Raid Flexibility: Preparing for the Inevitable.

 

“A pint of sweat, saves a gallon of blood. ”
George S. Patton

Matt had a great post about Raid Flexibility: A Healthy Obsession . If you haven’t had a chance to read it, please do so you’ll enjoy it. Matt broke down the pieces of a raid that need to be kept in working order.

I’d like to talk today about what goes into making that work when the unexpected comes up.

There are several events that may come up that can throw a monkey wrench into your raiding schedule. It is the job of guild leadership to make sure this does not happen. Lets look at some of the things that can become a speed bump.

1. Vacations and Real Life Events

Lets face it, real life happens. People need time to go and do things like visit family, and just get away from it all. My guild has a saying, “Real Life always comes before game”. No player should feel like they can’t take time off and enjoy having a life outside the game. If you find yourself in a position of wondering if you can skip the raid to go see johnny graduate, there may be a problem.

2. Burnout

Every guild I know has felt the burn of this one at one point or another. We play this game like a part time job sometimes. Spending hours grinding, running raids and heroics and prepping for the raids. It is fun and social but sometimes you hit a point where it just weighs on you. You see this when content becomes stale too, players get tired of seeing the same thing over and over again with little variety. I’ve been hearing tales about this from friends of mine along multiple servers with current content. When players hit the point of burnout they begin to resent the raid and the game and sometimes decide to take a step back and wait for themselves to become revitalized.

3. Acts of god

Things happen sometimes that are out of your control. Hurricanes, Fires, power outages, storms and what we affectionately refer to in guild as “shiv to the forehead” moments. Sometimes you lose people when natural disasters hit, people lose power in the middle of a raid. These things are out of a persons normal control and can never fully be prepared for, but you will have to be dealt with when they happen. My guild has many members who live in areas where they suffer from hurricanes, earthquakes and flooding, we know this and we have to be ready for it. Funny story for you guys on this one too. Shiv to the forehead is what my guild refers to people who go on extended AFK’s  “where’s johnny” “dunno I think he answered his door and got shived in the forehead”. We were in The Eye getting ready to bash up Loot Reaver when I got a knock on the door. I called out in vent “hey guys be right back, someone’s at my door”. I go to answer and  find one of my batty neighbors. I step outside to see what they want and I hear the door shut and click behind me. I immediately hang my head as I realize I’ve locked myself out of my apartment. After a good twenty minutes or so I manage to get back in the apartment and call the raid officer at the time to let him know what happened. Yeah, teasing ensued for a long time as everyone thought I went to the door and got “shived in the forehead”.

4. Drama

This is a big one. You’re spending a lot of time with a lot of different people. You cultivate different relationships with people over the course of your time together. Warcraft is very much a melting pot, you will have people from all walks of life around you. While you have a common goal, conflicting ideologies and life events can grate on people causing stress to a point of breaking. You’ve all hear the stories, maybe you’ve experienced it. Friends stop being friends in game over something and one stops coming to raids, two players who were in a relationship break up and try to put the guild at odds over it by choosing sides (this also covers two people pursuing the same love interest in game and coming to odds over that). Sometimes people “Ragequit”, often times over loot. This is where they abruptly /gquit and then log off. That seems silly but it does happen. Back in the days of Black Wing Lair my guild had a warrior who ragequit. A set of tank gloves dropped, and he put in for them. Problem was he was fury so tanking was considered offspec for him. A primary prot warrior put in for them, and even though he had less dkp then the fury warrior was given the items as it was prot priority. The fury warrior immediately flipped out and /gquit on the spot, taking his girlfriend (one of our healers) with him. The twist was that we continued to raid by pulling in a couple more raiders and the same set of gloves dropped off the next boss (gotta love shared loot tables). Go ahead laugh, it’s a funny story.

These things happen. It’s the leadership of the guilds job to be prepared for these things. So what can they do to make sure these things don’t keep the guild from moving forward and raids from happening? Well there are several things they can do.

Being Prepared!

1. Recruitment

This is pretty big solution to a lot of the problems. With raid size having been changed from 40 man to 25 man its a lot easier to keep a flexible roster of active raiders available. The leadership of the guild has to sit down and decide how many actives they need to keep around. Too many and you have too many people sitting out, too few and you run the risk of a large vacation or disaster of some nature taking too many out of the game to compensate for. For my guild the sweet spot is around 30 members at the rank of raider. In addition to raiders, we have a non raider rank of veteran. This consists of people that cannot meet the raid requirement but are still around and active, and friends and family. Friends and family are literally that, people who wanted to be in guild to play with close friends and family members, but never apped to be raiders. With veterans we tend to have alt runs to keep their gear level up, and this way we have a further pool of people to pull from if the number of raiders goes too far south.

2. Redundancy

Matt touched on this one a bit in his post. Redundancy saves the raid. My guild has two people ready to lead the raid at the drop of a hat. We’ve gone to lengths to make sure the raid can prevail under some odd circumstances. Let me give you an example. My guild leader normally runs the raids, and I take care of healers, we converse in officer to talk about strategies as needed and it works well. This also gives us two people to yell at folks to get out of the fire / void zones, and a check and balance in case we miss something. The other night we were running Heroic Naxx, and the guild leader DC’d due to some random Internet screw up. I made a phone call to find out what was going on, and then when he said he would probably be a while, got everyone moving to keep going till he could get back. I also sent out a couple tells to make sure we had a replacement ready in case he couldn’t get back on. Redundancy helps deal with burnout and real life events quite a bit. It allows players the safety of being able to go and take a vacation or enjoy real life without worrying about having to be there or else let the raid down. It also means people who are burning out can take their hiatus and get back to their normal frame of mind. I’m currently working on bringing up to speed a healer to take over healing assignments on the off chance I take a vacation or need to miss a raid.

3. Communication / Structure

This is another big fix. Making sure your guild can communicate with one another openly is a great (and important) thing. I have a very open door policy as an officer, something I have done throughout all my years of management as well. If someone has a problem, questions or concerns they can contact me. I’ve posted my email / aim / phone number on the guild forums multiple times, as have many of the other officers. This helps keep drama low as when someone has a gripe or complaint, they feel they can bring it to us openly and it doesn’t have to sit and fester. We also have a solid structure in the guild so there’s always someone they can go talk to:

Guild leader > Officers > Class leaders > Raiders > Veterans

We post any changes or pertinent information on the guild forums as well. Making sure information is flowing keeps a lot of things in check. It’s also important to have a set of rules in place to deal with complications. This helps cut down on drama and personal issues.

The officers do a lot on the back-end to make sure things go smoothly. Unpossible has been around for a very long time and is one of the longest lived guilds on Zul’jin, we’ve adapted to survive pretty much everything that can be thrown at us. We are able to do this because we have systems in place to deal with the obstacles you can’t control. Like Matt, my guild operates under the assumption that everyone is expendable. To quote Matt

The expendability thought is that no one person should be so important or required that the entire raid has to stop its operations in case a certain player is absent.

Thats it for todays post,

Until next time, Happy Healing!

As always feel free to follow me (@LodurZJ) on twitter And don’t be afraid to ask questions using direct message there or the contact form here on the site!

Raid Flexibility: A Healthy Obsession

worried

“If you want to build a ship, don’t drum up people to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”
Antoine De Saint-Exupery

The show must go on. It’s a common rallying cry among drama and theatre productions. It means that no matter what, the audience expects a show and the performers have to deliver. I have the same mentality when it comes to my blog. I do my best to ensure that there is something daily here for you readers to consume!

Keep that drama catchphrase in the back of your mind for a moment. We’ll revisit it.

A story

First, a story. Team Conquest finished off Naxx, Malygos, and Obsidian Sanctum. We had a reduced raiding roster. As were slowly working our way throughout OS, I received an urgent message. It’s not very often that I miss raids. It becomes even rarer when an unexpected event comes up where I have to sit myself out during the middle of a pull.

The usual trash clearing chatter was going on. I explained to the raid that something came up which required my immediate attention. One of our Resto Druids were on standby. I quickly explained to him my situation and he agreed to come in. I immediately passed off raid lead and master looter to one of my officers and said “He’s in charge.”

I returned home 40 minutes later. A quick glance on vent showed players were slowly disconnecting and breaking off into their own channels.

This meant either the mission was accomplished or that the raid had been called prematurely due to lack of resources.

I popped in.

“Is it done?”

“Yes.”

“Good.”

I was relieved. I think I felt a slight twinge of pride in there somewhere. On second thought, it might have been that sore throat of mine acting up.

The Parts

Raid leader. No, not Red Leader. We’re not talking about Star Wars here. How many players are capable (and willing) to lead your raid? I have four players who are able to sit in the captain’s chair and direct everything. If your answer is one, then you may wish to re-examine your options. Not everyone is able to fulfill this role. Make sure your candidate has the will to do so and the undying respect of the guild or else it won’t work. You can’t make people respect leaders. They have to do so on their own.

Tanks. Brio does an excellent job flipping and rotating tanks around. It helps to keep the tanks fresh and interested in what they’re doing. I have about six players who have the ability and the gear to switch into tanking roles if it is necessary. We haven’t had that happen yet. But it’s comforting to know that the option is available.

Healing leads. Currently Syd directs the healers. I do step in if she needs a day off every so often or if she’s not as familiar with an encounter. That makes two who are capable of handling assignments. Handy in case one of them manages to inadvertently stab themselves in the eye. That hasn’t happened yet, thankfully.

Healers. This should go without saying. Either recruit extra healers or have players willing to switch from their main role to a healing role if the fight requires it. There are 7 of us on the starting lineup with another 3 on reserve.

Replenishments. Ret Paladins, Survival Hunters, and Shadow Priests. I believe this is getting further expanded in 3.1. Have alternative sources for Replenishment. The mana regen is going to be a must going into the next raiding tier. I’ve got a Shadow Priest, a Ret Paladin, and several Hunters who can supply it if necessary.

Heroism/Bloodlust. I refer to this as the raid leader’s personal shotgun. While not always a requirement in an encounter, it helps to have the extra damage available to push through a certain phase as quickly as possible.

Why?

We are all expendable. This stems from a core philosophy of this guild. We are all united in our desire to raid and clear content. I have a duty to minimize whatever obstacles or obstructions that could get in the way of that mandate. Not having players or not having the experienced is not an acceptable reason for me. The expendability thought is that no one person should be so important or required that the entire raid has to stop its operations in case a certain player is absent.

When Conquest was first conceived, I knew I wanted the flexibility there. I knew that I could not be there all the time. I knew Brio would not be there all the time. I knew certain key players would not be available. I recruited players into the guild who I felt had the potential to take over certain functions should the need arise.

Whatever happens, the raid must go on.

10 mans

This is where it gets tricky. I don’t know if that same philosophy above would apply here as the individual efforts of players becomes even more amplified. Several of roles above wouldn’t even apply here. You don’t necessarily need a healing lead among 3 healers. It wouldn’t be that difficult to divvy up the responsibilities.

I’m not as experienced when it comes to pure 10 man guilds.

Quick Thoughts About Val’Anyr

There’s been a few updates about Val’nyr since the last time I wrote about it. Now we have some more information regarding the retrieval and construction of the legendary mace. Here are the Coles’ notes version:

  • 30 fragments
  • Step 1: Bring shattered fragments to the Archivum Console
  • Step 2: Throw the shattered fragments into Yogg-Saron’s maw while he is casting Deafening Roar
  • Kill Yogg-Saron and loot
  • Condition 1: Can only be completed in Ulduar Heroic mode
  • Condition 2: If at least one Ulduar Watcher is not assisting you

This leads me to conclude a few things.

First is that it appears the person who is collecting all the fragments does not have to be the same person who ends up with the constructed mace. After all, the fragments must be thrown into Yogg-Saron who must then be killed. The loot master should then find the completed mace on the loot table of the old god.

This means the fragments can be looted to any one person as a keeper until the guild collects the necessary amount of fragments.

Second is that the construction of this weapon is going to be out of the reach of many of the casual oriented raiding guilds due to the conditions needed.

Some more questions remain

What happens if the raid group fails at killing Yogg-Saron during that attempt? Or even during that week? Are the fragments lost?

Lastly, it seems that PTR build 9767 (the most recent) was pushed through mostly for bug fixes. Since the latest build was meant to fix stuff, we can assume then the patch is very close to completion. I do believe 3.1 will be here sometime this April. Two weeks.

A good indicator that the patch will be coming out soon is when PTR servers shut down.

Lodur’s Final Thoughts Before 3.1

ulduar_phixr1

I’d like to condense my final thoughts on the Restoration Shaman Changes so far, since the patch is imminent at this point and shouldn’t be too far off.

The hottest topic for Shamans as of late has been the Blessing of Wisdom and Mana Spring Totem stacking change.  Understandably we were all a bit shocked by this change. This is pretty much taking the stars out of alignment for us. I know I reacted harshly to it first in my post Shaman and Paladins Mana Buff Get Hit! . This was before I got a chance to actually test it out as well as sit down and think about it.

Lets talk about mana regeneration from an encounter design standpoint. In a raid how often do you run out of mana now? For me I know it’s never unless a lot of other healers bite the dust and I have to pick up the slack. How often do you have to use mana potions? I think I’ve used 5 total in about 8 weeks, and those were on heroics. That’s with moderate gearing, not even a heavy MP5 set. That’s honestly not good for designers. In order to compensate for ungodly amounts of healer mana developers tend to make encounters with more widespread raid damage instead of other much more fun mechanics. Personally I’d rather have fun mechanics, I like variety! (read as less Whack-a-Mole plx!)

Raid wide we lose 109.2 MP5 from this change and I can tell you from testing it, it’s not that bad. I’ve spent a lot of time on various iterations of Lodur on the PTR testing the changes out, doing raids, seeing how regen was affected… and to be honest it really wasn’t affected as majorly as many people think. Right now on live I can end a fight like Kel’thuzad or even Sartharion with drakes with around 50% mana, and that’s with chain casting. On the PTR I was ending with about 35%. Honestly it’s the difference of a mana potion.  We’re not really going to see a shift too dramatically. Rejoice! We are the mana base line!

There is also another great part of this for Shaman in general that I’d like to take a moment to point out. There was a discussion about totems and macros and such on PlusHeal and a very interesting point came up. A lot of shaman over there refer to our water totem as our swing totem, and I agree with this. The water totem slot is our most versatile of the lot and tends to get the most use. By changing the way mana regen stacks it allows us to take a Blessing of Wisdom, and then use our water slot for something other then just Mana Spring. Healing Stream totem is getting a buff through talents that makes it a very attractive choice (AoE hot? yes plz!) and lets not forget our brand new Cleansing Totem that will take care of both poisons and diseases. With the new change we wont have to sit and worry about taking away mana regen by dropping a poison cleansing totem or what have you. I found the ability to not have to worry about having Mana Spring down all the time was like a weight lifting from my shoulders. I have a feeling once you guys see it in action you’ll feel the same =D

Here’s a recap of the Patch Notes relevant to restoration Shamans.

Restoration

  • Ancestral Awakening: This talent now accounts for your ineffective healing, rather than effective.
  • Ancestral Healing and Healing Grace have swapped places in the Restoration talent tree.
  • Cleanse Spirit now has a new icon.
  • Mana Tide Totem: This spell no longer costs mana.
  • Restorative Totems: Reduced to 3 points, down from 5. Increases the effect of your Mana Spring Totem by 7/12/20%, and increases the amount healed by your Healing Stream Totem by 15/30/45%.
  • Riptide: This spell has a new icon.
  • Tidal Force: Now has a new spell effect.

General Shaman Changes

  • Bloodlust/Heroism: Cooldown reduced to 5 minutes, but Sated and Exhausted now last 10 minutes.
  • New! Earth Elemental Totem: The summoned Earth Elemental should now have significantly more health and slightly more armor.
  • New! Fire Elemental Totem: The summoned Fire Elemental should now have moderately more health and mana, and its damage scaling has been increased. In addition, the Fire Elemental’s spells now cost less mana.
  • Flametongue Weapon: Bonus damage from spell power now based on weapon speed. Slower weapons will benefit more from spell power.
  • Frostbrand Weapon: Damage increased by approximately 20%.
  • Mana Spring Totem: This totem has been redesigned. It now provides the same mana benefit as Blessing of Wisdom to the entire party or raid, but is exclusive with that effect.
  • Poison Cleansing Totem and Disease Cleansing Totem have been merged into “Cleansing Totem.” Cleansing Totem pulses every 3 sec, down from 5.

Another item was the change to Heroism / Bloodlust. The change is that the debuff and the cooldown are being flipped around. Cooldown has been changed to 5 minutes and debuff has been changed to 10 minutes. At first this seems like a big hit from the nerf bat, and at first I thought so too, until Matt and I had a great conversation about it. Heroism / Bloodlust is an optional raid buff, unlike replenishment which Blizz feels is a mandatory buff. Encounters are not tuned with you having one every try in mind. It’s a raid leaders shot gun buff, on Sarth 3D we use it to burst down the second drake for an example. It’s something you use when you really need to have something dead and fast. The change allows for you to use it more inline with progression fights. Lets say you pop it, and you die. Dying clears the debuff but if the ability is down and you don’t have another Shaman, fat lot of good it’s going to do you. This will allow groups that only have 1 Shaman to always have this buff available when learning fights. I think this is actually a good thing.

Elementals are getting buffed, which is long overdue. This will bring them back up to something a little more useful then were they currently are. I know my Fire Elemental when I break him out on Sarth adds doesn’t really do a whole lot and tends to run out of mana fast. Which his damage scaling more and cheaper spells he’ll just be that much more useful. Earth Elemental getting a health increase is also really good. I can’t tell you how many times I’ve dropped him to make a get away only to have him die so fast it doesn’t matter that I dropped him at all.

Bottom line here is we really made out this patch. We didn’t get godly buffs, but we avoided the nerf bat and remained largely unchanged. The changes we did get will actually help our utility to a raid, and can be looked at as buffs in a way. The Mana Spring totem change really benefits us more then it hurts us. It gives us a bit more freedom to roll around totems. I am looking forward to this patch for many reasons, not least among them Ulduar.

What about you? How do you feel about the imminent patch?

Till next time, Happy Healing.
~Lodur

As always feel free to follow on twitter http://twitter.com/LodurZJ And don’t be afraid to ask questions using direct message there or the contact form here on the site!

Filling the Void Until Ulduar

picture-411

Sorry for the long silence there, but Real Life has a way of rearing it’s head when you least expect it.

We’ve been hearing a lot about the content that’s coming. Class changes, Raid bosses, Loot and set bonuses, but there is still a current game we are paying to play going on.

Some guilds have stopped going, feeling they’ve already beaten the content and have their main core of raiders geared, they are taking a break. Some people are leveling alts up getting ready to have another viable toon ready to go. Other people are farming rare mounts, like the Zul’Gurub Tiger Mount, or Baron Rivendare’s Charger. Another group of people are preparing for the new content by stockpiling consumables, farming gold, or even working on achievements. My guild has been casually working on achievements, trying to see how many we can get done without pushing the entire raid to the brink of insanity to get them.  (The picture above is an old one now, but I love it, it’s my favorite achievement, you’ll have to forgive me) Something that I think my guild might pick up after last night’s shenanigans is trying boss encounters in different ways.

Last night we had 7 raiders M.I.A. for various reasons. We knew about them in advance so it wasn’t horrible since we have a lot of veterans and friends and family in the guild we can bug every now and then to come along with us, get them gear and to have some fun. Last night was interesting for us in the way of composition. First of all we only had 5 healers, which is less then we normally run with.  While not horrible it just meant more mana was going to be spent and more time was going to be spent inside the 5 second rule. These 5 consisted of two Restoration Shamans, Two Restoration Druids and a Holy Pally. Yeah it was a pretty sweet 5 healers to have.

Secondly and probably the most  fun part was, we only had 1 priest. This was going to make Razuvious fun, since we only had one Mind Control to use. Rather then be daunted we decided to utilize the 3 hunters we had just sitting around shooting things. We had the hunters stand in a triangle around the center ring for Raz, our priest MC’d one student and tanked until it was time to let go of the MC. At this point one hunter distracting shot Razuvious. That hunter then cast Feign Death right before Razuvious got to him and another hunter distracting shot repeating the process. Essentially making Raz run around in a triangle until our priest could pick up the MC again and start tanking. Now, hunters died and tanks had to taunt and kite Razuvious as well, but I have to say that was some of the most fun I’ve had in a long time in Naxxramas. There is something gratifying seeing a boss that can one shot you running around like a fool while you hear the Benny Hill Theme playing in your head. This seemed to have gone over really well with the guild and a lot of people thought it was great fun and had a good laugh.

I think next we’re going to do one sided Gothik the Harvester =D

How are you guys spending the time before Ulduar?