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By Jim Ames
26 Jul 2010

Officers' Quarters: Destructive criticism, part 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, available from No Starch Press.

Last week, I began addressing what is one of the most complex and difficult duties an officer or raid leader must occasionally perform: giving out unsolicited constructive criticism. As the email that sparked this discussion proved, such conversations can be volatile. With the wrong approach, you can destroy friendships and lose guildmates. Let's continue to examine the right approach.

To recap, here are the first two steps from part 1:
  1. Consider your guild's criticism culture and adapt your approach accordingly.
  2. Plant the seed of taking personal initiative to research and improve play.
At this point, you have to be a little bit patient. If your guild is on the brink of collapse over performance issues, you can't always afford to let this situation play out. However, the safest bet is to give the underperforming player another week of raids to show an improvement. Keep a close eye on him during this week. Examine his spec and gear to see if he's made any adjustments. Record a combat log to see if he's using the appropriate class abilities. Watch him during boss encounters to see if he is following instructions and executing the fight properly.

If you see an improvement, be sure to compliment him. (Don't go overboard, or you'll just make him feel patronized.) Then ask him if he's doing anything differently this week. Hopefully, he'll mention some research he did or some keybinds he added to improve his reaction times. You're now having the "constructive criticism conversation," and you didn't even have to be confrontational. You can use this opportunity to present some further helpful tips.

That, obviously, is a best-case scenario. It won't be so easy every time.

If you don't see an improvement after you've planted the seed, you'll have a decision to make. You can leave it be, accepting that the player will not improve further and making decisions about his participation accordingly. You can phase him out of key raids, if necessary, and only take the steps below when and if he approaches you about why he isn't being included. Or, you can decide to be more aggressive: to get real and hash it out.

Time to get real

When it's time to "get real," your timing is all-important. The middle of a raid is the worst possible time. Immediately after a raid, when players are tired and possibly frazzled from wiping, is the second-worst time. Immediately preceding a raid is probably third-worst, since the fallout could cause distracted players or, even worse, a player could quit on the spot, leaving you short-handed.

What's a good time for this potential confrontation? An off night when players are just doing their own thing is an excellent time. It's separate from a raid night, so players are more relaxed. You aren't constrained by a schedule, so the conversation can take as long as it needs to. If anyone gets upset, he'll be able to sleep on it for at least one night before raiding again. Earlier in the day or evening is better. The later it is, the more likely the person will be tired, less focused and less rational.

When you initiate the conversation, make sure the player has time to talk. That's always the first thing you should ask. Launching into the talk without knowing whether the person has time for it can be disastrous. Trust me: You don't want to do this twice, so make sure it's the best possible moment.

Establish the conversation

Once you've caught the player at the right time, establish the reason for the conversation. It's tempting at this point to get into specifics, but that can come later. Start off generally, but be absolutely honest. Note that there is a big difference between being honest and being blunt. An honest statement is something like this: "The other officers and I need you to improve your DPS. We want to help you do that, if you're willing to let us." A blunt statement is more like, "Your rock-bottom DPS is a big reason why we can't beat the Lich King and I'm here to figure out why you're so terrible." Most players, as you can imagine, will respond better to the former than the latter.

The important point to get across initially is that you're in this together and you're talking to him because you want to help him. You want to help him because you enjoy playing with him. You are not there to pass judgment, question motives or evaluate his worthiness to remain in the guild. (All of that can come later, if the player puts you in that situation by refusing to accept advice.)

After establishing the reason for the conversation, don't launch right into the criticism. Before you say a single word about performance beyond the general statement, ask him if he wants to talk about it. By asking, you're putting the ball in his court. He can choose to say no. If that's the case, leave him be. Your only option at that point is to report his unwillingness to work with you to your fellow officers and raid leaders. You'll have to decide what to do with that player based on what he is capable of right now, with no future improvement.

Just the facts

If he's willing to talk, then you can (finally) be specific about the situation. Some people won't believe that they need help. They'll never listen to your advice until you convince them that they need it, so that's always your first job here. For that reason, it's best to go into this conversation armed with facts rather than general impressions. "You were 2,000 DPS behind everyone else in the guild according to Tuesday's Recount" is a fact. "You seem like you aren't putting out enough DPS" is an impression. Impressions start arguments; facts end them.

It's not always possible to present concrete data, particularly for healers and tanks. In lieu of that, cite specific circumstances where the player let the guild down: "Your assigned tank died from normal boss damage during Princes last night" or "The DPS was having trouble staying under your threat against Halion on Monday." Most likely, he'll have an excuse for that specific circumstance, so you'll want to list a few if you can. Don't pile on too much, though. It's a fine line! From those circumstances, you can extrapolate to wider issues such as slow heals or weak threat.

Laying it out

Once you reach the actual advice stage, don't overwhelm the player with information. Go point by point, starting with the most important ideas, and make sure he understands what you're saying before you move on. Allow plenty of time for him to ask questions. You'll need to ask plenty of questions, too, in order to figure out where the problems might lie. Try to keep the conversation flowing back and forth. Doing so will reinforce that this is a collaborative process.

If you sense at any point that the player is getting angry, flustered or upset in any way, end the conversation there. Don't push to a breaking point. For some people, this sort of talk can be intensely emotional. If necessary, follow up with additional information later. At the end of the conversation, emphasize once again that the reason for this is to help him because you enjoy playing with him. Even so, don't expect a thank-you.

Afterward

Once you've had this discussion, check in with him from time to time. Make yourself available and offer to answer any follow-up questions he might have. Obviously, you'll be monitoring his performance closely in the weeks after this talk. Give further constructive feedback based on recent raids about what he's doing particularly well and what still needs improvement.

That's the whole plan. Here's a summary of the nine key steps:
  1. Consider your guild's criticism culture and adapt your approach accordingly.
  2. Plant the seed of taking personal initiative to research and improve play.
  3. Watch for subsequent progress.
  4. If the player makes progress, compliment him, give further tips and continue to look for improvement. If he doesn't make progress, you must choose either to accept him as he is or to proceed.
  5. Find the right time to approach him with constructive criticism.
  6. Establish the reason for the conversation. Be honest, but not "blunt."
  7. Ask whether he is willing to have the conversation.
  8. If not, report his reluctance to the officers and raid leaders. If so, move forward with your advice.
  9. Follow up with him.
Don't get too frustrated if he isn't immediately awesome. You can't turn a player into a raiding superstar overnight. Improving performance is usually more about making a series of small but crucial adjustments rather than making one big change.

Despite what Allen Iverson says, practice is important, too. You should expect to see gradual improvement over time, not all at once. It's also possible that the player will never improve beyond a certain point, no matter how much well-meaning advice he receives or how hard he tries. If his absolute peak is below what's necessary or what's expected, you'll have to make a decision about his raiding future in the guild.

I've had to manage these situations many times myself, and I know just how tough it can be. I wish more players could accept criticism well -- it would certainly make our jobs easier and our raids better. I encourage everyone to be receptive, even if you think you know it all, even if you're a guild leader, a raid leader or a class lead. Put your ego aside. Stop talking for a minute and listen. You just might learn something.

/salute
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admin
By Jim Ames
21 Jul 2010

Cataclysm beta patch notes build 12539

A new build of the beta has just been deployed, implementing some of the changes the developers discussed during the recently concluded chat on Twitter, as well as a slew of new spells and abilities. There are no official patch notes yet -- and it may take a while considering this is merely a beta build -- but Nihilum has cobbled together some of the confirmed changes and put them up as a work in progress. Everything is still being collated at this point, so keep checking this post for updates. Here are some of the interesting points from the patch so far:
  • Holy Power for paladins has been implemented
  • New talent trees are up
  • Warriors get their own version of Consecrate
Check out the rest of the changes after the jump.

Class changes

Death Knight
Blood
  • Dark Simulacrum - Cooldown reduced to 1 minute from 2 minutes, now costs 20 Runic power, up from 0.
Frost

Unholy

Druid
Balance
  • Fungal Growth - NYI tag removed.
  • Improved Eclipse - When you critically hit with Starfire, you have a % chance of increasing damage done by Wrath by 0%. When you critically hit with Wrath, you have a ${*0.6}% chance of increasing your critical strike chance with Starfire by 0%. Each effect lasts 45 sec and each has a separate 30 sec cooldown. Both effects cannot occur simultaneously.(Talent, ) Effect length increased.
Feral

Restoration

Hunter
Beast Mastery
  • Beastmastery Hunter - Reduces the pushback suffered from damaging attacks while casting Steady Shot, Cobra Shot, and Volley by 70%.(Instant cast, )
Mage
Arcane
  • Slow Fall - Now earned at level 32 instead of 26.
  • Mana Shield - Now earned at level 46 instead of 52.
  • Mage Armor - Now earned at level 68 instead of 64.
  • Conjure Mana Gem - Now earned at level 48 instead of 46.
  • Arcane Intellect - Now earned at level 52 instead of 48.
  • Arcane Explosion - Now earned at level 58 instead of 56.
Fire
  • Scorch - Now earned at level 26 instead of 32.
  • Molten Armor - Now earned at level 64 instead of 54.
  • Frostfire Bolt - Now earned at level 56 instead of 68.
  • Dragon's Breath - Now earned at level 1.
  • Living Bomb - Now earned at level 1.
  • Combustion - Now earned at level 1.
  • Blast Wave - Now earned at level 1.
Frost
  • Frostbolt - Now learned at level 7 instead of 8.
  • Frost Nova - Now learned at level 8 instead of 9.
  • Frost Armor - Now earned at level 54 instead of 7.
  • Ice Barrier -Now earned at level 1.
  • Deep Freeze - Now earned at level 1.
  • Cold Snap - Now earned at level 1.
Paladin
Holy
  • Speed of Light - Casting Holy Shock grants 5/10/30?% spell haste for your next Flash of Light, Holy Light or Divine Light, and casting Healing Hands grants you 10/20/60?% movement speed for $85497d. Also lowers the cooldown on Healing Hands by 10/20/30 sec at all times.
  • Denounce - You have a $h% chance when any of your Holy spells get a critical effect to make your next Exorcism spell instant and cost no mana.
  • Tower of Radiance (NYI) - Directly healing the target of your Beacon of Light has a % chance to generate Holy Power.
  • Light of Dawn - Send a wave of healing energy before you, healing all friendly targets up to 30 yards away for $s1.
Protection
  • Divine Sacrifice - now Divine Guardian, simply reduces damage taken by raid members in the area by 20% for the duration.
  • Wrath of the Faithful - Increases the damage by 10/20% and critical strike chance by 10/20% of your Holy Wrath spell.
  • Grand Crusader - When your Shield of Righteousness and Hammer of Righteousness deal damage, they have a $h% chance of refreshing the cooldown on your next Crusader Strike and causing it to hit for $s2% additional damage.
  • Shield of the Templar - Increases the critical strike chance of your Shield of Righteousness by 5/10%. In addition, your Shield of Righteousness critical strikes have a $h% chance of making your next Judgement a critical strike.
Retribution
  • Templar's Verdict - An instant weapon attack that causes a percentage of weapon damage. Consumes all applications of Holy Power to increase damage dealt:
1 Holy Power: 55% Weapon Damage
2 Holy Power: 125% Weapon Damage
3 Holy Power: 225% Weapon Damage
  • Art of War - chance to trigger on all attacks, only benefits Exorcism.
  • Improved Crusader Strike - increases damage by 15/30% and reduces cooldown by .5/1 sec.
  • Rebuke - Interrupts spellcasting and prevents any spell in that school from being cast for $d.
  • Wrath of the Lightbringer - Increases the critical strike chance of your Holy Wrath ability by 25/50% and reduces the cooldown of your Avenging Wrath ability by $/1000;s2 sec.
  • Zealotry - 31 point talent. Your Crusader Strike generates 3 stacks of Holy Power per strike for the next $d. Requires 3 stacks of Holy Power to use.
Priest
Discipline

Holy

Shadow

Rogue
Subtlety

Combat
  • Revealing Strike - Now learned at level 1.
Assassination
  • Venomous Wounds - Each time your Rupture or Garrote deals damage to an enemy that is afflicted with your poison, you have a 30/60% chance to deal 1 additional Nature damage and to regain 3/6 Energy.(Talent, ) Energy gain added.
  • Venomous Vim - Each time your Rupture or Garrote deals damage to an enemy that is afflicted with your poison, you have a chance to regain Energy.(Instant cast, )
  • Deadly Momentum - After killing an opponent that yields experience or honor, you have a 50% chance to increase the critical strike chance of your next attack by 40%, and to refresh your Slice and Dice and Recuperate abilities to their original duration.(Talent, ) (Two ranks, one is new and one is old)
  • Deadened Nerves - Reduces all damage taken by 3/7/10%.(Talent, ) Up from 2/4/6%.
Shaman
Elemental
  • Improved Lava Lash - Increases the damage of your Lava Lash ability by 15/30%, and by an additional 10/20% for each of your applications of Searing Flames on the target, consuming those applications in the process.(Talent, ) Up from 10/20% and 7/14%.
  • Feral Spirit - Now earned at level 1.
  • Earthquake - Now earned at level 1.
  • Shamanistic Rage - Now earned at level 1.
  • Ancestral Knowledge - Now Elemental, was Enhancement.
Restoration

Enhancement

Warlock
Destruction
  • Shadowflame - Targets in a cone in front of the caster take 519 Shadow damage and feared in horror while taking an additional 408 Fire damage over 6 sec.(25% Base Mana, Instant cast, 25 sec cooldown, ) Fear added, cooldown up from 15 seconds.
  • Shadowburn - Only usable on enemies that have less than 20% health.
  • Nether Protection - After being hit with a spell, you have a 10/20/30% chance to gain Nether Protection, reducing all damage by that spell school by 15% for 8 sec.(Talent, )
  • Improved Soul Fire - You increase your spell haste by 7/15% for 15 sec after you Soul Fire a target at or above 80% health. This effect has a 30 sec cooldown.(Talent, )
  • Emberstorm - Reduces the cast time of your Soul Fire by 0.5/1 sec and your Incinerate by 0.125/.25 sec.(Talent, )
  • Destruction Warlock - No longer increases chance to hit. Down from 1/2 sec.
  • Burning Embers - Your Soulfire and your Imp's Firebolt cause a Burning Ember damage-over-time effect on the target equal to 15/30% of the damage done lasting 7 sec. The damage done by your Burning Ember effect cannot exceed ${$SP*1.0+0}/${$SP*0.2+0} total damage.(Talent, )
  • Bane - No longer reduces Soul Fire cast time.
  • Backlash - Gives you a 13/26% chance when hit by a physical attack to reduce the cast time of your next Shadow Bolt or Incinerate spell by 100%. This effect lasts 8 sec and will not occur more than once every 8 seconds.(Talent, ) Up from 8/16%
Affliction
  • Pandemic - Now a talent.
  • Jinx - Your Curse of the Elements also effects all nearby enemy targets within 20/40 yards of the cursed target, and your Curse of the Weakness also reduces the targets energy, rage, focus or runic power generation by 5/10% while active.(Talent, )
  • Bane of Doom - Curses the target with impending doom, causing 2,213 Shadow damage every 3 sec. When Bane of Doom deals damage, it has a 25% chance to summon a Demon guardian. Only one Bane per Warlock can be active on any one target.(15% Base Mana, 1 min duration, Instant cast, 30 yd range, 1 min cooldown, Causes 3200 Shadow damage after 1 min., )
  • Affliction Warlock - Reduces the global cooldown of your Bane, Curse and Corruption spells to 1 sec. Reduces the pushback suffered from damaging attacks while casting any spell by 70%.(Instant cast, ) Corruption added and chance to hit removed.
Demonology
  • Summon Infernal - Summons a meteor from the Twisting Nether, causing 200 Fire damage and stunning all enemy targets in the area for 2 sec. An Infernal rises from the crater, under the command of the caster for 1 min. The Infernal deals strong area of effect damage, and will be drawn to attack targets afflited by your Bane of Agony or Bane of Doom spells.(80% Base Mana, 45 sec duration, 1.5 sec cast, 30 yd range, 10 min cooldown, )
  • Summon Doomguard - Summons a Doomguard to fight beside you for 45 sec. The Doomguard will assist you by attacking the target which is afflicted by your Bane of Doom or Bane of Agony spell, and will sometimes dispel harmful magic effects from you.(80% Base Mana, Instant cast, 10 min cooldown, )
  • Nemesis - Reduces the cooldown of your Demonic Empowerment, Metamorphosis, and Fel Domination spells by 15/30%.(Talent, ) Up from 10/20%.
  • Mana Feed - Now a talent.
  • Impending Doom - Reduces the cooldown of the Bane of Doom damage effect by 5/10/15 sec., and you have a 5/10/15% chance when you Shadow Bolt, Hand of Gul'dan or Incinerate to reduce the cooldown of your Demon Form by 6 sec.(Talent, )
  • Hellfire - Ignites the area surrounding the caster, causing 83 Fire damage to himelf/herself and 83 Fire damage to all nearby enemies every 1 sec. Lasts 15 sec.(64% Base Mana, 15 sec duration, Instant cast, Damages self and all nearby enemies., )
  • Demonology Warlock - Increased chance to hit removed.
  • Demonic Pact - Increases your spell damage by 2/4%, and your summoned demon grants the Demonic Pact effect to all nearby friendly party and raid members. The Demonic Pact effect increases spell power by 10%.(Talent, )
  • Demon Leap - Min range removed?
  • Dark Arts - Reduces the cast time of your Imp's Firebolt spell by .25/.5/.75 sec, increases the attack power bonus of your Felguard's Demonic Frenzy by 1/2/3% and increases the damage done by your Felguard's Shadow Bite by 5/10/15%.(Talent, )
  • Cremation - Now a talent.
  • Ancient Grimoire - Increases the duration of your Infernal and Doomguard summons by 10/20 sec.(Talent, ) UP from 6/12 sec.
Warrior
Arms
  • Thunder Clap - Duration increased to 30 seconds, up from 10.
  • Throwdown - Knocks the target to the ground and stuns it for 5 sec.(15 Rage, 5 sec duration, 5 yd range, 45 sec cooldown, Stunned., Talent, )
  • Rend - Wounds the target causing them to bleed for 422 damage plus an additional ${0.2*6*((5WB+5wb)/2+$AP/14*5WS)} (based on weapon damage) over 15 sec.(10 Rage, 15 sec duration, Instant cast, 5 yd range, Bleeding for 5 plus a percentage of weapon damage every 3 seconds., ) Damage increase.
Protection
  • Glyph of Shield Wall - Shield Wall now reduces damage taken by 40%, but increases its cooldown by 2 min.(5 sec cast, )
  • Impending Victory - Using Shield Slam on a target with 20% or less health has a $h% chance to allow the use of Victory Rush but that Victory Rush only heals for 5% of your health.
  • Thunderstruck - Your Thunder Clap leaves a crackling zone of energy on the ground for 5 sec, dealing $85640s1 damage every sec to enemies that cross it.
Fury

Check back on this post throughout the day as it will be edited as more information trickles in.

World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.

Filed under: News items, Cataclysm

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