guide-to-officers

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  • Phat Loot Phriday: Unidentified Cooking Utensil

    by 
    Michael Gray
    Michael Gray
    01.14.2011

    The gingerbread men were winning. Despite Throgg's valiant attack with Cookie's Tenderizer, the tiny pastry warriors were making their way over the ridge. But things went south when the gingerbread men reached the edge of the stove. Now Throgg and Lolegolas were huddled behind a kitchen island, ducking the assault of gumdrop buttons and candy canes. "That's it," Lolegolas said, reaching into his bag. "It's time for the secret weapon." "What are you going to do?" Throgg asked incredulously. "The Unidentified Cooking Utensil," Lolegolas muttered with a growl. "They stand no chance." Throgg furrowed his brows as Lolegolas pulled the weapon from his bag. "That's ... plenty identified. That's a cooking pan, little elf." "Hush," the blood elf said. "Now is the time to fight!" Unidentified Cooking Utensil Type: Off-hand Stamina: 2 Intellect: 2 How to get it: You get it by completing the quest The Titans' Terminal in Darkshore. How to get rid of it: Sells to a vendor for 3 silver and 91 copper. Alternatively, you can break it down into Strange Dust, Greater Magic Essence, or Small Glimmering Shard. %Gallery-96786% Phat Loot Phriday brings you the scoop on some of the most ... interesting ... loot in the World of Warcraft, often viewed through the eyes of the stalwart Throgg and indelible Lolegolas. Suggest items you think we should feature by emailing mikeg@wowinsider.com.

  • Officers' Quarters: How a guild dies

    by 
    Scott Andrews
    Scott Andrews
    01.10.2011

    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, available now from No Starch Press. This column is a special one for me. A reader wrote an email to the Drama Mamas, who passed it along to me as a topic that seemed more appropriate for OQ. When I read the email, it struck quite a chord, because the issue the guild leader raises is one that led directly to the collapse of my own guild. Yes, my own guild is finished, and so I can now reveal what guild I led and why it is now defunct in the hope that others can avoid the same fate. But first, the email: My girlfriend and I are the founders of a casual raiding/leveling guild. It's always been an eclectic mix of people, and it's one of my favorite parts of playing WoW. We're both friendly and empathetic, and people tend to develop bonds with us. We spend time together to the point where they feel comfortable in asking us for advice with serious real-life problems. However, the major problem is that our guild is that it's highly focused around my girlfriend and I. It feels like the only people who can lead a raid are the two of us, for example. People help in other ways, like donating to the guild bank or recruiting, but there isn't much leadership in the guild.

  • Officers' Quarters: Be kind to your tanks and healers

    by 
    Scott Andrews
    Scott Andrews
    01.03.2011

    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, available now from No Starch Press. If you've queued as a DPS for the dungeon finder lately, you've probably marveled at the estimated time and wondered what happened to all the tanks and healers. Maybe fewer players want to tank when crowd control is necessary; maybe fewer players want to heal when mana must be managed. Maybe it's the fact that gear is more critical at this point in an expansion, so people are shy about signing up for those roles. Or maybe all the tanks and healers are skipping the unpredictable dungeon finder crowd altogether and looking for guilds to join. Whatever the cause, dungeon finder queues for DPS are absolutely brutal at the moment. If you don't want to wait 30-plus minutes for every run, you're going to need tanks and healers in your guild who are willing to run heroics. You may wonder, why wouldn't they be willing to run heroics? After all, the content is fresh, the upgrades are flowing, and most people still need justice and/or valor points. The question isn't so much whether they want to run heroics; the question is whether they want to run heroics with you, right now. This week, I'm going to focus on what players and officers can do to avoid stressing out your tanks and healers and help them to enjoy the game along with everyone else.

  • Officers' Quarters: Critter Kill Squad tips and tricks

    by 
    Scott Andrews
    Scott Andrews
    12.27.2010

    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, available now from No Starch Press. Strangely, the guild reward that players seem most excited about in the early days of Cataclysm is not the Kor'kron Annihilator or Golden King but the Armadillo Pup. We all have a long way to go to earn the mounts, after all, but we can all help earn the pup whether we're running Heroics at 85 or leveling a new character. This noncombat pet is unlocked by earning the achievement Critter Kill Squad and getting exalted with your guild. Ending the carefree lives of 50,000 critters seems like a monumental task, but smart guilds can take advantage of some special tactics to earn this achievement in no time. Let's take a look at how you can earn this adorable pet for your guild.

  • Officers' Quarters: The guild achievement controversy

    by 
    Scott Andrews
    Scott Andrews
    12.13.2010

    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, available now from No Starch Press. Less than 24 hours after Cataclysm went live, Blizzard announced a major change to the way guilds would level up in the brand-new system: Guild achievements no longer provide experience. The change came as a shock to many players. Typically, major shifts in design philosophy such as this occur during beta or even earlier. However, as Nethaera explained, the beta did not provide an accurate picture of guild experience from achievements because most characters were templates without their own achievement history. It seems shortsighted that Blizzard did not anticipate a rush on guild achievements, particularly in the early days of the guild leveling system when there are so many juicy perks to unlock. Not to mention, achievements were the only way to get around the daily experience cap and powerlevel your guild. If anyone should know the lengths that players will go to in order to reap rewards, you'd think it would be Blizzard. As it turns out, the game's developers somehow did not see this coming and, unfortunately, the timing of the announcement could not have been worse.

  • Officers' Quarters: Cataclysm guild roundup

    by 
    Scott Andrews
    Scott Andrews
    12.06.2010

    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, available now from No Starch Press. This is it, ladies and gentlemen. Tonight at midnight PST, Blizzard will knock down the velvet ropes around the expansion's leveling zones and usher in a new era of World of Warcraft. At the same time, Cataclysm will provide new guild features, including leveling, achievements, and reputation. Certainly this is one of the most exciting times in WoW's history to be a guild officer. This expansion provides new tools, new goals, and new opportunities for guilds and those who lead them. The question remains: Is your guild ready for it? After the break, I've linked to every Cataclysm-related Officers' Quarters column, as well as some other columns that may help you with issues related to the increased level cap, the redesign of WoW's raid system, and other expansion matters. Our members are counting on us to provide a stable and effective guild community before and after we all hit 85. Let's not disappoint them!

  • Officers' Quarters: Managing the alt invasion

    by 
    Scott Andrews
    Scott Andrews
    11.29.2010

    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, available now from No Starch Press. I'll never forget that first month after Wrath went live and the endless requests from guild members to invite their death knight alts into the guild. The second anyone rolled a DK, they wanted to bring that toon into the roster to be part of the social experience as we all explored what the new expansion had to offer. I couldn't blame them. It is painful to be cut off from your guild during such an exciting time. As it turns out, the DK influx was only a small taste of what the Shattering has wrought. Now it's troll druids, tauren paladins, and undead hunters springing out of the woodwork, or dwarf shaman and gnome priests for Alliance guilds. Even this, however, is just the rumblings before the earthquake. In one week, a deluge of goblins and worgens will engulf our rosters. How can we manage this alt invasion? Let's take a look!

  • Officers' Quarters: Impending doom

    by 
    Scott Andrews
    Scott Andrews
    11.22.2010

    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, available now from No Starch Press. As the dawn of the Cataclysm era looms, new guilds have been springing up on every realm, hoping to tackle the expansion's challenges. Founding a guild is no easy task -- it requires dedication, patience, and hard work. How can you be sure it's all going to work out? Well, you never can. However, if you can identify signs of trouble early on, then you stand a much better chance of heading off some major problems later. This week's email is from a guild leader who's already sensing divisions in his fledgling community. Scott, I have been playing WoW for some time now. I had joined a guild last year and made several friends in it. However, we had several differences we felt over what we wanted and the direction the guild was going. So we parted ways with the guild, leaving behind many friends. We started a new guild and are starting to recruit, establish guild rules and goals, etc. However, I am worried that differences among guild members and especially officers may become a problem. We have several very kind and patient officers and others who are less so. How does one manage the two groups (i.e., still get things done in a kind and patient manor and keep those with shorter fuses from turning off new members or current officers)?

  • Officers' Quarters: The great raid-size debate, part 3

    by 
    Scott Andrews
    Scott Andrews
    11.15.2010

    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, available now from No Starch Press. Welcome to the third and final column exploring the various pros and cons of raid size in WoW's upcoming Cataclysm expansion. Before we talk about the final category, let's recap. In part 1, I examined the various gameplay considerations that come along with the different sizes. Gameplay We can only speculate about relative difficulty. 10-man raids offer fewer options for dealing with specific boss abilities and/or adds. Position-based abilities are easier to deal with in 10s. Player deaths are not as crippling in 25-mans. It's easier to cover for someone else's mistake with 25 players. In part 2, I talked about the logistics involved in running each size and the rewards you can obtain from them. Logistics A 25-man raid requires an intense recruiting effort. "Cat herding" is flat-out easier in 10-man raids. More raiders mean more attendance issues and technical issues. Subbing is easier in a larger raid. Scheduling difficulties are easier to manage with more players. Loot is easier to distribute in 10-man.

  • Officers' Quarters: The great raid size debate, part 2

    by 
    Scott Andrews
    Scott Andrews
    11.08.2010

    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, available now from No Starch Press. Last week, I received an email asking me for my thoughts on raid size in Cataclysm. As it turns out, I have quite a few thoughts -- three columns' worth, in fact, covering four different categories: gameplay, logistics, rewards and intangibles. My goal is to help officers and their guild members to choose which raid size is best suited for their guild. A week ago, I wrote about the gameplay category. This week's column will cover two topics that have been linked together throughout the history of the game. From the very beginning of WoW, Blizzard has made a connection between more difficult logistics and greater rewards. Molten Core, Onyxia, and later 40-man raids rewarded the best available gear in their respective heydays. Throughout The Burning Crusade and Wrath, 25-man content yielded the best items. For Cataclysm, this paradigm is shifting. Let's take a look at the logistics involved with the two raid sizes and the rewards that each size offers.

  • Officers' Quarters: The great raid size debate

    by 
    Scott Andrews
    Scott Andrews
    11.01.2010

    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, available now from No Starch Press. Cataclysm, as you are probably already aware, brings with it massive changes to the raiding scene in World of Warcraft. Certainly the most controversial change is Blizzard's desire, announced in April, to balance and separate 10- and 25-man raids -- namely, both sizes will share the same lockout and loot tables. The 10-man scene, widely regarded as inferior throughout WoW's history, will be designed to have approximately the same difficulty as its 25-man counterpart. Reports from the beta dungeon forums indicate that 10-man bosses are currently much easier to bring down than their 25-man versions, but we can only assume that Blizzard will take steps to even out the difficulty according to its stated goal. In the weeks following the expansion's launch, it will be extremely interesting to see how this whole situation shakes out. These changes will force most guilds to choose one size or the other as their primary raiding focus. As I've previously stated, this is a good thing. Many officers right now, including the one who wrote this week's email, are wondering which size to choose. Officers' Quarters is here to help! Hail Scott, What is your take on 10-man versus 25-man raiding in Cataclysm? Our guild would like to continue raiding 25-mans, but several of the other raid guilds on our server have apparently decided to switch to 10s. Are they jumping to conclusions, or are they on to something? Is this the end of 25-man raiding, and are we in for a repeat of the guild implosions and massive raider unemployment we saw when 40s were dropped to 25s?

  • Officers' Quarters: Scorched by raider burnout

    by 
    Scott Andrews
    Scott Andrews
    10.25.2010

    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, available now from No Starch Press. It's been more than 10 months since Blizzard introduced major endgame content to World of Warcraft, and raider burnout is at an all-time high. In times like this, hardcore players often look to casual guilds as a refuge from the demands of more serious organizations. It's not always a bad thing, as I'll discuss, but sometimes taking in these hardcore refugees can lead to major problems. This week, an anonymous officer tells his tale: Hi Scott, I'm currently an officer in a guild that started as a social/leveling guild, but toward the beginning of this past summer, we had some level-capped players who decided to take on raiding content. We were having a lot of fun at first whether or not we successfully downed bosses because we were finding a way to stay socially active in our social guild. During this period, one guildie and I became de facto raid leaders because we were always there on raid night and always the two who got the groups organized. This was when I also got promoted to an officer position. The problem I'm facing now is that we ended up recruiting a couple of new members who had burned out on hardcore progression raiding and wanted to take a more casual approach to raiding.

  • Officers' Quarters: Raiding addons aren't optional

    by 
    Scott Andrews
    Scott Andrews
    10.18.2010

    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, available now from No Starch Press. Raiding addons aren't optional. They're just not. I'm sure that many people will disagree with me in the comments below. However, I firmly believe this. I'll explain more below -- but first, here's the email that has prompted me to take this stand. Scott, Good news/bad news -- I've recently been promoted to co-guild leader. So now I'm in the position of resolving drama. We are a casual, positive training guild that lets people do whatever they want whenever they want. Our guild rules are basically no swearing; no begging; if you want to raid, get Vent. We are currently running ICC-10 and have just started a second ICC-10 and an ICC-25. The problem is that our Group 1 off tank refuses to get any addons -- not Pally Power, not Deadly Boss Mods, none, zip, zero, zilch, nada. His computer is less than a year old and he is terrified of viruses and won't listen to reason that downloading from sites like Curse is safe -- and yet won't get an authenticator, either.

  • Officers' Quarters: Leveling as a guild in Cataclysm, part 2

    by 
    Scott Andrews
    Scott Andrews
    10.11.2010

    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, available now from No Starch Press. Last week, a reader wrote in to ask about some dos and don'ts as a guild leader during the character leveling process of an expansion. Obviously, we're focusing on Cataclysm here, but many of these tips will be relevant for any expansion with a raised level cap. Part 1 provided four tips: Have a plan. Organize group activities. Don't rush anyone. Set a date for the endgame. This week I've got five more.

  • Officers' Quarters: Leveling as a guild in Cataclysm

    by 
    Scott Andrews
    Scott Andrews
    10.04.2010

    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, available this spring from No Starch Press. The weeks after an expansion goes live are a strange time for guilds. After months of working as a team toward a common goal, most members go off on their own to level up through solo quests. Since raiding at the cap is impossible and raiding old content isn't nearly as interesting as questing in the new zones, your guild can find itself strangely fractured during this time. This week, one guild leader wonders how to keep a guild from falling apart during the leveling process. Scott, I was a member of a "raiding" guild in The Burning Crusade (they didn't do too much raiding), but I hit level cap a week before Wrath of the Lich King came out. The guild basically came apart at the seams before anyone hit level cap. Then they tried to reform again a little before ToC and nothing really worked out. Now I'm running my own little raiding guild and don't want to repeat the mistakes of the past. What keeps a raiding guild together through the leveling process? I was thinking about putting in incentives in our loot policy for people getting to cap, but I'm not sure if that's a good idea. What are some things I should be doing, and what are some things I shouldn't be doing? Thisius Hells Vanguard Sisters of Elune (US)

  • Officers' Quarters: Content is easy

    by 
    Scott Andrews
    Scott Andrews
    09.27.2010

    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, available now from No Starch Press. It's been a while here at Officers' Quarters since we've tackled some good, old-fashioned guild drama. This week's email comes from a guild leader dealing with an abrasive officer (and real-life friend) with a penchant for long, sudden and unexplained AFKs. Hi Scott, I am the guild leader of a new 10-man guild. I created the guild equally with several real-life friends and we co-share the leadership. The problem lies in this: One of the real-life friends has been doing things like going AFK for 45 minutes in the middle of a raid. This was a guild-led, non-scheduled ICC-25 PUG, but he gave me little warning and then disappeared for 45 minutes, which included the first two bosses.

  • Officers' Quarters: Patch 4.0.1 -- An officer's perspective

    by 
    Scott Andrews
    Scott Andrews
    09.20.2010

    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, available now from No Starch Press. Most major game patches have a significant impact on guild officers, and in the past I've tried to give an officers' perspective on how the changes to the game will affect the decisions and plans that we make moving forward. Unlike previous patch-perspective columns, however, a reader actually requested this one. Hey Scott, I'm a guild leader for a rather small 10-man raiding guild, and I got to thinking today about the upcoming pre-Cata patch that's going to change everything. See, Wrath was the first expansion of WoW that I, and many members of my guild, were ever really active in (a lot of us swapped over from another MMO, together), so I was wondering -- once the pre-Cata patch hits, should we continue raiding? From the grumblings I've been hearing on the PTR, numbers are all out of whack, and with some of the class changes coming, I was wondering if it'd even be a good idea to keep raiding once 4.0.1 hits. I've never experienced the "conversion" from one expansion to another on the raiding front, so I really have no idea what to expect as far as people's attitudes (not just guildies, but possible PUGs, too). In the other games I'd played, an expansion just meant new zones, storyline, etc., but WoW's expansion features a level cap increase, and in this case, a major overhaul in how we play.

  • Officers' Quarters: Mailbox roundup redux

    by 
    Scott Andrews
    Scott Andrews
    09.13.2010

    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, available this spring from No Starch Press. Here at Officers' Quarters, I receive a number of emails every week that don't get featured in the column for various reasons (which I explained last time I did a roundup). Once again, it's time to examine some of these shorter -- but no less interesting! -- topics. This roundup's theme is Cataclysm concerns and preparation. Just the two of us Hello, I have tried to find this info but I cannot seem to find it anywhere, or I am really terrible at finding things. Is there going to be a minimum guild size to participate in guild leveling? I started a small guild for myself and my son to play in and we are having a great time, but I hoped we could take advantage of these new features without joining a larger guild or recruiting into the existing one. Obviously we would not get any experience for raids or dungeons, but what about questing and professions, or even rated battlegrounds? Thank you for your time, Callidor

  • Officers' Quarters: Accelerating guild achievements

    by 
    Scott Andrews
    Scott Andrews
    09.06.2010

    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, available from No Starch Press. News broke last week of a new Cataclysm beta patch that added a host of guild achievements to the game. MMO Champion has the full list. Some of these achievements -- such as looting 200,000 gold from creatures -- you may decide to allow to simply accumulate over time. After all, most of them can be earned through the natural course of events, assuming your members participate in all aspects of the game. However, if you'd like to pursue these guild achievements aggressively, this column is for you. Let's take a look at how you can accelerate some of these achievements and how you can motivate your guild to help. First of all, let's talk about the motivation that the game itself will provide. Earning guild achievements, according to August's guild advancement Q&A, provides "nice, fat chunks of experience [that] feel great when you get 'em." We also know from blue poster Mumper that "anything that grants guild XP will also grant guild faction." Putting two and two together, we can conclude that earning a guild achievement will also award the players who earned it a hefty dose of guild reputation. This extra guild rep and guild experience may be motivation enough. But why stop there? Let's take an active role, as officers, in providing organization and incentives.

  • Officers' Quarters: March of the freeloaders, part 2

    by 
    Scott Andrews
    Scott Andrews
    08.30.2010

    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, available from No Starch Press. Last week, I discussed how players interested in Cataclysm's guild perks can get into guilds without becoming "freeloaders." Today, I'll look at the issue from an officer's perspective. I'll examine the drawbacks of having freeloaders in your guild, steps you can take to filter them and methods for dealing with them if they make it past those filters. What do I mean by a freeloader? A freeloader is a player who is in your guild purely out of self-interest, who has no desire to contribute to the guild in any way. In short, a freeloader is there only for your precious, precious perks. Are freeloaders a problem? A few freeloaders on your roster won't be a major issue, in most cases. You can simply hope that they'll keep to themselves and won't actively cause problems. They may even chip in some guild experience when they have an active day. Small guilds may actually decide to seek out such players to help them level up faster. I don't recommend it, but you will level faster with more players, up to a point. Larger guilds won't benefit much from inviting freeloaders. You'll get all the experience you need from the players you trust, so there's no real advantage (aside from a little extra cash) to inviting more players. In fact, doing so carries a bevy of risks.