31 July 2008

Getting recruitment right

In guilds, as in companies, recruitment is the foundation of achievement and success, but get it wrong and you will be counting the cost for years to come. If you're one of those guilds that welcomes everyone without question because you think it's elitist and 'hardcore' to ask questions first, this is for you.

Imagine if your company put a job add in the local paper. Something along the lines of:

Acme Manufacturing is recruiting. We need more people to make and sell stuff with us. All ages and abilities welcome. Just turn up to get a job.

Then imagine they invited you and your colleagues to pluck people out of the local mall and drag them along to the office with you in the morning. Anyone who turned up was automatically hired.

The best people already have jobs. They wouldn't turn up on the promise of a random opening — they'd want to know what it involved, who they would be working with, what their hours would be, and how much they would be paid. They'd want to know what you have to offer that would be worth the switch.

And the ones who did turn up? They would be the ones who are out of work. Maybe they've never had a job before, or maybe they were sacked from their last one. Maybe they're fresh out of college and don't know what they want to do yet. They just need some cash to pay the rent. How many do you think would do a good job? How well would they fit in? And how long would they stick around? I can tell you right now: the losers would hang around forever disrupting your work and making your life a misery; the rare, intelligent guys you get on with would move on as soon as they found something better.

No company could function this way. Not even some surf shack hire company, not even a junk mail postal service. Yet I see guilds making these basic mistakes every week, and I've been in guilds crippled with problems that often, at the root, can be traced back simply to a lack of a decent recruitment strategy.

Think about the guilds you have known. How many members did they have? What proportion of those members were active in guild chat? How many responded to requests for help? How many members regularly took part in guild runs? How many members organised runs themselves? And what were they doing in the guild if not these things?

This is where so-called casual guilds can take a leaf from the books of 'hardcore' guilds. I dislike those terms for exactly this reason — it's not hardcore to be smart about who you want in your guild.

All recruitment, whether it's done with a wink and a nod between friends or conducted on the most professional terms, must follow a basic pattern:

The big idea
Somebody somewhere has to think up the job. "Guild chat is a bit quiet, let's get some more folk in" does not count. It's simply common sense that you should know before you recruit what type of people you want. Are you a pvp guild or a pve one? Are you a raid progression guild? Who are your active players now? Where are the gaps in your class and role profile? When are you most active? You must have a vision for your guild, otherwise you simply can't move forward.

The approach
Maybe you have someone in mind, maybe you need to advertise. Either way, someone is going to be approaching someone else. This is why you need to have a good idea about what you want first. If you choose to advertise, be specific about the nature of your guild and the type of person you are looking for. How do you know if someone is good for your guild if you don't know what you're looking for? How do they know you are right for them if they can't see how they'll fit in? Maybe you can't get enough across in trade spam, so set up a website or wiki where you can expand on the basics.

The talk
For top-end raiding guilds this may well be a formal written application; for more relaxed guilds it could just be a few whispered lines. This is where you ask the important questions like what spec are you, what do you hope to get out the guild, and when are you usually online? They're going to have questions too, of course, and it will save a lot of trouble if you answer them up front. At the least, make sure they understand what you expect of them, whether they be in terms of raid attendance or simply following basic guild rules. And again, it isn't 'hardcore' to probe a bit deeper — if you are looking for a main tank, you are allowed to ask what experience they have; if you are progressing through T5, it's only sensible to ask about their gear. This is also your chance to get to know the player, however superficially, to gague how they might fit in your guild. And I hope it goes without saying at this point, but you are allowed to turn them down if they don't match your criteria or you don't think they will fit in. This is one of the biggest problems with 'casual' guilds — they think it's elitist to turn people down. Let me put your mind at rest: it's not.

The test
Or sometimes, tests. This is where you make sure you get what you want in your member. There's always a test, even if they don't know it, even if it's just an officer keeping an eye on the new member for a few weeks. Be clear of your intentions from the start — you can put them through a trial run or two if you need specific skill and experience, or you can simply set a probationary period to see how they settle down. The important thing is the new recruit is aware of the rules from the beginning.

Of course, recruitment isn't the only factor in a company's, or guild's, success or failure. But it's a critical one, and critical to get right.

If all you want from a guild is a big roster and a clever name above your head, feel free to ignore me. But if you've ever found yourself struggling to fill a raid spot, or wondering why half your guild is in warsong gulch when you wanted to run ZA, I strongly recommend you examine your recruitment and see if any of this applies to you.

28 July 2008

I'd rather be beta testing...

Merlot didn't get a beta key, but I know a shadow priest who did...

MD, over at I'd Rather Be Wowing!, was lucky enough to get a key and has already started blogging about their experiences. If you don't mind the spoilers, and fancy a little vicarious adventure, I heartily (and jealously) recommend it :)

Gratz MD, have fun!

Back to earth

I'm back at work this morning and the pool and cocktails are already a distant memory. As I dressed I realised I have doubled in size and will be on a diet for the rest of my life. I am staring at 300 emails but have not yet conjured the energy to open them. I have hellish jet lag which is accompanied by a pulsing headache and nausea. Worst of all, I am pale with fatigue, completely counteracting the pleasant tan I picked up specifically for the purpose of instilling envy in my co-workers.

I fully intended to write about the beta talent changes (merlot is not a happy priesty) but now I'm wondering if I can be bothered. They'll only go and change 30 seconds after I publish. Is it just me or are the holy and discipline changes more exciting? Oh well, at least we're not fire mages ha!

Maybe I'll have a think about the talents when my headache goes. If it goes. Or when I've stuck a pencil in my eye to distract from the throbbing.

20 July 2008

Wrath beta: you win some, you loose some

Ok, so I've had a couple of days to chew over the beta notes. In that time I've also managed to travel half way round the world and now sit by a pool in Key West with a cocktail by my side and the sound of insects in the background. This puts things into perspective. No beta key, no guild, no cares. I will work these things out eventually (long after my tan has faded and my liver recovered). Thanks also for the messages of support after my last post, they cheered me up no end.

Anyhoo, let's get on with the show. You've all read this by now I'm sure but here are the patch notes for priests.

  • Circle of Healing (Holy): Now works on any targets in the caster's raid, and is now a "smart" heal and chooses the lowest health targets to heal first within it's range. Also now has a 6 second cooldown. Also no longer will heal summoned Snakes from Hunter's Snake Trap.
  • Enlightenment (Discipline): Now also gives 1% spell damage and 1% heal per point.
  • Focused Will (Discipline): Now increases healing effects on you by 3/4/5%, down from 4/7/10%.
  • Force of Will (Discipline): This talent now increases your spell damage by a flat amount, rather than increasing your spells by a %. (Now increases school %, rather than selected spells damage %). In other words, your spell damage gained from this talent is now reflected on your character sheet, rather than the skill tool-tips.
  • Holy Fire: Cast time reduced to to 2 seconds, down from 3.5. Damage increased roughly 60%. Duration for the damage over time effect reduced to 7 seconds, down from 10. Holy Fire now has a 10 second cooldown.
  • Improved Inner Fire (Discipline) - Now also increases the bonus healing on your Inner Fire spell by 10/20/30%.
  • Improved Shadow Word: Pain (Shadow) - Now increases damage done by your Shadow Word: Pain by 5/10%, but no longer increases the duration of your Shadow Word: Pain.
  • Levitate now costs 3% of base mana.
  • Lightwell (Holy): Cast time reduced to .5 sec, down from 1.5 sec. Charges increased to 10, up from 5. Now breaks from any attack that hits you for 30% or more of your total health. Cooldown reduced to 3 minutes, down from 5.
  • Mind Control now has only one rank and costs 12% of base mana.
  • Mind Soothe now has only one rank, costs 6% of base mana and has no max target level.
  • Mind Vision now costs 3% of base mana.
  • New Talent: Improved Spirit Tap (Shadow) - Gives you a 50/100% chance to gain a 50% bonus to your Spirit after gaining a critical effect chance from your Mind Blast or
  • Shadow Word: Death spells. For the duration, your mana will regenreate at a 25% rate while casting. Lasts 8 sec.
  • New Talent: Twin Faiths (Discipline) - Increases your damage and healing by 1/2/3/4/5%.
  • Pain Suppression (Discipline): Cooldown increased to 3 minutes, up from 2.
  • Power Infusion (Discipline): Cooldown reduced to 2 minutes, down from 3.
  • Psychic Scream now costs 15% of base mana.
  • Searing Light (Holy): Now also increases the damage of your Holy Nova and Penance spells.
  • Shackle Undead now costs 9% of base mana.
  • Shadow Focus (Shadow): Now a 3 point talent, down from 5. Now also reduces the mana cost of your Shadow spells by 2/4/6%.
  • Shadow Resilience (Shadow): Now reduces physical damage taken by 2/4%, but no longer reduces the chance to be critically hit by spells.
  • Shadowform (Shadow): Now has an innate 30% threat reduction. Now has a shapeshift UI.
  • Silent Resolve (Discipline): Now a 3 point talent, down from 5 points.
  • Spirit Tap (Shadow) - Talent reduced to 3 points, down from 5. Now also leads into "Improved Spirit Tap"
  • Wand Specialization (Discipline) has been removed.

Some of this you will already recognise from the alpha leaks. Not everything from the alpha notes is here but that's not so say it won't still be implicated. None of these notes, I think I'm right in saying, include the new post-70 talents, only new and reworked talents within the existing talent trees.

The most interesting thing for me, which I've commented on before, is the increasing utility Blizzard is placing on spirit as a stat. We see improved spirit tap, which will buff spirit and mana regeneration on the back of crits, and there is a hint of a talent yet to come which will buff spell damage by a percentage of spirit. The benefit will very much depend on gear of course: both crit and spirit matter more when your longevity depends on them. But these notes also include official confirmation of the new spellpower mechanic and the general homogenisation of caster gear for both healers and dps. Once again, shadow priests will have access to spirit on dps gear, buffing both our out-of-combat mana regeneration and our in-combat regeneration. You know those mind-boggling mp5 figures our holy brethren achieve? They could be ours too.

The other pleasant surprise comes with shadowform and the innate 30% threat reduction, which as Ho Ho pointed out in the last post, could easily negate the loss of blessing of salvation. If it works out that way. But that's only if we retain shadow affinity, our existing threat reduction talent. There's nothing in the post about it, but will Blizzard really allow us such massive threat reduction? Possibly. Or possibly it won't matter. In the shaman notes, alongside the message that tranquil air totem is being removed, Blizzard hinted at a general realignment of threat in game: "Threat is being addressed by modifications to the base threat of players and/or 'baked' into tanking abilities." Only time will tell.

The expected nerf to shadow word: pain was confirmed, the improved talent now increasing damage by 10% rather than two ticks (a drop of about 15%). And we can probably confer from the notes that we are loosing a hefty chunk of spell hit with the changes to shadow focus - even though the note itself is frustrating vague. Yes it's down from five points to three, but that could mean anything! Does it mean the actual hit is unchanged? Does it mean each point still grants 2% spell hit? Or does it mean the total spell hit provided is, like the alpha notes showed, now only 3%? They really ought to be more specific.

The only other surprise for me was was the change to the first tier of disciple. We are loosing wand specialisation, to be replaced by a flat 5% (at max rank) increase to spell damage and healing via twin faiths. This is good change to raiders of all specs, who had to pick up poor talents to get the meatier stuff further down the tree. But I can't help but feel a little sad. The days of my 700 wand crits are coming to an end.

Well, that's all for now I think. The most interesting things have yet to come. Let me know what you make of the talents anyway. And if you have a beta key, drop me a line.

18 July 2008

A night of disappointments

  • Zul'Aman raid cancelled
  • Quit guild in disgust
  • No beta invite
  • Blessing of salvation is being removed

More on the beta notes (and guild drama) when I've had time to order my thoughts.