Tough Call: Are your officers carrying their weight?

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Welcome back for another week of cupcakes and snugly puppies. 

Psych!

We both know we’re not here for that, so let’s get down to business. What follows will be Part 1 of an 18-part epic series.  When I am through, angels will descend from on high and carry the compiled works to the Vatican for safe-keeping.  Ages from now, historians will place this up there with The Illiad, Kafka’s Metamorphosis and Hitchhiker’s Guide. 

Hey, a guy can dream right?

Recently we discussed the important roles and differences between the GM and the Raid Leader.  In a 10-man strict guild, you may be able to get by with only have these two officers and some trusted guildies from whom you can expect honest answers.  However, I find that even 10-mans and almost certainly 25-man raiding guilds run better with multiple officers.

In my experience, and from what I’ve been told by other leaders, there often arises a situation where guilds have officers who seem to be the Deputy of Do Nothing.  (As opposed to my own favorite title: Deputy of Awesome.)  I have found that this unique problem can stem from three sources.

  1. Not a Leader – These are the officers who may be great players, may be long-term guildies, but once they become an officer, they don’t really do much other than give their opinion when prompted by the RL or GM.
  2. Fatigued Leader – They were great officers but are not just phoning it in, and are only around out of a sense of obligation.
  3. No-Confidence Leader – They would do a great job, if they thought they had the back-up and the RAA to do it.  As it stands, they feel that the average member has more say than them and may be tired of the squeaky wheel getting the oil.

The Deputy of Do Nothing is a drain on your raids efficiency and on the potency of your leadership team.  As the Captain of this ship, it’s up to you to diagnose this malaise before it spreads to the rest of the crew.*

(* unless, of course, they have no authority while in raid and everyone knows it.  In which case, carry on.)

Not too long ago, I read an article about someone who’s trying to have a “Guild Without Officers”.  While I don’t agree with this idea, I thought the insights below were especially suitable to this conversation:

“I look back on how it used to be, with too damn many officers, all of whom did very little to actually help the guild, preferring instead to treat officership like some sort of insiders club where they could talk amongst themselves in their little clique. I recall making rules and chivvying and cajoling and beating my head against the brick wall that was getting anyone else to step up and take responsibility for anything.”

How do I spot this before it’s too late?
Part of being the GM includes an unwritten commitment to your members that you will make sure the rest of your leadership team has the responsibility, authority and accountability to handle their respective areas.  Therefore, you MUST make sure that among your GM duties you include your due diligence.  Kick the tires, shake the branches and see what turns up.

  1. Talk to your members.  I’m sure you’re probably running heroics, or BGs or whiling away the hours getting that fishing feast while in Mumble with your teammates/members.
  2. Try to recall the last time you had an in-depth conversation with your officer.
    • Did they prompt the conversation or did you?
    • How many solutions did they present to the problems your team was encountering?
    • How many of those solutions have been implemented?
  3. Review how organized/engaged their part of the team is on your forums. If this is something that is important to you or your guild community, your officers should be on top of it.
  4. Lastly, think of what you would be doing if you were in their position.  Don’t think that just because you don’t play healer, you can’t tell a healing officer what to do.  Management skills are not class-specific, and chances are you were once doing their job.  At minimum, you will come up with some ideas to discuss next time you talk to them. At best you’ll see that there are opportunities that you both can capitalize upon.

How do I prevent this?

The first step in preventing anything, is to clearly state your expectations upfront.  After all, human nature dictates that people will operate to the level that is expected of them, and if you don’t set that bar, you’re asking them to decide how to run your guild.  You and I both know that the reason you promoted someone to a position of authority is because you trust their opinion, intelligence, communication skills and reliability.  So the only thing missing is your guidance/structure to tell them how you want these skills applied.

  • Rule #1: Do NOT promote all your friends.
  • Rule #2: DO promote everyone you can trust in your absence
  • If Rules 1 & 2 overlap, you should either make more friends are trust more people.
  • Clearly define the duties of each officer position
  • Grant them authority to do their job as they see fit. Nobody can do a job well if they think they have to ask permission.
  • Agree upon how often you expect feedback from them. Ex: Post-Raid Debriefings, Weekly Status Reports or End-of-Tier strategy sessions.
  • Make sure their position is easy enough for the rest of your team to understand. You don’t want anyone saying “what does he do again” or “he’s an officer just because he’s friends with XYZ, he doesn’t do anything”.  
  • Make sure they are NOT the type of person who settles for just doing their job description.  Good leaders appreciate new talent and new ideas.  Encourage those people who could probably do your job.  They will keep you fresh and your team will benefit.
  • Let them know that it’s acceptable to come to you for help BEFORE a fail.  
  • Establish a routine or set reminders for yourself to remember to review these steps and refine them where needed.

Next week we will continue and discuss what you can do once you’ve spotted the problem.

As always, comments, suggestions and questions are appreciated.  Also, the CD of my stand-up routine is available at the table by the door.  I’m here all week.  Tip your waitress!

Our Cho’gall 25 Video and Heroic Halfus down

We actually killed Cho’gall several weeks ago, but I didn’t have time to properly edit and such. Check out the new guild intro that Brian created for us. Loooove it!

Scored a heroic Halfus kill last night with 5 shots on him. The tough part is definitely making sure the pulls are stable. The second hardest part is ensuring those interrupts are not missed because those shadow novas just destroy. Once I get the perspectives from other players in the raid, I’ll get our kill video up with our Mumble audio. Think I’ll put that on our recruiting page too. If players can’t make the livestream, they can get some idea of how we operate from that at the least.

That boss feels way easier than Nef, that’s for sure. Back to work on taking out the dragon on Monday. We seem to fare better with 6 healers as opposed to 7. I suspect its because the phases go by quicker and there isn’t enough damage being passed out which means overall the healing is less. However, having a 7th healer grants us that extra safety net of being able to account for anything that could trip us up. A 7th means we can counter those Cackle’s easier. Except we’re still taking so much damage. Are we supposed to spread out on those phase 2 pillars to mitigate something?

Have a good weekend!

Evaluating Your Raid Group by Time Spent on Boss

The idea of trying to come up with a working series of classifications for different types/levels of raiding guilds seems to be one of those subjects that everyone has an opinion on and most people love to discuss.

If you caught the Weekly Marmot a couple of weeks ago, Lore discussed some of the differences between the extremely hardcore, the super casual, and “everything in the middle” when it comes to raiding guilds. It is that “everything in the middle” group that I think seems to inspire so much discussion.

Bleeding edge world-first type guilds are just simply in a different league for the most part.  They are formed with people who push themselves beyond what most of us are able to in pursuit of being able to say that they are among the best in the world.  From what I was able to find, these guilds raid up to 30-40+ hours a week until they have cleared all of the available content, and then they quickly fall back to the 2-3 hours a week it takes them to clear all of the available content for a few months until a new tier of content comes out.

While I probably would have been able to pull that off while I was a student in college, it’s just not something I am personally able to commit to at this point in my life.  So instead I land firmly in the “everything in the middle” group.  Most of us in this group raid somewhere between 8 and 20 hours a week (2-5 days of raiding at 3-5 hours a raid) For the majority of the people in this group, there is one “shared” goal that I believe defines this group.  This one goal is simply to clear all of the available content, including hard modes, before the next tier comes out. There are also a lot of people interested in the competitive aspect of trying to clear the content ahead of as many other guild’s as possible in an effort to end up as high as possible in the various rankings as possible.

The issue that seems to cause such a surprising level of stress and consternation among people in this group though is based on the assumption that we should be evaluating ourselves in the same way that the guild’s chasing world first kills do.

New York Marathon

The whole discussion tends to remind me of the New York Marathon for some reason.  In the New York Marathon, the goal is simple; each participant needs to run 26 miles through the five boroughs of NYC in the fastest time possible.  Among the ~45,000 people running, there are only a small handful of ~10-20 people who have any real chance of actually winning the race.  For the past few years, the winner has usually clocked in at just over 2 hours. That is two freaking hours to run 26 freaking miles. The level of training and raw ability involved in accomplishing a feat like that is something that most of us are just never going to be able to experience first hand.  The average finish time for the marathon is four and a half hours. The longest record time for a finisher last year was nine hours and forty-five minutes, anything over 10 hours is not counted as having officially finished the race.

There is a lot of news coverage that goes on during the race every year and invariably you can find at least a couple of people whose journey seems particularly appropriate for this post.  The people I am talking about are the ones who will do something like stop partway through the race to join their families at brunch for an hour or so to catch their breath before continuing on with the race. There are also a lot of people who simply end up walking most of the course.  That being said, I think that there is something to be said for anyone who can cover 26 miles on foot in a single day.  It should count as an accomplishment.

My proposition for guilds and raid groups that are trying to evaluate how well they are progressing is to stop trying to compare your own performance to the rough equivalent of a professional athlete.  I would instead propose that one of the best ways to evaluate your team’s progress is instead to look at how many hours it takes you to progress through the content as well as how many attempts it takes you to kill each boss. I think that one of the most important lessons that we can learn from “the professionals” is that our time spent killing things should rapidly taper off once we have cleared them once or twice.  While I don’t think that any of us should be trying to claim that there are a lot of similarities between a guild who can clear a full tier of hardmode raid content in a manner of a few weeks and a guild that takes a few months to clear the same content, I think that one important similarity is simply looking at the amount of time both groups put in to accomplish the same task. 

I posted a report card for my own guild a couple of weeks ago outlining how much time and how many attempts it took us to clear all of the normal mode content (12/12 normal modes) and I was pretty pleased with the results considering that we only raid 9 hours a week.  It took us just over ~45 hours of raiding.  Had we had the time to devote to it, maybe we could have cleared everything before December?  We’ll never know but in the mean time I can be happy that we are well on pace to accomplish our goal; clearing all current content before the next tier hits the live servers.  WowProgress and GuildOx say that we are ranked ~500th in the US for 10man guilds, but that doesn’t account for our choice to take December off, or our choice to only raid for 9 hours a week (and it shouldn’t account for those either.)  There is no way to fairly evaluate yourself against another guild unless you either both agree to follow the same basic route the world first guild’s take (the clock is always ticking) or somehow devise a way to accurately measure how much time your group actually spends (something that isn’t really possible, and would be ridiculously easy to cheat at) and so in reality, unless you are competing for world or server firsts, the only people you are competing against is yourselves and Blizzard’s timeline for the next tier of content.

How is your guild or raid group doing so far? Do you keep track of any similar statistics for your own group, or do you measure your progress in some way other than the number of bosses you have killed?

Resto Druid Mana: Tips and Tricks

This is a guest post by Arajal. No, not related in anyway to Archmage Arugal.

My guild began our 25 man raiding about a month ago, throwing our entire healing team out of the frying pan of heroics and into the fire of raids. It was a system shock for everyone, myself included. We were all quickly finding that our old Wrath tricks weren’t working so well under the new healing system; we had to relearn our methods on the fly. Through this trial by fire (literally in some cases), I’ve come up with a few ways to save mana while still having good healing output, which I want to share with you all today.

Tank Healing

Lifebloom is your best friend for this now. While we used to spam this on everyone back in Wrath, it’s limited to one target now, so your best option is to slap this on a tank. Luckily, it’s a cheap spell, so if you need to swap it on a tank-switch or toss it to that DPS taking hits, feel free. Once your target is picked and the Lifeblooms are in place, don’t let that stack fall off. If you do, not only will you have to put up another stack, but you’ll also temporarily block yourself from Malfurion’s Gift, a talent that gives you a chance at a free casted spell every time Lifebloom ticks. Clearcasting procs are immensely helpful for saving mana; by keeping a stack rolling, you can guarantee you’ll always have access to the procs. You can refresh Lifebloom by casting it on the stacked target, or by using any casted burst heal.

Speaking of Clearcasting, the most mana-efficient way to use these procs is by using Healing Touch or Regrowth to consume them, as these are the two most expensive non-cooldown heals we have. Regrowth is good to use if you want a Swiftmend target and a quick heal, while Healing Touch is good for a free massive heal.

Rejuvenation is also a good spell to throw on the tank alongside your Lifebloom stack. This gives you the extra healing ticks and the option to use Swiftmend (just as cheap as Lifebloom in cost) for burst healing.

Raid Healing

Rejuvenation still shines as our go-to heal for throwing on other raid members. The main difference in Cataclysm is that we can’t spam it for too long without hurting our mana. As such, feel free to cast it on a few members who have taken damage, but don’t spam it like you would have on, say, Blood Queen Lana’thel, in Icecrown Citadel. That’s a one-way ticket to running out of mana.

Instead, using Wild Growth to start raid healing is a good choice. It’ll target the 6 (if glyphed) lowest-health targets and heal them for a pretty good amount. This is far more efficient than spamming Rejuvenation on everyone right away. However, be sure to look where your target is before you cast it. Throwing a Wild Growth on the DPS by the far wall of the room, away from the rest of the raid, doesn’t do your mana or raiders any good. Make sure casting it will hit the maximum number of targets possible.

The other way to throw out a good amount of healing for little mana is Efflorescence, a healing circle dropped at the feet of your Swiftmend targets. Now, I’ve read what Elitist Jerks has posted about the talent: How the talent is optional if another druid has it, how the math doesn’t show it to be very good throughput, etc. I don’t agree with this assessment*; any healing tool is worth getting, especially in a raid environment. Throwing down an Efflorescence circle is an incredible way to save mana while raid healing, and in some cases can make or break a heal-intensive boss phase, such as during Chimaeron (those of you who have done this fight know what I’m talking about). Also, just like Wild Growth, make sure the target you are casting your Swiftmend on to spawn the circle is standing in a place where the Efflorescence circle will hit as many people as possible (unless you need Swiftmend for the burst heal, of course).

Cooldowns

Tree of Life (as much as some people may hate the new version) is a good mana-saver if you’re running low or run into a damage-intensive fight mechanic. Lifeblooms revert to their spammable form, thus giving you an even greater chance for Malfurion’s Gift to kick in. Regrowth also becomes instant, giving you the perfect outlet for all those Clearcasting procs. Even Wild Growth is affected, giving you two more targets per cast.

Tranquility may not seem like a very good way to save mana, but it can be a life-saver for both your raid and your mana if used well. If you coordinate your Tranquility casts with other druids (or priests with Divine Hymn), you can save yourself the time and mana you would have otherwise used on casting Rejuvenations and Wild Growths by instead using Tranquility to stabilize your raid  and give the rest of your healing team a breather.

Mana Regeneration Tools

For regaining mana mid-fight, Innervate is your best option. However, using it when you’re scraping the bottom of the mana barrel won’t save you from running out. Instead, if you know you’ll need mana later in a fight, use Innervate early on in the fight (I like to use mine at about 75-80% mana). This allows it time to cooldown in time for a second use later, when you’ll likely need all the mana you can get.

Potions are a bit different, as you can only use them once per fight. While Mythical Mana Potions do work for emergency mana, I’ve found Potions of Concentration to be a good go-to source of mana in a fight. The only drawback to using these is the fact that you’re not healing and otherwise a sitting duck for the duration. However, there is a way to mitigate this: About midway though your mana (while Innervate is still on cooldown), find a safe spot, wait for a time when healing isn’t at a premium, and use the potion. Let the other healers know when you’re using it so they can be prepared for those ten seconds where you’re not healing. It’s a great tool to use to get your mana pool back up.

Nourish

Nourish is unique in many ways, even more so with the release of patch 4.0.6. Nourish is useful for both tank and raid healing, as it benefits from having a HoT already on your target when you use it and it refreshes your Lifebloom stacks. In 4.0.6, the Nature’s Bounty talent was changed to reduce the cast time of Nourish by about one-third if you have three or more Rejuvs active at one time. Most importantly, however, Nourish is among the cheapest heals druids have available, alongside Lifebloom and Swiftmend. When in doubt, Nourish!

While all of these are good ways to save your mana during raid encounters, I’ve found the most beneficial thing to do when your mana is at a premium is to trust your fellow healers. Don’t try to take the entire raid’s health into your hands; let the other healers in the raid help you keep everyone alive. If you’re low on mana, ask a priest for Hymn of Hope or a shaman for Mana Tide Totem to help not only your own mana, but everyone else’s. That teamwork can mean the difference between a wipe and a dead boss.

*I’m not against Elitist Jerks. I applaud them for their work and find a lot of their information useful. I just prefer to use my own five years of druid healing experience rather than raw mathematical data to base my conclusions on.

Matticast Episode 9 – BOEs, Calling Wipes, and Picking Raiders

Welcome to Episode 9 of The Matticast. This week BorskMattKat, and Brian, discuss:

– The Economics of BOEs

– When to call a wipe.

– Resto Shaman Spirit Refresh

– When/How to test new raiders.

Sites mentioned

State of DPS

Posts referenced

When do you call a wipe?

Don’t forget you can send us your questions or topic, and be sure to checkout and participate in the listener topic every Wednesday.

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