodes, instead of just being part of the roaming Zerg group. 

These lessons all come with time, but I think it’s imperative that you learn them while you’re in the thick of it.  Once you learn how much easier it is to take out a group once the healer is down, you’ll encourage others to do the same.  You’ll figure out that there will be players that try to peel you off the flag in Arathi Basin so a Rogue or Druid can ninja the node.

You’ll simply become a stronger player, not only in PvP but in PvE as well.  PvP can help you avoid tunnel vision and enable you to help out other parts of the raid when you feel you can.  There’s only so much you can learn from doing heroics and raids over and over.  Spend the time in some battlegrounds, and I think you’ll be amazed what you can learn.

**Disclaimers: No, I’m not a 2400 Arena player. Yes, I’ve been PvPing since Burning Crusade. Yes, I understand there are exceptions to everything. Yes, I’m a Blackhawks fan of the fair-weather nature. No, I don’t think it’s too soon to insult BP for their pollution of our waters.**

 

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

 

 

 

Will Ruby Sanctum Compare To Wrath’s Best Bosses?

shrine

I’m one of these weird people who doesn’t read up on content before it’s released. I like a surprise. So the Ruby Sanctum’s got me thinking: is it going to be a patch on my favourite bosses from Wrath? What are my favourite bosses?

After all, I am looking forward to the Sanctum. In about the same way one might look forward to a shopping centre opening up nearby.

I’m vaguely aware it’ll open sometime in the near future and when it does I’ll probably make plans to go trundle round it immediately. But I’m expecting it to be just like any other local Sanctum/raid shopping centre. There’ll be modern lighting trying to hide the fact that the decor is all too familiar. The staff will breath smoke at you as soon as look at you, and their uniforms will look like they’ve been stolen from another shopping centre and dyed a different colour. Oh, and the wares will be updates of last month’s fashion, alluring only inasmuch as being on buy-one-get-one-free and so must be good offers.

The Sanctum’s got a lot to live up to compared to my favourite bosses in Wrath – let me show you.

5. Thaddius. For those who met him when TBC wasn’t yet a distant memory, Thaddius was a well-timed and comforting reassurance that it wasn’t all Big Change. That some fight mechanics had been passed down through the expansion; Mechano Lord Capacitus’ polarity charges could be a fun challenge back in TBC days and here they were again. Better yet, with a twist that put an emphasis on teamwork and introduced raiders to the idea that no, bosses now really do have that much health – and by the way: if you get it wrong you kill your group. Besides, it’s a good sign for a fight mechanic when PUGers regularly spend half a raid session arguing that their nigh-identical method of doing it is better. I was grateful that this wasn’t one of the many tactics dragged out time and again through Wrath – it gave me memories of a unique fight in Naxx.

4. Sapphiron. Bones rising from the floor to amass into a huge nitwibble-off dragon in your way. What better start to showing players the shape of future mechanics? Sapphiron was a really well constructed fight, and well placed within Naxx’s structure. He effectively compiled individual basics which raiders had encountered in earlier bosses in Naxx. Tactics such as moving to the correct place when targeted, a’la Grobbulus, or moving out of the nasty AoE, like Anub’s Insect Swarm. Back when it was a new encounter, moving around – for a long, endurance fight – was quite refreshing to me. I also have fond memories attached to Sapphiron: the first time my guild raided was at our first HerdMoot when we headed into Naxx. It was Sapphiron we found ourselves wiping on at 5 AM.

3. Mimiron. When we hit Mimiron he had a reputation which preceded him, and he didn’t let us down. He was the first four-phase fight in Wrath in which everyone had multiple roles, or at least different tasks to do. He also shared the responsibilities out a bit more evenly. Suddenly tanks had different things to tank at different times. Melee had responsibility past stabbing and kicking things. For many raid groups, he gave a ranged DPS the chance to prove that they’re not all paper (so long as they have a good healer behind them). And for us healers, he gave us the chance to prove we can be flexible. For better or worse, Mimiron was one of the first fights in which healing on the run with twitch-reflexes was showcased. Its originality made it fun.

2. Valithria. I’d not considered as a healer that I rarely had a direct combat role with a boss, nor how this affected my fulfilment as a raider. I’m a healer – therefore my fulfilment should come from making sure other people stay alive so they can do the dirty work, right? So I thought. Until my healers and I were lumped with the responsibility of dealing with Valithria’s health – even if that was to make it go up rather than down. It’s a long deserved fight mechanic and is balanced perfectly: no-one feels left out, as the tanks and DPS have an increasingly manic (and as I understand it, fun) time of keeping the adds in control, and the healer roles are not only varied but accessible for any healing class.

1. Yogg Saron. Tentacles. Many-eyed blob in the floor. Sanity loss. Need I say more? This is the most unique fight in WoW. Yes, in terms of fight mechanics, it’s a “this is your final test, what have you learnt up to now?” There were fires clouds to not stand in, there were adds to control in a certain way, there were target priorities for DPS. But it didn’t feel like a final test: every wipe felt like a few minutes of unbridled, chaotic fun. Even going into the brain room and coming out before going mad, while a ‘do this before X time’ mechanic, wasn’t as annoying if someone failed; it was almost funny for people to miss the chance to come out of the brain room and so go mad. No other fight has had my Herd raiding to the sound of “Tentacles!” and “If I were a Deep One“. A pure stroke of genius to incorporate Cthulhu mythos into WoW without it feeling forced or misplaced.

 

My main metric here was how much fun I had in a fight, regardless of how long it took to best. But most of these also did something unique or at least were the first of their type. The Ruby Sanctum has a tall order. We’ll see! Perhaps I’ll have a pleasant surprise when I’m panicking that the fire’s getting away and I should be standing in it or be lost in time and space.

I am amused that those bosses aren’t a fair representation of all of Wrath – I’ve left the bosses from Trial of the Crusader out in the cold, and there they can stay. While I was whittling this list down I was also compiling a list of the worst bosses. I have a feeling those will be harder to choose between … though I certainly know which luridly-lit fight tops that list. Perhaps I’ll share that list at a future date!

What do you think? What fights in Wrath have you particularly enjoyed – and why? They don’t have to be raid bosses, any encounter you remember having fun whilst redecorating the walls with your character’s innards – let us know. Do you agree with my choices – or are you sitting there asking why on earth anyone enjoyed Mimiron? Which encounters would you like to see a variant of in Catacylsm?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Article image originally by hawk684 @ Flickr

A Fond Farewell to AVR/AVRE

I’m sure you’ve heard the news by now. In patch 3.3.5 Blizzard intends to intentionally break AVR/AVRE. It is not the first time that something like this has happened, but it does strike me as a bit odd as to the reasoning behind it.

If you missed the full announcement here it is for you

Bashiok — AVR Mod Broken in 3.3.5

This is a notice that we’re making changes in 3.3.5 in attempts to break the ability for the AVR (Augmented Virtual Reality) mod to continue functioning. For those unaware, this mod allows players to draw in the 3D space of the game world, which can then be shared with others who are also using the mod. In some cases this manifests itself through drawing/tagging/defacing the game world, but more popularly is used to give visual guides for dungeon and raid encounters.

We’re making this change for two reasons. The invasive nature of a mod altering and/or interacting with the game world (virtually or directly) is not intended and not something we will allow. World of Warcraft UI addons are never intended to interact with the game world itself. This is mirrored in our stance and restriction of model and texture alterations. The second reason is that it removes too much player reaction and decision-making while facing dungeon and raid encounters. While some other mods also work to this end, we find that AVR and the act of visualizing strategy within the game world simply goes beyond what we’re willing to allow.

The change we’re making in attempts to break the functionality is light in its touch and approach. When blocking any functionality we run the risk of affecting other mods, but we’ve targeted the changes as carefully as possible. If we find that the AVR mod (or any mod attempting to replicate its functions) are usable after 3.3.5 we will take further, more drastic steps.

Now don’t get me wrong, I’m not saying that they are wrong to not want to see mods like this disabled, but they claim it is because of the invasive nature of the mod and that it allows altering and interacting with the game world. Well, we interact with the game world all the time don’t we? We kill a mob, that’s interacting right there! Silly statement I know but it is the truth. Simply by being in the world and playing the game we are interacting with the world and on some level altering the state of play for those around us. As far as calling it invasive or that it alters the game world, I don’t know. Is it any more invasive than any other boss mod? Take a look at most boss mods, they mark players that are affected by effects, provide warnings both visual and audio before a boss does an ability and effectively simplify encounters. Some even give you arrows telling you where to run from an effect, others include range finders to tell you how far away you are from other players in order to avoid making some boss abilities chain or augment. Mods like Auctioneer allow you to alter the way you interact with the auction house, postal allows you to modify how you access the mail in the game world, power auras allows you to be notified of every single buff and debuff in the game and mods like grid allow you to alter how you view the members of your party and allow you control over what information is filtered through and omen alerts you to threat compared to all other party members.

So what makes AVR so taboo? I was thinking about it and it reminded me of a funny story from my pen and paper days.

I was playing Dungeons and Dragons (tabletop pen and paper version) with a group of friends. Our party was supposed to set up an ambush to take out a band of mercs about three times our size. I was playing a halfling rogue at the time and was the party’s wet works guy. I would sneak around, spy on things and help set traps. Our fighter in the party was a tactical genius (the player has since moved on to a military career and it is very fitting for him as he honestly was a huge strategist) and came up with a plan that involved key movements at key points in time. My character happened to have a bunch of chalk, and came up with the idea of setting markers on the walls and floor to indicate thresholds for those lying in wait. It could indicate when to attack and after a point when to break off and regroup or attack from a different direction. The fighter loved this idea, and we set about marking the ruins we were using as the kill zone in markings the party would understand. We then set various traps and waited for our ambush to take place. As the mercs entered the ruins we watched from hiding as they breached the thresholds, we attacked. The mercs moved past another marking and we dove back into hiding and onto the next position. This continued until the band was no more. We took no casualties and had a well executed plan thanks to a series of chalk markings. The GM joked at the time of having allowed us to have such general items and them coming in so handy.

So, is AVR so different than the chalk we used in that game session? I don’t feel that it is when used to say, mark spots on the ground for people to collapse to or stand at during certain encounters. On a personal level I will miss it not because of anything it did during a boss fight, but I truly loved the way it interacted with Totem Radius in showing me the effective range of my totems in real time. That said I wont lose any sleep over it going away, but I think Blizzard may have been a bit hasty in their aggression towards this mod. Personally I don’t feel it is any more invasive than any other mod they currently allow in the game, and honestly once you allow mods or addons of any sort you are inviting a sort of intrusion into that which you created.

Did it make things too simple and remove player thought from the game? I don’t think so either, I’ve seen enough people with it installed still mess up quite frequently. It was not a guaranteed win for boss fights otherwise we would see a lot more people having downed ICC heroic mode when using this. In the end a mod is no substitution for attentiveness to the game and player skill. This one just happened to let us John Madden things a bit, and occasionally draw funny objects where they don’t belong.

So what do you think? Do you support Blizzard decision to break the mod? Do you think it made things too easy? Will you miss being able to draw stick figures randomly in ICC?

Review: The Guild Leader’s Handbook, Mimetir Perspective

“Because it takes a village to slay a dragon.”

You might look askance at me for getting excited about that sentence. I wouldn’t blame you. It’s the blurb on the back of the Scott F. Andrew’s Guild Leader’s Handbook.

I admit I got quite excited when the opportunity to get a copy crossed my inbox. I’ve been involved in leading online communities in games for near on 10 years now, but I know I’m still learning about leadership and communities all the time; the nature of the games and roles within them is one of constant change. I figured that I might well learn  from Andrews’ book and at the least it’d be an interesting read.

I know Lodur’s already shared his thoughts on it here but I’m going to, too. Not because I know Scott Andrews (I’m not affiliated with him or WoW.com in any way, convoluted or otherwise) but because if you visit this site you and I may well have something in common: an interest in guild leadership. And if that’s the case, you could do with getting yourself a copy of this book. And, to be on the safe side, a pinch of salt.

First and foremost I must salute Andrews. Guild or online leadership is a topic which many people would consider frivolous; Andrews approaches it with the solemnity and respect it deserves. His writing style manages to convey that all the way through the book.

At every turn we’re reminded – no really, guild leading is Serious Business, no joke. Players are real people: so are you. That’s something I respect and it’s something I’m continually harping on about as a misunderstood fact of online communities. Another tune I regularly pluck is that these games are meant to be fun – again, Andrews keeps ‘fun’ as one of the integral principles throughout the book, constantly reminding his readers that having fun is one of the main aims for both themselves and their charges in the communities they’re building.

Saying that, his writing style isn’t *too* serious. The Handbook’s very readable thanks to a style which flows well, explains concepts immediately and simply, and gets to the point in short and understandable sentences. In this way the Handbook is very accessible to anyone from new or prospective guild leader to old hand, or even a player with no intention of leading. Andrews also cross-references his material between sections, enabling you to flick back and forth as your interest takes you.

The Handbook’s carefully thought out sub-sections also aids its accessibility – they help split up the text, as do the regular diagrams and tables dotted throughout the book neatly reinforce his points. All of this helps Andrews to mint his topic as one not to be snorted at.

As to the material itself – there’s no doubt that Andrews is a veteran of leading online communities. I was impressed right from the introduction as Andrews goes straight for the jugular, calmly asserting the dichotomic challenge that guilds pose for their leaders. After all, guilds may be part of a virtual or ‘unreal’ realm but they are populated by real people, whom, as Andrews points out, guild leaders can’t physically see. I’d not often considered this or its ramifications before, but he’s right – not being able to see your members face to face, and able to gauge whether their body language is trying to tell you something, or if they’re only smiling with their mouth – these are things which make online leadership at once both more personal and more impersonal. As Andrews rightly recognises – a unique challenge, but not one impossible to get right.

There’s a lot of his wisdom I both like and wholeheartedly agree with. As a bit of a ruffled-feathers veteran myself I recognise that I – and others – can become entrenched in views on the game, playstyles and player expectations. So I was pleasantly relieved to see that Andrews expertly manages to keep an objective and unbiased voice throughout. His comparison of the machinations of guilds of different sizes is well explained – but then he moves on to a potentially volatile definition – that of ‘hardcore’ and ‘casual’. I’d disagree to some extent with his definitions – by his definition my own Kingslayer raiding group would be casuals – but the topic’s a good example of where he manages to tread a minefield without putting a foot wrong.

Andrews successfully illustrates most of his points with examples. He talks about player types and gives examples of how different types might interact. Crucially he also underlines the fact that players – again, as real people – aren’t as simple as to be a single player type, but rather composites. It might have been easy to forego this point in the name of generalisation: happily Andrews notes it. It’s a good example of little details that guild leaders have to watch out for and which might not cross our minds until it’s pointed out, possibly quite sharply. The Handbook rescues us from being thrown in at the deep end in numerous murky ponds.

Saying that, there are a few points where Andrews’ advice appears clunky. When talking about how to prepare for raids as a raid leader he basically recommends that one tell the group everything about the fight. Personally I’ve found that breaking down a fight into what each role (tanks, healers, DPSers) need to know is popular both in my active raid group and PUGs. In my opinion dumping all the information on people just drowns them in it, but giving them the bit that pertains to them makes it bite-size. He then goes on to talk about the importance of morale and constructive communication in post-combat raid leading, which I thoroughly agree with.

My biggest qualm with the Handbook is that it generalises a tad much. Sure, Andrews is presenting a guide applicable to all types of communities in all types of MMOs – he has to generalise a bit. But if you’re using the book in relation to a specific game you may well need a pinch of salt. For example, Andrews’ recommendation to be recruit by going out among strangers and recruiting is all very well and good, and worked brilliantly for me in WoW a year ago. Nowadays if you showcase your leadership abilities in a LFD PUG in WoW many people will think you’re being weird or pushy – and tell you that. Regardless of peoples’ reactions to a stranger from another server being social at them, the game simply doesn’t facilitate re-grouping with prospective recruits cross-server at present.

He also goes into some depth about the differences between raid and guild leading. This is the only time that I wholly disagreed with his expertise. He suggests raid leading and guild leading are a completely different kettle of fish (who puts fish in a kettle anyway?); in the former role you need to be prepared to shout at your raiders. Whether it’s due to different experiences or just his need to generalise, in my opinion Andrews’ wisdom fails him here, as my Kingslayer group stands as at least one example of a raiding style which succeeds at endgame content without screaming at or chewing over my raiders, which he seems to suggest all raid leaders will have to be prepared to do. If this is what he meant I believe him wrong – if not, I believe the text misleading. I’d quite like to hear Andrews’ take on that!

All in all, sodium chloride taken into consideration, I think Andrews’ book is a timely addition to the MMO world – and to my own bookshelf. His closing thoughts are as grounded as his opening ones and underline the fact that MMOs are a reality; whether or not individual MMOs can keep up or fall by the wayside, MMOs as a genre will be around for a long while. They provide something for us as players – the chance to partake in, create and resolve conflict situations – which ties them, as a platform, to us as real individuals.

Lodur gave publication details for the Handbook in his post but just in case you missed them;

The Handbook retails for $24.95 US ($31.95 CDN). It can be purchased directly through the publisher’s website.