Evaluating New Resto Druids in Cataclysm

The other day, I was approached by a couple on my server looking for druid advice. One of them was an up-and-coming resto druid still making the transition from Wrath to Cataclysm and felt she wasn’t quite where she needed to be with mana control. I offered to help get her up to speed, which eventually culminated in doing Grim Batol on normal difficulty. During the run, I realized I hadn’t seen much information on evaluating healing druids who were still getting geared up and used to Cataclysm mechanics. Below are a few things you can do to evaluate those druids who are still getting up to speed with the newer systems.

The Basics: Gear and Itemization

This has been beaten to death by about every druid resource out there, but it’s still just as important. I won’t go over the nitty-gritty of druid itemization here; these are just some general things to look for. If you’re not already familiar with the basics, don’t be afraid to ask your guild’s druid class lead or use resources like Elitist Jerks.

Make sure the druid is itemizing properly for stats like intellect and spirit, and check that they are gemming and enchanting appropriately based on what they feel they are having issues with (e.g. more spirit gems if they feel they have mana issues.) Also, make sure that the druid is wearing all leather gear. A single piece of cloth gear will keep a druid from a free 5% intellect bonus. I have seen more than a few druids get caught in the trap of wearing a couple pieces of cloth quest gear.

Talents and Glyphs

Talent setup and glyphs are just as important as itemization (you can’t be a healing druid if you’re not specced into resto!) While there are a number of different ways healing druids can spend their points, there are quite a  few talents that are necessary to keep up with the pack. Check to make sure they have the iconic healing talents, such as Wild Growth, Tree of Life, Nature’s Cure, and Efflorescence. Any direct boosts to their healing spells, like Improved Rejuvenation, should also be taken. Talents that add additional benefit in an indirect way, like Malfurion’s Gift and Nature’s Bounty, can also be useful.

Depending on the druid’s goals, they may have Nature’s Ward, Fury of Stormrage, or Perseverance. These talents are fine, so long as the druid plans to do PvP, solo, or small group content; these talents take up vital points that could be used elsewhere if your druid plans on raiding.

Glyphs are equally as important, adding many very nice perks to restoration’s already-potent healing arsenal. Be sure to ask what prime glyphs the druid has; if they are using the Rejuvenation, Lifebloom, and Swiftmend prime glyphs, they are in good shape. Glyph of Regrowth, while it sounds cool, isn’t as practical as one might think. Compared to the other three, it’s fairly lacking.

As for major and minor glyphs, the only one you should worry about the druid having (and this is only if they plan to raid) is Glyph of Wild Growth. Other than that, any glyph is fine, so long as it will benefit them while healing (I don’t think you’ll see a resto druid casting Typhoon or Feral Charge any time soon).

Technique: Theory and Practice

This is where it gets a bit harder to evaluate a player. That said, there are a few tricks you can use to check for where their technique could use some polishing. Ask them how they deal with different situations while healing, such as burst group damage or massive tank spikes. Set up theoretical boss fights and ask how they would manage healing in such a situation. Finding where they may be spending too much mana or have not enough healing throughput can be an immense help in improving a player’s healing. Make sure they know to keep a stack of three Lifeblooms up on a target as much as possible to take advantage of Malfurion’s Gift, and that they know to use Clearcasting procs on the expensive spells.  Also, be sure the druid is aware of who will be hit with Wild Growth or where their Efflorescence circle will land (Efflorescence is dropped at the feet of a Swiftmend target.)

Once you’ve gotten the theoretical stuff out of the way, it’s best to test the druid’s ability to use that knowledge. Undoubtedly the best way to improve anyone’s play is through practice; healing is no exception. Take your druid through a regular dungeon run (don’t jump into heroics until you’ve gotten them comfortable with regular difficulty) and put that player on your focus frame. Watch to see what spells they cast and what buffs they take advantage of (combat log addons help immensely for this.) If they are having mana issues, they might be over-casting Healing Touch or Regrowth, or forgetting to use cheap spells like Nourish and Swiftmend. If group members’ health is dropping dangerously low, they might be relying too much on using HoTs alone or are too focused on healing one or two people (including themselves.) Let them know if you see an issue in their healing technique; if they use that advice during the run, you can both see if it made an improvement.

Introducing Planar Tear

Hey team!

I know my blog has always been dedicated to WoW and I also know a portion of our readership (you guys!) is also testing the waters with Rift. Now I myself don’t have the time to pick up and give Rift a spin. Got the whole writing thing, the whole dragon killing thing and the whole guild running thing.

Anyway, instead of muddying things up around here with Rift content, I want to point you in the direction of our sister site dedicated solely to Rift. Planar Tear will feature the same great level of content you get at World of Matticus (sadly, it may not have my charm or sex appeal, but no doubt it’ll actually have content relevant to you). Also, the writers there are always looking for great guest posts or thinking about writing full-time. Interested? Drop them a line. We’re excited to add a new site to our little world, and look forward to building another awesome community.

UPDATE: The server has been taking a beating all day, we are currently in the midst of a server switch and should be back to 100% in the next few hours.

UPDATE2: Looks like things are finally settled on our new host. Might be a hiccup here or there while DNS entires update.

Can a 10 man raid team co-exist with a 25 man raid team?

Short, discussionary post for today. You are the GM of a 25 man raiding guild. A player comes to you and wants to form their own 10 man raiding team outside of the hours that your 25 man team raids at. Let’s say that player is unable to match the times that the 25 man team normally plays at but has expressed desire to stay under one banner.

That’s two separate rosters of different raid teams with similar, progression minded goals.

Would this be appealing to you? Why or why not? What type of benefits or drawbacks could there be?

And the big question: What social issues might arise? Can you imagine the logistical nightmares?

What an interesting impact guild reputation has made this expansion. Lodur’s previous post about the subject continues to hold.

Guildmaster Retirement

Atlas.

In Greek mythology, he was a Titan who was doomed to bear the weight of the world on his shoulders.

Actually, maybe it was the heavens (or sky) to be more precise. After all, he was with team Titans and they lost against team Olympia.

My knowledge of Greek is a little rusty.

The weight of the world

When you’re the guild leader, every  action is examined.

Every decision is second guessed.

Every intent, thought, and comment is placed under a microscope. I still maintain that anyone who wants to be a guild leader is insane. It’s even worse when you’re a blogger. I can’t even explain that one. I take pride in my team. Everyone that’s ever played under the Conquest banner, I’ve wanted nothing less than the best for them (even if it wasn’t the guild).

My responsibilities have steadily lessened as I’ve delegated what I could delegate. I’ve always thought that the key to effective management is to give your officers generalized goals and empower them with the necessary authority to do it.

In other words, tell them what they need to do and get out of their way.

You are your own greatest critic. Any guild leader is going to have that inner voice inside of them that doubts their skills and abilities. Despite the fact that I banish those thoughts during raids, the idle mind continues to wander. I can’t help but wonder if good is good enough. And what do you do if it isn’t? I’d like to think that guild leaders mean well and have good intentions. But here’s the thing about intentions:

Intentions aren’t going to get me good grades.

Intentions won’t help me meet deadlines.

Intentions won’t help me pick up chicks at a bar (LFM Wingman).

But all that stress? It does get to people. I’ve watched slowly as guilds ahead of and below Conquest gradually crumbled and fell one by one. Reasons include things from attendance to epic drama to simple lost interest. And those GMs? I guess they just couldn’t hold it together any longer and just said to themselves forget it.

There have been moments in my WoW career where I’ve considered retiring. Maybe move to the interior. Perhaps by a river. Build a log cabin. But what the heck would I do though?

Go fishing in the river? Maybe grow a garden? Sit on a patio drinking wine? I haven’t even acquired the taste of wine. 

So here’s a question for the retired GMs out there

What did it for you? At what point did you call it quits? what happened to your guild?

I have no plans to retire right now. Conquest has something like over 200 members. Those poor saps are still stuck with me.

Tough Call: Real Officer Set-Ups In Cataclysm

Maslow's Hierarchy of Needs
Welcome back for another issue of Tough Call, with me, Viktory.

Disclaimer: What follows is the summation of my opinion based upon the responses I received from over a dozen guild masters when I asked them about their officer corps. Given the content of my last two posts, I felt it would be relevant to take an honest look at how guilds are setting up their government structure these days. This does not mean you should change your guild structure right away.  It does mean, however, that if you were looking to make a change, you can perhaps derive some supporting arguments from a few successful GMs cited below.

A few weeks ago I put out a call for GMs to help me get an idea how their guilds are operating, and, more importantly, what sort of  hierarchy they have put in place to make their guild succeed.  Out of the numerous responses I received, two solid trends emerged:

  1. There are a LOT of different ways to set-up your guild hierarchy, each with their own respective success rates and ease of implementation.
  2. There are far fewer vanity positions in play these days. At least among the sample group at my disposal, it seems there are most GMs expect more output from their officers.

I am happy to see that the days of  “So-and-so has been with us for a long time, so they are an officer now” are largely over.  Only 2 of the GMs who responded to my survey said they had non-specific officer roles (as in “we all do a bit of everything”, which really leads to “everyone assumes someone else is doing the dirty work”).

To get my information, I asked each GM three quick questions, and let them tell me the rest (and believe me, guild managers love to tell you about their guild, its environment and their genius set-up to solve all problems.)

First Question: “What officer positions do you use, and do they report directly to you or is there a chain-of-command?”

Most Common Positions:

  • Raid Leader (separate from a role leader)
  • – Melee DPS / Tank / Ranged DPS / Healing role leaders
  • – Bank Officer
  • – Recruitment Officer

Some GMs also reported using Morale/Relations officers and an officer rank for Loot Council or Loot Master, separate from other officer duties.  I’m not sure that I’d classify these jobs are something that needs a full-time officer, but I’m also extremely hesitant with the idea of a part-time or “junior” officer.  If it wasn’t so prevalent, I’d lump “Bank Officer” in with this lot.

As for command structure, it’s fairly unanimous that members report to their respective role leaders, who then in turn report to the GM.  I do wish, however, that I had devised a way to get more information about how the recruitment, bank, and morale officers interact with this command structure.

To me this combo represents a stark contrast to the landscape I saw when I started raiding back in Karazhan.  Instead of a GM who ran every aspect and had a few cronies as officers (which is what typically gave loot council-style raids such a bad rep), we are seeing 25-man guilds shift into fully-fleshed organizations.  Positioning the GM as the Chairman of the Board seems to be the clearest way to define duties/responsibilities, and is an efficient way to make sure the various aspects of the guild function at peak performance.

Second Question: “Have you had to add any officer positions since the end of Icecrown Citadel?”

The answers to this question fell in two distinct patterns:

  • Organization increase: bank officer, recruiter, defined class leads.
  • Expansion increase: recruitment officer, 2nd raid leader, PVP leads.

This should tell you that if your guild isn’t growing or refining, you’re stagnating.  12-24 months from now you will be doing things differently; the faster you can figure out what that will be, the better the transition will go.  After all, these are guilds that had 4-5 years of experience and still found roles to add and needs to address after ICC.  Learn from their example and succeed.

Third Question: “If you had to cut one officer position (not person) today, who would it be?”

A few GMs refused to answer this one, or gave responses that never answered the question, but the consensus was either the bank officer or morale officer would be the first to go.

As I stated above, I’m not sure that these are full-time jobs anyways.  In my guilds we’ve always just defaulted to the most likable officer being de facto “HR guy.”  I am very interested to hear any feedback about ways that a bank or morale officer could contribute on-par with what a raid leader, role leader or PVP lead does.

As always, leave any question, comments or epic knitting patterns in the comments below. (I’m trying to get someone to knit me a bad-ass scarf to wear while podcasting).  Also, if you have a situation that you’d like to have me address in a future column, feel free to send it to viktory.wow@gmail.com.