Ever since I hit level 15 on Kaliah, my first character, and was introduced into the wonderful world of instancing, I’ve loved it. For reasons I myself can’t explain either, I love group play in WoW. However, the boyfriend and friends who introduced me to the game were higher level, and as such, didn’t have much interest in spending time with little Kaliah ingame. This meant that I was doomed to PUG, rather a lot.
I’ve been in countless PUGs into countless places ever since, leading anything from a 5-man to a 25. Let me say that, in my opinion, PUGs aren’t disasters, unbearable, horrible, etc, all the time.
Perhaps half the time.
Although, I can say with certainty that a good leader plays a great part in a successful PUG. So without further ado, to today’s post: How to lead your PUG to success. I will mainly focus on PUG raiding, however, everything I say can easily be applied to a 5-man context.
First things first: If this is anything larger than a 5-man, having an assistant or two, who are knowledgeable and handy, helps tremendously. Don’t randomly give assist to people who you think might invite more people. Make sure that your assistants are people whom you trust to handle things fairly and appropriately.
When I’m out to lead a raid, I’m the person who looks at the raid makeup and decides what classes/specs we want, and keeps track of the people we already have. I do things such as be on top of “Who’s tanking?” “Who’s healing?” “Who’s rolling on offspec gear?” “Do we have too many melee for KT25?” “Do we have kiters for Gluth?” “Are our priests able to MC on Raz?”.
I then tell my assistants who to look for, and they find people who fit the bill. One of us checks Armory, necessary questions are asked and answered, if all of us agree, an invite goes out.
This accomplishes a few things. First, you don’t get burned out from the responsibility of leading, because now there are other people who share it. Second, keeping track of everything, especially in a 25-man, is much easier when you delegate duties. Third, more people to discuss things with lead to easier, and in most cases fairer, solutions to problems.
So you have your raid, and you have your assistants. Time to find more people.
I’ve already written a post about how to write a good trade ad. Put yourself out there, and see what you get. Make sure you reply to everyone. I don’t care how much time it takes, make a “/r No thanks, not what we’re looking for” macro if you need to. Most people consider not getting a reply back very rude, not to mention that unless you reply, they can’t be sure you even received and read their whisper!
This is where assistants also are great, as they will help field many of the whispers themselves.
As for picking people – remember that gear, and achievements, aren’t everything. Try to pick people who have the right attitude (and yes, even a two-line whisper can give away a lot of things about your attitude). A lot of the time, I’ve recruited people with no achievement, and merely decent gear, after they were honest with me and said “Look, I’ve never done this, but I’ve read strats, watched videos, and I’m ready. Just try me.” I’ve rarely been disappointed in such recruits, whereas some people I’ve had a lot of trouble with were people who had the gear and achievement for the fight.
Striking a balance is a good thing. Decent gear, partial or no achievement, but great attitude: Gets in. Good gear, achievement, and bearable attitude: Gets in. But if any of the two lacks strongly, the person stays out. I’m not going to recruit someone who can’t pull their weight, or someone for whom I have to spare ten minutes before every boss fight to explain how it goes. It isn’t fair to the rest of raid if someone is getting carried, and during a raid, the leading team already has enough on their plate without having to deal with explaining tactics from scratch. On the other hand, I’m not going to recruit someone with a terrible attitude either, for obvious reasons.
The discussion of recruiting also brings us to another point about leading a PUG.
A bad PUG leader checks gear, checks achievements, and often has unrealistic expectations for the content that’s being done (”LFM Ulduar10, be in full T8,5″). When he gets his, in his eyes “uber”, group together, he is very sure that the instance will be cleared with no hiccups.
A good PUG leader knows that no matter how geared, skilled, and experienced people are, mistakes will happen. He sets up in his group in such a way that those mistakes will be compensated for.
My point here is that group makeup matters a lot in this compensation. While you can bring ten druids and beat Naxx10, doing that is not the fastest or the most advantageous route. Different classes bring different things to the table – and all of those things, you might need to beat the instance.
As far as classes and specs go, start by looking for diversity, and looking for balance. You know how many tanks, healers and DPS the instance requires. Now you should be picking various types of those.
Let’s say you want to bring three tanks. You can pick three warriors and they can do the job just fine – but remember, you want tanks capable of doing different flavors of jobs, so you can use different ones for different situations. Put in a warrior, a DK, and a paladin instead, and now you have:
1. A jack of all trades tank
2. A tank strong against magic damage, and bosses with occasional hard-hitting damage phases
3. A very strong AoE tank.
They all bring different things to the table, and while they can individually tank everything, they all have encounters they are best at. That little edge X type of tank has on Y boss is your mistake compensation.
Same with your healers. Six shamans? Will do the job. But it won’t be pretty. Seek diversity. Two paladins, a disc priest, a holy priest, a resto druid, and a resto shaman is a much better healing setup. You have your strong single-target healers, raid stabilizers, and massive AoE damage healers.
Last but not least, the DPS. You can’t expect to stack a single type of DPSer to success. Some fights favor melee, and some fights favor ranged. There are fights you can’t do without a healthy mix of both.
Buffs and debuffs are another important point. Anything that causes the boss to die faster, or do less damage, or gives your group more resources to do so, is something that will make up for inevitable mistakes.
In a 25-man, this doesn’t matter much. Because of the number of people involved, crucial buffs and debuffs come naturally. It’s hard to set up a PUG 25man raid that lacks Replenishment, or Bloodlust/Heroism, or basic stat buffs. In a 10-man, this changes drastically.
Blizzard has said that they balance raid encounters assuming that the group will have Replenishment. Assuming your group doesn’t completely overgear the instance, you will need someone that can provide it. Ret paladins, survival hunters, destruction warlocks, frost mages and shadow priests fill that role.
While, to my knowledge, Blizzard hasn’t said that they balance encounters around Bloodlust/Heroism, it is a massive DPS boost and can give you that final push you need. Get a shaman. Considering that shamans also come with a great variety of raidwide buffs, having one in your PUG is pretty much mandatory.
Try to get as many primary stat buffs as you can. Fortitude from a priest helps tremendously in fights that have heavy raid damage (which is pretty much everything in Ulduar). Your healers and casters love their intellect from a mage. Mark of the Wild is a nice overall stat and resist buff.
From there on, fill in the other buffs that you would like to have according to the makeup of your raid, and whether you overgear the instance. For your melee, Sunder or Expose Armor, Leader of the Pack, and a 10% AP buff from a blood DK, enhancement shaman or survival hunter are some of the basic ones you might want to have. Their magic equivalents are Curse of the Elements (warlock), Earth and Moon (moonkin) or Ebon Plague (unholy DK) for increased magic damage taken, a moonkin or elemental shaman for the 5% crit, and a spell damage totem from a shaman or the spellpower buff from a demonology warlock. Mutilate rogues, elemental shamans and ret paladins give the whole raid an extra 3% crit on the relevant mob.
There are more buffs that stack with these and can build on those – pick and choose according to your raid’s makeup. If you’re melee heavy, stacking melee buffs is to your advantage, a caster heavy raid, the other way around. At any rate, try to maximize the number of buffs given to both camps while keeping a balanced raid.
Here is an example Ulduar10 raid I might want to make. Let’s say I started off with myself, dual specced disc/holy priest. Plus my prot paladin and arms warrior friends (happens a lot these days, incidentally).
I’m going to take two tanks. I already have a strong AoE tank, so I want a strong single-target tank now. My primary choice would be a warrior, jack of all trades tank plus provides Sunders and Commanding Shout for the whole raid. However, I’m already bringing a warrior who can Sunder and CS if needed, so I’ll take a feral druid instead for all around 5% crit to all melee classes.
But really, any of the two will do, and I might prefer the prot warrior anyway because both Last Stand and Shield Wall will see some use on various chain-cooldown dependent bosses.
I have myself, healing. I want a resto druid for great raid stabilizing capability plus a combat res. In a real PUG situation, I typically leave the last healing spot open till the end – if I can find an elemental shaman, the last healing spot will be covered by a paladin. If not, I will take a resto shaman. But for now, I will assume I have an elemental shaman, so I am taking a holy paladin.
“But we have two paladins!?!?!” Yes, paladins are one of the rare classes that stack well, because they can provide different blessings. So I will not hesitate to take a second one.
Our healing team is quite well-rounded now, with a holy paladin as the strong single-target healer, a resto druid as the raid stabilizer and the holy priest on the AoE. If I get a resto shaman, I go as disc and cover the single target healing slot.
Ideally, I would take two melee DPS and three ranged ones. I’ll take an elemental shaman for amazing all-around raid buffs. If I do find a destro warlock that can supply Replenishment, I will take a mage for the last ranged spot, otherwise I’ll go for a survival hunter (a ranged Misdirect is quite handy). The reasoning here is as follows: I like having warlocks around because Soulstones and summoning stones are fairly handy to speed a raid up, they have good AoE, 13% more magic damage taken for the entire raid, and high personal DPS. Mages, if fire or FFB specced, supply a 5% spell crit debuff on the target, buffing both the elemental shaman and the warlock, and come with an intellect buff.
If my warlock cannot provide Replenishment, a hunter is the next best thing for it, however, remember that the hunter will benefit from melee buffs rather than the ranged ones.
This brings us to the melee. I’ll go for a blood DK for 10% AP for all my physical DPS plus extra threat for tanks. I already have an arms warrior for the last slot. Raid complete.
Our final lineup is:
*Tanks: Prot paladin, feral druid
*Heals: Holy priest, holy paladin, resto druid
*Melee DPS: Blood DK, arms warrior
*Ranged DPS: Elemental shaman, warlock, mage
I hope the example gave some insight into the line of thinking that goes into forming a balanced PUG. This would be pretty close to the kind of lineup that I want, with a balanced set of buffs and debuffs. I feel that this group will give me quite a high margin for error.
So you have your group, you’re all summoned, and ready to go. Part II of the series will deal with how to lead the raid during the actual raiding phase for maximum success.