Monday, November 30, 2009

COVERING YOUR OWN BASES or MAKE YOURSELF USEFUL!

    How many times have you seen a group dissolve for lack of a tank or healer? How many times have you advertised for a tank or healer in a channel only to have dozens of (presumably illiterate) DPS ask to tag along. If only you had some control over whether your Elemental Shaman or Fury Warrior can go to a dungeon. Well, you do! If you want to put together a five-man fast, you will need one tank and one healer. You can eliminate half the work by playing either role yourself.

    Now don't worry, I'm not here to tell leaders they can't play what they want. Not every paladin must heal, not every deathknight must tank, not every DPS must wear a "Zeus > Jesus" t-shirt, stab themselves in the eyes and throw themselves into a pool of Evangelical sharks. I am saying you must know how to make yourself an indispensable part of the group.

    So if your class can tank or heal, you should learn how, and collect gear for it. It is not mandatory you only ever play this role if you prefer to DPS, but you must at least be able to in a pinch, so that you never get Mulligan'ed into a failed group.

    For your first few max level dungeons,  play a tank or healer and gear for that role, trying to reach some basic stat thresholds (uncrittable, a certain spell power, etc.) You can still pick up DPS gear others pass on, just make sure if you ever need to heal or tank to save a group, you're experienced and geared enough to avoid embarrassment.

    Do not be one of those people who lets off-spec upgrades be sharded, even after you've got your minimum gear. If given the choice between respec'ing and disbanding, always respec. Teammates will notice a leader dedicated to the team's success.

    I know many of you prospective leaders play "pure" DPS classes who literally cannot heal or tank. Many hybrids have no interest in playing those roles. Well, I'm not here to tell you exactly what to play. In the long term, yes, it's more pragmatic to fill one of the more precious healer or tank spots in your group or raid. Yes, the leader who plays his own main tank never has to call off a raid for lack thereof. You might not always be able to fill every group, but you can make yourself indispensable in any group you do fill.

    Indispensable DPS don't just win at deeps, but at utility. A warlock who melts the flesh from a boss's bones in 2.5 seconds is impressive, but the warlock who never misses a soulstone and whose succubus is a CC machine is appreciated. The rogue who saps efficiently and misdirects well is appreciated, as are the fury warrior who carries a shield and knows how to stance-dance in emergencies, or the shaman who can throw just the right totem. Learn the little tricks of your class, like scouting with Indivisibility. One of the best leaders I've ever known played a rogue, and not only did he always top the DPS charts, he was a fast, safe sapper, an able scout, and a surprisingly good evasion tank in emergencies. No one doubted his usefulness.

    Good players cherish utility and team-mindedness. Of course you do not have to play a healer or tank if you don't want, but you must always play something useful. Show your teammates you're indispensable not just for your leadership skills, but because they wouldn't have an effective group without you.

Friday, November 27, 2009

A Little Vacay Time

Hey all! For those of you wondering where your Leadership Guru has been this week, not to worry! I've been visiting my sister down in the li'l ol' South, enjoying Thanksgiving. Sorry not to let everyone know beforehand!

Heck, I figure there's no reason not to get some leadership advice out of this post: When going on vacation, always give notice, or people might lose faith in your leadership/blog!

Look for my next post on Monday the 30th, and happy posthumous Giving of Fangs.

Friday, November 20, 2009

WOW'S NEW LFG FEATURE or RETURN OF MAGMASKROTE

    Reading my thoughts on group-building, you may have thought to yourself, "Self, knows not this jive turkey that WoW has a new Looking For Group feature that automatically fills your group, crossing dimensional barriers to bring in players from other servers? Does he not know it teleports you to your dungeon, lets you run the same heroic twice in one day, rewards you for grouping, gives you back-rubs and converts pee to drinking water like in Waterworld? Why does he think his advice on group-building applies?"
  
    I think my advice applies, Self, because it results in stronger groups and teaches leaders valuable team-building and networking skills. Of course I think the LFG feature is wonderful and useful, and I do think it will make it easy to get groups. Chinese takeout makes it easy to get food, but you'll never learn to cook that way.

    The skills we're working on here are indispensible
: A leader must learn how to search for prospective followers. They must know how to make recruitment ads fun, how to break the ice with strangers and make such a good impression that skilled players will want to get to know the leader better. My path is absolutely harder, but adversity breeds betterment. If you want to be Daniel-San to my Mr. Miyagi, you have to wax on and wax off, not just take the car through a car-wash, since the goal isn't really a shiny car.

    I am not soapboxing against the newfangled LFG system. On the contrary, I think it's a wonderful way to reward grouping, and help people just run dungeons. And of course I know that even the most dedicated leaderly trainee will run a bunch of times with four strangers in hopes of getting the adorable PUG pug. I simply think people who want to become excellent leaders need to build leadership skills the old-fashioned way.

    The good news is, leaders CAN learn something using only the LFG system. It's a great way to be exposed to jerks! Since you're with me so far in the training, you've been through random battlegrounds. Imagine that, except now you have to give those guys orders. You can't just be that guy who's fierce in battle and attracts followers, you're the leader. You are throwing yourself in at the deep end and exposing yourself to a random assortment of players. Sometimes that clicking sound you hear will be a great group coming together. More often, it'll be a metallic click, right up against your temple... But it'll toughen you up, and fast.

    (If you don't want the headache of leading four strangers, just don't sign up as leader. But prepare yourself: a competent leader randomly grouped with an inept one will quickly learn the joys of being shivved with a rusty butter-knife.)

    LFG also helps you bigtime, in that it severely reduces the chance you'll have to call a run because you just can't find that last player, and since it's a toss of the dice what sort of person you get, you effectively have to practice both custom-building groups and dealing with random elements if you include a player from LFG -- not to mention the in-game rewards for using it.

    Remember, great as the new system is, convenience is no substitute for expertise. Yes, it's very helpful to know how to lead random pickups (later,) but it's more helpful to learn how to recruit a team. If you need to, open up LFG and pick up your last guy or two. If you really want to learn to play with the hand you're dealt, and/or if you're desperate for that vanity pet reward, go in blind with four strangers.

    
I'd like you to meet those strangers now: Ümläûtør , Barrackhitler, Magmaskrote and Pu.

Wednesday, November 18, 2009

FIRST IN, LAST OUT or SOME OTHER BUTCH MILITARY SLOGAN

    When leading a dungeon, you should be first in and, if possible, last out. If your game allows it, do your group-building while standing at the summoning hub for your dungeon. Not only does this speed summoning, it sends a message to anyone who /whos you: "This leader has his stuff together and is ready to go." DO NOT use group-building time to quest, hit the auction house or do anything else that requires most of your attention. Note that being first in doesn't mean the first person into the dungeon so much as the first person AT the dungeon. You should always be physically present for every summoning to make sure everyone's present and accounted for.

    Once the dungeon is over, try to be last to leave. Don't spam-click the mage portal or hearth out the very second the last bit of loot is distributed. Wait patiently till you're the last person in the dungeon, then head out. Obviously, don't miss mage portals by letting the mage go first, and don't wait for someone to return from AFK, but you should be the last person to leave the instance if such a thing is reasonable.

    If you use a VOIP like Ventrilo or Teamspeak, these rules can and do apply. Be on your channel before anyone else is, though you should set your message to something like "Away From Mic Until Group is Full." Likewise, try and make sure you're the last non-regular VOIP user (anyone but a guildie or friend of the guild) to leave the channel and generally make sure the group has dissolved before excusing yourself. This shows you're ahead of the curve and allows you to drop an eave or two on party dialogue. By the way, if you're serious about leading, YOU DO USE VOIP, full stop (later.)

    As a leader, you must exude professionalism. Being first in and last out of a dungeon are ultimately minor details, but any West Point cadet will tell you, details make the officer. When it's just you and your best buds off on a dungeon for laffers, relax a bit. But when you're leading with a purpose, leading is your job. Yes, you should have fun, but you should exude professionalism and crispness, so the people following you feel secure. The smart players, the exact sorts of players you want to spend time with, will appreciate and respect your devotion and come back for more.

    Next time I'll let you in on my thoughts about WoW's new LFG feature, and what it means for leadership and for my admittedly meticulous group-building techniques.

Monday, November 16, 2009

TIPS FOR DUNGEON TEAM-BUILDING or MAKING THE FIVE-MAN-BAND

     Don't you hate it when the bell rings in the middle of a really good lecture? The teacher promises he'll pick right up where he left off, but begins the next lesson with some lengthy preamble and unnecessary recap? Well, stuff that noise! We're picking up exactly where we left off, with my rules and tips for putting a good group together fast.

    The most basic way to fill a group is to spam LFG and/or general chat. Do not actually spam. Drop your offer about once per two minutes, once per minute if chat is moving really fast. Use all relevant channels.

    Of course, if you want to zone into the dungeon before the cows come home, this cannot be all you do. Immediately ask any friends who are online to ask their friends to go, and then start "headhunting," or sending out targeted whispers. Run a player search, either for a specific class or a reputable guild. If the guild has some or all of the classes you'd like, send those fellows a tell. In the class search, pick people with names you like, or again, people in reputable guilds.
   
    Some headhunting parameters: Do not ask anyone who's already in a dungeon, obviously. Do not bother with vulgar or ToS-baiting names, as such people are usually the jerks on whom you'll end up being tough. People with clever joke names are alright, but "Teabags" or "Gokugolas" are probably not the DPS for you.

    Write a clever pitch! Group invites tend to become white noise. Even whispered invites tend to be ignored, especially by tanks or healers. You need to get the prospective teammate's attention with something friendly and inviting. Let of your personality show here, so if someone responds, you know you can vibe. Don't write more than sentence, just a clear hook with how many you need, for which dungeon.

    Copy and paste this pitch. Don't worry if it's a "form letter." People will notice a catchy form letter before they will just another "LF 2 DPS."  Even for the whispers you send to victims... er... subjects of your headhunt, copy-pasting is much more efficient than hand-typing every last invite. Make sure not to refer to anyone by name, of course. A form-letter with the wrong person's name is rude.

    When headhunting, always fill the tank and/or healer spots first, as DPS is everywhere and in much lower individual demand, while tanks and healers might be reluctant to join groups without the other role filled. DPSers will respond to your LFG posts before anyone else. With tanks and healers, try for dedicated specs or at least, decent gear. With DPS, favor ranged over melee, and never go all-melee (I will discuss why later.)

    Always make sure to chat a bit with every prospective group member. Just a few lines back and forth to get a feel for the person. A polite how-are-you, a follow-up to the other person's joke, answers to any questions. Get a feel for your prospective teammate before you waste an hour of your life on a jerk. This also makes the person feel like you're interested in them as an individual or some hippie nonsense.

    Finally, don't be desperate. No matter how much you want to run an instance, don't let a guy named Magmaskrote tank in Fury gear. Don't run with someone who acts entitled or responds to your attempt to get to know him with  "hurry up, I don't have all day." Someone who joins the group and starts throwing his weight around, spewing hate-speech or making others miserable can have a slice of "thanks but no thanks" before being removed. Leadership and group-building are ultimately more valuable than any one player, and mature group-mates should understand this. Even if, when all your options are exhausted, you cannot find anyone to fill a needed role and must disband the group, just tell your teammates you'd rather not run at all then subject them to an unpleasant person. So many miserable, disastrous PUGs could be avoided if leaders never settled for obnoxious players just to get into the dungeon.

    If you are proactive, friendly, and steadfast in looking out for your allies' good time, they will wait as long as you need, because they recognize the value of a good leader. Some might leave out of necessity, and will be willing to team up another time. Those who storm off, or get mad at you for getting rid of an obvious jerk, will spare you the agony of their company in the dungeon to come.

Friday, November 13, 2009

HOW TO BUILD A FIVE-MAN GROUP or ALPHA! FIND ME FIVE TEENAGERS WITH ATTITUDE!

Alright, killer. You've emerged from the battlegrounds bloodstained, instincts honed, hard-bitten by the rabid dogs of war and subject to various military cliches. Folks in your battlegroup sometimes recognize you and follow your lead, so now it's time to start leading on purpose (not to mention showing off our sexy posture and melodious tones.) Let's take the playing skills you've gathered and work in some practical group leadership mojo!

    Dungeons are about as basic as group leadership gets without being blindingly simple. The joy is all the tricks you learn leading dungeons will carry over all the way into raids. A raid dungeon is a dungeon, after all. Think of this as opening your very first cafe. You must run it well before your green logo hangs on every street corner, inside every supermarket, and in the bathrooms of your other cafes.

    Before you can lead a group, you need a group to lead, so today we'll discuss how to properly assemble the Avengers.

    Of course, if you have a guild and Buddy List full of gung-ho dungeoneers, grab those and off you run! The only real advice I have for running with your friends is make sure to switch it up a bit. Don't just invite the same people every single time, unless specifically building a crack team for some tough objective (later.) Of course, try to hang with the people you like, but as a leader you should try to cultivate a whole list of people you like, so you're never without a friend in a moment of need. This avoids accusations of favoritism and helps you practice leading all sorts of individuals and group makeups.

    My motto I made up just now is: the only person guaranteed to be on when you're on is you. Not only that, but if you want to lead, you need to network and to challenge yourself. Many leaders scoff at pickups. If friends are online, offer them a spot before some random stranger, but lots of terrible pickups can be avoided if you use these teambuilding techniques.

    To fill a group quickly, you must be proactive, use every means available, and make "must-have" teammates your first priority.
   
    As you may have noticed, I love me a good solid wall of text. While my previous posts have been Berlin-y in size, this one is both Great and Of China. So I'm splitting it up into two posts. As you stay tuned for the next installment, remember the key lessons to forming a group: You must be proactive, you must be enticing, and you must never settle for jerks just to fill your group.

Wednesday, November 11, 2009

THE VOICE OF AUTHORITY or RADIO FREE YOU

    The best guild leader I ever followed had a rich, creamy voice. He spoke crisply, with good diction, and could cut into any raid chatter immediately with his distinct dulcet tones. Now, he was blessed with a naturally resonant voice, and so was a tough act to follow. My own voice, for example, is deep and somewhat gravelly. Luckily, not every voice on the radio is a Smoov-Talkin' Late-Nite DJ. Here's a few easy steps.

1. Sit up straight. (Check)
2. Speak from the diaphragm, not the throat. Your diaphragm is a spiffy sounding-chamber in the lower center of your chest. Hold your hand where your belly meets your ribs and speak so you feel it vibrating. Notice how this makes your voice both louder and prettier. If you have trouble finding your diaphragm, lie down and sing, and move your hand in that area till you feel a vibration.
3. Work on diction. Leaders never mumble. Prak-tiss tall-keeng sow yoo say ev-uh-ree sill-lah-bull kleer-ly. Iff itt iss nott a sai-lentt kon-son-ant, mayk shoor yoo kan heer itt wenn yoo speek. Tongue twisters help immensely with this. Say them faster and faster until you sound like the Micro Machines guy.
4. Speak at a leisurely pace. Practice saying every syllable in a sentence and breathing at least once per sentence.
   
    You do not need to stay in the Radio Voice every single second. When just hanging out, talk normally and you'll find you still use some of the good speaking habits you've developed here and be more commanding. Think of the Radio Voice as a "character":you slip into when it's time to lead, and your guildies will learn to recognize that tone to mean you are acting in an official capactiy and it's time to focus. 

    Do not break the Radio Voice for any reason while officially leading. Not at a guild meeting, not when joking with the teammates, not when the poop hits the fan. Joking in a calm, clear voice really does improve delivery-- you sound witty and sophisticated, and people can keep up with you better than some hyperventilating teen ("and then, and then, and then...") In tactical emergencies, a leader who stays calm is reassuring and impressive, and does not risk dragging his teammates into panic with him.

   
    Staying calm in a dire situation is vital, but you can't just sit back like Ben Stein, slowly giving orders when you're being overrun by angry grues. ("Mmmmkaaay... taaaanks, go ahead and c'mon over and protect the heeeealers... mmmkay...") We will cover what exactly to do when things turn south later, but for now, just know that you can and should adjust the pace and intensity of your Radio Voice when you need to focus your teammates.

    One last wonderful thing about the Radio Voice is it's clear and commanding, and you can use it at any time to cut into chatter. Try it sometime when people are talking and you need to give orders. Don't worry about saying "excuse me," just start calling the shots. Afterwards, ask the people to carry on with what they were saying. Some dude mumbling in the midst of a conversation is background noise. Sudden, confident interjection commands attention without breeding resentment, especially if you show you still respect the speakers.

   
    Eventually, you'll be able to consciously adjust your voice for every situation. You can sound insistent and commanding in a massive over-pull without panicking, or suave and confident during smooth trash to let social bonds develop. Just remember, talking in a rhythm, from the diaphragm helps you breathe, and breathing keeps you calm. Train your voice properly, and it will become an invaluable leadership tool, the main way your teammates identify their leader
.

Monday, November 9, 2009

ASSUMING A LEADERLY POSTURE or SIT UP STRAIGHT, WHIPPERSNAPPER!

    Remember how, last Friday, I promised today would be about putting together five-mans? Well, I forgot a very important lesson I had to cover beforehand, so five-mans will be pushed back until after the following. Screw truth in advertising! And the awesome part is? In a few days, I'll edit this and the last post to look seamless and completely intentional. So you folks reading this now get the special treat of laughing along with me at later readers.

    Before we can discuss the tactical basics of leadership, we must begin to develop what I call the "Leadership Persona." Perception is nine-tenths of any sort of leadership. You must appear to be large and in charge at all times. We will cover many ways to do this, but you can't even start being a leader until you project confidence. And whether you're a paragon of self-assuredness or a bit more neurotic, I will teach you to at least fake it until you can make it.   

    Players are more than just toons on a screen, but real living people, with bodies. Not only does this mean players should treat each other with respect, it means a leader's body is a useful tool. To lead groups, you must use this tool properly.

    So, the first step to feeling like a leader is moving like a leader, even if no one can see it. Actors call this "physical life." By moving the way your character moves, you begin to embody and feel more like the character. If you want to play an infirm person, hunch over and take tiny steps. If you want to play a toughguy, stick your chest out. If your "character" is a strong leader, you sit up, square your shoulders and hold your head up.

    Set your screen at eye level and sit up straight, keeping your butt and shoulder blades against your chair's back. Do not hunch forward and peer into the screen like Quasimodo the Basement Virgin. Look dead ahead at the action, or if you have a laptop, imperiously down. This posture is difficult to maintain at first, and you might feel like you're stretching further for the controls, but stick with it.

    Sitting up is, of course, much better for your back in the long run. You'll actually have a wider range of motion with your arms extended, and reduce risk of repetitive stress injuries. Keep sitting up and your confidence will grow tangibly. No one will be able to see you, but assuming an assertive posture helps you maintain an assertive attitude. Some players can even tell over VOIP who is sitting up or slumping.

    Slumpers, y'see, have a tough time maintaining what I call a "Radio Voice." Whereas sitting up straight can only be guessed at over the internet, a clear speaking voice is key to good leadership. We will start to develop just such a voice, next time.

Friday, November 6, 2009

TYING IT TOGETHER or L2PVP

     You've got all your tools. You move quickly, your abilities a finger-twitch away. You've mastered rotations and can cherry-pick your gear. But all this must combine to make a good player. Of course, as an aspiring leader, you'll run instances to pull your skills together, but one type of play you might not gravitate toward is actually a wonderful way to increase personal competence and build leadership skills.
  
    PvP.

    There is something of an understandable divide between PvE and PvP players. PvE folks see PvPers as hyperaggressive, competitive and juvenile, and believe constant PvP balancing upsets PvE balance. PvP-centered players see PvEers as whining carebears, and believe constant PvE balancing upsets PvP balance. Of course, the vast majority of players don't mind getting PvE chocolate in their PvPeanut Butter, but players who vastly prefer one tend to somewhat dislike the other.

    PvP diehards may be wrong about some things, but they're right to believe PvP makes you a better player.

    PvP improves improvisation and reflexes faster than any other sort of play. PvE content is great fun, but learning the fights is like learning a play or dance. Once you know the moves, you can do it right every time... except when some numbskull stands in the fire and you must improvise or wipe. PvP will teach you how to react to surprises and complications quickly and efficiently and without losing your cool.

    Speaking of losing your cool, hanging around PvPers will teach you to appreciate your raiders. Players' most obnoxious habits emerge in competitive PvP, and training yourself to take every last bit of obnoxiousness in stride will help immeasurably to keep perspective when you're leading your guild and/or raid. Player throws a fit over loot? Well, at least he's not teabagging your camped corpse.

    Start yourself on a regimen of one or two battlegrounds a day. Focus on learning the winning strategy in the battleground, knowing where you need to be, and knowing how to counter the abilities other classes throw at you, and how to adapt as fast as possible to changing situations without losing composure. Likewise, never let yourself get rattled by abusive or immature players. These are the very jerks who will one day feel your wrath.

    While I normally recommend a leader take charge of a leaderless situation, this does not apply to PvP. No matter how badly your team is losing, do not attempt to lead a battleground unless you're in a premade. Few people will listen to you, and most will see you as that guy whining about what everyone else is doing wrong. Instead, get really good yourself and, staying totally quiet except for the odd joke or friendly encouragement, know where to go and what to do and see to your own strategy.

    Be amazed: Other players will naturally follow your lead. When you storm a position, they'll follow. When you retreat, they'll hold back. Competent healers will keep you alive, and interested players will ask you for tips. Even if there's a more skilled player who's your typical abrasive jerk, players will gravitate to you because you're competent AND fun to be around.

    When this happens, we'll have come full circle with this section of my blog. Players respect skill, but they enjoy professionalism and grace. If you have learned to be a skilled PvPer who can sometimes turn the tide of battle, players will flock to you. If you can display patience, cunning and decorum, players will stick with you. You will be living proof of an important lesson:

    You only owe people personal competence, but it's strong leadership qualities and an admirable demeanor that keep people around. And if you can randomly pull together PvPers, PvE carebears should be a cinch.

    See you Monday, when we discuss the most basic leadership skills, that will last you well into being a big bad raid leader: How to put together a five-man.

Wednesday, November 4, 2009

PLANNING AHEAD FOR LOOT or DRESSED TO IMPRESS [LARGE NUMBERS ONTO A COMPUTER BRAIN]

     Roleplaying is just fantasy shopping for nerds. Loot is at the forefront of many a player's goals, because it is the only tangible way to build power in the endgame and because it makes you look wicked groovy awesome. If you want to plug the highest numbers into the machine, you need the best loot. So does every other person playing the game, including all your guildies. They all want your loot, and since you're the leader, every piece you get before them is a gross abuse of power.
  
    Many players (the kind you want to play with) will be graceful and intelligent about loot. But I have seen the green-eyed monster whisper in the noblest ear, and I know that loot is the single most divisive aspect of any MMO. To be both a good looter and leader, you need to know exactly what you want ahead of time. This means math, specifically the epic feat known as addition.

    Every class has oodles of theory about which stats are ideal for a role. One tanking class might stack shield block while one healing class needs mana regen. Everyone must reach certain thresholds in each stat to perform at maximum efficiency. A threshold is a total where you have enough of a certain stat to earn a clear advantage. "Hit-capped" DPS never miss, for example, and Defense-capped tanks cannot be critically hit. Once you reach your threshold, you gear for the other stats without dropping below said thresholds. A well-geared player maintains as many thresholds as he can while still piling up bonuses.

    Many class communities have someone devoted enough to prefab item spreadsheets, or lists of items for best-in-slot (these lists are often rated using a "points" system that assigns certain values to stats based on usefulness.) If you can find one of these, awesome! If not, making your own spreadsheet is easy.

    Open up Excel or some similar software. Along the X axis, set your stats in order of most to least important (leave out useless ones like Intellect for physical DPS.) The Y axis is the name of each item. Then fill out each item's stats. Every tier of loot only has one or two choices in each armor slot, up to five in a weapons slot. Just bold the box with the highest rating in the stat you need. Move your favorite item to another table, this one with the same stat spread, but with one entry each per armor slot, to plot out your whole outfit. The best-in-slot item is either the one with the highest stat you need for your threshold (if you haven't reached it yet) or the one with the most bold cells. To get real fancy, tally up each column in your slot-by-slot rundown and you'll know all your total stats when you've collected the whole set.

    Most of the busy-work is in transcribing each item's stats, but even I, a very freaking slow copier can record an entire tier's worth of gear in about an hour and a half. If you're lucky, other players have already figured out what you need in your slots, and all you need to do is figure out what loot you want. If not, or even if so, making one's own spreadsheet is an excellent way to build personal discipline, stay abreast of new loot that comes out, and learn for oneself which stats work best.
  
    There you have it. All the homework you'll ever need to do to plan ahead for gear. As a leader, you must plan ahead. I understand many players would rather just roll on anything they can equip, or anything that looks like an upgrade, but a leader does not get to be this haphazard in their approach to loot. You need to know exactly what to cherry-pick, to get your best possible gear as efficiently as possible, without taking gear you won't use from guildies who need it. As leader, you have no excuse to catch as catch can. Knowing what loot you will need shows organization, discipline and vision. You don't have to keep a chart, but you'd better know what loot you'll take without it.

Monday, November 2, 2009

ROTATION or PASS THE DEEPSIE ON THE LEFT-HAND SIDE

     You've looked at websites, pored over guides, even gotten an awesome raider to give you pointers, and by now you have some idea of the main ways raiders stuff juicy digits down the calculator's electric maw. Today we cover the side of the equation that's all you, baby: Rotation.

    A rotation is the sequence in which one uses abilities to produce consistent results. Think of a single round of a rotation as a "combo" in an fighting game. Certain actions flow naturally into others, and certain abilities only come up so often, so you need to use the most powerful when they're up, supplementing them with buffs and lesser attacks. Repeating this combo keeps your numbers consistently high.

    Two elements make up any rotation: the basic sequence, and sequence-breakers. The basic sequence uses your most powerful abilities as often as possible without running out of fuel (Mana, Energy, Rage, etc.) Every class's abilities lend themselves to ideal sequences: Giant Fireball does tons of damage but takes five seconds to cast, so it might best be followed with an instant-cast ability, and that ability by something that has no global cool-down. You can't just spam Giant Fireball because if you divide how much damage it does over the time it takes to cast, you're losing out on a lot of damage. Meanwhile, Judo Chop might hit hard, but it has a five second cool-down, so you need to use your other powerful strikes in that time.
  
    Sequence-breakers are abilities only useful in certain situations, but those situations come up often enough, and the abilities are useful enough, to merit using them much of the time they're available, even if it means interrupting your basic sequence. Certain attacks might only be available under certain conditions (after a critical hit, against undead, or when the target is under a certain spell) but might be of enough benefit to break the rotation and use. Other sequence-breakers are always available, but offer a lasting effect such as a buff or de-buff that you don't need to spam so much as keep active.

    Each class and situation has its own ideal rotation. There Can Be Only One!, which changes patch to patch. Not all rotations are created equal. Some have "free time" for sequence-breakers, some can be broken and resumed, and some need to start over from scratch. One class might have a simple rotation where you spam one attack, wait for a power move to come off cooldown, and buff yourself so often. Others are frenetic, with many sequence-breakers to use or not depending on the situation. Healers have a few different rotations depending on their target's damage intake, and many casters have a rotation for endurance and another for maximum burn. I myself was delighted that tanking paladin cool-downs had me repeating a rotation by process of elimination.

    Many players chafe at this repetitiveness, but I say the very joy of a rotation is the repetition. You learn your ideal combination by touch and timing and need never waste glances on bars. Rotations impose rhythm, which helps relieve stress and pace oneself. Sequence-breakers to keep you on your toes. Game-play becomes automatic, and players put out high numbers constantly, freeing much of their concentration. Leaders in particular have enough to worry about without stressing about which ability to use when. Knowing your rotation lets you focus on strategy, strategy brings down bosses, and bosses drop our next subject:

    At long last, let's talk loot.