Evaluating Healer Performance

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This is a guest post from Derevka who has been actively blogging on his blog Tales of a Priest. This post is in reply to Healing Meters Suck and tries to tie in some qualitative and quantitative healing performance analysis.

Healing Meters suck? I tend to disagree. Healing meters and WWS Reports provide an insane amount of information and value to a well educated healer.  But now where does that leave us? You have 11 healers signed up for tonight’s raid and only 7 healing slots available — or you have a new recruit healer and you need to evaluate how they are performing. What do you do? How do you go about evaluating healers in a world where the DPSers are e-peening over their DPS and Total Damage Done?

Nearly a year and a half ago, Priestly Endeavors did a post about measuring healer performance. This is a great post, and I encourage everyone to read it.  Perhaps it is time to reflect on what methods are best to evaluate a healer?

Healing Meters:  Recount & WWS

Gasp! Hiss! Boo! There is a lot more to healing than just meters, yes, but don’t forget there is a lot of very valuable information here. The trick is finding the best way for you to harness this data to evaluate yourself and your healing team and learn where can you improve. 

The first thing you need to understand about deciphering healing meter data is knowing the encounter that the data is from.  Looking at a Recount data from Malygos is going to heavily favor the COH Priests and WG Druids, thanks just to Vortex. (While post-3.08 that may change; I don’t think it will skew it that much). You always need to ask yourself "Does this fight heavily favor a specific spec/class over another?". If the answer is yes, you have to both qualitatively and quantitatively account for that information.

Finding out how much effective healing was done by Priest X using COH over other spells can be done in Recount and WWS.  If it is a fight that doesn’t have a ton of AOE damage, and a priest has 20% of the effective healing of the 7 healers, of which 70% was COH, you might have a performance problem here. 
Discipline Priests typically are low on the healing meters since PW: Shield, Grace, and Divine Aegis have no impact on effective healing. How do you evaluate a Disc priest on a numbers game in which they are at a disadvantage? However, with a bit of poking around you should be able to find some good data in there.  On a conceptual level, PW:S is the only spell in the game that guarantees zero "overhealing".

So dive into WWS information. Find out how many times that player buffed the MTs with PW:S then you can gauge the total "effective healing" those shields provided. (I know, not an exact science since you need to weigh in SP coefficients, did the whole shield get eaten, etc. But it does provide additional data that WWS/Recount completely disregarded).

Since we are playing the numbers game using meter evaluation, does that mean it is okay for them to be dead last on the meters with 3% healing done on a fight? Maybe… however, likely not.

Healer Focus and Assignments

Plain and simple: are your healers focusing on the task at hand? Are they sticking to their assignments and trusting their guildmates? Trusting your fellow raiders to do their job is key. You cannot be all things to all people. This often can be easily discovered if you see the healer switching to other healing assignments and slacking on their primary target. Great example would be Patchwerk. You have a healer who was assigned to heal a Hateful Strike Tank, they shift focus to try to get a heal on the Main Tank — BOOM! Your resident Enhancement Shaman eats a hateful strike and dies.

Also data lives on WWS that can also provide good insight, but again keep the encounter and assignments in mind! This report can be found in the "Who Heals Whom" section. The smaller the number the fewer the people that person healed. A high focus number can generally mean the person healed "randomly" and may have deviated from their assignment. On fights that have AOE damage or multiple targets assigned to the same healer, focus numbers can increase for certain healers. A great example is my guild’s Sartharion 2-Drake strategy:  We let the Tenebron’s whelps pop, and AOE them down (and usually have some AOE damage to the raid as a result), and send in a DK , DPS, and 1 healer to heal the damage for Shadron’s Disciple. That healer, typically has a higher than average focus. Again, it is all about knowing which fight you are analyzing.

Ability to React to the Unforeseen

This measurement is very subjective, and not numerical so it is often very hard to guage. When you see it happen, it is usually quite apparent. Sometimes a healer disconnects or dies mid fight, and you need to react. Good healers are able adjust when this happens, take adjusted healing assignments. Great healers excel in these situations. They thrive.

An example would be the healers for Lady Blaumeux and Sir Zeliek on Four Horsemen. Lets pretend one of your ranged tanks DCs. This healer quickly adjusts, calls out on vent they are now tanking Blaumeux (along with the other ranged tank) and spams heals on themselves until a new ranged player comes to replace them from the front group. No one else dies, as you get your shiny epics from the chest minutes later.
This measurement encompasses the "don’t stand in the fire" rule:  Situational Awareness.

Are you in  Sartharion’s Void Zone? Are you standing in Sapphrion’s Blizzard? Now these points, are easily counted.

The Death Test

Probably the easiest to check, but perhaps the most subjective of all. If your assigned target not die, you win. Generally, yes – but not always. You need to look at the bigger picture. Did they go OOM and another healer have to step up and do double duty? Did they lose awareness and chain a KT Frost Blast to the melee?
Evaluating healers is not easy. I am typically the one to do healing assignments, and often the officer to pass final judgement on a recruit healer.  When I say /promote or /gkick, or when I chose one healer over another healer when making up the raid roster for the evening, I often have a lot of math and though behind those decisions. Using WWS and Recount, as well as many subjective methods.

Ultimately your healing roster and performance is something that should be constantly evaluated. Finding out your flaws, and taking steps to correct them is one of the best ways to improve; diving into the details really is the best way to do that.

Further reading:

Matt wrote a Spiritual Guidance column on WoW Insider several months ago titled: Measuring a Priest. Several of those points still ring true today.

Image courtesy of danzo08

5 Tips for Transferring Servers

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This is a guest post from @katagirl, Matt’s fellow guildie and a WoW Twitterati

I’ve been playing World of Warcraft for over two and a half years. In this time, I’ve transferred to different servers twice.

Choosing to transfer to a different server is a big decision, because unlike a haircut or a mini-pet – this will cost you some hard earned cash (or much begged, depending on your persuasion).

There are two different circumstances in which you might be considering a transfer: either you’re transferring with friends, or you’re transferring alone.

With Friends

This was how my first transfer happened. I was leading a social guild on an underpopulated server, and it was difficult to get groups together for anything. The economy was shot, too. Our group was small, but we’d been playing together for a long time. We made the decision to transfer to a higher population server after a lot of discussion. Out of the fifteen of us, six decided to make the move together.

By far, this is the easiest way to make a server move. You’ve got friends to make a new start with.

Off Server recruited/Getting a new start

This is how I got hooked up with Matticus and gang. I’d been following Matt’s blog and twitter for a while, and started having discussions with him when he started pitching the idea for Conquest. One night, I shot him a note that I was really tempted to transfer over and join him. He got a little excited about the prospect of a holy paladin – so we chatted on GTalk, then on Vent. This transfer was going to be a shot in the dark, so I had a lot of questions. Eventually I made the decision to transfer, and I’m glad I did.

When you’re considering a server transfer:

Do your homework

If you’re thinking about moving to join a guild, learn everything you can about them. Stalk their website, their vent. Chat with players and officers. I spoke to both Matt and Sydera the first evening I was considering Conquest. I also spent time listening on their vent.

If you’re moving for a change of scenery/better pvp/better economy, create a character. Watch the Auction House for a few days. Troll trade chat and notice the guilds and trolls. Realm forums are also good, as many guilds will recruit there. Find two or three guilds that may match your playing style and whisper a few random players from each to see what they think about their guilds.

Have a backup plan

One of my biggest concerns about transferring to join Conquest was that once I got here and things got going, my raiding style and personality would not mesh with the others and I’d be miserable. During one of our conversations, I brought this up to Matt. He assured me that if I got here, and it didn’t work out – he’d personally help me find somewhere that fit better. That’s a sign of a good guild leader – he wasn’t stuck on himself enough to assume that everyone would be absolutely happy there. I still checked out the recruitment forums and chatted with a few recruiters in trade chat before I made the decision to transfer. To be honest, Matt’s willingness to make sure I was taken care of even if I decided Conquest was not for me was the one thing that finally cemented the decision to transfer.

Don’t be afraid to be afraid

If you’re a millionaire (and if so, let’s be friends), a server transfer is no big deal. If you’re in school or just making it on ramen and lettuce salads, it’s something that may impact you a little more. It’s perfectly fine to take time to make your decision. Don’t let anyone push you into making a decision on the spot. It’s your fifteen bucks, and you need to make sure it’s a good fit for you.

Ask for advice

Sometimes, you’re too close to the situation to see things clearly. Find a friend (one who isn’t involved in the decision, or has any bias) and talk them through what you’re thinking. They may come up with a problem or a suggestion that you would not have thought of.

Don’t jump in with both feet

This should go without saying, but only transfer one character at a time. Make sure you’re happy with where you’re going before you send two more alts to join your main character. One transfer fee is easier to swallow than two or three.

Ultimately, the decision comes down to you. It’s not a life-ending decision if you decide to transfer somewhere and your plans fall through. There are great players on each server and good guilds. If you’re still unhappy, you can always transfer back in three months.

Image courtesy of gerard79

10 v. 25-Person Content Revisited

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Well, darn. I figured out something last night that should have me eating my hat, or humble pie, or maybe a boiled crow, or else four-and twenty blackbirds baked in a pie. One of my biggest predictions about Wrath of the Lich King turns out to have been dead wrong.
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When I first heard about the 10 v. 25 raid size split in Wrath, I made a logical assumption. To be entirely fair, the conclusion I drew was well-supported by blue comments. I believed that since the rewards would be demonstrably better in 25-person content, as a consequence the difficulty level would also be higher. Either that, or the difficulty level would be exactly the same, the only reason for a reward difference being the Organization Boss that all larger guilds have to face every week.

However, last night I ran two “normal difficulty” raids that took my breath away: Sartharion with two drakes and Malygos. Without a stacked raid, our group–which took out Sartharion 25 with 2 drakes earlier this week after only an hour and a half of tries–just could not make any headway in the 10-man version. We had to settle for just one drake, and since we picked the baby dragon-spawner by accident, that was no cake walk either. And as for the rewards at the end? Nothing anyone wanted, since we had been doing so much Sartharion 25 and Naxx 25. We were pretty psyched to get the achievement, though.

As for Malygos, we took him down with two healers, and boy, was I sweating. Tank healing was tight, and raid healing was even dodgier. Meanwhile, my mana pool dipped to absolutely scary levels–which became an emergency when I made a mistake on one attempt and blew my innervate in the gap between phase 1 and phase 2. In my panic I hadn’t even been checking Mal’s health bar. Malygos is a fight I love on 25s, but I have to say that the 10-man was breathtaking. It’s exactly the kind of challenge I want–one that I know I can meet, or that gives me a chance to make improvements between attempts. It has me tempted to go back again. However, once again the rewards aren’t in proportion to the difficulty. I’d say the loot is about on par with Kel’Thuzad’s from Naxx 25–pretty darn good, but not nearly as nice as the stuff that comes out of the easier 25-person version of the same instance.

Has Blizzard Made A Big Mistake?

Clearly, I think they have, or I wouldn’t have written this post. Knowing what I know now, there’s no reason to separate Emblem loot by normal/heroic raid tier. I think I definitely earned an Emblem of Valor or two for that Malygos kill. I had heard before that Sartharion with 3 drakes was absolutely monstrous on 10s, and I thought that was just a freak thing. But based on my personal experience, I’ve come to think that the phenomenon is more widespread. Nothing in Naxx–either version–is all that difficult for my guild, but I do remember that Kel’Thuzad is harder on both healers and melee-heavy groups in the smaller size. Like it or not, I’ve come to the conclusion that raids who run 10-person content only deserve the same compensation as 25-person raiders.

What Can the Developers Do About It?

A lot of people in this game min/max, and it looks like right now, the biggest rewards for a person’s time and effort come out of 25-person content. This is a disappointment to me, because I want the game design to lead me–and my fellow raiders–to the hardest possible content. The game needs to lure us there with rewards and encourage us not to be lazy. I also want everyone to get fair compensation for what they do. I just feel bad about getting better gear for less work than a smaller guild might do. A 10-man guild who clears Sarth with 3 drakes has absolutely played better than I’m capable of right now–and they get a Heroes’ glove token, while I’m wearing a Valorous one? Ludicrous. Moreover, assuming that Ulduar-10 is harder than Ulduar-25, could that mean that a raid really needs i-level 213 gear to do it? The gear gap between 10-person raiders and 25-person raiders is pretty noticeable. As promised, it is very nearly a whole tier of difference. I think I had smaller upgrades, say, between T4 and T5 than I did between Heroes and Valorous.

For Ulduar and all future raids, I urge Blizzard to do one of two things.

1. Eliminate the i-level gap for 10 v. 25 person gear along with the Emblem difference. Put either equivalent or exactly the same items in each tier. The dichotomy was a nice idea, but the dungeon difficulty doesn’t actually support it. Clearly, I never favor lazy solutions, so I’d rather have totally unique sets in each dungeon size tailored towards the attributes that tend to be more important in that particular raid size. For small raids, survivability and mana regeneration/total mana might be key, whereas you might want higher damage output for the larger raids.

2. For the love of Pete, make the 25-person content different from the 10-person content. It’s not enough to adjust the health and damage values. Make the encounter feel different. Add lots of chaos for the 25s so it feels more on the difficulty level of the 10s. Give every one of those 25 raiders something to do, as in the Lady Vashj fight. I would even go so far as to give the bosses different mechanics–think about, say, the difference between Mechano-Lord Capacitator from Mechanar on Normal v. Heroic. Make the 25-person raiders earn their higher i-level sets.

Don’t Be Lazy

The solution to most of the problems I’ve seen in Wrath so far can be summarized with this adage. Wherever the developers have cut corners, things didn’t come out so well. No one’s complaining about the design of the leveling content or 5-person dungeons. That’s because they clearly show that Blizzard lavished time and attention on them. The same is, unfortunately, not true of the dual-tier raid system. I think it’s time to bring it in line.

A Quick Note About New Dispel Mechanics

Here’s an example:

Silent Resolve now reduces the chance your helpful spells and damage over time effects will be dispelled by 10/20/30%. (Old – Affected all spells)

Great. What’s that mean?

Your Renew and your Shadow Word: Pain will have a chance of getting a resist when an enemy tries to get rid of it. For example, a Shaman would have a 30% chance of getting his Purge resisted when trying to remove your Renew.

Psychic Scream, on the other hand, should be removed immediately. If I blow my Psychic Scream on an enemy player, and his teammate hits the Cleanse button to remove the fear effect, it will fall off immediately.

What does this mean for PvE players? Probably nothing.

It will affect PvP. You’re better off asking Braids how that will work.

5 Mistaken Beliefs of Raiding Guilds

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The comments from Wednesday’s post drew a consensus where everyone called for a Gkick. As some readers observed, it’s not exactly going to win the Emmy for Best Drama of the year.

On the other hand, the fact that a Paladin on break is the best I can offer in terms of drama should say something about myself and the organization.

Please understand that I wrote that post to inform and let readers know that no guild is impervious. I did this to inform. I didn’t mean for it to come out as a rant (because there’s far worse things in life then a Paladin leaving).

I’m not going to remove him. I’ll let him stick around in the guild. On the flip side, it doesn’t mean he’s going to get the start when the 2 raiding instances come out. He’ll have to earn his stripes.

Belief 1: Your GM Owns You

Wrong. I don’t own my players. They recognize that they’re all technically free agents. They didn’t sign a multi-year contract to raid. I’ll elaborate on this in the next point. But there is nothing to prevent people from walking away.

All I can say is this. If you don’t want to clear out Heroic Naxx, OS with 2 Drakes, Malygos, and Vault of Archavon within 6 hours, then you don’t want to be in this guild.

It’s all about incentives.

And if a player doesn’t want to do that, I’m damn sure I can find someone who’s willing. When a player’s goal differs from a guild’s goal, no amount of incentives will win them back.

Belief 2: It’s a One Way Street

The relationship between a guild and a member is a symbiotic relationship. It works both ways. The guild serves the individual by providing them with a home, discounted prices on materials, and a supply of other likeminded people to do 5 mans or heroics.

On the other hand, the individual serves the guild by being present for raids, investing their time and money into raids, and just being there.

Belief 3: Your Excuses Mean Something

Whether a player wants to leave because of burnout or they have exams or their wife is pregnant is irrelevant. I realize this sounds quite harsh. But the reality is, no matter what the reason, I’m still going to have an empty hole in my roster for a period of time that has to be filled. I can’t be expected to wait around for 4 months for a player to come back. I’m not going to raid short handed with 24.

Whether a hockey goalie injures his groin, breaks a leg, or has to deal with family issues is important. But the team’s general manager still has to go out and make a trade for a goalie or promote one from the minors because the team needs one.

No matter how you slice it, it all leads to the same result. In this case, it is a net loss of one player for a few months.

Belief 4: Your Spot is Guaranteed

Sorry, that’s not the case here. If a player doesn’t perform, they get replaced. If a player isn’t here to perform, they have to be replaced anyway.

The difference between a Paladin who leaves and one who stays with the rest of us?

It proves to me that they’re willing to stick around and dedicate themselves. Those are the type of troopers I want.

Readers, understand that we’re all expendable to an extent. It’s going to be easier to replace a healer because there are 4 different healer classes to choose from.

But it will be much more difficult to replace the guy who tirelessly draws out maps, sets up strategy and organizes the kill method on a weekly basis.

The hint here is to be be valuable as much as possible. In the end, the Paladin I lost is just one Paladin. They’re a dime a dozen.

My guild is in a good bargaining position right now since we’re ahead of the raiding curve (also coming soon). Finding people isn’t the problem especially when I’m not terribly concerned with a player’s gear level. When I started Conquest, I didn’t have a reputation. I’ll elaborate more on this later.

Belief 5: Gear Makes You Important

I can see this being true to an extent. But in my years of raiding, I’ve learned something. I’m going to refer to this concept as the 30% rule.

30% of loot will be wasted

This factors in upgrades, players leaving, and off spec items. Inversely, this means that 70% of loot awarded will actually be used for raiding and be effective for guild progression. It’s just the way of guilds.

While I may invest a large proportion of gear into players, I know that gear alone isn’t going to win me any favours. But progression will.

We say stuff all the time about guilds rewarding players or just gearing them up for whatever reason. But the reality is that every instance has a “minimum standard of gear” before it can be completed successfully. What the standard is will deviate from guild to guild.

I wrote my recommended requirements for Naxx last week. Note how the comments vary. Some agreeing and some disagreeing. Your guild’s “sweet spot” will differ from mine.

Another example would be Brutallus. A raid DPS of 20420 (post nerf) is required to kill him within enraged timers (another post entirely). Once you reach that threshold, you’re gold.

Reflections

If a player is going to burn out after only 6 hours of raiding a week, then this guild is not for them. What’s going to happen when the second tier of raiding instances are released? How will they handle the wear and tear of progression raiding where we commit ourselves to 12 hours a week?

To me, these early farm raids are a dress rehearsal. If we compare raiding to a season of sports, then Naxx, OS, and Malygos is just pre-season for me.

Remember that when I formed this guild, I had nothing to go on but my name, my reputation, and my promise. I could’ve lied and said that I was a proven guild leader. But I didn’t. I managed to convince around 25 players to buy into my vision and my goals. This was a combination of people that I had raided with for a long time, readers via my blog, people on twitter, and players in trade chat. I had no way of knowing whether or not it would work. I didn’t know whether they would gel together. There was so much uncertainty when I started out.

I’d by lying to you if I said I didn’t spend every waking moment second guessing myself.

A new guild does not have it’s fair share of pickings. There’s no reason for star players of other guilds to come play under your banner. I had to build from the bottom up with all sorts of people without knowing what their motives were.

Use these “easy” raids to learn more about your guild. Find out about their strengths and weaknesses. Figure out habits and tendencies. What makes them laugh and what makes them cry.

Oh, one more thing. I want to extend a thank you to all the Paladins and healers who emailed me and sent in applications. I believe that position’s been settled for now (unless they turn out be pure crap, in which case I’ll put the call out again).

Image courtesy of barunpatro