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.

Bah Humbug! PUGers, Use My Name

Hello, my name’s druid and I’m a PUGger.

That might as well be my name – or yours. We’ve all been privvy to it: “Druid go tank” “warrior u nub pala tank” “priest dead other priest heal”. Addressing someone by their class rather than their character’s name is rude, it’s lazy, and it’s adding to the stagnation in WoW’s pond.

We give our characters names for a reason. It helps us differentiate our character from the millions of other blue-haired and glowy-eyed sacks of muscle. Everyone has a different method for choosing names – I know some people just mash the keyboard until something looks good. For me, choosing a character’s name is an involved process requiring an etymological dictionary, babynames sites and a chunk of time staring at the character creation screen.

A name is part of an identity. In WoW it’s the only thing that we can tailor to be completely unique. It’s more important for some players; for role players names are part of an entire personality. But we all name our characters and I’d bet it’s not just role players who agonize over hitting the Right Name. I do and it’s just because I like to give my lil’uns a starting point, like a header for a clean slate starting at level 1.

It’s disrespectful to not acknowledge the thought and identity we put into naming characters. Yet in WoW I rarely see people use names in social situations where they have no attachment to people. I’m talking about random groups; it’s painfully obvious that anyone inclined to call by class name will do so in a group full of strangers. But why?

Imagine a paladin named Spongebob. He runs 5 to 25 man PUGs and uses character names as little as possible. The first and most obvious reason is that he doesn’t have time to check a name. Things can get hairy in group content; if the death knight is about to become a bubbling heap on the floor it’s reasonable for Spongebob to yell “DK move out of fire”. But if the death knight is in no more imminent danger than getting toasty-warm toes, Spongebob doesn’t really have any excuse not to check and type his name.

Granted, the Death Knight might have a long and well considered name like “Enginescannae”. You know, one that’s a mile long. But that’s where just typing the first few letters of the name works wonders. Just a quick “Hey Takeitjim Engi, fire move!” acknowledges the death knight’s name and communicates clearly.

Ah, communication. That is why using names is practically crucial. If someone needs to do something right the nitwibble now then letting them know using their character name gets that across perfectly. Using a class name can come across as confusing, particularly if it’s spelt wrong – the amount of times I’ve read “durid do X” and thought “which one is durid? can’t see anyone by that nam… oh! Me!” Not to mention the fun to be had by saying “shaman go heal” when there are multiples of that class in the party.

Of course, at the dark, murky heart of the issue is the fact that PUGs mean strangers. Spongebob’ll probably never see the party or raid members again, particularly in 5 mans. He can afford to be lazy; why bother putting the effort in to be social? He might even occasionally look at other players like they’re the local armour repair vendor.

Being with strangers also means there can be what I call a Pecking Order Issue. Chaos can ensue unless boundaries and/or hierarchy are stated and accepted. The tank is traditionally top of the pecking order in 5 mans, but frankly that hierarchy is obselete and most players ignore it. In 10 and 25 man PUGs the hierarchy can be shaky or non-existent if the raid leader isn’t capable of holding things together or setting boundaries.

Now, Spongebob may be a player who needs a Pecking Order; perhaps that’s what he’s used to with his guild or in real life. He may also be a player who likes to be at the top of that Pecking Order and perhaps doesn’t feel he gets to be often enough. Telling the priest to “go heal” removes the priest’s choices in playstyle and identity, lumping them into a faceless group. It also asserts Spoongebob as the authority or arbiter. It’s like saying “oi black haired person go play the violin cos I say so.” Quite often it’s meant as a challenge, and if no-one speaks out against it then it becomes status-quo for the run. Spongebob will take it as freedom to act and talk how he likes – and no-one likes a bully.

I’m not going to spend hours saying that random dungeons or PUGs are a good or bad thing and they’re making the social aspect of the game worse. What I have said, and I stand by like a hairdresser with a maniacal glint and blue hairspray, is that making a statement using names wouldn’t kill us. It might just remove some of the ridiculous schoolyard-like standoffs and get WoW’s social pond flowing freely.

What do you think? Do you get annoyed by class names being used, and if so how do you react? Or do you think it’s fine, perhaps use class names often yourself? Do you think it matters in the name of ettiquette, or do you think it’s just an unimportant habit in a game?

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.

The Body and Soul Spec

I’ll admit, I’ve always dismissed Body and Soul as an odd talent that had little to no use in raids. Players should be able to run out of anything dangerous on their own or with the aid of a boot speed enchant if they’re slow. As such, I’ve never really considered it at all.

But ever since that Power Word: Fail round table event held by the Raid Warning guys where Aliena, Derevka and myself chatted, I had to reconsider. Have I mentioned that they’re my personal favourite podcast crew to work with?

The spec

Here it is (14/57/0)

This is the one I’d use as it has many of the traditional elements of a Holy spec. You can shift your points around from Empowered Healing, Blessed Resilience, and Test of Faith accordingly based on your own preferences. Personally, I favor Blessed Resilience but that’s because I’m aware of what kind of an effect it has. You may prefer Test of Faith for the extra throughput (even though it is conditional). If you’re not a Flash Heal or Greater Heal type of player, you might opt for full points in Blessed Resilience and Test of Faith. Anyway, that discussion is for a separate post entirely (hopefully soon assuming Derevka has spare time at some point).

Why would you ever use Body and Soul?

For me, I’ve discovered that it has extra utility in progression fights. The talent a minor run speed increase for 4 seconds which is enough to give players a quick boost when running away. When learning fights for the first time, I often use this at specific times.

In an extremely high level raiding guild, I would argue that this talent is unnecessary. Players can easily handle movement fights and do not require the aid of extra sprint abilities to escape hostile spells. It’s just not necessary. Connections and computers are at peak efficiency resulting in near-zero lag. Situational awareness is so high that players will move without realizing that they had to move.

But not every guild is like that. Not every raid can perform like that. For me, I need to look at every possible edge I can utilize in an encounter. Nothing frustrates me more than a player who is unable to outrun a Sindragosa explosion, or a Necrotic Plague on Lich King or any number of other abilities because of technical problems. Doesn’t matter how good the player is as bad connectivity connections will almost always negate that. I can’t make everyone’s connection super awesome. I can’t magically snap my fingers and create 102 FPS conditions. The next best thing I can do is cast a spell that’ll make people run quicker and get them out of dangerous situations faster. I may not be able to account for lag, but I can at least function as a safety net and buy an extra second or two for that player and help them live when they otherwise would have been lost.

Just keep in mind that it might annoy your Discipline Priest. 

Anyway, it’s largely used on progression fights to help “smooth” things over until a fight “clicks”. You’re giving up potential throughput for increased (but selective) movement speed which comes in handy for heavy movement bosses. Plus it also makes the run back from wipes slightly quicker and I know I won’t be last back! Go ahead and give it a shot. Let me know what you think.

Healing: Priority, Priority, and Priority

Several weeks ago, I mentioned how much I didn’t like two-healing 10 man raids. Why? Basically because if a healer goes down, there’s utmost pressure on the other healer. A raid almost never recovers. With 3 healers, if one dies, you can still pull off a kill. And today, I’m going to write about one of those experiences where I was 2-healing a guild 10-man raid where another healer went down.

Sometimes you hit one of those days where your ego gains a massive boost because you’ve singlehandedly healed a raid down to 0%. The worst case scenario that you’ve planned for countless of times in your head actually happened in a raid encounter and you pull off every pre-planned spell, move, and cooldown with such eye surgeon-like precision leading to an unexpected kill.

And I still can’t believe I pulled it off. Anyway, while the kill is still fresh from memory, I’ll walk you through my various thought processes in the event something like this should happen to you. Healing can be a sleepwalk. Other times, it can be a big kick in the groin. Our healing pairing happened to be Holy Priest and Discipline Priest (I was Discipline for the fight). We determined ahead of time that since we had a Prot Paladin tanking Ooze, they could tackle the dispels.

We were taking on Rotface in ICC 10. Everything began smoothly. It started around 85%, give or take. I had just cleaned off a disease and was in the process of running back in after my ooze had merged. I look up where the group is and see a massive ooze heading in the direction of the boss. Uh oh. Someone’s about to eat it. Then I see Priestly angel wings and I knew our only other healer would have a few heals before she’d be out of action. Our only druid was tanking the boss so executing a battle res was out of the question. There were essentially two things we could do at this point:

  • Wipe the raid: Start fresh, rebuff, get everyone at full strength.
  • Play the stress the @#$% out of Matt game: Essentially, it’s to see how long the raid can do as is with just one healer.

So if you happened to be in Matt’s guild and you had those two as options, which one would you pick?

Naturally, the raid decides to opt for the second option.

At this point, no cooldowns had been used. Everything was still available. I hustled back into position in the middle of the raid. The Ooze Explosion indicator goes off. I swivel the camera and watch for it. But there’s still more to it than that.

Priority, priority, and priority

My thinking instantly turned from “Top off players to 100%” mode to “Keep players from reaching 0%” mode. And I guarantee you, there is a huge difference in spell usage and target selection when that happens. DPS doesn’t exactly become expendable. You still need them. You can get by with 1 DPS dead. But if 1 tank dies, it’s an instant game over. Thus the healing priority shifts slightly towards a greater emphasis on keeping tanks alive.

Analyze the raid: There are two tanks and the overall raid to worry about.

  • Raid frame shows that the Rotface tank (our Druid) takes approximately 7000-9000 damage a hit. She has about 59000 health. 7 goes into 59 about 8 times (roughly). In other words, she can survive 8 melee swings before it’s game over. Rotface swings at a rate of about a second and some change (1.* seconds of which I didn’t know off the top of my head and it wasn’t the time to look it up). I ballparked it at around 9 seconds without a heal.
  • The Ooze tank is tanking a Big Ooze that had already absorbed several smaller Oozes. I knew the Big Ooze was 1 or 2 small Oozes away from exploding. From that, I could further deduce that the Ooze tank would get 2 shot if they were within melee range of it.
  • Raid health was at varying levels due to Slime Sprays and some coming back in from being infected.

I threw shields on both of the tanks immediately (they weren’t at full health, but they weren’t exactly at imminent death either. I figured the shields would buy at least one or two hits). The raider with lowest health was immediately Penance’d.

All of us scattered to avoid the incoming smattering of green stuff in the middle of the room. A few players were hit but still managed to survive because they only took a blow or two. I didn’t have time to think, so I slammed the Inner Focus –> Divine Hymn macro bringing everyone back to the top before rejoining the raid in the middle of the room.

There happened to be a small pool of Ooze between me and the raid. I ran into after hitting myself with a Prayer of Mending (Note: Risky. Don’t actually run into bad things on the ground unless you know you will survive it). Every player that did not have Weakened Soul was continuously chain shielded. Somewhere in my head, I knew I felt super sluggish. I needed much more heals than what I could cast because at the rate we were going, the damage incoming to the overall raid was greater than the heals I could muster.

And then it hit me.

We have a Shaman, moron. We usually blow Heroism at 30%. He’s at 70% right now. Just use the damn thing!”

Sure the extra speed from the Heroism would help with the damage. More importantly, it allowed the heals to go off at a much faster pace.

Anyway, I believe there were a few Paladin bubbles and Divine Guardians going on to help lower the damage. The tanks blew their cooldowns at various points to give me precious seconds to catch up. Now I had to worry about dispels. Infections were either getting progressively faster or the Ooze tank had other things to worry about. This is where you play the balance game and go back to thinking priority, priority, and priority. I could spare them a quick shield and then focus back on ensuring my tanks, myself, and other players were above 20% health or so. While the Infection would slowly kill them, it wasn’t going to be immediate. It gave them time to run out and it’d avoid any slimes that happened to be in the middle. If there happened to be two Oozes dispelled back to back, it’d morph into an Uberooze right in the middle of the raid. I didn’t even look at them to see if they were completely clear. Either I hit them with a dispel, or the tank would hit them. Either way, they were slowly piling up quicker.

I think I made an angry poo-poo. It gonna blow!”

And this is where I made a crucial misplay. My first instinct is to run away from the center when I see the Unstable Ooze Explosion go off. I had no idea which direction the Rotface tank was running. I should have slapped our bear with a blind Pain Suppression in the event we ran to opposite sides of the room. Doing so would’ve dropped her down on my mental list of healing priorities. I know they’re not likely going to die with a defensive cooldown up (at least not as fast) and I could work on stabilizing the Ooze tank and everyone else.

Unfortunately, I didn’t think about that.

But she still lived. Maybe someone gave her a Hand of Sac or she popped a cooldown or something. But thank goodness because we actually did run to opposite sides of the room when I glanced at the map. I was out of tricks. No more Hymns, no more Pain Suppressions, but I still had a Power Infusion. I could put it on myself to keep the fast heals going or I could drop it on our Mage to speed up the fight. Out of the question though since right when I was contemplating doing that, they died (Again, proof that you shouldn’t actually think. You should simply react. Thinking leads to death, right?). I figured I may as well Power Infuse myself and started the entire process of priority, priority, and priority again. Pain Suppression had well worn off and we were all grouped in the middle again.

*BOOM*

Hear that? That’s the unmistakable shrill of Omen sounding. It means you have about 3 seconds before you’re dead. I figured it wasn’t the boss. Not a chance in hell I could’ve caught up on threat. Our tanking Paladin was still running around with another large Ooze.

… But it turned out there happened to be a second large Ooze that I didn’t see. It made short work of me. I exhaled and collapsed back into my chair before clicking on the boss. Rotface was at 3%. BOOM! Another DPS dead. BOOM! Paladin tank dead. BOOM! I saw another player fall over. Rotface is down to 1% and I knew we had it.

And people wonder why I sometimes hate two healing raids.

14 Things that can go Wrong and will go Wrong on Sindragosa

sindy-hurts

She is the General Vezax to Yogg-Saron. Never has such an encounter led me to curl up in my chair and cry. The margin of error is so small and so minute (my-noot?). There are so many things that can cause failures. It contains of 6 minutes of sheer endurance before you get to the final phase. Anyone with a compromised computer or a laptop or a bad connection will not even do well. On other encounters, you can get away with a disconnect or a death. Here? Not so much. So here I’ve compiled the ultimate list of things that can go wrong when taking down Sindragosa.

  1. Guild leader’s WoW crashes during ground phase (True story, happened to me last night, and miraculously didn’t get pulled in)
  2. Raider inability to run out when Sindragosa chain pulls everyone (I specced into Body and Soul so I could hit the players who had the most difficulty)
  3. Raider inability to mouse turn when pulled into Sindragosa and go in the wrong direction.
  4. Raider runs out to the wrong side when pulled in and happens to be the target of a Frost Beacon in phase 3 thereby getting caught on the wrong side leading to insane stacks of Mystic Buffet resulting in a wipe.
  5. Inability to use own judgment to spread out on the bottom of the stairs when hit with frost beacons. We don’t need 4 guys on one side. It’s 2 left, 2 right, and 1 middle.
  6. People cheating too close to Frost Beacons before they hit resulting in more Frost Tombs.
  7. Melee building up too many debuffs and having to run out when pulled in and not getting a heal because the healers go one way and they go the other.
  8. Healers dying to Backlash because we’re too busy tunnel visioning the raid (I am guilty of this). Fixed it by setting Power Auras to show Instability in big flashing letters, 100% opacity, and 300% size. Manage to cut down the deaths some. It still happens.
  9. Mystic Buffet not clearing because we mis-time our ability to run behind a block and shake off the buff.
  10. Raiders cheating up the stairs instead of staying on the bottom as specifically instructed to before Frost Beacons are hit and then having to run back down and look for an open spot. God this pisses me off so much. I don’t know why people have to cheat up the stairs. I don’t know why waiting at the bottom of the stairs is so difficult to do.
  11. Thunderstorms knocking out internet connections.
  12. People who don’t have the Frost Beacon stand where people with Frost Beacons are supposed to run to resulting in a double tomb or a death on phase 3.
  13. People who are too slow and don’t get into position in time.
  14. Instability on half the healers leading to temporarily reduced healing on the raid, leading to more deaths due to insufficient heals. Like the Backlash problem I had earlier? It’s me getting people up to the survivability levels without realizing I have that stuff.

All I can say is, thank goodness we managed to take her down last week. It’s just unfortunate to have players who have computers or connections that just can’t seem to handle the stress of the encounter. The expansion is also winding down now even though we have Ruby Sanctum coming up and it’s getting a little harder to find raiders.

If we get her down again, I’m tempted to simply extend the lockout so we can focus exclusively on the Lich king.