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Posts with tag leadership

Officers' Quarters: Don't start from scratch

Officers' Quarters Don't start from scratch MONDAY
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

Something in human nature relishes the concept of "starting from scratch." Is it the blank slate that excites us? Is it the opportunity to let go of the past and forge a new destiny for ourselves? Is it the joy of creating versus the tedium of maintaining?

In any event, I've received a lot of emails lately about this idea. Players have written me expressing a desire to create a new account or get a name change and then create a new guild on a new realm where they will be the guild leader. Usually it's a lone person or a duo.

To all of these people, my most sincere advice is this: don't.

And if you have no experience with leadership, especially don't.

First I will explain why this is a bad idea. Then, because I hate to discourage anyone from taking up a leadership role (the game always needs more of you), I will give a few words of advice about how you should approach it. Finally, I will offer an alternative that may work out better for you in the long run. Read on if you want to know!

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Filed under: Officers' Quarters (Guild Leadership)

Poll: The worst boss of tier 14

Poll The worst boss of tier 14
Don't pretend you didn't see this coming after the earlier poll asking about the best boss of tier 14. Where there is light, there is shadow, and just as we love to discuss the best of a raid tier here at WoW Insider, we find ourselves duty bound to also talk about its bad sides. What was your worst boss in tier 14?

For me, again, just expressing a personal opinion, not a statement of fact, the worst bosses were the worst bosses thanks to either mechanics which I found gimmicky, or fights that seemed overly long and sluggish. Leaping to the head of the pack for my worst boss in the tier, then, is Amber Shaper Un'sok. His random transformation of players into vehicles with, as you'd expect in a vehicle, completely revamped abilities, is frustrating at best. In fact, I say it's random, but it isn't. Almost without exception, Un'sok has a remarkable ability to target the player least equipped to deal with a sudden transformation into Lord Ryolith. If the vehicle was something that could be targeted, or selected for a specific player, it would be fine, but that isn't the case. He is, therefore, number one on my worst boss list.

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Filed under: Raiding, Mists of Pandaria

Poll: The best boss of tier 14

The best boss of patch 50
As patch 5.0's raids' glory days draw to a close, it's time to look back on the first tier of Mists of Pandaria. No, you're right, it's highly likely that a lot of players will not yet have completed this tier, maybe not even seen the latter half, but most will probably have made it through the Raid Finder, at least. So, as we stand on the brink of embarking on a new patch, and new raid content, what has been your best boss in patch 5.0?

For me, and of course this is just my personal opinion, based on my experience and preferences in bosses, there are a few contenders. I actually like a lot of the fights in the earlier part of this tier, maybe because we're used to them so they're more relaxed, but I like to think that it's because they have mechanics that are innovative without being gimmicky, and because the fights don't last forever. Some of the Terrace of Endless Spring fights seem to last about a week, and maybe it's because I'm healing, but that isn't a characteristic I particularly enjoy.

For me, as a shaman healer main, the best boss contenders are the following. Gara'jal the Spirit Binder, because the Spirit Realm health knockdowns, plus mana regen buffs, mean I can blow the top off the healing meter as mastery kicks in and mana becomes a non-issue. Pure /flexing, I know. And I must admit that it's pretty terrible on the raid finder.

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Filed under: Raiding, Mists of Pandaria

Officers' Quarters: Extinction event

Direhorns in patch 5.2
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

For some raiding guilds, the last couple of weeks before a new patch is an opportunity to get those last normal or heroic encounters down, earn achievements, or farm for the last few items the raid team needs for the next tier. For others, they are a reminder of how little the guild has progressed. This reminder prompts raiders to weigh leaving the guild. This week's email comes from a raid leader facing this tough situation.

Hi Scott.

I've become Raid Leader of my old guild. Which, is driving me crazy.

This raid team has been through thick and thin, through multiple Gm's and having lost multiple strong raiders I came back to the guild to help them and to join the team as Raid Leader. I've been having a really tough time though. Progression is non-existent. We're stuck on Blade Lord due to a lack of strong dps players and the new people who show promise need to do Mogu'shan Vaults to get gear for Heart of Fear. The raiders who've been on the team since the start of this tier are bored and have had enough of no progression and Mogu'shan Vaults. They're mainly all thinking of leaving the guild and if so, it'll mean the end of this guild, which I love.

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: Faster leveling through bribery

Large treasure chest
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

Rewards can be powerful motivators. But what is the right way to reward members for leveling the guild and earning guild achievements? This week, a new leader asks just that.

Hey Scott,

I'm a newly established guild leader with hopes of having a decently successful guild. You see I've had my hand in a handful of guilds ranging from the most casual to the semi hardcore and then in ranks ranging from your run of the mill raider to substitute guild leader. From what I noticed in my experience is that most guilds have tons and tons of members that either pvp or raid and it seems that only the few named personnel only show up to check raid times (if any) or to do the occasional battleground. What I want to accomplish with my newly establish guild is some sort of incentives for work towards achievements or overall leveling of the guild. My officers are just down right stumped and I am looking at you for a piece of advice maybe. I guess to sort of elaborate more on what our goals are is that I'm looking at just making a casual raid/pvp guild that not only rewards its players for achievements but for progress in leveling the guild. What do you suggest?

Sincerely,

Wet Behind the Ears GL

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: Backseat raiding

Two vrykul on a chopper
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

Raid leading is never an easy role in the best of times. When players start to question your decisions and argue with your strategies, the job can take on a whole new dimension of hassle. That's the case in this week's email:

Recently drama erupted in my guild which I felt had been brewing for a while now. My fiancé and I joined a newly formed guild and it was known at the time, we went through with the GM how we were not a package deal and if one of us did not make the cut that we were okay with it. The only thing we requested was fair treatment.

Shortly before cataclysm I was asked to be an officer, due to some qualities I had shown during raids, namely not being afraid to speak up and ultimately voice who had made the mistake thus creating more accountability ... I took over raid leading and led the guild to a double digit us ranking according to Wowprogress.

During this time drama began to brew, two players one of which was new ... and one of which was a founding member started a campaign which I could clearly see to discredit and argue strats I had prepared as well as judgement calls I made on the fly, it all escalated when one of those wanted to argue the raid comp and then in turn that my fiancé should be the one sitting not the new mage who was a recruit (and dating one of the other core raiders) despite the logs showing that was not the case. The gm wanted me to do it to appease them and I refused, the raid ended up being called.

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Filed under: Officers' Quarters (Guild Leadership)

Patch 5.2 PTR: Breaking Jin'rokh the Breaker

Patch 52 PTR Breaking Jin'rokh the Breaker
I headed back to the patch 5.2 PTR recently with Lore from TankSpot, and members of his guild Months Behind to test the first boss of the Throne of Thunder, Jin'rokh the Breaker. We had an entertaining time, at first, as can often be the case on the PTR. The developers had ported all the testers into the wrong part of the raid, so we set off exploring, and found a geyser that transported us all up to Lei Shen, who, while he happily continued his RP, refused to engage us in combat. We couldn't get to Jin'rokh at first, but a swift disband and regroup secured us entry into his room.

Jin'rokh is the first boss of the new raid, and as such has relatively straightforward mechanics, certainly compared to Lei Shen. Again, I was on my goblin restoration shaman, so view the fight from a healer's perspective.

Jin'rokh's fight proceeds in repeating, short phases. He engages and beats up your tank for a short while, putting out very healable damage. Jin'rokh will place a stacking debuff on the tank called Static Wound, which increases damage taken from melee strikes more and more as it builds. This is apparently designed to force a tank swap.

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Filed under: Mists of Pandaria

Officers' Quarters: Thundering up to 25

Throne of thunder
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

Lately Blizzard has been moving toward making 25-man raids more rewarding again. They've already done so in Asia. Elsewhere, they are trying something new with Thunderforged items, which will drop more frequently in larger raids. Time will tell if this is enough to save 25s. In the meantime, some guilds, like the one in the email below, are thinking about making the leap from 10s.

Hello Scott!

Very long time reader - first time writer! I love this blog - you have given some really awesome advice, and now I'm looking for some myself, oh wise one!

I'm a GL of a 10 man raiding guild. I've seen guilds fall apart around me, and I've seen guilds hold strong through the past 6 months. I'm proud to say that my 2 year old guild is doing fantastic.

So, what's the problem? We're doing perhaps a little *too* well. We've been getting applicants without having been actively recruiting. We've brought in some great members. We rarely turn applicants away - if they seem like a great fit, we work with them to give them the opportunity to raid with us. We run two 10-man groups, but with new members coming in that want to raid, we're having to sit people.

Now there are rumblings and whispers about running 25s.

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Filed under: Officers' Quarters (Guild Leadership)

Patch 5.2 PTR: Thunderforged items could revitalize 25-man raiding

Patch 52 PTR Thunderforged items offer a six ilvl upgrade in all raid difficulties
Blizzard Community Manager Tyiliru has posted on the community forums with some information on new Thunderforged items, which offer increased item levels.

These Thunderforged items can drop from both Normal and Heroic mode raids, but not from the Raid Finder, and have an item level which is six higher than the standard item level of items obtained from those sources. So, item levels will be as follows:
  • Raid Finder: ilvl 502
  • Normal mode: ilvl 522
  • Normal Thunderforged: ilvl 528
  • Heroic: ilvl 535
  • Heroic Thunderforged: ilvl 541
Tyiliru also adds that these items will be more likely to drop in 25-man raiding, which will lead to 25-man raiders having a slightly increased item level compared to 10-man raiders. Tyiliru clarifies that this is definitely an attempt from Blizzard to offer greater rewards to 25-man raiders, without overly rewarding them to the extent that 10-man raids will feel undervalued.

Ghostcrawler was kind enough to clarify that this was not the unannounced feature he mentioned last night!

Hit the break for Tyiliru's full post. Will this make you more inclined to push for 25-man raiding over 10-man? Is item level inflation getting totally out of hand, and will this really make an impact, given that 25-man raiders already gear somewhat more quickly than 10man raiders?

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Filed under: Raiding, Mists of Pandaria

Ways to avoid LFR wipes

Simple steps to avoid LFR wipes
We all know that feeling of dread. The one when you zone into your LFR group, and see the aftermath of a wipe. People start leaving, your group that you've waited an hour for falls apart at the seams, and all because of a wipe. It seems that patience, while undoubtedly sill a virtue, is in short supply once players zone in to the Raid Finder. Players leave when wipes happen, and if I put on my impatient hat, it's not that hard to see why with the sheer duration of some Raid Finder battles. Certain fights seem to last forever.

So, how do you avoid wipes in the Raid Finder?

Check roles and readiness

It's often the case that players in the Raid Finder aren't really paying attention just before a pull because of the group waiting while the tanks discuss strategy, or that the tank has zoned in, glanced at their panes, and gone barreling in without paying too much attention to the status of other players. As a result, a ready check is often a great idea. Fire one off just before the pull happens just to see whether people are paying attention, and to say "hey we're ready to go."

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Filed under: Raiding, Mists of Pandaria

Officers' Quarters: 7 tips for becoming an officer

Guild rank UI
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

So you've been reading Officers' Quarters for years and you're curious about this whole leadership thing, but you don't know how to go about getting the attention of the existing officers. This week, a player follows up on a previous OQ column to ask how she can get promoted. I've got seven pieces of advice for her, but first, the email:

Hey there Scott!

Awhile ago, I wrote you about starting my own guild with a few family members, and you advised me to stay in my current guild and work my way up to officer.

After reading your advice, I have a few follow-up questions.

My main concern is how to go about becoming an officer. I don't want to necessarily just blurt out "hey, I wanna be an officer", because if I were the GL, I'd think that the person who said that was demanding the position. However, if I don't say anything, how will the GL know I'm interested?

Like I said, I know I'm not owed anything. I really love the guild I'm in and have lots of ways I'd like to see the guild improve. Any advice you can give would be great.

Thanks,
Guilded Warrior

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: All star team

All the faction leaders
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

This week, a raid leader faces a difficult decision: stay with his current guild or join the hottest raid team on the realm. (FYI, this email is from mid November so adjust your progression expectations accordingly.)

Hello, I am in a conundrum and require some help.

I am a Raid Leader for a guild, and have been since early Dragon Soul for this guild (2 years in total). our team has always gotten content down, just took a long while to due so, usually to low numbers and unskilled players and poor attendance. We have been progressing through Mogu'Shan Vaults and Heart of Fear with some pace, just getting Zor'lok and Will of the Emperor this Thursday on Normal. Now i am one to play to the utmost caliber, pushing the limits of my class (Blood DK) with both mitigation and damage, even ranking on all bosses killed aside from Elegon.

Now here's where my issue is, a guild on the server that was just recently formed and stomped 6/6 MSV and 4/6 HoF in 1 week has asked me to tank for them.

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: An overhealing intervention

A worgen casts a heal
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

Healing can be a tricky thing to evaluate, but crazy overhealing combined with mana problems makes for an easy diagnosis. This week, an officer wonders how she can approach the problem in a guild where constructive criticism isn't always welcome.

Hi Scott:

I am an officer and raid healer in a casual raiding guild that has a 10-man team attempting current content. We aren't progressing fast ... but everyone feels good about where we are.

Except for me.

Don't get me wrong. I am never frustrated with the group as a whole for our attempts. Most of us are parents with full time jobs and there are only a few who have the time to even hit VP cap during the week. Some are (rightfully) terrified of LFR. But almost everyone gives 110 percent.

My issue is with my co-healer, who handles tank healing. This person is a good sport and a good player. They contribute to raid materials, are always willing to help gear folks, and they are always at raid on time and ready – three big wins in any officer's book. The issue is that they are a really bad healer. They are constantly overhealing encounters by 20 to 60 percent of total healing and are out of mana before the encounter is half over – after cooldowns. They are always on the top of the healing charts, but their effective healing (total healing minus overhealing) is way low.

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: 3 resolutions to improve your guild in 2013

Fireworks
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

If your guild has been struggling during the last weeks of 2012, now is the time to take steps that ensure a better 2013. Here are three ways you could get the New Year started off right.

1. Add fresh blood to the officer ranks.

Are your current officers pushing themselves too hard? Or are they doing barely anything at all? If so, then it's high time you took a look at what needs to be done around the guild and who's actually doing it. You may have some lame-duck officers who shouldn't be officers anymore, and some hard-working regular members who deserve a promotion.

Adding new officers -- and/or culling useless ones -- can energize your leadership corps. Having more hands to man the ship can spread the work around and ease burnout symptoms. New officers also means new ideas that can spark new guild activities or better approaches to old ones. New officers can also inject some much-needed enthusiasm as they seek to make their mark and prove to the vets that they are worthy of the rank. If your guild has been stagnating lately, a new officer or two can liven things up.

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: Three questions from a raid leader

Officers' Quarters Three questions about raid leadership
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

Today's email comes from a raid leader with three different questions regarding raid comps, bank mats, and problem raiders. Let's jump right into it!

Hello Scott,

I am currently a high officer in a a new 25 raiding guild, MT and fairly new raid leader. ... Recently, after a pug for MV, 4 new raiders decided to join our roster, enabling for us to have a full raid group. The issue comes then, in to parts:

Since the problems we've had finding raiders, we were "forced" to take those 4 new guild mates, making a core group not as efficient due to lack of variety, therefore buffs, abilities, cooldowns, etc. How inconvenient truely is this composition with repeated classes?

Furthermore, I would ask you for advice on how to encourage members to contribute with mats, Golden Lotus for example, to the gbank such as other raiding comodities?

Nevertheless, the main reason I was willing to write to you, is the fact that we have two of those new raiders too close-minded.

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Filed under: Officers' Quarters (Guild Leadership)

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