Raiding on Proudmoore; The 25- to 10-Man Transition

Renaissance has moved to 10 man raids for the upcoming x-pac and does not have plans to continue raiding 25s for expansion. Thanks!

I made a prediction that some guilds would transition from 25- to 10-man raiding for Wrath of the Lich King. This announcement serves as one confirmation of this reality. I find it particularly unfortunate on a personal level, because it comes from Danny–one of the leaders of the second place guild on our server. Realistically, they were the only on-server competition my guild had throughout TBC. We only beat them to Kil’jaeden by one week. And they are, thus far, the only other guild besides mine on Proudmoore to have cleared all of TBC. However, Infamy and Risen have both killed Entropius, which is still one of the most difficult encounters the game has yet offered (even post-nerf).

So it is disappointing that the server is losing one of its best 25-man raiding guilds to 10-man content. Proudmoore’s overall raiding quality will be taking a step backward with this announcement. I will not pretend to know why they decided to make this transition, however. I imagine some of their reasons are personal and I will not make assumptions for their part.

However, I can make assumptions about why other guilds at their level may make this decision to transition.

Why Would Sunwell Clearing Guilds Switch to 10-Man Content?

Completing Sunwell was an extremely unique experience for raiders and raid leaders alike. Thus far in the game, and in my time playing MMOs in general, there has been nothing more rewarding than managing to clear the hardest raid dungeon WoW has yet to offer. To complete it is a testament to a guild’s leadership and its members’ collective devotion.

At the same time, however, the experience was extremely stressful. This stress often tested the tempers of a guild’s members, leaders, or both. And it was largely caused by Sunwell’s heightened difficulty and some ulterior conditions. These include:

  1. The need to micro-manage raid composition to successfully defeat the Eredar Twins, M’uru and Kil’jaeden. Especially M’uru.
  2. The need to recruit because of #1.
  3. Summer attrition, and the diminished pool of eligible recruits to replace people during the summer.
  4. M’uru and Kil’jaeden being sometimes difficult to repeat.
  5. And, later on, attrition caused by people taking breaks in light of Wrath’s impending release.

I don’t feel I need to justify each point with an explanation They have been discussed to death on my blog, on other blogs, on the EJ forums, on the official WoW boards, and casually amongst the raiding crowd. Clearly, however, these issues have burned out swaths of hardcore raiders and likely driven them to consider playing in a more relaxed atmosphere.

No matter where guilds hit walls: on Felmyst, the Twins, M’uru or Kil’jaeden, tensions rise and tempers flare. Because Sunwell is so difficult, any perceived deficiencies in other players’ performance will result in highly critical and accusatory discussions, which have the potential to lead to bitter sarcasm or wild expressions of frustration. There are very good reasons why M’uru is fondly nick-named “the guild killer.” Kil’jaeden himself has similar monickers.

So it can be easy to imagine just how many raiders and raid leaders take a step back after six months of raiding Sunwell to ask “Was it worth it?” For some, it most certainly was. I don’t personally plan to switch or have my guild switch because I found the experience entirely rewarding. For others, however, the experience may have been too stressful for them to have any desire to continue with 25-man raiding. Not if they can defeat Arthas (or get defeated by Arthas?) and witness the closure of Wrath’s storyline in a much more relaxed atmosphere with nine other people.

The Future of 25-Man Raiding on Proudmoore

I must admit I am concerned for the future of Proudmoore. As Renaissance is the only other guild on the server to have cleared TBC entirely, I am worried people will view our server as a generally less desireable destination for raiding. For this reason, I am hoping the other top guilds will better compete with us in Wrath. I also wouldn’t mind an entirely new guild arriving on the scene to compete, much like we did in TBC. Certainly, with plenty of guilds turning away from 25-man raiding, I imagine there will be a large number of free agents on the market at the start of Wrath. It’s just a matter of someone stepping in to recruit these people and lead them well.

That said, Lunacy is not going anywhere. We will continue to raid in Wrath, and we will try to place reasonably well on WoWProgress. I don’t expect to compete in the top twenty in the U.S. region, however. It was never my goal to be one of the best in the world, though placing in the top 50 in the U.S. while raiding only twenty hours a week is certainly something we hope to do on occasion. Either way, you can expect us to be at least an anchor in Proudmoore’s raiding community and we hope we can continue to attract decent raiders to the server.

Thank You Renaissance

I wanted to use the last part of this entry to thank Renaissance for their commitment to raiding and competing with us on Proudmoore during TBC. Without you, I don’t think we would have pushed quite as hard as we did. And if not for the disappointment we met when you beat us to Illidan, I don’t think we would have gone into Sunwell with as much fervor and determination as we did.

Your presence was a motivating factor that helped us to refine our core raid and improve. The atmosphere you helped develop during TBC has led us to create a very strong vision for the future of our guild, and we hope it will allow us to continue pushing our progress efficiently into Wrath. Your departure from 25-mans is a huge loss to Proudmoore’s raiding community.

I hope those of you who remain in Renaissance to raid 10-mans in Wrath can enjoy the experience and the change of pace. Thanks for the competition in TBC and I hope to see many of you around in Dalaran this November!

Release of the Lich King, Expansion Transitioning, and Changes

(Edit on 9/24: I have a quick disclaimer about this post to add. You can read it here. Essentially, this post is not meant to be a “review” of Wrath of the Lich King. There’s still a month and a half to go.)

Wrath\'s release date up on Wowhead.

Over a week ago, anyone surfing Wowhead would have noticed this curiosity on their splash page. I was almost in disbelief, myself. Then I asked why Wowhead would ruin its reputation and relationship with Blizzard by fabricating a release date. Obviously, they wouldn’t. So I realized Wrath of the Lich King would be hitting shelves on November 13th. And with the launch of this ship, the landscape of WoW will change both literally and figuratively.

The Transition from 1.x to The Burning Crusade Serves to Remind

Many WoW players have already experienced the release of one expansion and how it can reshape the general atmosphere of WoW dramatically. The Burning Crusade was game changing in many regards. One need only consider what concepts TBC introduced to understand how dramatic the changes were. These include:

Tack on new spells and abilities, new talents, improvements to some existing spells and abilities, and people’s roles suddenly shifted. Shamans were the premiere raid healers come TBC, whereas in 1.x they were probably the weakest of the healing classes. Druids suddenly switched from spamming healing touch on the tank to spamming HoTs on the tanks and all around. Shadow priests were suddenly useful as mana batteries. And so on.

So too will Wrath of the Lich King provide these shifts. But to what degree? And for better or worse?

What Will Wrath of the Lich King Change?

Typically when a company commits to a release date they feel confident in the underlying concepts and ideas behind the product. It also indicates a point of no return, where most of the concepts and content in the beta will reach or at least affect the live version of the game in some manner. That doesn’t mean they won’t be tweaked or changed post-release, however.

With that in mind, let’s consider what we know is coming:

  • Death knights,
  • 10-man versions of all 25-man dungeons,
  • Inscription and glyphs,
  • A new vehicle system,
  • Destructible buildings,
  • Combined +heal and +dmg into “spell power,”
  • Combined physical and spell versions of crit, haste and hit,
  • Homogenized and redundant buffs and abilities,
  • New server architecture allowing Blizzard to individualize experiences (called “phasing”),
  • And a slew of minor changes.

Wrath of the Lich King will also introduce new abilities and talents, as well as reinvented ones. The idea of redundant buffs falls into this category, but they deserve special mention because of the concept’s unique effects on game balance.

The Minor and “Flavorful” Changes

There are some changes people will note I have not explicitly listed. This is because these new systems or features have only a superficial impact on the game.

Barbershops will allow people to change their characters’ hair, facial hair, earrings, etc. They are nice additions to the game, but they will not directly impact PvE or PvP game play.

Achievements

The achievement system will record and allow people to view their random accomplishments in the game. It is an interesting addition, but ultimately superficial. I feel Blizzard could have done more with the system, but I suppose there is a limit to just how much people should be required to invest in their characters. So the rewards do not extend beyond tabards, titles and viewable achievement records.

Passenger mounts are also a flavorful change, though they have the potential to become much more. But that potential is perhaps realized with the vehicle system.

Death Knights, and New and Changing Abilities

The Burning Crusade introduced momentous shifts in raid and PvP balance with new and changed talents and abilities. Wrath of the Lich King will also feature new and reinvented class design elements, while further complicating the matter by introducing an entirely new class: the death knight. Already, I can imagine what anti-magic zone, hysteria, and improved icy talons may bring to raid design and balance. Meanwhile, there are a myriad of abilities and talents that will have a major impact on PvP and where other classes stand in general. Death grip, for example, brings in a new concept: the ability to literally pull someone off your teammates in PvP. It is especially powerful when you can use chains of ice immediately following a death grip.

Anti-Magic Zone

Racial abilities are also changing. For example, shadowmeld will be usable in combat. However, it will also be receiving a two-minute cooldown, and from a PvE-standpoint it will result only in a temporary drop in threat. Hardiness, one of the orc racials, will only reduce the duration of stuns. Previously, it increased the chance to resist them entirely.

Considering the other new and changing abilities and talents, people’s roles and placement on the scales of balance will change for both PvE and PvP.

10- and 25-Mans for Every Raid Dungeon

One exciting new feature in Wrath of the Lich King is that all raid content will be available as either a 10- or 25-person dungeon with completely independent progression paths. Both the 10- and 25-person versions will be the same dungeon; the look, layout, and design of the dungeon will remain the same. However, each will be adjusted, tuned, and balanced for its respective player size.

This is a major concept coming in Wrath. If the same feature was included in TBC, there would be 10-man versions of Gruul’s and Magtheridon’s Lairs, Serpentshrine Cavern, Tempest Keep, Mount Hyjal, Black Temple and the Sunwell, and they would have their own progression path independent of the 25-man versions.

However, the 10-mans will be lower in difficulty and offer gear lesser in quality than the 25-man counterparts. So I doubt this will affect the most die-hard of raiders in any way other than providing them with new options for supplemental gear.

The Chamber of Aspects

The prospect of experiencing content with the same storylines is probably exciting for many who find 25-man raiding too stressful or time-consuming compared to 10-man raiding. For this reason, I imagine there will be more 10-man raiding guilds than there are now, especially because Karazhan and Zul’Aman provide a rather shallow experience with a broken progress line. Certainly, I think some 25-man guilds will fall apart over this change. Already there are rumors of a major guild on my server failing because a couple of their leaders are leaving and some people are considering 10-mans to be preferable.

I think the dissolution of some 25-man guilds is a small price to pay for an increase in accessibility to the game in general. Furthermore, it means I will see less players of poorer quality applying to my guild simply to see Illidan or Kil’jaeden and satiate their lore-driven desires. It’s not a bad thing people are into lore and want to see some of the most storied characters in the game, but I always have a difficult time explaining to a friend why I can’t take them to Kil’jaeden. 10-mans will offer them this opportunity without requiring them to endure the heightened raid difficulty of 25-mans.

Inscriptions and Glyphs

GlyphsWrath offers a new craft called inscription. The impact inscription will have on the game far exceeds that of what jewelcrafting had in TBC. This is because the glyphs produced by inscription change many core abilities dramatically. For example, glyph of regrowth increases the spell’s front-end heal by 50% on anyone who already has the heal-over-time portion of the spell. If I had this glyph right now, my regrowths would be landing for over 5K on anyone already with my regrowth HoT. This is particularly interesting when I consider how tanks in many situations are never without it.

Not only will Blizzard have to balance classes’ talents and abilities, but also their glyphs. Consider how a balance druid with both the starfire and moonfire glyphs will see quite a large increase to their overall DPS potential. Without recasting moonfire every 12 to 15 seconds, a druid can work in several extra moonfires during a six-minute fight while doing more damage with moonfire overall. For example, our balance druid on the last Brutallus he DPS’d for did an average of 3077 damage with his starfire and an average of 473 damage for every tick of his moonfire’s DoT. The fight took 5 minutes and 25 seconds to defeat. If he were to have the starfire and moonfire glyphs, I estimate he could cast at least seven more starfires and do 75% more damage on his 95 ticks of moonfire. That’s approximately 55240 more damage, or 170 more DPS, bringing him up to 2090 DPS from 1920.

The New Vehicle System

The vehicle system is not really a new idea. There have been mobs used in the pet system a character “possesses” while the actual character is banished or stationary. Some examples of this include:

The difference between this existing system and the new vehicle system is simply that a vehicle carries the character with it. That said, Blizzard has taken the vehicle system seriously and made some major refinements to the concepts of controlling something other than a traditional class. They have implemented new UI elements to compliment the system. And they have implemented targeting systems specifically designed to work with the vehicle’s different weapons and abilities. For example, area-targeting with cannons, catapults, etc. show the parabolic route your projectile will travel, instead of the typical circular area involved in targetting with spells like hurricane, blizzard and rain of fire.

Furthermore, some vehicles have different controlling mechanics. Some can’t strafe. And some can’t move backwards. This further separates vehicular movement from traditional character control.

The reason this system will have a major impact on the game is because Blizzard plans to use it in a lot of new content. Already, it plays a major role in the world PvP zone Lake Wintergrasp, and the new battleground Strand of the Ancients. Blizzard has also stated it intends to use the system in raid and instanced PvE content, as well.

Destructible Buildings, Siege Engines, Wintergrasp, Strand of the Ancients, and PvP in General

I’ve waited four years for siege engines and destructible buildings to make their way into WoW. Prior to WoW, I played Dark Age of Camelot, where siege engines and destructible doors have been a part of the game since its release in 2001, and where destructible buildings have been a part of it since New Frontiers was released in 2004. There was nothing more epic than battling for a good hour or two trying to break down a door and storm a keep or pummel it into the ground with trebuchets and catapults.

Personally, I thought Blizzard did its customers a disservice by not taking our desire to have siege engines and destructible buildings in Alterac Valley seriously. It was not a new concept amongst MMO’s, afterall. And I think by failing to seize the opportunity early, Blizzard has delayed the refinement of such a system. I doubt the system will reach full maturity before 2009, because of this. Blizzard could have had the system introduced in 2005 and refined by 2006. This would have come over two years before the release of Warhammer and established the feature as one of WoW’s strong points well before the impending competition. Furthermore, I also think an earlier development of the system would have given Blizzard a better idea of just how popular siege warfare really is amongst the MMO crowd.

That said, siege warfare will provide people with new opportunities beyond the usual fare of standing next to or clicking on flags and nodes. Halaa took one step towards unique concepts, but failed to deliver given that it did not reset nor provide ample end-game rewards beyond a unique resilience gem.

A skirmish in Wintergrasp.

However, the changes coming to PvP in general, beyond the arena and honor systems, is extremely limited. Arenas still dominate PvP in terms of offering rewards, because the gear you obtain requires you to increase your arena rating. Essentially, this means everyone is forced to play one style of PvP to get the best rewards. To crowds like the one I am a part of, this is extremely disappointing. I hate arenas. They foster an atmosphere of composition and counter-composition to succeed in long-term settings like seasonal ladders (tournaments are a different matter, since they are short-term). And the strategies involved are limited based on team compositions and what is typically successful against each. For this reason, I prefer Warsong Gulch, Lake Wintergrasp and Strand of the Ancients by far. And I would prefer rated battlegrounds over arenas any day. And I know over half of my guild is in the same boat. OVER HALF! And, of course, there are also people who prefer arenas over battlegrounds who would rather not have to step foot into any of them to obtain their belts, bracers, necks, etc. So it goes both ways.

So while Wrath offers us a new option for arena point farming in Wintergrasp, a new battleground in which to farm honor points, and siege warfare to increase our enjoyment of such tasks, the arena and honor systems remain fundamentally the same. Siege warfare will excite a lot of people, but the lack of changes to the PvP rewards system will disappoint a lot of people unless something changes before November 13th.

The Homogenization and Redundancy of Some Buffs and Abilities

The homogenization and redundancy of buffs really should be an issue to discuss in its own entry. I have a lot of negative things to say about this change. But I will try to keep it short and sweet in this entry to give you an idea of how it will reshape the landscape of raiding for Wrath.

As it currently stands, most classes and specs provide unique buffs no others have. Blizzard plans to change this. Unfortunately, it will also have dire consequences on certain classes and specs based on what they provide in comparison to others. Quite simply, there will be certain combinations of class specs that provide all of the necessary raid buffs while taking the least amount of space in the raid or producing the most cumulative DPS

Shadow priests have been hit rather hard with this concept. Misery has been changed to provide 3% hit, but it will fail to stack with improved faerie fire. Shadow weaving has been removed as a debuff and affects only the shadow priest’s personal DPS. And vampiric touch is changing to put a buff on the raid which produces a flat amount of mana regeneration, regardless of the damage done. This buff will be shared by survival hunters and retribution paladins. This means the only raid buffing shadow priests provide is 3% hit and mana regen, both already provided by other class specs. So unless shadow priests do more personal DPS or provide more utility in many fights than do moonkins, survival hunters and retribution paladins, I doubt you will see them in raids that have an extreme min-maxing mindset. Regardless of how skilled the shadow priest is, because most guilds look only for specific classes and then trial players to find talented players in those roles.

Of interesting note, our current shadow priest is a draenei, meaning he also loses symbol of hope to gain hymn of hope. Previously, he would just expend a global cooldown to cast it and then provide a good 900+ mana to his group. But after 3.0 he will have to drop shadow form, stop DPSing, and channel holy hymn for 8 seconds to return a smaller amount of mana to his group than did symbol of hope.

To generalize my point: for classes and/or specs that do not retain some or enough of their unique buffs, if their general performance does not compare to other classes, or if they don’t bring the tools you need to succeed given specific combinations of classes and specs, they will be tossed aside in favor of what’s best for min-maxing.

I say this as a raid leader who plans to do this. While I will not just toss aside people I know to be talented players, you can bet I will discuss with them the possibility of rerolling or respeccing when the expansion comes out if we perceive their current spec to be weak in terms of raid synergy or potential performance. And you can guarantee that when I recruit new people I will have my preferences for which class specs to recruit. I have further opinions on this, but I will abstain from relating them in this entry. I merely seek to provide some perspective on the huge impact the homogenization of buffs will have on the game.

Combining +Heal and +Dmg into Spell Power

When 3.0 is released, people will discover that +healing and +dmg is no more. Instead, there will be one universal stat called spell power. I suppose this is meant to homogenize the gear of damage casters and healers. And, personally, I think it’s a great change as sometimes there is some crossover to be had. With that said, however, I worry it has affected the design concepts of the itemization team. Already, I’m seeing the first tier of the druid healing set include crit.

Despite the inclusion of living seed, crit is a stat restoration druids won’t need. We rarely use healing touch, and we will rarely use it even in Wrath simply because it takes to long to cast and causes us to become “out of step” with typical incoming damage. What I mean by this is that if a mob hit for 8K every two seconds and has the capability of also doing a 10K spell between swings on occasion, our 3-second heal might not land before our assigned target is dead. So only swiftmend, regrowth and nourish are spells we might use that benefit from crit.  But swiftmend is on a 15-second cooldown, and nourish is highly inefficient, so they will be infrequent. This means regrowth becomes the standard for our crittable heals. But specced restoration, regrowth already has a high crit-rate. So I’m certain druids will want to stack spell power, spirit and haste instead.

That said, there are some items designed perfectly. And these work well as both healing and damage gear in some cases. So the homogenization is welcome. But I think this change will also cause early item sets to be poorly designed.

Caster and Physical Crit, Haste and Hit Combined, While AP Affects Spells for Some Hybrids

Wrath will be combining crit, haste and hit into the same stats for both casters and physical DPS. This will have no affect on pure physical and pure damage casters beyond the refinement of the general mechanics for how spells resist and abilities miss. However, it will have a rather large affect on hybrids that do both physical and spell DPS. Enhancement shamans, retribution paladins and death knights are the major players in this change. Furthermore, attack power will also begin to affect the damage some classes do with spells. This is a concept that already existed for retribution paladins, but the concept is being expanded beyond them such that different levels of attack power will supersede spell damage and vice versa.

New Server Architecture: Phasing

Blizzard has been working on new server architecture that allows individual characters to view the world differently from others based on what they have and have not done in the game. For example, if you have done a quest that charges you with capturing an enemy town, you would see this town in your own faction’s hands after completing the quest. Other characters would still view it as under the control of the enemy. And to prevent any breaking of immersion, characters in this area who have not completed the quest will be invisible, or “phased out” to those earlier or further in progression of the questline. This technology did not fully exist in TBC and the original version of WoW.

An example of phasing.

This new architecture has a high potential for changing the way the game is played, especially in outdoor zones. Already, Icecrown borrows elements from the system and allows you to do quests which progress the advancement of the armies fighting against the Scourge. One quest has you acting on behalf of the Knights of the Ebon Blade to capture a Scourge stronghold within the zone, turning it into a quest hub complete with a flight point after you have completed the task. It is, however, a little more limited in Icecrown than I’d like, but that might be because it is unfinished. But it is there and somewhat interesting.

The architecture is best used in the death knight tutorial zone. And one can read my prior report of the experience to get an idea of just how impactful it can be for Wrath and in future expansions.

Is Wrath a “New Game”?

Blizzard has stated in the past they wish to approach the development of each expansion as a new game building upon the underlying concepts of the old. I think Wrath certainly achieves this to some degree with the introduction of new zones, new instances, a new battleground and a new outdoor PvP zone. But in terms of offering a new game with new or changed fundamental systems, Wrath primarily offers:

  1. Siege warfare,
  2. Death knights and the rune system,
  3. 10-man parallels to 25-mans, and
  4. New server architecture that allows changes to the game’s setting for individuals.

However, I think three of these changes need refinement. Furthermore, I believe Blizzard isn’t taking the same risks it took in TBC that provided the game with sweeping changes to its fundamentals.

  • Yes, they are adding a new class, but it is something they already technically did in giving the Alliance shamans and the Horde paladins.
  • Yes, they are adding siege warfare, but they are not supporting the new style of PvP to the same extent that they have supported arenas all throughout TBC.
  • Yes, they are adding new server architecture that allows individualized experiences, but general improvements to the playability of the game is something I expect.

Offering 10-man parallels to every 25-man is a very solid paradigm shift, however. When doing the 5-man version of Kael’thas in Magister’s Terrace, I realized how cool it probably would be for those who were unable to see or kill him in Tempest Keep. So to make such characters and lore accessible to more casual players is a great change.

But there are issues Wrath does not address. These include:

  • The imbalance between the Horde and Alliance on some servers.
    • Proudmoore has an estimated 3:1 ratio of active Alliance to Horde, and it is only increasing now that people can transfer from PvE to the PvP ruleset. The buff for an outnumbered faction in Wintergrasp will help, but I doubt it will be the turning point if a faction is overwhelmed three to one. It dissuades them from even trying. Something fundamental needs to change for such content to be entirely successful in the future. Be it a third faction to foster temporary alliances between overwhelmed factions or something more than just a buff.
  • The desire for a large amount of the playerbase to have better supporting systems for a variety of PvP.
    • The honor system provides top-end rewards, yes. But it’s the plain and simple fact that you have to do both arena and battlegrounds to get all of the best PvP rewards that is concerning. Some people loathe arenas. And some hate battlegrounds. But both have their difficulties and limitations separate from each other. There’s no reason different PvP systems can’t offer the same level of rewards, so people can choose to participate in the style of PvP they prefer.
  • The spell-casting and melee systems are generally the same as they were in 1.0, with some minor tweaks made to rage normalization and spell pushback.
    • Death knights offer an entirely new system underlying their spells and abilities. I think it is perhaps time to consider new systems for existing classes. The mana, energy and rage systems have proven to be limiting for some classes in raid and PvP balance, afterall.

I don’t have answers to these problems, currently. They are incredibly complex and it is not the intention of this entry to provide suggestions for them. But I felt it is important to note what Wrath of the Lich King will not change, in addition to what it will.

Wrath does offer some exciting new content and systems, despite the outstanding issues. And I do not want to ignore any positives:

  • The inscription system is intriguing.
  • Death knights are fun, even though they still need balance and polish.
  • Some class specs have great new talents and abilities, even though others still need work and improvements.
  • Having 10-man versions of 25-man dungeons is a great concept in general and will help even raiders fill their time.
  • Lake Wintergrasp and Strand of the Ancients are enjoyable on a basic level, even though I think we could use better faction balancing and rated battlegrounds.
  • The daily system has been expanded and there are plenty to choose from.
  • The lore in general surrounding death knights, the Argent Crusade, Icecrown and Storm Peaks is top notch.
  • A lot of the new zones are great fun, especially Icecrown and Storm Peaks.

This expansion’s story will also offer revelations to surprise people. And perhaps some that are to be expected. Tirion will wield a weapon of great power and continue to increase in his role as a leader of the mortal races against the Scourge. More Scourge will break free from the Lich King’s control, but we will also discover why. Someone thought to be dead will actually be alive, and he will turn up in an odd location. And there will be some major struggles amongst the oldest races of Azeroth.

Wrath of the Lich King takes the style of lore seen on Quel’Danas and expand upon its principles. And with it Blizzard creates a more involving experience. Admittedly, it is one that still sometimes fails the ideal of self-containment, but it better presented than the Sunwell.

It’s Time to Prepare

With all these changes in mind, people can now begin preparing for the impending release of 3.0 and Wrath of the Lich King. How you prepare will be dependent on the research you do and what you plan to do with your time once 3.0 and Wrath go live. I do have some advice, however:

  • Level your alts, if you want options for leveling to 80.
  • Reserve your death knight’s name with a level 1 character.
  • Stockpile low level herbs for leveling inscription or profiting off the mad rush to 375 when 3.0 comes out.
  • Sell all of your mats and items that will become defunct.
    • Spend all your heroic badges on epic gems and sell them before they are worthless.
    • Sell all your scryer signets and your aldor marks.
    • Sell all your excess primals and enchanting materials.
  • Get your epic flying mounts, because you don’t want to be doing Storm Peaks or Icecrown with 60% flight.
  • Don’t stockpile honor or arena points, because they are going to reset when Wrath is released.
  • Start making plans for rerolling or respeccing if your class or spec has major weaknesses.
  • Start making plans for your guild if you are an officer or a leader. The last thing you want is to be caught with your pants around your ankles.

And, lastly, prepare to enjoy yourself, but don’t forget you might meet some frustration along the way.

PvE to PvP Server Transfers an Overdue Policy Change

Providing a smooth and enjoyable experience for all players is always a priority for us, and we are continually re-evaluating our policies and programs to do so. As the state of the game has matured substantially since the inception of Paid Character Transfers, we will now be allowing PvE-to-PvP transfers on a full-time basis to provide players with more mobility and freedom to easily play with their friends.

The ability to transfer unrestricted from a PvE to PvP ruleset is a welcome change to Blizzard’s character transfer policy. It took a few years of near continuous argument against the elitists in the PvP community to force a shift in Blizzard’s stance. It was the tiresome rebuttals against the few problematic circumstances that had long become obsolete as the game has progressed in its design that encouraged a change I feel is best for the community as a whole.

Consider the situation in its entirety.

  1. Anyone who had originally rolled on a PvE server and misjudged the ruleset’s potential had to re-roll if they wanted to switch to a PvP server.
  2. Anyone on a PvP ruleset had to decide whether or not it was worth the one-way ticket to a PvE ruleset if they wanted to trial for a raiding guild on a PvE server.
  3. Any guild that wanted to switch from a PvE to PvP ruleset had to convince many of their members to ditch their old characters and re-roll entirely.
  4. Anyone on a PvE server couldn’t transfer their existing characters to play with friends on PvP realms. And anyone on a PvP server had to decide whether or not locking themselves to PvE was a good sacrifice to make with the risk that their friends could quit WoW or find no time to play with them.

On #1: People’s Original Expectations for Optional PvP on the PvE Ruleset Were Not Fully Met

Proudmoore is one of the original servers of WoW. Many people who rolled there did so in a time when the atmosphere of the game and its design were much different. When the game was released, it was fresh and people focused on envisioning its potential moreso than considering its reality, choosing rulesets based on Blizzard’s plans, rather than WoW’s actuality.

When battlegrounds were finally released, people like me discovered they weren’t what they had imagined or expected. Considering my experiences with Dark Age of Camelot, I had high expectations for PvP systems. I hoped Alterac Valley would include things like siege warfare, doors to break down, players having range bonuses on top of buildings and towers, etc. But I was disappointed with the final outcome, even though I found its first couple incarnations enjoyable.

Also, once battlegrounds had become the best place to farm honor, I realized world PvP on a PvE server would become non-existent. So I was disappointed in the realization of Blizzard’s plans, and I began to second-guess my original choice of rolling on a PvE server. This drove me to re-roll a druid on Azgalor so I could PvP and raid with my friends on Horde. When that didn’t work out how I planned, however, I came back to Proudmoore, finding a niche in raiding.

I serve as an example of someone who originally rolled on a PvE server hoping for an optional PvP experience that was better than what I actually received. And when it came time to consider a change of setting, I had to re-roll and set aside my previous investment. In talking with friends and other players, I know I am not the only person who suffered such a dilemma. And had not I found joy in raiding on Proudmoore, my overall experience would have only resulted in frustration.

By opening these transfers, anyone acting on a change of mind can do so knowing they won’t have to endure the pain of trying to re-establish an entirely new character for the sake of swapping out the scenery.

On #2: Raiders on PvP Servers Were Dissuaded from Transferring to Raiding Guilds on PvE Servers

I saw several guilds fall apart during the progression push on Sunwell. Each time, I tried to capitalize on the opportunity of recruitment by offering these people a trial with my guild. However, my offer was often declined with the stated reason being they didn’t want to leave the PvP ruleset, as they would be unable to return should they ever decide to.

The real issue is that raiding guilds on PvP servers are generally just as good at raiding as those on PvE servers, if not better. The top five guilds in the world are all on PvP realms. So there’s no incentive to transfer to a PvE server just to join a raiding guild, because it’s nothing PvP servers don’t already offer.

By allowing paid transfers to PvP servers, people no longer have to fear getting locked to the PvE ruleset. Should they fail their trial, the guild disband, or they decide the guild isn’t a good fit for them, they can transfer back to a PvP realm to try their hand at a guild there or to simply enjoy a different ruleset.

On #3: Switching Rulesets for Entire Guilds Was Complicated and Risky

There have been very few guilds which have re-rolled entirely from PvE to PvP. Juggernaut perhaps serves as the best example of this accomplishment. However, most guilds don’t survive this transition, and I suspect Juggernaut would not have if it had not been a top 20 U.S. guild prior to its decision to re-roll. This is because a portion of the players in guilds on PvE servers usually have minimal interest in PvP, and some people actually dislike the risk of getting ganked while trying to farm for raids.

So the only positive some people saw in re-rolling to a PvP realm with their guild was to retain membership. This was then weighed against the negatives to be had in the requirement of ditching past character investment, past friendships on the old server, on top of sacrificing the conditions for farming these people might actually prefer. By allowing paid transfers, ditching prior investment no longer plays a factor, meaning there are fewer negatives to dissuade people from making the change.

On #4: Allowing PvE to PvP Transfers Lifts the Limitation on Playing with Friends

I have a friend who plays on a PvP server. Before PvE to PvP transfers were allowed, he always hesitated to transfer to mine or his other friends’ servers. This is because of a combination of two conditions:

  1. He would prefer to play on a PvP ruleset if he couldn’t play with his friends.
  2. There was a risk of his friends quitting WoW and moving on to different games, or not having the time to game with him.

While I asserted I would not be quitting the game anytime soon, I did warn him my obligations as a guildleader could prevent me from PvPing or gaming with him frequently. And as his other friends were fickle about the games they played, he decided not to transfer to any of their servers. So he stuck with his old PvP realm, so as not to risk the inability to return should I rarely have the time to play with him, or his friends quit the game (which is exactly what most of them did, by the way).

Then consider the problem where people playing on PvE servers couldn’t transfer to play with their friends on PvP servers at all. Playing with your friends was the only incentive to counter the negatives of sacrificing an established character.

Are There Problems with This New Feature? And Do They Outweight the Benefits?

The PvP elite is correct in asserting the change allowing PvE to PvP transfers will create a few problems.

Certainly, people playing for the first time on PvP realms won’t be entirely familiar with the social dynamics that occur in the upper echelon of each server. And the difference here is that they can potentially be fully geared before they understand the social complexities.

Also, people will be able to farm heaps of gold and mats without fear of being ganked before they transfer and flood their targetted PvP realm with a pile of wealth, causing shifts in the server’s economy.

However, the question is whether or not these problems outweigh the benefits of allowing PvE to PvP transfers. Personally, I think the economic impact is the biggest concern and I believe the assumed impact of fresh faces unfamiliar with common PvP trends is overblown or grossly erroneous. Regardless, these potential problems don’t outweight the following benefits:

  1. It will increase the recruitment pool for all guilds, on both PvE and PvP realms.
  2. It will allow people to transfer and play with their friends without limitations beyond the normal transfer cooldown.
  3. It will allow people and guilds to switch from PvE to PvP realms without sacrificing prior investment.

The Impact on the Economy Won’t Be As Large as People Think

Talking to the friends I have on PvP realms, they say they make most of their money by running Karazhan, ZA and heroics. In doing so, they purchase epic gems and make their money this way. And typically they find enough lulls in PvP spats on Sunstrider Isle to get their dailies done. So while there is a difference in the amount of money they can earn over time, it is not nearly as large as most people assume.

Most People Have Misguided Concepts of Who “PvPers” Are on PvE Realms

There are some people who generalize the PvP playerbase of PvE servers based on their experiences with world PvP. Rohan of Blessing of Kings cites incidents involving players who feel the need to kill people accidentally flagged or AFK outside of instances.

Having played on a PvE realm primarily for nearly four years, I can condidently say most of the people who randomly gank flagged people do so purely for the sake of seizing an opportunity that comes maybe once every few weeks. And those who boast? They are no different than any jackass who likes to corpse camp lowbies in Stanglethorn (or Hillsbrad, back when that was the hotspot for world PvP).

Pretty much half of the best PvPers on Proudmoore are in my guild. Yes, they sometimes kill people flagged outside of instances. Again, however, it’s because they see it as a rare opportunity to be seized and enjoyed. Particularly when the Horde fights back. And I rarely see anyone boast about any accomplishments related to such acticities, regardless of guild or faction. Furthermore, all of the decent PvPers in my guild already have alts on PvP realms. So many of the best PvPers on PvE realms aren’t actually new to the ruleset. So I view the concern as a result of gross generalization.

In the end, this is a great change all-around and one I think people will realize when they see the results. And many people’s fears will go unsubstantiated.

O 3.0, Where Art Thou?

I understand Blizzard shouldn’t rush the release of a patch as complex and game changing as 3.0. There are still many elements of the expansion’s design that have yet to be fully considered and refined. But the release 3.0 is impending, this much we know given Eyonix’s statement from over a week ago.

With the release of Wrath of the Lich King approaching, we wanted to provide you with some important information. In preparation for the expansion, we will be issuing a new content patch in the coming weeks. Much like the patch made available shortly before The Burning Crusade’s release, this content patch is designed to bridge current game content with that of the expansion and will contain some exciting changes and additions.

Doom and Gloom?

There are people in the WoW community who believe 3.0’s release spells doom and gloom for the remainder of The Burning Crusade, especially raiding. And certainly the precedent set by 2.0.1 would suggest people are likely to give up on TBC raiding to bide their time, just as they did for vanilla WoW when 2.0.1 was released. However, people are overlooking one obvious condition that existed at the time of the TBC content patch’s release: it was the holiday season, and TBC was scheduled to come out merely two weeks after the season’s end.

Every guild I’ve been in has never been able to raid during the latter half of December. Last year, my guild didn’t raid at all from December 16th to January 1st. The release of 2.0.1 in December of 2006 merely aggravated the annual problem. By the time most people had returned from vacation, there was only two weeks remaining before TBC was scheduled to hit the shelves. Tack on the facts that a flat honor PvP gear system was an entirely new concept, providing means for people to easily obtain items better than even some of their PvE gear, and that guilds needed to downsize with changing end-game raid sizes, it’s no surprise many guilds decided to simply halt raiding altogether.

I think people fail to realize 3.0 has the potential to be released under very different conditions than 2.0.1. The concept of honor and arena-based gear is no longer fresh. Most of the people looking to obtain gear from PvP have already achieved their goals. 3.0 could potentially be released before the holiday season, as well. If 3.0 goes live in early October, and Wrath is slated for release in early December, I guarantee some people will return to test the new talents in both raid and PvP environments for a little while. People won’t have to worry about Christmas or finals, so why shouldn’t they return? And why shouldn’t they return if 3.0 may provide the tools to better succeed in raiding content they haven’t successfully cleared?

An early release of 3.0 would be highly beneficial to the game. Certainly, it could possibly create a few major short-term problems, but it would be a small price to pay for thoroughly testing the changes and creating an expansion that has more polish and stability than TBC. Why? Because I don’t think the Wrath beta or the PTR will provide Blizzard with the fully-developed perspective needed to accurately assess the possible consequences of the changes they’re making. Especially when it comes to the viability of certain specs and classes in raids.

3.0 Should Be a Prolonged Bridge to Wrath

Well there will be raid beta testing in the Beta, but don’t forget the upcoming PTR will allow even more testing prior to changes being made live. I do 25 and 10 man raids myself and believe me I know full well what the changes will mean for a Holy Priest. But until players are able to test them in a raid environment, then it really is only theorycraft; which is of course still valuable and often very accurate.

So said Wryxian on WoW’s European forums.

Anyone who’s played through WoW’s three betas and muddled around on the PTR’s knows the fallacy in this statement. Using the beta and PTR phases as the only forms of testing doesn’t always produce a patch that is entirely polished and stable. Certainly, it worked well for Sunwell. But consider the time and conditions of Sunwell’s testing phase. Illidan was first killed in June of 2007. Being relatively easy, Black Temple had been put comfortably on farm status for several months by hundreds of guilds.

When 2.4 hit the PTR in February, my own guild had been clearing BT for four months, bringing down the weekly time we spent on it to merely one night. And we did this as a guild that didn’t even place in the top 100 for Illidan kills in the U.S. So there were literally over a hundred guilds in the U.S. alone hungry for new content to conquer, and many of them took advantage of 2.4 on the PTR to satiate their appetites by testing the Sunwell. Guilds like Vis Maior exemplified this desire masterfully.

The situation now is much different, however. My guild only just defeated Kil’jaeden less than a month ago. We don’t have Sunwell comfortably on farm. And it takes us most of the week to clear it. Furthermore, the gear requirement for Sunwell is much tighter than it was during the days of Black Temple and Hyjal. So using previous instances to supplement gear for skilled recruits puts a further dent in some guilds’ schedules. Certainly, there are guilds out there who do clear Sunwell in merely a day or two, but these are mostly the top guilds in the world. So it is a far fewer number of guilds now in a situation similar to one that existed when 2.4 hit the PTR.

I also feel people will be far less inclined to test raiding on the PTR when there will be no new instances introduced in 3.0. I know I won’t even bother, even though I did test the Sunwell.

Also consider that many people don’t have their entire guilds on the beta right now. Even if they do, I doubt they have enough people leveled to 80. There’s a good amount of people from my guild on the beta, but I am the only person who has come close to 80 (and I stopped at 79 because I wanted to wait for Storm Peaks to reopen). Another member is quickly making his way there, but so did others before they stopped altogether. And while I realize premades were just made available on the beta, they are decked in PvP gear, which will give people only a limited view of the possibilities of some specs and classes in raids.

That’s not to say I don’t think there won’t be any raid testing done in Wrath’s beta. I think a few guilds will at least try to form a loose alliance to attempt some of the raiding content. I know if I had the time I’d possibly join a pick-up raid just to see what’s up. But I don’t see the extent of testing going any further than it did during TBC’s beta. I imagine most of the 10-man version of Naxxramas will be cleared, but I expect only the first boss or two of each wing in the 25-man version to receive any attention from beta testers.

It is for this reason I believe Blizzard needs to use the live version of 3.0 as a prolonged bridge to Wrath, providing opportunity to further recognize the problems that might be less obvious during the beta and PTR testing phases. I also hope Blizzard aims to release it some time in early or mid-October, well before people become inundated with finals and the impending rush of the holiday season. Had 2.0.1 been released well before the holidays, or had TBC’s release been pushed back slightly, some discrepancies in talent and game design would have perhaps been noticed before TBC’s release. Not all, of course, but enough such that TBC would have been more well-rounded at release.

That said, they shouldn’t rush its release if they aren’t confident in the changes they’ve implemented for the beta and the PTR.

3.0’s Possible Effects on Raiding in TBC

There’s no doubt the patching of 3.0 on live servers before Wrath’s release would have both positive and negative effects on the remainder of raiding in TBC.

How Can 3.0 Help Raiding in the Short Term?

As it currently stands, the end of Sunwell has been a rather daunting obstacle for most guilds’ ability to “win the game,” or rather to clear TBC’s raid content before it’s “over.” And many guilds that have already defeated the content are looking for a fresh approach that could change the way they farm it. Just take a look at the ratios of prior boss success to each new boss kill:

  • 1.4:1 for Kalecgos to Brutallus.
  • 1.5:1 for Brutallus to Felmyst.
  • 1.3:1 for Felmyst to Twins.
  • 2.4:1 for Twins to M’uru.
  • 2.8:1 for M’uru to Kil’jaeden.

Notice the ratios are roughly similar for the first three comparisons. Then, suddenly, the ratios spike for the final two. This suggests guilds have likely fallen apart or hit walls at both M’uru and Kil’jaeden. My own guild hit a wall temporarily on Kil’jaeden, even though we did swimmingly on M’uru. And the the exact opposite happened for the number two guild on my server, which hit a wall on M’uru and then took Kil’jaeden down with ease.

With this in mind, I think another bone needs to be thrown to people still raiding. My guild killed M’uru way back in early June, placing 40th in the U.S. And despite the fact that M’uru received a huge nerf after this, still only 221 U.S. guilds have killed him (as of writing this article). So 85 days have passed since our kill, meaning only two or so U.S. guilds kill him each day.

Personally, I think there are a lot of tools 3.0 could bring that would prove beneficial to defeating the later boss encounters. I’d love to be able to pick up flourish, gift of the earthmother, genesis, and living seed. Flourish alone would be awesome for when the raid collapses in a clump during Kil’jaeden, just to cite one example of how 3.0 could benefit the raid.

In terms of pure DPS potential, there should be an overall boost. Even if some classes worry they won’t measure up to others, most should still be receiving talents and new abilities that increase their DPS. Even though Blizzard is attempting to make certain buffs redundant, meaning battle shout and blessing of might wouldn’t stack with each other, the fact that many buffs will become raid-wide, where previously they had been group-exclusive, should counter the problem. So too should new buffing talents.

Furthermore, some specs and classes that were previously “weak” in some situations will undergo a general increase in viability. So guilds will also have more tools to create optimal raid compositions with higher regularity.

How Can 3.0 Be a Detriment to Raiding in the Short Term?

There are some mechanic changes that are a little concerning for TBC raiding that 3.0 would bring. As one example, some of the tools used for tanking by specific classes will be revamped entirely. Warriors will now have a shield block that lasts only 10 seconds on a one-minute cooldown. As anyone who has done Illidan knows, this means shear will need to be changed. Since the ability needs to be countered by blocking, dodging or parrying it, and the cooldown on the warrior ability that ensures this as possible is currently higher than the cooldown on shear, warriors would be unable to tank Illidan reliably. This would leave the job to protection paladins if shear were to go unchanged.

That said, Blizzard has stated they are cognizant of the problems 3.0 could create for existing encounters. Bornakk said as much in a response to people’s concerns about shear:

Changes can be made to encounters if we feel they are necessary to allow the fight to work right. That said, the release of the patch isn’t tomorrow, it’s sometime in the coming weeks, so you still have time to work on the raids. Good luck on Illidan.

Personally, however, I worry Blizzard will miss at least a few needed changes, making some encounters temporarily impossible or extremely difficult until they are hotfixed.

But it’s the more subtle and sweeping changes that worry me most. The adjustments to threat and threat generation particularly come to mind in this regard. For one, blessing of salvation will no longer produce a flat 30% reduction in threat generated. Instead, most threat reduction will come from using reactive abilities targeted on individual people, reducing their current threat by a small percentage with each use (on top of existing reactive abilities). Of course, some of the disparity could be well-countered by providing tools to tanks that increase their basic threat generation. However, I know warriors will require strength to really see a substantial boost in their threat scaling, and currently their tanking gear has virtually none.

So while DPS generally receives a boost, I worry people will reach the threat ceiling easily in TBC, which would render the increase to DPS moot.

The heightened restriction on the use of drums and potions could also introduce new problems. As it stands, many classes rely on chain-chugging potions and using drums to improve their performance. But a raid-wide vampiric touch, new class specs providing mana regeneration, and general improvements to talents and abilities could counter these problems. Then again, the inability to downrank creates another mana problem. So Blizzard would certainly be taking a risk introducing these new concepts to existing content.

How Could 3.0 Be Beneficial in the Long Term?

Regardless of the detriments 3.0 could bring to TBC raiding, I think the benefits are too good to overlook. Despite the fact that there will be a difference of ten talent points, ten levels, and gear, releasing 3.0 at least a couple months before TBC’s “demise” will at least provide Blizzard some context to use for further development and polish of Wrath. And I believe this is important to better ensure a smooth release of Wrath.

That Said, Don’t Rush It

Even writing about the importance of testing Wrath concepts by using the live version of 3.0, I don’t want Blizzard to rush the patch. Obviously, I want the company to fully consider where it wants to take the game generally with Wrath before its concepts are dumped on our heads. So, although I’d love to see 3.0 on live servers by mid-October, I wouldn’t if it was unfinished and buggy, with concepts that have only been preliminarily evaluated.

We’ll see what happens, I guess.

A GM’s Perspective: Where Do You Find the Time?

These past few weeks have seen my guild leadership work increase twofold. Nearly every waking hour between half-marathon training, sleep, work and school has been focused on leading the guild. The work has obviously come to the point where my blog and time for leisure has suffered.

Recruitment particularly has required more attention than previously. During our time working on Kil’jaeden, and shortly after the kill, my guild suffered a massive amount of attrition:

  • 1 holy/disc priest: to focus on life. I do not wish to explicitly say why, to protect his privacy, but it’s a very good reason.
  • 1 resto druid: to become a helicopter pilot.
  • 1 resto shaman: as a commitment to his new wife. He is available on occasion, however.
  • 1 holy paladin: to join the navy.
  • 1 mage: to pursue a relationship and focus on life. He is available in emergencies, however.
  • 1 mage: to focus on work and life. She is available in emergencies, however.
  • 1 arms/prot warrior: to take college courses that occur during raids.
  • 1 rogue: mostly because of time differences, I think.
  • 1 shadow priest: for reasons I’ll leave unsaid.
  • There’s also a couple who disappeared without really saying anything, though one of them explained why after-the-fact.

This means we lost eleven people total leading up to our defeat of Kil’jaeden. Of course, we did gain a couple people in this time, as well. But the predicament resulted in dropping our core raiding numbers down to a dangerously low level. And applications weren’t exactly rolling in, since most of the available people out there applied to guilds that were 6 of 6 in Sunwell, instead of 5 of 6. And those that did apply to us weren’t qualified or didn’t pass the trial. We also had problems where people would occasionally miss raids for summer-related activities like family barbecues, birthdays, short vacations, etc. Now that we have Kil’jaeden down, however, applications are rolling in at a decent pace.

At a certain point, when recruitment pools are limited, attrition makes it extremely difficult to set up a raid that can succeed in downing bosses. Even nerfed, M’uru still requires a good balance of DPS: enough melee such that each door can be taken care of efficiently, but enough ranged such that gravity balls during Entropius are less impactful if they spawn near and leash onto the melee. The fight is certainly a joke compared to the pre-nerfed version we killed back in June, but it is by no means easy to repeat every week. There were nights where we would be playing with only one experienced resto shaman and two formerly enhance shamans playing resto to cover for our losses. Or, worse yet, no experienced resto shamans, one formerly enhancement shaman playing resto, and someone playing an alt shaman. The situation certainly came to an extreme in this regard.

Luckily my guild in now in a position to recover from our losses, however. Already, I have a resto shaman and a resto druid queued for trial, we’ve been trialing a holy/disc priest, and we’ve picked up a mage. Furthermore, people have been expressing interest in the guild everyday. So I’ve found myself standing deep in leadership work with merely recruitment. It does beg the question, however: where do you find the time to lead? I’ve been so swamped with reading applications and interviewing potential applicants I’m simply overwhelmed!

Where Do You Find the Time to Lead?

It doesn’t take a lot of effort to simply lead a raid or a guild. Anyone can invite people and run raids on a superficial level. However, if you want to lead a successful raid, there’s a rather long list of daunting tasks to perform. Personally, after the departure of my guild’s previous “administrative assistant,” I was taking on all of these duties:

  • Outside of raids:
    • Assessing what classes we need, and making sure recruitment posts were created and updated on World of Raids, MMO Champion, WoWProgress, and the realm forum.
    • Reading applications and determining whether or not a person is worth interviewing for a position in the raid.
    • Interviewing applicants over Ventrilo if they warrant a further look.
    • Deciding if an applicant passes the interview and should trial with us.
    • Distributing epic gems.
    • Distributing sunmotes.
    • Evaluating attitude problems that might have occurred during or outside of raids and making decisions about them outside of raids.
    • Updating the web site.
  • During raids:
    • Determining who is in and out for each encounter.
    • Assessing some of our trials and recruits.
    • Determining whether trials or recruits make the cut.
    • Taking interest in loot, and putting in my vote as part of the loot council.
    • Keeping people focused and calm.
    • Organizing the healers.
    • Sometimes organizing the DPS if it’s needed.

This comes between personal pursuits of blogging, training to run half-marathons (and eventually marathons), attending classes, homework, work, spending time with family or friends, and simply enjoying WoW for what it is. The latter point I think is important. What is the point of playing a game if you simply can’t enjoy it? Luckily for me, part of the enjoyment I get is in leading itself. I can sit back and laugh about the workload. However, I also like to take some time to just relax and mindlessly grind honor or levels at times.

It’s crucial to note the list of my duties doesn’t consider those my co-GM covers, which include helping with raid pacing, providing input as the other part of our loot council, paying for the guild’s web site and Ventrilo servers, distributing flask tokens, selling HoD’s, leading the tanks during raids, making sure we have extra consumables for the tanks in case they run out or didn’t have the time to farm for that day’s raid, and recruiting people through EJ’s benefactor bar. He also helps discuss and make some decisions outside of raids. It also doesn’t cover guild-specific tasks other guilds might have, such as maintenance of a DKP system.

To be blunt, it is impossible for one person to find the time to do everything on their own, unless they are retired or have a sponsorship that allows them to perform these tasks all day, everyday. Otherwise, it requires real life sacrifices many people aren’t willing to make–myself included.

Delegating to Find the Time

It is important for any good leader that doesn’t find all the time they need to delegate various tasks to others in the guild.

With the recent departure of one of our prominent officer figures, I’ve had to delegate some of the tasks to help make the raid more efficient. I am still in the process of refining this delegation, however. One of our rogues has been helping find potential applicants, and this has been a large part of the increase in applications we’ve received. As a highly respected member of the WoW community (the top rogue theorycrafter on EJ), people are keen in his advertisement for the guild. One of our shadow priests has been helping us track raids for several months. Furthermore, one of our warriors has now taken on the task of taking interest in loot when it drops and gathering information about people’s loot history, so we can make decisions while I simultaneously facilitate swaps for the next encounter after a kill.

That said, I have to talk with my co-GM about when we give them access to the officer channel and such. And I am still trying to decide who would be a good candidate for gem distribution. That way my focus will be primarily on evaluating and interviewing applicants or recruits, facilitating group composition for each encounter, leading the healers, keeping people focused, distributing sunmotes, maintaining a good atmosphere, and updating the web site. This is a manageable amount of work for me, whereas the three weeks before this one has largely been unmanageable.

How Much Delegation Is Too Much?

One of the things I’ve discovered over several years of playing MMO’s is that having too many people in various leadership, officer or officer-like positions actually has the potential to create a system that is too mired in “bureaucratic” stagnation. This creates a contrasting problem against the need to delegate tasks so you actually have the time to lead a successful raiding guild and prevent yourself from burning out.

Even in a co-GM system, where we primarily make the decisions, I’ve found there are certain topics too sensitive to act on before consulting my co-GM. For example, I am hesitant to kick or demote members without his consent. And what I’ve found is that he is extremely reticent to kick anyone. This means I often let issues of these kind drop and compromise by simply abstaining from putting people in if their attitudes are problematic. But his reluctance has admittedly prevented bad decisions. So it has slowed down the decision-making process, but it’s made it so both of us are not too mired in guild-based work.

I will say I think it’s important to have at least one other person who can fill in when the traditional leaders are absent or indisposed. However, I also think it’s imperative for a leader to exhibit restraint in just how many people they tap to help them. If minor stagnation occurs with merely two people leading a guild, imagine how much worse the problem would be if five officers all got together to hold a vote on various issues. The process would simply aggravate situations that require swift decisions. And sometimes you need quick choices and drastic actions to prevent further problems.