Tectus Mythic Down! Realm First! 3/7M

Woo! Big Bag of Rocks is dead. Very fun fight, not overly difficult but lots of minor things you can do do make each specific phase easier to handle. A really good fight that shows how important positioning really is and being able to predict and handle what is happening next!

Also there really is something about last pulls of the night in Dark Glare. Last pulls are the king!

Mythic Tectus Realm First! #2 Realm Progress

Mythic Tectus
Realm First!
#2 Realm Progress

Mythic Twin Ogron Down! 2/7M

Twin Ogron is one of those fights that are not very difficult but still cause problems when undergeared. We’ve entered the fight somewhat fresh straight from Heroic modes and realized we’ve done some management mistakes earlier at the tier beggining and ended up entering the fight undergeared. This of course wasn’t the only issue we faced but it took us longer than it would be needed to kill the boss. Luckily it did die though and we moved on towards next goals, armed with knowledge of our mishaps earlier. I will write a blog post of fairness / progress balance soon where I will touch on intricacies of what I described above.

Killshot is here!

Twin Ogron Mythic Killshot #2 Realm #2 Realm Progress

Twin Ogron Mythic Killshot
#2 Realm
#2 Realm Progress

Changes of Perspective


I’ve been raiding for a very long time, and mostly was in officer position for most of my WoW game time. One of key components to successful raiding is having similar mentality in your raiders, when mentality of raiders is not aligned between each other and very importantly – with the leadership of the guild then you start seeing disagreements and cracks in your raid team.

Players who feel like they’re putting in more effort than others end up feeling out of place, because they feel their energy is being wasted and their abilities used to ‘carry’ players who are not taking nearly as much effort and in end up with similar rewards in the end – plus there is only that much carrying you can do before it gets too much for one to bear.

We went through an episode of that several times already in our time – and if it left unmanaged it will weaken your resolve and guild for a long period of time, even after you might have already fixed the issues that were present at the time.

At very least it casualizes the guild and then making raiders budge to be more serious is very difficult, mainly because integrating more serious raiders into the guild becomes a problem as the guild which is more casual organically rejects them or makes them feel less welcome – or frustrated.


As an example we can use our own guild as comparison, while we are keeping up with progress – basically staying near the top at all times (top 3) in now our tri-realm area (The Sha’tar, Moonglade, Steamwheedle Cartel) – somewhat easily it is far from what some of us are used to or rather far from what I know we’d be able to achieve with a bit more dedication.


People often mistake dedication with massive amounts of raiding – and while it is important to raid good amounts (some will disagree – i’ll touch more on this in a moment), it is only a tool to help bring out the best in players.

I think anyone who played with Dark Glare in the past would most likely agree that start of Ulduar was our most productive and strongest time – we raided a massive amounts, 6-7 times a week, 4 hours a day with about 27 raiders total. (For a period of 30 days – then dropped down to 5×4 and then 4×4). This was not elaborately planned – raids were put up every day, and if 25 people would show, we would raid. And people just did show, when they stopped showing we reduced the raids to days where people did show. It was very organic, but more than anything mentality was aligned perfectly. People were hungry for raids, and we provided, they prepared well, and there wasn’t even a question, if you were brought into raid at any point, you knew how the guild was doing things and what tactic changes were made – even if you weren’t in raid when they were made.

Is it like this right now? Absolutely not.

Is it bad? Yes, sometimes. It happens that the tactics change and are explained during the raid, and people fail to have heard it due to distractions or cause they phased out. Never mind actually checking up if something changed since last raid.

I think over the years we changed the type of raiders we attract, we went from energetic younglings with average age of 20-25 into region of docile 28-35 year olds. Work and family commitments do take effect on the whole atmosphere but only until people realize where they’re lacking the buzz that the raid needs.

It isn’t all in the age and commitments, a lot of it comes from simply not knowing that what they’re doing is potentially hurting the group as whole – or rather putting too much effort into a specific thing.

This might feel ignorant or overly critical but it isn’t meant as such – only as gentle reminder that the effort and dedication is placed too much in one aspect rather than spread in all various parts of raiding.

What do I mean?

Good tactical preparation amounts to 80% of success. The last 20% comes from individual preparation in terms of obvious perks like potions, buffs, flasks, food, enchants, gemming and personal skill level.

Right now we have a whole bunch of extremely dedicated players, who are capable and more than able to be best group on the realm but we are lacking in three distinct areas :

o Tactical Preparation

Vast majority of raiders today in Dark Glare, read few guides, take a quick look through dungeon journal, watch a video (if available), maybe read some class specific tips then show up to raid and simply try it out, listen to the tactic I’ve chosen for the boss and then try to execute it until boss falls over, or wait until adaptations are made and then boss falls over.

A vastly more productive approach (which has proven to be our key point in former successes) was that raiders were versed in various different tactics before we ever attempted the boss, and then when a specific tactic to be used were suggested we could quickly brainstorm the most efficient combination of sometimes several tactics that would work best for our group before even pulling the boss. This meant that people knew in very deep detail what each ability did, what were the parameters of the fight when the ability was used and how it synergized with other abilities the boss used. Also what to do to counter it in several different ways.

If more effort was put in to tactical preparation (i’m thinking about 5-10 hours per boss) it would save us roughly 4-6 months of raiding per expansion. That is let’s say (10 hours per 30 expansion bosses = 300 hours), if we save only 6 months of raiding (on year long tiers more) – we’d save at least 384 hours of raiding. While already raiding reduced hours before that due to faster clears, which means even more time saved. Large time investment in short periods of time reduces total time investment, plus makes the atmosphere much more competitive, interesting and successful – because when you are actually in raid you know every fight in detail and you fail much less on things because you can expect and predict every tiny bit of the fight. Even if something goes wrong – you know how to handle it.

 o Comfort Zone

When people play together for a long time, cliques develop – and often it gets harder for newer people to fit in easily. This doesn’t mean that people aren’t willing to help – far from it, I think we very often have people helping eachother with various things be it heroics, chalenge modes or anything but people are sticking to their preferred groups a bit too much. I made it a point to try to have a different challenge mode group (during gearing for WoD) each day, both to assess the state of gearing of the whole raid group as well as their play, but also to try to not conform to being with one ‘elite’ group at all time. The whole idea of elite group is silly because group is only as good as its communication primarily and only then skill level.

People should go out of their way to play with as many guildies as possible, and help rise those who are worse to our their own level of play, rather than to avoid them because they are currently worse. Best raiders are homegrown – they are supremely loyal, thankful and will go out of their way to prepare once they’re opened up.

People tend to group with one other or two other specific people and while I understand fully that you enjoy playing with specific people more, there is little to no place for sentimentality when it comes to raid preparation – especially at start of an expansion. Missing out on loot, and in turn having other people miss out on loot as they can’t get groups for things that give them the upgrades is very shitty and we need to do better if we want to ever be first again.

Comfort zone is also visible when people feel their raid spot is guaranteed – or when people wrongly feel that they’re actually significantly better than their real performance shows. This ties in to the next point. There are ways to fix that like re-trialing whole raid group like some opt to do at start of expansion but I think clear communication and criticism when due is more effective, I also think long term members of the guild deserve respect and honor and re-trialing them would be unworthy however for that very reason they should be the ones to pull the cart forward rather than dragging it down – and abusing the privilege of long membership.

o Personal Damage Taken Reduction

With ‘safety’ of spots often comes safety of slacking, right now this means that only roughly 7 people had 640+ ilvl before raiding started, and only two over 650+ ilvl. This in turn means much lower dps than expected – aim for START of mythic is 25-30k dps per person, higher the better – not many are at those numbers.

Also we’re taking fuckton more damage than needed, looking at logs many people aren’t using personal damage reduction cds on cooldown or not even when big completely predictable hits come.

Until we as a group decide to go for realm firsts we won’t get any, or if we do get some it will be because of our current strong point – raiding dedication and willingness to push extra hours, not because of our ability to play, gear or tactical preparation.

One last bit

We have the potential to do better and we’re on good track, extra dedication in terms of hours, and realization that many are underperforming has spurred you a bit – in a bit of a wake up call. If we improve on points written above – then results will come. People often like to throw the phrase around that results will “come on their own” when things are sorted, but only as long as we’re willing to put in the extra effort.

– Prepare better tactically (5-10 hours of preparation per boss)

– Group for things with as many different raiders or trials as possible, and in case they’re not as good as rest of the group, bring them to the level of play that is expected from a Dark Glare raider.

– Don’t take your spot for granted, especially if you’ve been in guild for a long time – go the extra mile to be better than everyone else so that they have something to aspire to and that your spot is earned by more than just past merits.

– Use defensive cooldowns or I will trade you.


Guild Management #1 – The Core

Guild Management

In this section I’ll touch on topics of guild and raid management in order to show my thought process and decision process which worked fairly well so far with numerous realm first kills in the respective raid sizes as well as overall realm firsts regardless of raid sizes in the last 5 years of exsistence of Dark Glare.


For some basic background – I’ve been raiding since 2005, and raid leading since 2006 and have been a member, officer, raid leader and guild master in terms of roles in the guilds I’ve been in. I have been a member of ;

– Servants of Light (Darksorrow – May 2005 -> November 2005),
– Lorekeepers (Darksorrow, November 2005 – May 2006),
– Unknown Immunity (Darksorrow, May 2006 – January 2007),
– Lorekeepers (Darksorrow, January 2007-October 2007),
– Faith (The Sha’tar, October 2007-November 2007),
– Athanatoi (The Sha’tar, November 2007-July 2008),
– Dark Glare (The Sha’tar, July 2008-October 2013 and counting)

Started off with 40 mans then the mix of 10/25 in TBC, both sizes regular hard mode raiding in WotLK, Cataclysm we raided 10 man in Tier 11 and 13, 25 mans in 12 and 13. MoP we were 10 man in start of Tier 14 and 15, And 25 man in 15,16. This gives me a fairly unique but wide overview on raiding through time.

Basic premises which I hold to and are basis for this post are following : 
– Comparing the two raid sizes is stupid, they are different, should be considered separate.
– This is covered for average guild that is aiming for quality raiding, maybe realm firsts, not world top guilds. This is very important to understand. When you’re going for world top kills, things change.
– Raid sizes are built around different concepts which I’ll cover. Running a 10 man guild is a different world to running a 25 man guild.
– Each size has its limitations and innate difficulties, overcoming fights on hard modes while keeping the guild running is praiseworthy.
– I will always annoy people who raid 10 mans. Please go raid 25’s and make me proud!

Basic Notions of Raiding

Best part of stereotypes are that they always hold a tiny bit of truth to them, generally heavily exaggerated, but nevertheless true. Same thing can be said about certain facts about different raid sizes. Everyone has seen the phrases thrown around that 10 mans are simply harder, 25 mans are harder to organize and similar but the real truth is you just handle different kinds of issues in different raid sizes. Things that occur and are considered major problems in 10 man don’t get nearly as much notice on 25 mans, and issues that are considered major in 25 have little to no effect in 10’s.

Instead of talking blindly let’s take some realistic examples of every day issues that come up while running a guild and a raid, disassemble them and see how different raid sizes of guilds might handle them. Do keep in mind that this ‘solutions’ are what I would consider appropriate and might now work on every type of guild or fit every leader’s personality.

Problem #1 – Raid Setup

Raid setups are a constant issue that crops up during progress raiding regardless of raid size.

Averagely speaking 25 mans sort this out by having a few capable people level and gear alts in their own time to help in main raids when needed. If none is available we make do with what we have simply skipping easier tactic and doing it the harder way if its not possible to do the easier way because of setup requirements. This has worked very well few times in the past however it requires good ability from individuals to play alts as good as their mains and keep their alts at appropriate gear levels. Generally requires guild wide effort on off-raid days to run secondary raids to be able to provide this option.

More likely alternative is that you keep a healthy raid roster of 30-35 active raiders at any time to fill all the spots as required. This in turn creates a different problem which will be described in #6.

In 10 man this particular problem is severely escalated, some bosses become significantly harder without perfect setup, or this particular class / spec. Even one single ability missing a in raid can completely skew the results in negative way. On other hand this makes certain bosses significantly easier than intended with presence of particular classes.

Few examples of strong abilities are Heroism, Combat Res., Aura Mastery (Devotion Aura this days), and similar extremely strong abilities that have situational but very strong use. In 25 mans this is also present but in lesser amount, generally speaking workarounds and not using ideal setup does not make as much actual difference than in 10 man.

Realistically it covers a different issue – issue of Blizzard being able to balance fights accordingly on both 10/25, they’ve gotten better but generally speaking its an impossible job to do. They will never be balanced. Striving towards it is good though and you have to commend Blizzard on trying.

Problem #2 – Attendance and Activity

Attendance and high-activity is key in any proper raiding environment, the less you can rely on people the worse the atmosphere. When motivation is lacking so are the results. Reliability on members of the guild is the key to any long term success. You need to know that a person will be there, this usually takes sacrifice from officers of the guild and guild members in equal share.

Officers have to guarantee that in 95-98% of cases raids will happen. Cancelling a raid is the very worst thing that can happen in any stable guild environment, making it shorter, skipping hard modes, anything is preferable to outright cancelling a raid. And it is up to officers to make it happen by any means possible. (#9)

Guild can stand solid as long as members and officers can maintain proper level of balance. Issues sprout up when either of groups starts slacking. When members start slacking its up to officers to motivate them, and when officers start slacking its up to Guild Master / Mistress to handle it – and members can help letting the officer team know their efforts and work is appreciated (This is generally very thankless work, but rewards come in different ways).

How to motivate raiders is a topic for a blog post on its own but generally speaking being open about your goals, letting people know what’s going on, not keeping raiders in suspense and making sure that the goals are clear and concise is a good way to keep people motivated. You have to present both short and long term goals and tell / show what you are doing about currently active issues that pop up. If people don’t see that you are handling the issues (even if you are) it can get them in a quiet riot and that leads to lesser activity, being late or having other issues. More on this covered in (#5).

Lower activity in 25 man guilds is handled by over-recruiting and making sure that people are aware of consequences of being less active – in short the more people you have to recruit the worse loot distribution gets, the people don’t know each other that well so the synergy in raid gets worse which in turn leads to even worse activity and large amount of rotation. This later on makes the guild unstable and unfriendly environment – with officers being more and more frustrated until they start doing stupid things (cancelling raids, punishing members wrongly, extending lockouts, etc.) that end up hurting the guild – even though it might work short term.

In 10 Mans over-recruiting is generally a bad idea, the focus there is simply keeping as little people as you can to provide good raiding, have most if not all of them have alts and guarantee activity. Replace people only when needed but instantly. There is no time to wait. In 10 man raiding queues for recruitment are generally good idea, write down every interested person that ever applied and let them know a spot opened up the moment it happens.

Problem #3 – Loot Distribution

Ah yes, loot distribution. Another topic that could have its own post. Simply put – you have to be efficient. Especially in expansion like MoP where gear is king. Few itemlevels make a difference between killing a boss on enrage on perfect play, and murdering him minute early with some fails. This is why its extremely important to have some sort of loot distribution where people who are most active and most useful are getting loot. How you do it is up to you, we have our own DKP way that we keep improving through time and it works pretty well for us in 25 man.

Optimal in 10 man I believe is Loot Council. There are other ways but with 10 mans if you can’t agree on who gets loot with such tiny amount of people then you have other problems, not loot. 😉 There will be more on loot distributions in some other post.

The key overall in average guilds is to not let the guild fall behind on loot, full clear should always be full priority unless you’re doing final boss of the instance on hard mode and its a realm first. Obviously you ‘can’ kill the boss with current gear levels if you play almost perfect but you could even simpler in higher gear. Few item levels make tight enrage kill with perfect play a minute from enrage kill.

Clearing up to those bosses should take almost no amount of time after several weeks of farming. If you don’t kill a boss for many weeks in row though (due to many extensions) it can get quite sloppy though.

Problem #4 – Out of Raid Organization and Management

Out of raid activities are critical for guild health, inter-member bonding and social activity is key to releasing stress and relaxing. Raids are generally stressful when progressing even when you’re having fun, having something to do to unwind outside that stress is handy. PvP, Flex Raids, RP, you name it – anything works.

Half-organized or properly organised is good, but generally speaking overly standardizing and organizing stuff chokes people a bit and makes it stressful. Being more self-sustained and free for all approach works better with these.

By overly complicating the extra activities you might get too much overhead for the officers to handle too which in turn will burn them out faster and over-systemization will cause the guild to stagnate rather than naturally let the extras evolve and give the guild people that have the self-initiative the control of these few aspects.

Guild members having control of certain aspects of the guild management in general will make them feel valuable and will add extra value to the guild as whole. At same time you do have to keep warning them about dangers of burning out and making sure they don’t get overly involved and personal with these side-projects as depending on personality of people it can lead to negative aspects of handling thing as well.

(Extremes in general are not healthy for stability of individual members and guild in general.)

Problem #5 – Social Activity and Atmosphere (Individual Members)

Each member has to be treated as separate individual obviously. They are from different places, different cultures, backgrounds, they all have different expectations and on different days they will act and react to same situations differently. In other words – you are screwed. No really, run for the hills ..

Very often people mistake trial period as part where they have to be overly nice, overly cautious and play carefully not to fuck up too much. While this does help it is by no means what you should be doing as prime directive.

We want to know you as a person we’ll raid with for next few years potentially, we need to know your good sides, your bad sides. We all have them. We need to be compatible with you, you need to be compatible with us.

If we don’t understand each other and you are not a natural fit in to the guild, you will have issues and you will end up leaving sooner or later. We want to save our time and energy as well as yours.

With current experiences your personal play and results get better if you fit in to the guild properly which in turn gives us extra incentive to make sure we are drift compatible.

Best solution for the guild leader / raid leader / officer always is to stay calm regardless of the situation (which can be extremely hard) and make sure that you keep the guild’s interest before your own.

Trusting your instincts is good but often they are wrong. Prejudice in general should be moved to the side and handling situations as objectively as possible will often be a better solution. In the end you have to realize they are only people and people can be unpredictable, impulsive and have bad days just like you. Unless they’re like Nevariox. For robot behaviour issues read the instructions manual on memory wipes.

There is no problem that can not be sorted by talking with the person that has an issue. As long as this is managed on a guild level, atmosphere will hold and issues that will pop up will be mostly trivial.

Problem #6 – Raid Organization and Management

Every raid needs its basic rules. Things that every single raider – from trialist, member, officer, anyone else that might be in the raid has to be aware of at all times. From simple things like when do the raid invites start, how long the raid lasts, to more complex things like raid etiquette, consumables, guild repairs etc.

People need to know what is allowed and what isn’t. We all know that over time things develop which are unwritten rules that just get reminded of on occasion while they are noticed to occur. These are important but easy to uphold too.

You need to have clear designation on what happens when rules are broken, and not cause drama when it happens. Providing proper punishment without berating said people is very important. There is absolutely no reason to make the person feel shit – they usually realize their mistake, and if not then there are ways to explain what and why was made wrong without making them look stupid, especially in front of other people.

Common courtesy and respect should be your guide above all. Transparency and clear vocalization of why the rule is in place so that the rest of the raiders benefit from the commentary is good too.

In raids themselves keeping the pace and focus up is the key. Biggest issue that makes the raid feel sluggish and wrong are the downtimes. DC’s, relogs due to addon issues, emergency afk’s that extend through longer period of time and similar things will eat on focus of the raid members.

When people are bored they start doing stupid things – accidentally pulling bosses while running around, using random items, whispering each other and whining about downtime (which makes other people who were still managing it – manage it harder), ALT-TAB-ing, so you have to wait for them when you finally are ready and so on.

You need to strongly discourage such behaviour and limit the downtime to designated break time or quickly replacing the repeating offenders if applicable. If there is a downtime it is a good time to refresh the fine points of tactics and make refinements that might make it easier to defeat the boss.

Most importantly be attentive to whispers – those you get, and those you know are going around between guild members at the time. Often your members notice things you don’t, often they have good ideas. Use them when you can find reasoning to be solid behind it and acknowledge when possible that their contribution is helpful.

The ‘evil’ whispers as I call them – the ones that are causing issues with raid morale are the ones where certain people whine to others in whispers at the most trivial of things, or simply annoy others with their observations that serve no purpose but to expel their own frustration.

Putting a halt to that by talking to the person that is causing it (usually only is one person and that person’s bad mood can quickly spread like wildfire) and replacing them if needed will often get better results than by keeping them around when they’re clearly not in the right mind-set to be in raid. (Same with people who are partially or fully ill/sick, or overly tired.) – Obviously though you still have guild and raid to run so you have to use judgement and common sense. You don’t replace a person if that disables your ability to kill a boss, makes it significantly harder or causes pointless drama.

Handle it responsibly.

Rules while needed, shouldn’t be too strict, or too numerous. (Personal opinion) Constricting people into something that they are willing to accept rather than actively support is not a good idea long term. If an alternative pops up that can provide same result with less constriction – they will go there.

Lastly, when you have a large guild due to various reasons, some people will be sitting on backup and not raiding as much as they would want. This people are extremely important to the guild because without them the guild doesn’t run. Reasons why can be many, but generally speaking, make rotations, include them as much as possible on bosses where they are needed on and on others that they need – and above all important, keep the communication open, let them know why they’re on backup, what the plans are and how they fit into the guild plans both short and long term. If they know what the expectations are they know how to plan their gaming and their guild participation.

Problem #7 – Competition and Expectation Management

Once you successfully handled the basic issues you will notice your progress got better, that you’re starting to catch up and that morale is sky-high. You’ll also find that if you just ride that feel-good rocket its gonna crash into wall and kill your guild faster than you can say “Morchok”.

Being able to realistically assess your current level of quality, skill level, gear level and difficulty level of the incoming encounters is the key to managing proper expectations and relaying them to your guild members. Getting people hyped up then failing to deliver those results (due to completely viable reasons or silly reasons) is bad and will cause a lot of tension. It has happened many times before that this has caused guilds to disband, stop raiding or caused a rift or lack of trust between members and leadership which led to guilds breaking in half. mass-exodus to other guilds or quitting of officers / gm’s / raid leaders due to perceived failure of not being able to deliver as promised.

Transparency, explanation of situation and knowing what other guilds are doing are important but KEY factor that is more important than anything else is always focusing on yourself – as individual and as guild. If you reached the point where you are endangering the top spots on the realm you don’t need to care or know what anyone else is doing, you got there with your own work, skill and ability.

Why suddenly then all the interest for others? Waste of time. Focus on self, be determined to improve even more, the fights where you’re not quite as good yet – you analyze, compare to other great players of your class – ideally cross-realm, cross-continent and everywhere else.you can think of.

You will find in time, what others do doesn’t matter because you will be way ahead of them as long as you keep focusing on improving yourself. You don’t need to know what others are doing because you will know better. You won’t need to know where they are because you will be ahead.

The very core sentence that can be applied to competition can be boiled down to wise words of Terenas :
“At long last, no king rules forever, my son.”

Whoever is first now, won’t be there forever, there will be a time when they will drop. Because you will be better, because they will have issues they couldn’t fix, because of something else. Ultimately reasons don’t matter, result is equal regardless of it. It is vitally important that you remember this when you start from the bottom, or when you’re at top.

If you are aware of this and understand the core idea behind it, you will never again be frustrated or angry over raid progress – you will only wait for your moment – because as long as you work hard it will come.

Problem #8 – Member Burnout

Alas, not everyone is willing or capable of waiting for their moment, some people are just tired of you, your dog, your sister and that damn enhancement shaman that build a damn camp in fire and wiped you for last three monts. They have enough. If they see Spine of Deathwing again in 20 years it will be too soon.

This people will find hundred of reasons to justify why they decided to quit, didn’t show on raid, take a break, or whisper you for the thirteenth time this week to tell you something obvious that you are fully aware of and managing. You even already explained in detail to them personally what you are doing to solve their issue and they’ll still find something wrong with it.

Mostly issue here is that they didn’t manage their expectations properly or can’t realistically assess the situation, or have other issues, RL or otherwise. Once again reasons don’t matter, result is the same.

They will disappear for a while, or forever and you need a replacement. With proper recruitment management and trust from your exsisting members in to your success this will impact you very little in the long run.

The true core, the ones you can rely on unconditionally can be generally counted on one or both hands and they might take a break on occasion but they will be there when you need them most. This is the true core. You either become part of the core and accept the responsibility that comes with it, or see yourself become the burnout. (Note to self : stop adapting movie quotes to fit your agenda, you suck at it.)

Problem #9 – Officers

Getting good reliable officers is harder than getting a pocketful of snow in Sahara. They should be there to help you out with tasks that you can do yourself but choose not to – to focus on what you feel is the most important part of the guild management. Recruitment, DKP Management, Raid Leading, Morale upkeep, hundreds other tasks can be delegated. You should know which tasks to delegate and which to keep on yourself. Keep in mind they are extension of you but still their own people – manage their expectations and responsibilities properly.

Give them too little to do and people will think they are useless and cause issues because of it, give them too much and they will burn out. Generally speaking long term, well respected and accomplished members are best for these roles, keep their power-hunger in check though as often officers will abuse their roles to further their agenda which might not align to the guild’s best interest. (Don’t get paranoid, just cautious.)

Problem #10 – People Leaving the Guild

People will leave the guild. (You don’t say?)

You will take it personally. Don’t.

It isn’t personal. They are just trying to do what they think is best for them at the time. You will think you know better. Often you will be right. Often you will not be. What you should do is focus on making sure that you do your best to prevent it from happening in the first place, and if it does happen to make sure that the process is as amicable as it can be.

People will often return after other failed escapades or when they’ve simply managed getting what they wanted from elsewhere. Don’t allow your guild to become a second choice though – upon return make it clear that such thing can’t happen again. They will know that if they leave next time there is no coming back. Some will be fine with that , others will not.

Those that would ignore it, are the ones that do not fit in your guild in long term – so long term wise, they are no loss to you or anyone else in your guild. Short term you will need to find replacement. It is a steady process, it will keep happening. Deal with it – there are millions of players. Don’t tell me there is nobody to recruit or nowhere to recruit from, because you are wrong.

Ultimate TLDR

Make your choices and stand behind them, always back them up with reason and if you regret certain decision make sure you let other people in the guild know. They trust you to be able to guide ‘the ship’ properly, this means that you are transparent, clear on your goals and directives and as active and engaged with your guildies as possible. Respect, Patience, Understanding and Knowing the people you play with are very base towards to having a stable and successful guild.

What do you people think?
What other approaches worked for you? 

Let me know in the comments below,
on my email (mercus@darkglare.com) or on
Twitter : @ti_mercus

Rose Tinted Glasses #2 – The Rise


Me and my younger cousin Wolfist started actively getting into ‘class-runs’ of Scholo, Strat and UBRS who were then 15 man at the time (Strat and Scholo might have been 10). (They call 10 mans raids now … ) and we still played with Woop on regular occasion as well as few other friends (Xermoss, Creatine, etc.) As we started getting some tier items. The more you did the class runs the more popular you got on the realms as it was main way of ‘progress’ and getting Tier 0 was the top-notch goal for us who didn’t know anything about raiding at the time. Getting my Paladin Epic Charger mount after several weeks of hard work and failing (You could only do it in one try per instance, it was advised had a very paladin heavy group to be able to do it, using specific abilities at right times on right mobs – judging with the correct seal active.) As we got our full Tier 0 (Shadowcraft and Lightforge appropriately) we tried started making guild runs to instances almost treating it like we would raids today – started with BRD, then Strat, Scholo, UBRS.

While we were completely irrelevant from standpoint of proper players we were learning how to play the game slowly and with it met a whole bunch of people. For a little while we joined a 8 gulid alliance that had a council built from several of us trying to basically expand connections and help eachother go further in their guild plans. (I doubt anything like this can happen today.) One of those guilds were Lorekeepers – then being led by a nice English fellow named Lorebringer.

I noticed a lot of people there were similar to us, in wishes, goals, ideas so we made a deal to be consumed (merged) into Lorekeepers and bring the guild to start raiding properly. (Zul Gurub was just announced as a 20 Man Raid.). We thought this would be a perfect starting point.

Raiding Career Begins

In the coming months we worked extremely hard, recruited massively and started getting grips with raiding, I was an Officer but I still had no clue how to manage people, Lorebringer on other hand had a preety good idea how to manage a guild for that time and standards, he kept it running and was Raid Leading, I was sorting the DKP and Paladin Class Leader (Zathrot was the holy paladin that taught me how to play) but the key there was sorting a guild of 60-80 active people out in a raiding environment.

Time passed and we slowly started raking in kills – Zul’Gurub got cleared, Molten Core, Blackwing Lair (Getting my Banana Set and Judgement Set while on it) and we started on Ahn’Qiraj.

In middle of Ahn’Qiraj I started with raid leading and managing the aspects of tactics, raid setups and general synergy of classes and specs in raids. It was a fruitful but stressful time. Especially because Lorebringer had less and less time to be online to properly manage the guild. This resulted in my debut raid leading from start of progress to the end of progress kill on Princess Huhuran in Ahn’Qiraj being the last kill we did as a guild – “Lorekeepers”  in that particular expansion (well, not expansion since concept of expansion in WoW wasn’t out yet.) as we chose to disband the guild after Huhuran was killed – being realm #5-#7 in progress at the time.

Fun fact – got some footage of those times and it will be added to the post. You can find me and Milish on some of these screenshots.

Lorekeepers Huhuran Kill Video [my first proper raid leading] – can hear my voice at the end … *cough* no comment.

broodlord Chrom fankriss nefarian ossirian rag1 sartura skeram vael








The Disband

Disband was a bit of a fluke. It was unwillingness of the officers to continue managing things (including my own) that brought to it. Nothing else can be blamed. The guildies split up and went to all kinds of different guilds on the realm. Myself, Lorebringer, Loren, Gnus and few other ended up in Unknown Immunity where we continued to raid for the duration of Ahn’Qiraj and Naxxramas – fairly successfully. Even though the guild was good there was always the sour feeling in back of our minds that we could have done more for the guild before disbanding it.

The whole period of time was extremely useful though – atmosphere in Lorekeepers was completely casual, Unknown Immunity had different one, still casual but more serious, strict but not hardcore, merely you had to pull your weight and be a fairly nice person and you had no issues. Guild was managed by a nice Danish guy named Jenc.

I liked the way guild functioned at the time. There was a lot that could be better but at the time I didn’t know better..

Seeing another guild operate from the inside was very handy as it shown me what mistakes we did in the past, what we did good that they were missing, It basically opened up my perspective to the potential we could achieve with proper management. I helped Unknown Immunity re-do their loot distribution system as it was very biased and ineffective, and made friends with many good players that later had important role in my next escapades (Darhraziel, Paagman, Torcha, etc.).

As Vanilla raiding was winding down I knew it was time to give Lorekeepres another shot.

We bounced the idea around a bit and saw that it was a viable option – and in matter of few weeks Lorekeepers were back, ready for TBC – this time armed with more experience, wider perspective and a lot of motivation. So began my time of being more serious use to the guild as an Officer.


Trivia: Lorekeepers still exsist today and are ranking quite highly averagely ever since it was re-made that second time. 😉

What happened next? I’ll let you know in Rose Tinted Glasses #3 – What do we do, when we want more?







Rose Tinted Glasses #1 – The Beggining


I never was overly interested in what makes people work the way they do, what influences their decisions or what overall makes them who they are.

Especially not from academic standpoint. I’ve got in to ‘business’ of managing people more by accident than by plan and since the faithful year of 2005 when it all began I’ve come very far in successfully reaching the goals we set ourselves upon as a group – a community. Considering we all come from different backgrounds, age groups, experiences, genders, belief systems and many other tiny variables which all make up of who we are – we somehow mostly managed to not kill each other and get some good results – the road there and beyond is far from simple – as is everything where people are involved.

Rose Tinted Glasses – Nostalgia

This section will contain bits and bats of information that is relevant to the narrative of how my guild managing days started and evolved through time. How different decisions and options chosen affect me / us even today and how it all fits in to the grand scheme of my perfect idea of the guild! Disclamer : Sanity not guaranteed past this point.

The Early Days


When I first started playing World of Warcraft, honestly I had no idea what I wanted, what I expected. It was just another thing to do on boring days as school wasn’t very challenging or interesting – the whole academic process in general seems to be built for people that don’t work like I do.

I never really felt comfortable or interested in what it is they are trying to teach us that would be useful in long term aside from teaching you how to learn, get knowledge yourself, expanding and explaining your ideas and having good arguments to support the idea you are presenting. Connecting all these was pure cold logic, but we wouldn’t be people if we wouldn’t apply the subjective part and emotions in to it as well – this is where the Academic world became completely devoid of anything interesting for me. Complete objectivity while valuable seemed a mistaken concept. A concept someone else can tackle … me I want to kill internet dragons and be a software developer.

World of Warcraft

So what does any of the above have anything to do with WoW ? Well since I had to do something with my time I was looking for some entertainment (don’t we all?) – I was visiting my cousins, with whom we used to play games with at every occasion we could get. They shown me the game for which they said is very amazing. When they got me into it I had no clue what it will all mean but it changed me and affected me in many ways in the course of the coming years.

When I first started playing I was trying different things out and I started playing a Tauren Warrior and gave it a sufficiently original name of … Mercauren on Daggerspine. Original .. yeah.  Since I didn’t understand the mechanics of the game I got tired of playing a warrior really fast since I didn’t know how to eat food, or bandage so I just waited until my health regenerated between mobs to kill them. Suffice to say it took forever to do anything.

Soon we decided to re-roll our characters on a different realm called “Darksorrow” to start again from the beginning and I bravely rolled a Paladin this time – so that I can heal myself between mobs rather than having to wait. Thus Mercus the Paladin was born. The amazing escapades of leveling and stories that happened on the way will be saved for another time and another post.

There is one story that is key to the point I’m trying to make today. That is the story of how me and my cousins made our first guild : The Servants of Light.

We were about level 16 at the time, and generally we were completely clueless when it came to knowing anything about managing people, guilds or well – just about anything. We were just there to play the game and were looking for people who did the same – had no goals, other than to get our characters to 60, guild was just a vessel for conversations.

Servants of Light

My older cousin who shall be known from here on out as Woop was the leader of the guild, and my younger cousin Wolfist was an officer with me – and at the time and we generally picked up new members for our  guild in random dungeons (which were at the time limited to realm). Building groups for dungeons at the time took a very long time, so you got to know the people a little bit before you entered the dungeon.

Guild was steadily growing and more members we got, the more joined since more people were passively getting to know more people. And with the growing guild came the importance of managing it. In the process of leveling and figuring out new things on daily basis about how the game works Woop decided to pass on the leadership of the guild to me and move on to another guild where he felt he will learn more. (He was faster, more capable and more involved at the time already.) I at the time didn’t know my left foot from right in World of Warcraft terms yet.

I didn’t have the slightest clue how to manage the guild and numbers just kept swelling. In time I’ve got to meet some of the people better and built officer team around me to simply help me with things we were attempting to do at the time. (From today’s standard this goals seem insanely trivial, but at the time these were huge undertakings for a group of completely new players – pretty much all of us were on our first serious characters.)  The goals we set to ourselves were :

– Get gold to create guild tabard (10g)
– Get Demonslaying and +9 Damage on 2 Hander Enchants (nice red and blue glows).
– Get to level 60 as characters.

Ranks in guild were based on levels (crazy notion) and at top we had Guild Master (me) and Officers. To prove a point on how clueless we were as a guild – we were on PvP server and held many weird (almost RP like events) where we’d gather at guild headquarters and then just spend time there, dueling, talking, giving updates of what was happening with the guild and similar.

That was the first crucial point in my WoW Career. I realized we aren’t all the same. (Shocker, I know.)

We are not all the same!

We held all this wonderful events, random lotteries, guild quests, occasional guild dungeons, “helping” each other out if we were higher level with low level stuff (“helping” being interesting word here because a lot of time we were simply too clueless that we were more of an obstacle than help to each other.)

Turns out there were few people in the guild, who couldn’t care less about all that, they were just leveling and working on their professions and were talking about this weird things called Scholo, Strat that were supposedly impossible to do. Soon they’ve caught up with everyone or even got ahead of us (while we were busy doing random things they were levelling) and then they said that they will get to 60 and will kill an amazing dragon called Onyxia. To me it sounded like something they invented, didn’t believe WoW had anything after reaching 60. I thought we were done and that was it. That moment was when my competitive spirit kicked in – the day that changed everything.

The Day that changed everything

I’m competitive by nature, I want to be first, best, and I want to know that I am there due to the effort I put in. So I’ve said to myself that things need to change.

That was the day when I did something different to all other days, instead of looking for who needs help with something random in the guild I decided to level (I’ve been on level 40 for about two weeks by then, simply enjoying my Warhorse riding around the world doing random stuff) – to great stress of Woop who wanted me to speed it up so we could play together.

In a few weeks I reached the maximum level of 60. And what happened then ?

The whole world opened up – when you got to level 60 you just started realizing how amazing the game was, people were running up to you being amazed because being maximum level was extremely rare, they looked up to you as you looked up to those that came before you. They looked at you with that same charm as we were looking at rare few people (who by then we knew by name) who seemed to have been wearing matching armor with matching names – they called it Tier 0, and I knew I had to get some.

There were other paladins on Darksorrow that seemed to know what they were doing at the time (Olizandri, Elho, Peresvet, Alastor, Ori, etc.) that I looked up to and that is what pushed me to actually start playing the game seriously – to push forward, to try to be like them.

This in turn made me realize that the guild was split in several little subgroups each pulling the guild in their own direction, which wouldn’t be happening if we were united with same goals, same hopes and same basic idea behind it.

That moment the choice was made. It was time to do something radical. What was done? We’ll have a look back to that in Rose Tinted Glasses #2 – The Rise

<I will attempt to find some old screenshots to add to the post in the coming few days.>