Showing posts with label guilds. Show all posts
Showing posts with label guilds. Show all posts

Monday, May 16, 2016

WoW Weekly: The Bad Beta Tester

img: Blizzard
All's still pretty quiet on my end when it comes to Azeroth. Other than making good on my promise from the previous post---my banker is once again gold-capped---I still haven't been doing too much in game. However, that's about to change.

But before I get to that, let touch on the big news of the (previous) week: the Legion Beta is live! I haven't received an invite, and I'm not disappointed about it in the least. You see, I'm what they refer to in technical circles as a "bad beta tester." I'm pretty sure I got into the Cataclysm beta...pretty sure. But that alone gives an indication as to how much I actually played it. I bought my way into the Mists of Pandaria beta, and I was glad for it: I thought the game looked beautiful and I really, really wanted the early access. I took the opportunity to play through the pandaren starting area a couple of times (something I'd actually already done at the prior year's Blizzcon) and left it at that. I got into the Warlords beta as well, and didn't play much once again. Ho-hum.

One of the main reasons I don't go all out in Warcraft betas is because I'm really averse to learning story spoilers before the rest of my playmates have the chance to experience them. While I'm as excited as the next guy or gal for new Warcraft content, beta access doesn't fall under the "new content" category for me. Another big reason is the lack of time: I don't find myself in excess, so I have to be discerning about leisure activities. Some folks might point at those two truths and declare that I should not have opted-in to the beta in the first place. To those people, I fart in your general direction.

Blizzard knows what they're doing; for every tester who's trying to run through walls or fall through the world, there's likely a hundred others who are simply going about their routines, calling attention to bugs if and when they come across them. Both are valuable to Blizzard at the end of the day. So let's allow beta testers to be beta testers in all their varied glory, shall we?

On to the other stuff:

Gold-capped...Again
It happened last Friday. As my banker collected auction sales and garrison spoils from my level 100s, suddenly he wouldn't take any more currency. I'm currently sitting on 1.1 million gold across the account, which is a drop in the bucket compared to what some folks have made this expansion, but it's a nice chunk to head into Legion with. The economy is continuing to slide with people off-loading excess mats, which in turn is driving down the price and the likelihood of sale for certain craftable goods.

I'm unsure whether I should take part in a Great Liquidation prior to Legion, or if I should hold on to a cache of profession mats to sell later on once the market's not as flooded. Perhaps I'll consult someone much wiser than I, or perhaps you can leave your informed opinion in the comments!

Back in the Saddle?
If all goes well, I should be making a return to raiding with the guild as early as this week. Regular visitors may remember that in early April I decided to take a break from raiding for the first time in three years...just too much going on outside of the game, and not enough going on in it for me personally. It's weird to think it's only been six weeks, as it feels like it's been a lot longer. I miss the folks I play with and the night we raided together, and with the Warcraft movie, guild meetup, and Legion just around the corner, I felt now would be the perfect time to get back into the swing of things.

Also, our guild is currently giving out Heroic-Archimonde runs to friends and family of the guild who have interest in the mount but may not raid. If you are reading this, consider yourself a friend of this writer and would like your very own moose, hit me up!

Gauntlet Slayer Edition
Continuing my streak of exploring additional games during the Warcraft content lull, I dove back into Gauntlet over the weekend. I say "dove back" because I purchased the game when it originally launched and was left quite disappointed. However, since I last logged in, the developer has made a string of improvements to the game, including cosmetic and power items, as well as a more straight-forward and understandable progression. It's a fun little dungeon crawler, and just as it was back in the day, even more fun when played with friends.

Guild Meetup Colorado Edition
In just less than a month and a half I'll be heading out to Colorado for the second (potentially annual) Sapere Aude guild meetup. We I don't have many plans besides hanging, drinking, warming my bones next to a campfire under the night sky, and visiting the Ren Faire on the Saturday of our trip. I'd like to hit a dispensary too just for the experience, but I may not be able to fit that in to due time restraints and lack of guildie interest.



Friday, April 1, 2016

WoW Weekly: Break Time!

WoW Weekly is a biweekly-ish, self-absorbed look into the things I've been doing -- or not doing -- in the game. From auctioneering and pet battling to mount farming and raiding.

Well, it's finally happened. Made it official by posting on the guild forums: I'll be taking a break from the game until the spark reignites. Well, not the entire game, just the only activity I was actively engaged in outside of garrison chores and weekly Ulduar runs: raiding.

Last week I decided to sit out for our Heroic/Alt raid just to see how it felt to not raid when no obligations were keeping me from doing so. When raid time rolled around, I felt that familiar tinge---part routine and part desire, unsure of each's weight in the equation---but it didn't last long. There was a small feeling of being left out, but I quickly squashed that, as this choice was mine.

I've been involved in organized guild raids, whether as leader, planner, or assistant, since the summer of 2013 without taking a break. Even on a 1-night schedule, much time was spent planning, leading and organizing while helping to maintain a guild. It was honestly a lot of fun, but also demanded quite a bit of my time. Now three years later, the raid is an undeniable success and the guild seems a well-oiled machine. Given that, I've been to pay a little more attention to the feeling of burn-out.

Last fall's life change offered some new perspective as well. When you've got a great deal of the future planned out in your mind's eye and suddenly the RESET button gets hit, it tends to make one pause. I'm grateful to have had my guildies' support during the time, and the option to continue part of the routine I'd known for so long. I'm still working out how much I want my hobbies, like music and gaming, to fit into this uncharted expanse ahead of me. Stepping away, in light of the above, seems the wisest thing to do at this point.

And if it were only the two things I've listed above, I might stick around a bit longer. But there is a third prong: Warlords of Draenor's lack of appeal to me. I won't even waste the time to go through what I liked and didn't like. The fact is, I wanted to enjoy this game as much as I've enjoyed all of the previous expansions. But I didn't, and nothing's going to change that at this point. My hope is that what drew me to and kept me in Azeroth isn't completely lost. I want to like Legion, too. I'll remain cautiously optimistic for the time being.

Ulduar Runs Continue
My squad of four characters have already been through Ulduar this week and are currently resting until next week's adventure. One byproduct of next week's run will be the acquisition of the legendary mace on my priest, the second character overall to complete the chain.

Gold Collecting
This week's tally saw me eclipsing 700,000g. Exactly two weeks ago I reported that I'd eclipsed 600,000g, meaning I've averaged 50,000g per week since then. Again, this is accomplished without stepping foot outside of my garrison. I'm confident I'll see the gold cap well before Legion's launch.

Cheating on WoW
I dove into the Darkest Dungeon for a while, but the repetition and brutal challenges in that game have led me to put it aside for a while in favor of an MMO I first checked out a few years ago: The Secret World. Look for a Gaming Affairs post on that title soon!


Wednesday, February 3, 2016

Don't Be These Players: A Self-Centered Player and an Ineffective Leader

img via Hestiah
Many of us have been That Player at one time or another. From toxic players, oblivious raiders, elitist jerks and beyond, Don't Be That Player is a series that looks at different scenarios we've all encountered, and how they might be approached differently. 

Today's DBTP involves a personal anecdote which will hopefully serve dual purposes: to grant perspective to both guild leadership and players where ideologies will sometimes clash.

Two Players Collide

The guild raid group I ran was working through the final tier of the expansion. On a particular raid night, we found ourselves one player shy of the number we needed to fill a 10-player group. Reluctantly, I turned on Trade Chat and issued our plea. A reply came back from a hunter---we'll call him Ryan. I asked for his ilvl, and it turned out to be quite a bit lower than what we were looking for.

"How am I supposed to hit that ilvl if I can't even get into the raid?" Ryan shot back.

Fair point, I suppose. 

I invited Ryan to the group and the night went well. Soon after, he moved his hunter into the guild. A few weeks later, our off-tank left the raid group due to a scheduling conflict. Ryan immediately mentioned his warrior tank, expressing confidence he could fill the role. But shortly after he assumed the tank role, he violated our guild's code of conduct via some unsavory exchanges he had with other players on the official forums. It's something all players pledge to refrain from when they fill out our application.

OK. First instance, no big deal. All players who apply to the guild must indicate they've read our code of conduct, but mistakes happen. By this time I'd gotten to know Ryan fairly well. We chatted over Bnet on a near-daily basis. But soon after receiving mild admonishment for his forum conduct, his conversational tone shifted and tended to center on his personal dissatisfaction over certain players in our raid. I had the tricky job, as raid leader, to hear out his concerns while reminding him exactly what sort of guild we were. The fact was, things were running smoothly and weren't going to change.

Raid nights went well, and his complaints continued. For months. Too many months.

Then, thoughts he shared with me regarding the raid environment manifested into action. We were approaching the fifth boss in the raid one night just an hour into our three hours of allotted time. Ryan was paired up with a back-up tank, as our other regular tank was absence that night. A DPS in the group accidentally pulled some trash and I got a whisper from Ryan along the lines of, Ok, I'm done with tonight. Replace me. I asked him to confirm that he was leaving a scheduled raid early because he was angry about a mis-pull. He left.

In hindsight, it was at this point where we should've parted ways with Ryan. A truly honest look at our circumstances would've plainly illustrated that our guild wasn't a good fit for him, and he wasn't a good fit for us---even if we was a great player and solid tank.

It was also around this time Ryan began to hint that his presence in our raid was anything but guaranteed. He simply wouldn't show if he didn't feel like it. He threatened to leave altogether. He claimed that if and when he left, other unsatisfied players would leave too. At this point, I didn't care; I was sick of the games.

The last straw came not too long after. The topic of the forum post he authored doesn't matter, though it was sure to be a hot-button issue. Soon enough, responses filtered in and Ryan responded to some of his favorite replies, once again in a disrespectful tone we don't want to see from our members.

After he made a couple of personal attacks towards other players in the thread, another player from our realm posted the following quotation...taken directly from the Member Expectations thread on our guild website:
Public Channels
We can't tell you how to play, but know that you are representing us when you are out and about. We want to be seen as a positive light on this server. The last thing we want to hear from a fellow player is that they were being harassed by a member of our guild, or something similar.
Ryan's response to that player? That he's aware of our rules, but he couldn't give two shits about them. I knew that meant the end for him.

"Grats on that forum post! The GM is removing your toons as I write this," I whispered to him while our GM removed his characters.

"You're joking."

I wasn't.

Two Parties At Fault

There's a lot going on in this one. On the one hand, you have a player who disregards the fact that he's joined up with a guild that has clear expectations and intentions for its members. A player who has his own ideas about how things should look and run and isn't afraid to voice and act on them---sometimes in destructive ways. 

On the other hand, you have me, a raid leader and guild officer who is seemingly lacking a spine when dealing with a player who, although a friend, is clearly not meeting guild expectations, and in some cases seems to be actively working against them while making raid admin life a living hell.

Don't be either of these players. 

The Self-Centered Player


If you're joining up with a guild for any reason, it's up to you to decide if the environment is a good fit. Hopefully you've done a bit of research prior to jumping in. Even then, the player likely won't know whether the guild's a good fit until they join, and only then after spending some time with their fellow players. 

Clearly, Ryan had issues with some of our members, with the way the raid was being run, and with some basic tenets the guild had in place. And I understand the latter, to a degree: we expect a bit more than the norm from our players. We expect that our members treat all players with respect. We strictly prohibit any "-ist" speech. We encourage PvP, but forbid camping (save in certain eye for an eye situations). Essentially, conduct by any member wearing our banner should reflect the guild in a positive light. 

The reality is, these are things our guild clearly outlines during the application process. In fact, that's the point of our application process: that the player gains a clear understanding of what we're all about so they can determine whether or not what we offer is something they'd even want to be a part of. If Ryan was honest with himself, he would have admitted early on that the guild wasn't a good fit for him. But he wanted something from us: a stable raid environment.

If you find yourself in this position as a player, you've got to be honest with yourself and do the mature thing: leave. 

In Ryan's case, when the guild atmosphere and raid environment weren't to his liking, instead of walking away he tried to change things, which caused a lot of headaches for myself and my fellow officers. More headaches than I should have ever allowed. When all was said and done, two raiders---in-game acquaintances he'd introduced to the guild---left after his removal in a move of solidarity.

They rejoined us two weeks later. 

The Ineffective Leader


Then, there's me.

There were probably a half dozen times during Ryan's tenure with the guild where I found myself typing up a post in the officer forums seeped with frustration over his attitude towards the guild, the raid, and what we believed in. It wore on me to the point where one night I found myself drafting a post informing my fellow officers that I'd be stepping down from leading raids.

Thankfully, halfway through that exercise I realized how asinine the prospect was. This was my raid, and a successful one at that. Yet for whatever reason Ryan was able to get under my skin, and made me forget my ultimate obligation as a raid leader: to maintain the strength and health of the team. And how am I supposed to focus on that if I dread each raid night because of what I fear I'll hear from a vocal minority the next morning?

I failed miserably. In the role of raid leader, as in life, you can't please everyone on the team all of the time. However, you can ensure the overall health of your team. And I was allowing Ryan to taint my view of things despite what I knew to be true.

As a raid leader or guild officer, you need to be prepared to make the tough decisions. And in my case, it shouldn't have been difficult: we had written expectations for all of our members, expectations Ryan demonstrated time and time again he cared nothing for. This alone should've made the job of his removal from the guild quite easy.

I didn't give him more chances because he was a tank in our raid---it was because I considered him a friend and allowed him more lenience because of that. You cannot play favorites like I did. The rules the guild has in place must apply to everyone in order for them to have any air of effectiveness. Otherwise, there's no point in having them at all. 



Wednesday, April 29, 2015

Time for Better Guild Recruitment Tools

shot: Hestiah
I was browsing the Guild Recruitment forums as I often do, and I came across a thread called "A Note to Blizzard." Since the title promised a departure from the LFG/LFM content found in most threads in the forum, I ventured in. The "note" turned out to be a suggestion, and by the looks of the responses, a quite popular one: 12 pages (and counting) of assent. How the hell have the forums survived? I had to chime in myself.

The author points out how Blizzard is attempting to make the game more social. They cite the S.E.L.F.I.E. camera and Twitter integration, but go on to assert that Blizzard has overlooked a key step in this process. They feel Blizzard needs to provide players better tools to find others with shared interests in game.

I have to agree.

I play in a small, casual guild that's been around for about a year and a half. We established who we wanted to be early on; the challenge was connecting with other players who wanted what we offered (and what we offer is still fairly niche). For that, we had some tools provided by Blizzard at our disposal: in-game chat, in-game guild finder, realm forums, and guild recruitment forums.

We've never utilized Trade Chat to promote our guild. To me, it's kind of like walking into a bar at closing time and asking if anyone feels like driving you home. You might get a taker, but you probably won't. If someone jumps at the opportunity, you might get the designated driver, but you're more likely to get some inebriated jerk.

No thanks.

That leaves the guild-finder tool and the forums. The guild tool is sort of just...there. If used, players who know of the tool's existence can find you, but there isn't a lot of space to describe your guild and thus may be difficult to convey what you're all about. As an individual player, you can't use the tool to put yourself out there like guilds can; your only option is to browse the guilds who've listed themselves.

The forums have brought us the most success, but that involves a hands-on approach. We'd monitor our posts---both on our realm and the guild recruitment forums---on a daily basis. At the same rate we'd also trawl the forums seeking out players who expressed a desire for something that resembled what we have. Part open-call, part head-hunting.

We've had greater results with the thread on our realm forums; part of that is because our server has a high-population, so the pool of players is pretty large. That, and the fact that almost all of the players who see the thread will already be on the realm, meaning they won't have to consider the cost of a server transfer to join up.

The guild recruitment forum is nice in that unlike the realm forum, everyone who visits the guild recruitment forum will have a shared focus. But it has its drawbacks, with competition being one of them. The forum is a constant stream of new posts by guilds looking for more, or by players looking for guilds, as well as old posts being "bumped" for visibility. A new post might enjoy an hour or two on the front page, but it will soon be buried in pages of pages of advertisements and requests, some months old.

Sadly, there are no sub-forums, either. Categories like Horde, Alliance, PvE, and PvP would go a long way. This only contributes to the noise that interferes with guilds and players finding what they're looking for.

I think a player's guild can be a major attraction in this game. I know I've stayed active during content lulls partly because of the people I play with. I'd imagine it's the same for a decent portion of the player base. I'd love to see more robust tools to help players with shared interests connect more easily. As the author of the thread that spawned this post said, some simple filtering options (like this player created on his own time) would be a good start if a complete revamp of the process isn't something easily accomplished. Players and guilds alike could find better fits with greater ease.

It seems like a win-win for both Blizzard and the playerbase.

Monday, March 9, 2015

Don't Be That Player: The Non-Conformist [Guild Ed.]

Many of us have been That Player at one time or another. From toxic players, oblivious raiders, elitist jerks and beyond, Don't Be That Player is a series that looks at different scenarios we've all encountered, and how they might be approached differently. 

This post really has to do with guilds and is written especially with guild leadership in mind.

Normally it's hip to follow the beat of your own Garrison Jukebox, but this concept doesn't really apply when it comes to player-to-player relations in Warcraft guilds. Many guilds have certain base expectations for their members (as they should): no stealing items from others; kill all opposing faction members on sight; no hate speech in guild chat; Pepe must be worn at all times, etc. While Non-Conformists in this setting may have many characteristics, the one they share is that they are actively working against the guild's tenets and goals.

Non-Conformists---as I've defined them---bring a certain flavor of toxicity designed to dismantle the very sub-community they've joined. They have little regard for the preferences of their fellow players and have little to no respect for leadership structure. They often have an inflated sense of their value as a player. And what's worse, they likely realize they're not a good fit for your community, yet they don't care.

Non-Conformists will openly voice their dissatisfaction with elements of the guild, whether their assessment is accurate or not. They will try to convince you the guild would be better off if it did certain things their way. They will try to steer the guild in a direction they find the most advantageous or desirable to them without remorse. They may threaten to not show up for events as if they believed success depended on their presence. They will project their concerns onto other members and try to recruit those members to their cause: to subtly or overtly, consciously or unconsciously destroy a guild.

For the love of god...do I really have to say "don't be that player?!"

Sadly, I do, because I've had to deal with this player-type in the past, and I will never, ever allow a Non-Conformist to take root in any group I help steer. For the Non-Conformists out there, if you can't play nice with others under a mutual charter, play by yourself. It must be possible to enjoy this game without inflicting misery on your in-game community.

Guild Leadership & Combating the Non-Conformist
There are a couple of steps a guild should take in general to help ensure their community isn't a breeding ground for Non-Conformists. Really, these are steps I'd recommend for any guild when establishing themselves. They can serve as an indication to the Non-Conformists out there that your home wouldn't be a good fit for them. If you find a Non-Conformist in your ranks, I also have suggestions on how to deal with them quickly and effectively.

Know Who You Are
Have a purpose. What is your guild all about? Do you expect everyone to be in character at all times? Do you forbid guild chat to contain anything but monosyllabic words? Do you raid two nights per week, no more, no less? As a leader and/or officer, you get to decide who you are as a guild, the things you'd like to accomplish and how you'd like to go about it. You get to set the tone and the feel, from an NC-17 oh god I'm going to hell for this environment, to family-friendly guilds.

The fact is, when you have these attributes nailed down---whether on your website, application, or recruitment notice---it can act as a deterrent to Non-Conformists. They can take a quick look at what makes your guild unique and decide whether or not it fits into their vision. Unfortunately, knowing who you are as a guild won't insulate you completely---but it will give you grounds to address the actions of the Non-Conformist through any method you deem fit, up to and including membership revocation.

Take Swift Action
It may be something simple, like using language in guild chat you've expressly forbidden. It could also be something more extreme, such as the Non-Conformist harassing other players in your guild. Or maybe they'll refuse to raid unless their friend(s) are guaranteed a spot, too. Whatever the signs of a Non-Conformist might be, they're generally revealed organically---you don't often have to keep a sharp eye to notice them.

When you have a player who regularly violates guild tenets and goals, they need to be addressed directly---mostly for the sake of the integrity of said goals and tenets. If your other players see the Non-Conformists shitting all over the guild's aims and you don't react swiftly, they may get the impression that the structure in place is in fact meaningless, that actions are without consequence.

The easiest thing to do is the approach the Non-Conformist privately, remind them of the guild tenets and goals, and explain how certain actions of theirs have been in direction conflict with them. They can either play by the rules and be part of the guild or find a better home. How many chances or warnings you issue is entirely up to you.

While guilds do rise and fall on a daily basis, there are steps to ensure your guild's foundation is strong. One of those steps is making sure Non-Conformists aren't taking root among your ranks.



Tuesday, March 3, 2015

Feckless Leader's Guide on How to Lead a Raid

I believe that when a raid fails, even when fault can be assigned to multiple parties, the raid leader deserves a large share of the blame. Or, too often, there's is no leader to be found. I'd argue most of the issues raid groups experience that lead to a premature disbanding can be addressed before the raid even begins, early on in the planning and formation stages.

That's not to say raid leaders deserve extra credit when a raid does succeed. They don't. The only difference between the raid leader and another member of the raid is that the former is coordinating the raid. Really, that's all raid leaders are: coordinators. Most players in a raid should have a decent idea of what they need to do in their role. It's up to the raid leader to coordinate how they're going to function as a group.

If anyone needed evidence that even the easiest difficulty raids require coordination, MoP's Raid Finder and the latest incarnation of the Group Finder provide ample amounts. Most of us have joined raids where everyone seemed to know what they were doing, little communication took place, and bosses fell. But those instances are the rarer ones, and it's more often through successful communication and coordination that raids progress.

Things like strategy explanations, when to Bloodlust/Time Warp, which players will be handling a special task...even the best players on the planet employ a basic amount of planning when going into a fight, even if it's their fiftieth kill. If it would seem the players on the team could ace the fight in their sleep---even if you think the presence of a leader has no bearing whatsoever on the success of the raid---having a leader to coordinate these things saves time, bottom line.

What follows are some general guidelines I'd recommend to any aspiring raid leader. Much of this comes out of my own personal style, something I've continually honed since I began leading Normal and Heroic raids in Cataclysm. Some of these tips align closely with the suggestions I have for becoming a good raider, though as you can imagine, the raid leader goes above and beyond what's expected from the average raider, and also possesses the tools to successfully facilitate the raid experience.

Personally, I wouldn't recommend that a brand new raider assume the position of leader, though that's not to say a new raider couldn't also be a successful leader. I do feel that having spent time solely as a raider provides valuable experience through being exposed to different leadership styles. You'll be able to develop a method that works for you.

One last thing: these suggestions are very much geared towards raid leaders in Normal and Heroic difficulty. While some of these tips may help any given raid leader, they are more general in nature; Mythic can require a whole different level of coordination which I've not covered here.

I hope this guide helps you!

Must Love Dogs.

PRIOR TO FORMING


ADDONS
Before you think about forming a group, there are a few addons that will help you facilitate the raid more smoothly, as well as evaluate your raid's performance from fight to fight. There are alternatives to the suggestions below, so if these don't fit your style, do some additional research and find an addon that you like.

RBS: Provides you with a lot of raid info at a quick glance: buffs the raid is missing, who is flasked, who has their food buff, when players die, etc. It's heavily customizable, but it does quite a bit of work for you right out of the box.

Skada: Comprehensive combat logger that will keep track of all sorts of useful info for you to peek at, like damage per second, healing per second, damage taken, damage absorbed, interrupts, etc. Can help you evaluate whether or not players are pulling their weight.

Deadly Boss Mods: A must-have in my opinion, whereas the two above are just strong suggestions. Provides extra warning alerts for certain elements of the boss fight, including the ability to toggle timers so that you can see when the boss will use a certain ability, allowing you to better prepare for it.

RESEARCH THE FIGHTS
Chances are that if you're preparing yourself to lead a raid, you've already done your homework in this department. But I'm saying it regardless for the sake of being thorough and also because researching the fights as a raid leader is more intense than if you were researching only your class role.

In a perfect world, every member of the raid team would prepare as if they were the person leading the raid. They know what to do, and when. Some guilds require their raid team members to "sign off" on a boss strategy thread in order to prove they've done some research---but even then, the level of research from player to player may vary widely.

Your job here is especially important if you find yourself running pick-up groups (pugs) through the Group Finder, as all you can discern about a player you don't know is their class, item level, and if you want, whether or not they have been present for certain boss kills. You can't know how they'll actually perform on a given fight until you see it with our own eyes.

That's why, as raid leader, you need to know what everyone's supposed to be doing. Just in case they truly don't know (which is often the reality), or they forget. As the raid leader, you should be prepared to remind the tanks that x number of stacks is when they should taunt, for example. Sure, you can require that your raiders must know all fights; but even in the case that one of those players forgets a certain mechanic, or lies about their fight knowledge, it would take less time to remind them than it would to replace them.

My go-to resources for fight strategies are Wowhead (text & visuals) and Line of Sight Gaming (videos). Icy Veins is another popular site, though I find Wowhead's explanations to be better presented and more thorough. LoS's videos are the best I've ever seen.

DETERMINE THE RAID'S GOALS, DURATION, AND SIZE
Essentially, you're answering the following questions:

  • What do I want to get done? 
  • How much time have I set aside for this activity? 
  • What size of a group am I comfortable leading?

There really are no wrong answers here. As the group organizer, you have the ability to set the overall focus of the raid. Maybe you just want to hit the first two bosses and don't have a goal beyond that. You should still decide how long you're willing to go at it so that players who join your group at least know of the expectation and what they're getting into. Ideally, the raid will run for as long as you say it will. After all, this guide is specifically devised to avoid unexpected, early group dissolution due to wipes, frustration and a lack of communication!

"Anyone talking in Mumble? I hear nothing."

SETTING UP THE RAID


USING VOICE CHAT
The average group's chance of success tends to increase significantly when using voice chat---I don't have the data, but I feel there's a certain level of common sense that allows me to make that claim. I would never run a raid without it. There's too much that can happen in the course of a fight that requires instant, clear communication. If you need someone to switch to a specific task on the fly, text won't suffice. It takes too long to type out, and your raiders (hopefully) aren't reading chat frames during an encounter.

I strongly recommend requiring voice chat for raiding activities, and seldom join Group Finder raids who aren't requiring it. If you don't have access to a server of your own, there are quite a few free options out there.

When using a voice client, the channel should be kept free of chatter during an encounter---oftentimes, this happens by default since players are concentrating on the task at hand. This allows the raid leader and other key players* to communicate about the fight without risk of being talked over. There have been many times in past raids when a quick call meant the difference between a wipe and success---a call that may have been easily missed if voice chat was crowded.

*tanks, the raid leader and any other player(s) assigned a special task related to the encounter should be the only players talking during a fight

FIELD THE GROUP
With both Normal and Heroic modes being flexible in size, raid composition will vary. What won't change is the fact you'll need two tanks. Beyond that, it's up to you as a raid leader if you'd like every class to be represented, if you'd prefer equal balance between ranged and melee damage dealers, or if you'd like to run with only ten players.

When it comes to deciding how many healers to bring, I use a simple rule (and adjust if needed): one healer per group of five players in the raid. A ten-player raid will have two healers. A twenty-player raid has four, a thirty-player raid has six. At times I've added an additional healer on top of the one-per-group-of-five. In most cases, the one-per-five rule should serve well as long as your raiders aren't taking much avoidable damage.

The Group Finder tool allows the leader to select what role(s) they're looking to fill; specify a minimum item level and voice chat client; and add an additional note or instruction for those looking to apply. When searching for players, whether in public chat channels or Group Finder, it's a good idea to broadcast your goals/expectations, like "minimum 4/7 bosses" or even better "going til 9:30pm!" If you can get the group on board with your goals prior to starting, it's less likely you'll have people unexpectedly drop out mid-raid.

ASSIGN ASSISTS & SPECIAL ROLES
Generally, the two tanks should be given assist so they can set pull timers and raid warnings, if needed. I generally designate a main tank to handle pulling, but the tanks often work this out themselves. It's also a good idea to assign a healer to focus solely on the tanks. This should be a class with strong single-target heals.

SET LOOT RULES
Most guild-run groups will have this established well before getting into the raid, but if you're building your own raid on the fly, you have options. Most groups I've been in run either Personal Loot or Master Looter, with the Master Looter rules allowing players to roll on any items that their current spec can use.

Each method has its pros and cons. Personal Loot undoubtedly takes up less time, but you have no control over where the loot goes. For example, if the druid loots boots and realizes they are already wearing the pair, they can't give it to the rogue who could actually use it. On the flip side, Master Looter requires more time in that you'll have to physically hand out loot, but there is as greater chance that each item dropped will go to good use. To maximize raid time when running Master Loot, have the rest of the raid clear trash while the master looter awards loot.

I've seen a mix of both systems when using the Group Finder. For casual, non-guilded groups, I strongly recommend using Personal Loot. For guild groups, or groups where the same players are present week to week, Master Looter is the way to go. There are also some additional loot distribution options that may interest you, depending on your goals. Check them out for yourself.

Highmaul Normal cleared after 6 nights/15 hours spent.

DURING THE RAID

ESTABLISHING THE TONE
I tend to take the nice-guy approach. Respect all other players as human beings, and give them the benefit of the doubt when mistakes happen. I don't tolerate raiders ripping on each other. Granted, I haven't yet come across that sort of nasty behavior in pugs this expansion, but I'm sure it does happen.

However, I have come across raid leaders who, prior to the fight, say something like "Anyone who takes any damage from Berserker Rush is getting replaced." And that's perfectly fine. As the leader, you get to decide how you run the group. Personally, I don't say those sorts of things because I realize 1) the boss should still die even if you lose a player or two to x ability and 2) that one death probably isn't a completely accurate reflection of that player's skill. But that's me. You need to decide what you're most comfortable with and run with it.

REVIEWING FIGHT STRATEGIES
A good way to save time is to start explaining the fight during trash pulls. When I'm starting out fresh with our guild group and few or none of our members have seen the fight, I generally do the following:

1) Brief overview of the fight, including the number of phases and anything special to watch for.
2) Notes for the tanks, i.e. when to taunt swap, boss positioning, etc.
3) Specific notes for damage dealers, i.e. movement, debuffs to watch for, etc.
4) Specific notes for healers, i.e. high damage sections of the fight,* etc.
5) Assigning of specific tasks, i.e. which player(s) are handling x mechanic, etc.
6) When to Bloodlust/Time Warp.

*You should assign a specific healer focus on the tanks at all times and be prepared to coordinate healing cooldowns as the fight requires.

It's important that you have deep knowledge of the fight mechanics and each class's role within the fight so you can clearly and concisely explain what needs to happen. As raid leader, the other players should be following your instructions, and they most often do...even when you give them bad advice that leads to their death.

As the level of familiarity your players have with a fight increases, most of the points above can be skipped. For instance: in a seasoned group on Kargath Bladefist---a fight requiring positional awareness for damage dealers and healers, a simple taunt swap for tanks, and the assigning of a 5-person squad to head up into the stands---number five is likely all that is needed to facilitate success.

SPECIAL NOTE: BATTLE RESURRECTIONS
Battle resurrections are significantly more scarce than they were in the past, so you don't necessarily want to resurrect a player who dies (unless, of course, it's a tank). You'll want to say something to let the raid know before the first boss pull: do not resurrect a player unless A) they're a tank or B) the raid leader calls for it.

You almost never want to resurrect a damage dealer until you have two resurrections available; this ensures you'll always have one at the ready should a tank go down. Healers are trickier: you'll have to decide on the fly if your remaining healer(s) can handle the heavy lifting for a few minutes til another resurrection is available, or if you should use your sole resurrection and risk an all-but-guaranteed wipe should the tank drop in the next few minutes.

COORDINATION IN COMBAT
Now that you've engaged the boss, it's best to use the third eyeball you have right there in the middle of your forehead and focus it exclusively on what the rest of your raid is doing. Do the tanks have the boss positioned right? Are the ranged players standing where they should be? Oh my god did someone just die?

Oh, you don't have a third eyeball you can control independently? You're going to wish that you did.

In addition to respectably performing your role in the raid*, you need to keep your finger on the pulses of everyone else---literally. In order to call out adjustments that need to be made, you need to first be aware of any potential problems. And you won't be if you're tunneling the boss the whole time. Expert raid leaders will be aware of the entire encounter area in addition to performing their role well.

* I've found the difficulty of leading raids can vary depending on the role I'm in. In order of easiest to most difficult: Ranged DPS/Melee DPS/Healer/Tank. In my opinion, this is because healers and tanks have more focused roles, with ranged damage dealers having an advantage over melee, as they often possess a better vantage of the fight area.

WHEN WIPES HAPPEN
And they most certainly will.

Contrary to a seemingly popular belief, a wipe on a boss (or multiple wipes even) doesn't necessarily mean the group is fail, full of noobz, or that you're an inept raid leader. Though, at the same time, it might mean exactly one (or all) of those things---but not if you've used this guide to get to where you are!

The psychological effect of a wipe is steeped in the perception of what caused the wipe---and I deliberately say perception, not reality.

Too often I've been in raids where the group wipes and no one seems to know why. And that's not to say members of the raid won't offer their opinions on what they think happened, no matter how off-target they might be. Generally, a prepared raid leader will have a fairly good idea as to why the raid wiped as the wipe is happening, and will have begun to address the problem before the last dead player releases from their body. This is extremely important when it comes to controlling the perception of what the wipe means in terms of the raid's chance for success. It's too easy for a player to think fail group and leave after a wipe, especially if no one seems to know what went down.

This can be tough at times, especially when it isn't immediately clear why the wipe happened. Combat meters like Skada provide some good additional information on players that may help to identify the problem. If you cannot attribute the wipe to a failed execution of a mechanic, look to see how much damage people are taking (including tanks), and make sure healing output looks good. For instance, if the raid is hitting the encounter's enrage timer but performing well otherwise, there's likely something going on with DPS.

What you should try to avoid at all costs is being wrong about what caused the wipe. There will be times where you simply aren't sure what issue caused it. Don't guess; be honest instead. You run the risk of looking a lot worse if you guess incorrectly---because chances are there's someone in the raid who knows what happened, but isn't saying anything. Speaking of: when you truly aren't sure, draw on your raid members. Ask them if there's anything they noticed. Hell, maybe you overlooked one of the fight's mechanics. Even the most-prepared raid leader is not an infallible raid leader.

Assuming that healing and damage outputs aren't so low as to make the encounter impossible, all the raid needs to do is adjust to avoid the wipe-causing mistakes, and you'll be fine.

Keep in mind that no matter how well you prepare for and run the raid, some players have a one-wipe threshold. One failed attempt and they drop group. This is more of a risk in PUGs, as that sort of behavior is universally frowned upon in guild groups. When it happens, don't let it bum you out---it's not a reflection on you. Re-list the raid in the Group Finder, fill the role(s) you've lost, and forge ahead.

TAKING A BREAK
Depending on how long your raid will run, you may want to consider taking a 5-10 minute break. Raiding is an intense activity that can place stress on the body and mind. My guild takes a 10-minute break an hour and a half into the run---do what works for you. A break can also be beneficial after multiple wipes. If you're banging your head against a boss, but aren't ready to give up for the night, a short break can help players refocus. It can also decrease stress levels that have ratcheted up due to multiple wipes.

REPLACING UNDERPERFORMERS
This is the part I hate the most. If you enjoy helping people succeed versus seeing them fail, you probably will too. While it is your job as raid leader to coordinate things, it is not your job to teach a player how to optimally play their class. That is something they should have figured out before signing up for your raid. If raid wipes become a concern---and despite the effort you put into forming a raid-ready group of players---it might be time to make some roster changes. Underperformers are not restricted to class, spec or role---they're found everywhere. Identifying them isn't always a straight-forward process. But generally, performance between players in any given role should look similar.

Assuming you're not dealing with players who simply can't move out of fire, you'll need to look at the numbers. By taking a look at Skada, you can tell if a healer's or damage-dealer's output is cause for concern: with all else equal*, they'll be lagging significantly behind the pack of other healers/damage-dealers. Tanks are a bit trickier, as they should be using active mitigation to even out the damage they take. Compare Healing Taken between the tanks to see if there might be any issues there. If you wiped because a tank died and that tank required significantly more healing than their counterpart, and mechanics were executed correctly---that tells you something.

When I notice underperformers, I generally give them a warning before replacing them, though it's up to you as a leader how you want to handle that. What I do recommend is to be kind when removing someone from the group. No need for disparaging remarks or insults---they'll probably not feeling too hot about getting removed the way it is. Instead, consider explaining why they're being removed and what they might be able to do in order to better position themselves to pull their weight in a raid environment. Some of the best raiders currently in our guild were at one time on the bench.

Remember that while it might be easy to get angry over an avatar's performance, there is a live human being behind the keyboard, a human being that has the same desires as you: to have fun killing bosses.

*Certain fights require a group of players in the raid to perform a special task, which may contribute to lower output in terms of DPS/HPS. Make sure you're not calling someone out for doing their job!

WHEN IT'S TIME TO CALL IT
Ideally, the raid ends when you've hit your predetermined stop point, whether that's after a certain boss kill or at a specified time. However, sometimes---despite all the work and preparation you've done in learning the fights and fielding the group---it's just not going to happen. Hopefully this scenario only crops up later in the instance after your raid has earned a few kills.

It's often referred to as "hitting the wall." I don't know why it's called that---maybe because the wall is impenetrable, meaning your raid can't pass...OR maybe it's because the act of hitting a wall is rather pointless---either way it's not a good place to be. The wall can appear as a result of many different factors, but it's good to realize when you're there. Often times, the wall is met because the raid doesn't have the necessary healing or damage output the encounter requires---meaning even though everyone may be executing the fight correctly, probability favors the boss overwhelming the raid before success can be attained.

Another wall can come about via mental fatigue, though most pugs generally don't run long enough for players to get to that point. For my guild, players tend to start fizzling around the two-and-a-half hour mark (we raid for three hours with a ten-minute break). As a rule of thumb, if you've wiped a good number of times at the same place in the encounter and aren't seeing great overall improvement, you may have hit the wall.*

*The average progression guild will wipe on the final boss of a raid dozens of times before defeating the encounter, so don't mistake the wall for sub-par player performance on a highly difficult fight!



Drowning my sorrows while complaining to the other "patrons" after a particularly bad night in Siege of Orgrimmar.


When the Raid Ends

DISSOLVING THE PUG
It's always a good idea to thank everyone for coming to the raid. You may even want to invite them to add your Battle ID. Often times, if you perform your role as leader well, people will add you without you having to say anything. When this happens, take it as a gold star. You done good!

Take note of the players who performed well and ask them if it'd be all right to add them as a friend so you can reach out to them directly for future raids. The answer will unequivocally be "yes" if you've done your job well. If you plan to run a regularly-scheduled event, let the players in your raid know before they leave. Again, if they enjoyed their time under your leadership, you'll likely see Battle ID requests.

This is a great way to establish a regularly occurring cross-server raid group with mostly the same players attending each week.

DISSOLVING THE GUILD GROUP
Generally, guild groups have a designated raid night or nights, complete with start and stop times. Still, even with an established group, thank everyone for their time, and consider calling attention to the highlights of the raid, i.e. record kill times on bosses, new bosses killed, etc.

The next raid should be on the guild calendar, but it never hurts to remind people to sign up.

ASSESSING PERFORMANCE
Combat analytics provided Ask Mr. Robot (or World of Logs, if you prefer) will give you a plethora of information to sift through and help you see where your group can improve. These are more relevant to groups that host the same players from week to week, but still can be used on pugs if for no other reason than to analyze your own performance.

You'll get breakdowns on pretty much everything you'd want to know in the course of the fight: what healing and damage looked like, performance rankings by class and ilvl, who's not moving out of fire, etc. This is a great tool to help you determine who you do---and don't---want in your groups.

If you consider your raid successful---you're killing bosses at a pace that feels right to you---combat analytics aren't necessarily, well...necessary. They'll do more work for you on fights that aren't going right, like the 10 failed attempts you had on Imperator before the night was over.

That's not to say analytics aren't helpful for every group---just be sure you read them with nuance.

In Conclusion

Leading a raid can seem like a daunting job, but it's one most people can tackle with the right amount of preparation. Hopefully the suggestions I've included here will prove helpful to some aspiring raid leaders out there. Additionally, I'd love to hear from other raiders and raid leaders out there and keep this guide as a living document that will change over time as I continue to develop my own raid leading style.

Thanks for reading.







Monday, February 2, 2015

The Natural Ebb and Flow

The Natural Ebb and Flow: Does you guild experience roster churn at the start of an expansion? 
The lead up to the Warlords of Draenor release was an interesting time for our little casual guild.

By September of 2014, we were in a holding pattern. Garrosh-N was on weekly farm to maximize heirlooms and ensure that everyone in the guild who desired the Feat of Strength could get it. Right around this same time, membership applications shot through the roof. Something was happening.

And it wasn't due to a recruitment push. We'd ceased advertising on our realm forum the month prior, yet we'd see three to five new applications each week. This continued up until the week of Warlords' release. The common element in each of these apps was that the applicant was friends with a current member. Clearly, the something happening was inactive players coming back to the game, possibly in staggering numbers. Our guild grew by several dozen members in a matter of months solely from word-of-mouth recruitment.

Once Patch 6.0 went live, we were running 30-player Siege of Orgrimmar flex raids. This interest continued into our first weeks in Highmaul---and then slowly began to taper off. Newer faces dropped in for the start of the expansion, didn't find anything that grabbed them, and quietly slipped out. We've also had a handful of veteran members hang up their raiding gear due to life conflicts, burnout, or boredom.

As I surveyed the landscape while planning for this week's raid, a realization hit me: the last (and only) time I was in a stable guild for an expansion launch was Cataclysm. And even then, I was just a cog in the machine and had little control over the direction the guild was heading. Now that I help steer the overall aim of our guild, the churn is much more visible.

I can't help but wonder if it's part of the natural ebb and flow of player population. An expansion looms, players re-subscribe to get a feel for how things will change with the new content. They pick up the expansion, work through the content, but choose not to dedicate themselves to a certain activity in game, like raiding. Sooner or later, they stop logging in. Some offer farewells, others disappear without a trace. Even with long-time, constant subscribers, the start of an expansion is a great time to ask one's self, "Do I really want to do this again?"

Has your guild roster shrunk since the Warlords of Draenor release?


Friday, March 7, 2014

WoW Weekly: Can you smell that?

Thou hath smelled it; thus, thou hath dealt it.


WoW Weekly is a biweekly-ish, self-absorbed look into the things I've been doing -- or not doing -- in the game. From auctioneering and pet battling to mount farming and raiding.

If you've been paying any attention to your Real ID list these past couple of weeks, you've probably noticed that many more of your friends are filling their playtime with the seemingly resurrected Diablo 3 and the 2.0.1 Reaper of Souls pre-patch. If we're connected, I am one of those friends. After the game first launched, and after leveling my Barbarian to 60, I became quite disenchanted, all-too-happy to rail against the flawed loot system, impossible elite packs and the utter defeat I felt after playing for three hours only to reluctantly head to the auction house to find the upgrades I needed.

Remember that systems patch that was supposed to alleviate some of those issues? No, not this most recent one, I'm talking the 1.0.4 systems patch that dropped last summer. Thank the heavens Blizzard realized they hadn't gone nearly far enough, and now we've literally been given the 2.0 version of that update. And what an update it is. The change in difficulty levels, allowing a player to toggle them at will without penalty, the more interested elite mobs, and the refined Paragon system are all great reasons to revisit the game especially if you are one of those people who was utterly turned off after your first play-through.

Really, the most important thing I've witnessed is the change in how loot drops work. Literally everything that drops can be used by either yourself or your follower; if you're in a group you also have the chance to receive items particular to that person's class, but more often than not a Barbarian is going to see strength on each and every shiny. And the best thing I've seen so far?

Fart pants.

The level 60 version dropped for my Barb.
While not the technical term, these puppies are absolutely beautiful in form and function. Show me a person who hasn't cleared a room via flatulence at least once in their lives and I'll show you a liar. 

Outside of spending too many late nights in Sanctuary, often in the company of WoW guildies, I've been:

  • PvPing with guildies quite a bit. Normally I'm averse to those types of activities, but that's mainly because I'd forgotten how much fun it can be when you're playing with friends.
  • Checking near-daily for Know Your Role. If I have one goal left for this expansion, it's completing that achievement. 
  • Landing employment. After eight months and more than 100 resumes, I've really lucked out by finding a position I'll actually enjoy. Now to get the boss to stop calling me by the wrong name.
  • Reminding people that our guild on Emerald Dream is ever recruiting!



Friday, February 28, 2014

3 tips for finding the right guild


The first attempt at compiling these tips turned into a completely different post where I reminisced about joining my first guild. It wasn't a thoughtful decision, but I lucked out and found a cool group of people. That guild dissolved during the Burning Crusade, and I've since been through several pretty significant guild transitions. These tips are geared towards newer players and those who don't have much familiarity with guilds; perhaps veteran readers can share some tips of their own.

Here are some things I've learned that I felt were worth sharing.

Define what it is you want & how you'll get there

What is most important to you? Is it the PvP experience? Do you like to roleplay? Perhaps it's end-game raiding, or something as simple as banding together with a group of like-minded gamers for any and all of the content. Do you not care if your guild chat mirrors Trade on the average day, or is that precisely why you've been hesitant to join up with one? You could prefer a massive, super-active guild with lots of people on, or maybe you'd rather be a big fish in a smaller pond.

The starting point when seeking a guild is to define what makes you happy, what you most enjoy getting out of the game. WoW is an MMO, and though over the years it has become more easily digestible by the solo player, I firmly believe a player's time spent will be incredibly more rich when experiencing the game with a guild they actually want to a part of.

How far are you willing to go to get there? As you begin your search for a guild, it's important to determine how wide a net you'll be casting---and what you're potentially willing to sacrifice. With the advent and continuation of connected realms, many players will have a greater amount of guild options to choose from without involving cost. While I enjoy playing my Alliance shaman, I will never take my main or stable of Horde alts to the other side---but I know that about myself. Well, I learned it the hard way. But are you willing to spend real dollars to find the right guild, since server and faction transfers are viable options?

Depending on how you answer those questions will often dictate where and how you look. 

In my opinion, guilds that aren't people-focused---even when there are lofty goals involved---tend to have a high amount of turnover and drama. There's nothing wrong with wanting to be in an adult guild where chat regularly features NSFW language, the regular use of innuendo, or an "anything-goes" type of philosophy---that's your choice. However, if that's not your thing, don't assume what you're looking for isn't out there. Whatever kind of environment you are seeking, it exists---sometimes it just takes a while before you find it. 

Seek it relentlessly

Don't settle---ever. Especially if there's money involved. But since you've defined what it is you're looking for, you should stick to that criteria. When my life schedule changed during the Wrath of the Lich King expansion, I knew I wanted to start raiding, but at the same time, my availability was limited to weekend mornings---I know, a weird time. I scoured the official forums and found plenty of AM raiding guilds during the week, but that just wouldn't jive with my nine-to-five job. 

After a month-long search, I found a small, tight-knit guild on another server that was recruiting while working through Ulduar hardmodes, this being a few weeks before Trial of the Crusader's release. By that point, I'd already known transferring was something I was willing to do for the right fit. In the end, the experiences I shared with that group turned out to be the best in nearly nine years of playing this game. Though we slowly began to deteriorate as a guild after our leader left for college, I still count several of those members among my current guildies, and many of those who have since left the game I count as friends and speak with now and then.

The trick is, once you've found a guild that seems to be offering what you're looking for, make sure your ideas and theirs match. For instance, the guild I'm in offers a casual PvE experience featuring a 1-night-per-week progression raid. If you're a player looking for a fun bunch of adults and would like to raid, on the surface we'd seem like a good fit. However, if that setting fits you but you'd prefer to raid two or three nights per week, we're no longer such a good fit. It's important to not just identify the guild, but make sure your goals and expectations truly match what they're offering.

When it comes to seeking the right fit, you have many resources:

Server forums: For me, this has always been the place to go when I wasn't interested in moving off-server. 

Guild Recruitment Forums: This will by default provide you with a greater number of options; I found the AM raiding guild by using the search functionality, which ended up dredging up an older thread that hadn't been bumped in a while. 

Group Content: Did you enjoy the company of a particular player when you were running a dungeon or a battleground? Talk to them! Our guild often gains new members this way. 

Web & Social Media: I've found an incredibly active, wonderful community on Twitter, but these types of communities can be found everywhere: Google+, Facebook, Reddit---you name it. 

Trade Chat: Results may vary.

Test the waters

It's never a bad idea to check out a guild before you join. Granted, certain guilds may not allow this---it's all or nothing in some cases. Still, if possible you may want to consider creating a fresh character (if you're spending cash) or first join on an alt to hang with the guild for a bit---just to get a feel for the environment. If a guild really wants you there, this shouldn't be a problem, unless of course they're relying on you to fill a key spot on one of their teams with your main character. 

I don't think the stigma associated with guild hopping is as strong as it was in the past, but your goal is to find a stable environment where you can enjoy this game---and to be fair, the guild that's recruiting you is looking for players who will contribute to the type of community they're meaning to build.¹

And sometimes, when you just can't seem to find the type of guild you want to be in, you might want to ask yourself: am I willing to create that which I desire? But that's probably a subject for another post.

Is there anything else you'd add to these tips?
---------------------------------------------
¹ Shameless plug time: the guild I'm in on Horde-side Emerald Dream is recruiting, if indeed you're looking for a new home.



Thursday, February 20, 2014

How did you come to join your first guild?


If you're like most Warcraft players who've been playing for a while, it's quite likely that you're not in the same guild you were when you first started the game. I was without a guild for most of Vanilla, only partially aware of what they could add to the experience. See, World of Warcraft was my introduction to the MMO genre, and frankly I was too lost and enamored to really notice a void at that point.

Then on one fateful evening, I'd answered a call for a Scholomance run. It had been by far my favorite Vanilla dungeon, and I rarely passed up the chance to head in. A few of us made our way to the meeting stone to summon the rest of the party. Turns out the four were guildmates. We headed in and the run was going rather smoothly, something that wasn't ever guaranteed. Then, we came upon Ras Frostwhisper. This encounter also went flawlessly, but something new to my experience happened right then: for the first time since I'd began playing, I was greeted with a loot roll window that had a purple-colored item: [Alanna's Embrace]. A cloth robe, and one that my warlock could technically equip.

Exclamations shot through party chat, and the priest who'd been healing our run was beside herself. I'm sure they were holding their breath, thinking of this poor unguilded warlock who probably wasn't carrying her weight to begin with. In seeing their reaction, I wrote, "Take it, I'll pass," which seemed to floor all of them in turn. After a healthy round of thank-you's, the priest paused and asked, "Would you like to join our guild?" Seeing their genuine excitement over the flash of purple (I felt the same thing) coupled with the fact they were so gracious in that moment, I felt honored. My first guild.

That guild turned out to be raiding MC and Onyxia. Though I wasn't skilled or dedicated to contribute much, they brought me along on a couple of nights when they were short players, and it's something I'll never forget. While that group didn't last long into the Burning Crusade, it taught me the invaluable lesson of having a strong, friendly community to surround one's self with---it's something that's never left me, and also one of the main reasons I'm still playing this game.

So I ask: what were the circumstances for you when joining your first guild? And if you're still in your original guild, what is it about your community that keeps it strong?

Tuesday, February 11, 2014

WoW Weekly: Ashes of Al'ar, Mount Parade, and facing Garrosh


WoW Weekly is a biweekly-ish, self-absorbed look into the things I've been doing -- or not doing -- in the game. From auctioneering and pet battling to mount farming and raiding.

It finally dropped.

Late in the week, I headed into Tempest Keep with the last eligible toon I had in my stable of alts before lockout reset: a sorry, undergeared paladin tank, whose item level disadvantage ensures the fight requires an actual strategy and not a simple zerg. After several minutes of the final phase of the fight, Kael'thas fell, and on the second page of loot I noticed an icon I'd not yet seen before. There it was.

I right-clicked the item, causing the achievement to flash on my screen and broadcast into guild chat. "Ha!" was one whispered response, with others chiming in once they realized what had happened. "Now," I said, "now, to see how many kills it actually took." I brought up the achievement pane, clicked the statistics tab and checked to see how many times Kael'thas had fallen at the hands of my paladin. Nine times, which likely meant it was the ninth week in a row I'd run with him. Methodically, I logged in to the other six characters I've been running with and noted the same statistic, tallied them up and couldn't help but chuckle at the figure.

200. On the head.

Nearly a year and three month's worth of heading in each week. "That's insane," remarked my guild leader. Not sure if she was referring to the kill number or the length of time it took---or if that is an apt description of my "dedication." For roughly the first six months, it was just my main, a shaman, going in each week. Then, almost like clockwork, every two months saw another toon leveled and geared enough to solo the fight themselves, until I had a total of six. Then there was my paladin, sitting at 89. Two weeks after I added the sixth character, and thanks to the Timeless Isle, the paladin was in decent enough shape to give it a go. And did that ever turn out to be a good move.

Mount Parade

I knew I was near the 200-mount goal, near enough to where purchasing or crafting the three jewelcrafting panthers I didn't yet have was all I needed; however, I was hesitant to spend another 60,000g+ on my banker's server, given how much I spent there recently. On my main server, I've set my eye on a rare mount that will require some saving, so I wasn't keen on snatching a panther there, either. In the end, I grabbed two reasonably priced panthers from the old server's auction house. Then, I brought up the achievement tab once more to see if there were any easy ways to reach mount number 200. 

Glory of the Ulduar Raider (10-player)

Some might think it sad I still had this one hanging out there, but I only started raiding seriously near the tail end of Ulduar. With I Love the Smell of Saronite in the Morning and Iron Dwarf, Medium Rare being the last two I needed to satisfy this achievement, I gathered it was something I could likely solo.Earning the latter achievement proved to be annoying, if only a little challenging because I had to tweak my strat to ensure I didn't kill the Guardians too early. The solution on my shaman was to switch to my resto spec, equip an agility weapon in my main hand and do my best to gather up the Guardians. Bringing them down to an acceptably low health level for Razorscale's breaths with just white hits was easy then. I started the encounter at 2/25, and once I found a rhythm, I was toasting 3-5 Guardians per breath.

Sapere Aude see Garrosh on normal

Two weeks ago on Thursday, the Zealots in the guild (our earned raid rank) headed into Normal Siege of Orgrimmar for the first time after having cleared the Flex version on just our 13th visit while on a 1-night, 3-hour-per-week schedule. I silently set a modest goal for the raid of 8 boss kills for our initial venture; I felt it a challenging, yet realistic goal. It turned out to be a bit too realistic: before our mid-raid break, we had cleared up to Nazgrim, one-shotting everything. As you might imagine, we were all pretty high at that point. We ended up wiping once on Nazgrim because of an unfortunate, mistimed cooldown, but then easily cut through Malkorok and Spoils of Pandaria. 

When we got to Thok, things got a bit more chaotic. We found that fight quite a bit less forgiving than its Flex counterpart. We'd wiped a few times on Thok, and it was starting to feel like actual progression. One-shotting all but one boss up to that point was nice, but the worth of the prize grows when you know you just can't breeze through it. True to our form, we killed Thok on the infamous "last pull" of the night, leaving 11 of 14 Siege of Orgimmar bosses dead in our wake. 

Then, last Friday I found myself bringing a tank into a group formed via public channels, and let's say things didn't go so well. The leaders knew what they were doing and thus eschewed the need for voice communication, despite half the raid asking for it. After four failed attempts at pushing Immerseus to even one split phase, the group fell apart. Given that a couple of the players who had been in vent were pretty cool, I offered to put together a group made up of mostly guildies. This turned out to be a pretty awesome partnership: two from the failed raid (both in Heroic progression guilds, one of them being the Realm First: Garrosh guild), a hunter from Trade who subsequently brought a toon into Sapere, and seven of our Zealots.

Though the raid went much longer than we normally run, we were able to clear Paragons (with ease, I might add). Thus, on Sunday we assembled a group of whomever was on, and with the kind help of one of the tanks that joined us late on Friday's run (we had several leave throughout due to time), we were able to take some cracks at Garrosh, almost pushing him to phase three and gaining invaluable experience for our next adventure into Normal.

Not a bad week.

                                                                                                
Looking for an awesome, friendly, active group of adult players who also raid on a 1-night schedule? We're looking to continue building in preparation for WoD. We're additionally looking to build up PvP and RP activities, as we have several players seasoned in both. Check out our guild recruitment post on the Emerald Dream forums.

Monday, January 27, 2014

WoW Weekly: Burning Out

WoW Weekly is a biweekly-ish, self-absorbed look into the things I've been doing -- or not doing -- in the game. From auctioneering and pet battling to mount farming and raiding.

I love this game. My subscription hasn't lapsed since I first purchased it all those years ago. But inevitably, there's a certain point late in an expansion's life where I grow just a bit bored. The guild's weekly raid is something I continue to look forward to, but perhaps that's even because we've got a pretty relaxed, casual thing going on. But despite my completionist leanings, there comes a time where I just don't feel like doing any of that. I'll begin to play less, oftentimes logging in just to chat with guildies and friends, not necessarily to actually do anything. If I'm ever unsure of whether it's burnout or just a spell of boredom, I simply have to look at one thing: where's my auctioneering activity at?

Really, I have the Cataclysm lull to thank for my initial trek to the gold cap. While I didn't acquire the entire million during that time, I did amass a good chunk, something that led me to continue on with the experiment since it was a goal well within reach. I've now found myself returning to the gold-making game. In truth, I've no intentions for a second race to the gold cap. This time, I may take more time away from the game.

It's been a pretty uneventful couple of weeks as a result.

Know Your Role

This is the only achievement I have left in the Quests > Pandaria tab. With no shortage of friends to kill stuff for me, it's just a matter of getting out to Townlong on the days where the quests I need are actually offered by the Shado-Pan. Then...really, I'm over Pandaria. Sure, there are still many raid-related achievements I could go after, but I've not made them a priority. I think I'll try to knock this one out in the next couple of days, then take a break to check out FFXIV, which a friend just gifted to me.

Flex Raids

The guild's regular raiders essentially have Flex Garrosh on farm; we're beginning to revisit earlier wings for new raiders and achievements with the goal to get more people through all of it. We've also switched up our schedule a bit; some may know we raid one night per week. We're continuing with that schedule, but will be dipping into Normal modes every other week. We've not yet been able to dedicate a full night to Normals, but were able to breeze through the first four bosses in under 45 minutes.

Professions IRL

Occasionally, I'll rant on Twitter about my personal situation because let's be honest: it feels good. Downsizing left me without a job last summer and I've been freelancing, piece-mealing and looking for work throughout the last six months. Late last week I came across a couple of leads that may be the best chances I've seen yet. Here's to hoping.

Mount Runs

Almost every Sunday night, our guild hosts mount runs for roughly an hour. Yogg and LK 25-H are usually staples, and if we have the time, we'll pop into Mogu'Shan Vaults for a chance at Elegon's mount. Note that we are now beginning to run MSV-25 as long as we have 10 players in decent gear and DPS who know how to push it, since the drop rate for the mount is slightly higher in that raid size. 

Recruitment

We are still recruiting people who are looking for the type of environment we are offering. Hit me up if it interests you!