What should all trial leaders know?
Not sure, but:
1. Get consensus from the League what will be done: badges, iXP run, speed, etc.
2. Ask if anyone is new and needs explanations. Don't ask if everyone knows what to do, you'll never get everyone to respond. Ask who wants some help.
3. Now that you asked who needs help, did you research the trial first so you can help them? Yes it helps to know what you are doing.
4. Be clear up front what each phase entails, and also give reminders as the trial progresses. Don't expect people to remember everything you talked about in the beginning, but don't expect folks to adjust if you spring new information on them at the last minute.
5. Be polite, fair and complimentary. You'll get a better response than if you are bossy or insulting. Remember that typing doesn't convey emotion or tone, so watch carefully what you type. I find it's best to use full and correct English as shortening the language or "l33t sp34k" can come across as flippant, rude or ignorant.
Beyond those generalities it depends on the Trial you are running. Seen #3: know the trial.
What should all trial leaders know?
Also, it helps if you actually know how to run the trial in question.
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I know nothing of iTrials (I'm a noob), but I know on many other missions, it's often as fun to go on the complete failure missions if not more so. The efficient runs aren't all that interesting. I'd rather stumble through and learn, knowing I'll get better next time around.
So I think prereqs for leaders seems overboard. Go in, have fun. It's not like dying has any real downside in the game.
I know nothing of iTrials (I'm a noob), but I know on many other missions, it's often as fun to go on the complete failure missions if not more so. The efficient runs aren't all that interesting. I'd rather stumble through and learn, knowing I'll get better next time around.
So I think prereqs for leaders seems overboard. Go in, have fun. It's not like dying has any real downside in the game. |
It's one thing to try your best, and fail - maybe someone d/c'd or your team just didn't have the stuff that particular time. It's another thing to fail because you find it more fun. (when odds are, the other players are there for badges, incarnate salvage or some other end reward - in addition to the fun of feeling powerful. )
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
1. Get consensus from the League what will be done: badges, iXP run, speed, etc. 2. Ask if anyone is new and needs explanations. Don't ask if everyone knows what to do, you'll never get everyone to respond. Ask who wants some help. 3. Now that you asked who needs help, did you research the trial first so you can help them? Yes it helps to know what you are doing. 4. Be clear up front what each phase entails, and also give reminders as the trial progresses. Don't expect people to remember everything you talked about in the beginning, but don't expect folks to adjust if you spring new information on them at the last minute. 5. Be polite, fair and complimentary. You'll get a better response than if you are bossy or insulting. Remember that typing doesn't convey emotion or tone, so watch carefully what you type. I find it's best to use full and correct English as shortening the language or "l33t sp34k" can come across as flippant, rude or ignorant. |
In general, the only other thing I would add is that you should accept the responsibility of leadership if you take the reins. Don't rely on others to make the decisions of what you're doing for you, but do check if someone needs something specific done. Take the initiative to deescalate any conflict or drama as it begins, to avoid messy problems down the line - Even if something happens to make yourself upset, don't let feelings or irritability compromise your leadership.
The Paladin
Steel Canyon, Virtue
Exalted
@Paladin
I know nothing of iTrials (I'm a noob), but I know on many other missions, it's often as fun to go on the complete failure missions if not more so. The efficient runs aren't all that interesting. I'd rather stumble through and learn, knowing I'll get better next time around.
So I think prereqs for leaders seems overboard. Go in, have fun. It's not like dying has any real downside in the game. |
Click on the wrong thing and you can cost other players something. Shoot the wrong thing and you can cost the other players. Stand in the wrong place, use the wrong power, fail to use the right power, fail to move, fail to stand still, go the wrong way, go to the hospital at the wrong time - all these things can, in the right trial at the wrong time, either cost the entire league rewards or possibly cause the trial to fail.
The thing is: every single trial can, with almost any random assemblage of players,** be beaten if every single player follows directions, and those directions are given in a clear, unambiguous manner, and those directions follow the very general strategies that have already been formulated for those trials by the player community. And the instructions players have to follow are significantly less complicated than the ones that they had to follow to install the game on their computer in the first place.
And yet many trials fail.
** that meet the generally recognized minimum requirements of the trial, which are to the game-enforced limits what the minimum requirements for Windows are to what you're actually supposed to run it on.
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Well, you mention that you know nothing of trials. You may prefer to stumble and learn - but what about the other 7 to 23 players? Some of them have limited game time. I don't think it's asking too much to try to succeed at the trial the first time, instead of stumbling through - which may lead to failure and waste peoples time. Many of the trials do not allow for the luxury of too many mistakes before bad things happen and you're out of time.
It's one thing to try your best, and fail - maybe someone d/c'd or your team just didn't have the stuff that particular time. It's another thing to fail because you find it more fun. (when odds are, the other players are there for badges, incarnate salvage or some other end reward - in addition to the fun of feeling powerful. ) |
Point is, if goals and expectations are set at the start, league members with different expectations and goals can always use the "quit league" button.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
It is hard for me to make comments about this for a few reasons.
1) I am playing in defiant and we have a certain group of people who were running all trials at certain hours each day. We have around 4 people who can lead itrials without problem and another half a dozen people who are capable of leading if necessity arise. Considering that at most we got in defiant is 2 trial run at the same time of a day it is more than enough.
2) I never felt the need of a certain AT in certain trials except MO runs and even in MO runs except UG and magi we didn't need most of team being a distribution of certain AT's. Surely some AT's were necessary in certain trials like a taunter in keyes, a KB in MoM etc. but I never felt forcing of a form mostly because those 4 I mention bring their own toons that fits to trial if we lack something and it almost always worked. Only times I remember failing were because of a new trial and most people were doing it first time
3) Well more than AT distribution our trial leaders focuses on destinies. For UG and MoM asks about clarion, for keyes and tpn aska about incan, for most of others barrier with rez or rebirth.
4) Maybe most important part but if it is not a MO day than first 3 or 4 trials being same and rest depends on number of left and their ishifts. Most of the times they ask what leaguemates want to do too and if there is a shortage in ishifts they explain why it would fail .
5) They all have binds which they use during trial phases to tell what is going to happen and what is needed to done. There are also special binds like green patch coming run away charge etc for specific trials though I admit it I don't look at chat much since I keep my eyes on timers and warnings myself.
5. Be polite, fair and complimentary. You'll get a better response than if you are bossy or insulting. Remember that typing doesn't convey emotion or tone, so watch carefully what you type. I find it's best to use full and correct English as shortening the language or "l33t sp34k" can come across as flippant, rude or ignorant.
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Thanks for all your replies.
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
Off the top of my head, I think a trial leader should either be a very fast typist or have a good working knowledge of macros and binds.
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They should know that a lambda cannot be run with more than 16 players.
They should know that you need at least 12 to run a magi. |
They should be at least familiar enough with the purple patch to know that an unshifted toon is 8% effective against tyrant. (and should really think twice about allowing them to join said trial, and encourage the unshifted to switch)
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I think they should have a solid understanding of the damage types the league/team will encounter and be able to look at the league (players and powersets) and discern if the league is capable of succeeding the trial.
More helpful is a broad experience in powersets and ATs. |
What do you all think? What should a trial leader know to be successful?
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- Communication.
- Knowledge of the trial.
- Being observant. Be on the lookout for potential problems, and try to minimize them before they fail the trial.
- Being respected (maybe not liked, but that helps) enough for people to actually listen to your instructions.
- Be firm with people trying to disrupt the trial due to lack of listening to instructions (when they are clear) or purposely griefing the league.
1. Get consensus from the League what will be done: badges, iXP run, speed, etc.
2. Ask if anyone is new and needs explanations. Don't ask if everyone knows what to do, you'll never get everyone to respond. Ask who wants some help. 3. Now that you asked who needs help, did you research the trial first so you can help them? Yes it helps to know what you are doing. 4. Be clear up front what each phase entails, and also give reminders as the trial progresses. Don't expect people to remember everything you talked about in the beginning, but don't expect folks to adjust if you spring new information on them at the last minute. 5. Be polite, fair and complimentary. You'll get a better response than if you are bossy or insulting. Remember that typing doesn't convey emotion or tone, so watch carefully what you type. I find it's best to use full and correct English as shortening the language or "l33t sp34k" can come across as flippant, rude or ignorant. Beyond those generalities it depends on the Trial you are running. Seen #3: know the trial. |
2. I do that frequently. I still find new people from time to time.
3. Yes, it does help if you know what you are doing. I generally try to read up on the trial and do a few trials where I'm not the leader to get a feel for the trial before leading.
4. I do a mix of both. For the Underground, I don't even bother giving up front detailed instructions as I figure people will have forgotten them when they are going to be useful.
5. After repeated blatant acts of rebellion on a players part as well as a number of warnings (by not only myself as league leader, but also by other players), I will tend to call for a kick vote. I've done this less than 5 times. At that point I also -stop- leading trials after the current run so that I can calm down. You can only be polite to a point. After that, if a player is causing a disruption, they need to be dealt with in a firm manner.
What should all trial leaders know?
[images] Also, it helps if you actually know how to run the trial in question. |
http://www.youtube.com/watch?v=m_MaJDK3VNE
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Not sure, but:
1. Get consensus from the League what will be done: badges, iXP run, speed, etc. 2. Ask if anyone is new and needs explanations. Don't ask if everyone knows what to do, you'll never get everyone to respond. Ask who wants some help. 3. Now that you asked who needs help, did you research the trial first so you can help them? Yes it helps to know what you are doing. 4. Be clear up front what each phase entails, and also give reminders as the trial progresses. Don't expect people to remember everything you talked about in the beginning, but don't expect folks to adjust if you spring new information on them at the last minute. 5. Be polite, fair and complimentary. You'll get a better response than if you are bossy or insulting. Remember that typing doesn't convey emotion or tone, so watch carefully what you type. I find it's best to use full and correct English as shortening the language or "l33t sp34k" can come across as flippant, rude or ignorant. Beyond those generalities it depends on the Trial you are running. Seen #3: know the trial. |
Most excellent advice.
When I'm running trials, I try to do all of these things.
Also, if you are looking to succeed with a less than stellar league, then in general, I find taking the time to communicate effectively will work wonders. If you're leading, the words you type will be more effective than any powers you can bring to bear.
For example, I was leading a TPN with a less-than-perfect league a while back. I was typing like a madman the whole way. It was literally like herding cats.
We got to the second fight with Maelstrom, and we were getting it figured out. (He dropped fifteen or more people the first time he used his Marked for Death. Ow.)
I got worried about the timer: We had 5 minutes left and he was over 60 percent.
So I typed in: "Watch time! In five minutes, we lose! All on AV!"
It was miraculous. Everybody stopped panicking and griping, and piled on him like rabid wolves. We still had a few folks who couldn't figure out the Marked for Death mechanic, but we still dropped him with three minutes to spare, and from there on we had smooth sailing.
It's fun, very fun, to watch a league 'get it' and come together like that.
Leader of Legion of Valor/Fallen Legion (Victory server)
http://legionofvalor.guildportal.com / http://fallenlegion.guildportal.com
StainedGlassScarlet - L50 Spines/Inv Scrapper | Badges: 1,396
Avatar detail taken from full-size piece by Douglas Shuler here
Some great advice in this thread, I have always admired efficient leader's who communicate clearly with short frequent messages.
I am a good little soldier, played for many years and happy to follow but freeze if the star lands on me for any reason and get rid of it like a hot potatoe, so hat's off to anyone willing to take on the responsibility.
I wonder if there would be any benefit to some kind of mentoring scheme where players who fancied becoming efficient leaders could be taken on a few runs and given some tips by the more confident and proven successful leaders?
Threads like this make me sad.
People shouldn't have to know anything to play and enjoy this game and it has been so for ~7 years up until incarnates
British by act of union, English by grace of God, Northern by pure good fortune!
I don't know that I would call myself a good leader, but the teams I lead don't seem to complain (in fact some have complimented me) and I don't often fail Badge attempts in iTrials (with the notable and obnoxious exception of the Avoids the Green Stuff badge).
But, I can say that when I was on my first iTrial, I hated every minute of it. I really really disliked not knowing exactly what I had to do, and I felt like 23 people were staring at me not knowing what to do. This was probably a few weeks after BAF and Lambda were dropped in our laps. But, as I ran them, and especially future trials, I grew to like them a lot... and eventually grew courageous (or fool-hearty) enough to begin leading them.
I think the one reason that I do well as a leader is because I had so much experience NOT being a leader. What I mean is, I had a lot of time to watch what other leaders did right, and where leagues started to have problems and the good and bad way leaders tried to solve them. I learned early that YELLING THINGS IN ALL CAPS doesn't help, much. Blaming and throwing league mates under a bus doesn't help either. Nor does being really immature and rage-quitting when something doesn't go exactly right.
What does work well is knowing what you are doing before you go in. Making sure as many folks with you know what to do as well. And be willing to modify tactics on the fly if you league starts to falter OR in the case of some leagues, starts to do things in a way you weren't expecting.
So, my words of wisdom for all would be leaders (if you can call it wisdom) is spend a lot of time as a non-leader... even well after you are confident you know what you are doing. There were, for a short while, iTrials that I had only been on when I was leading... I learned a lot when I joined someone else's run.
Basic stupidity check for trial leaders. If they don't know these, do not join their groups. Instead make your own group and invite them to your own (or find something else to do). This information is available in the LFG window, if they can't be bothered to read the help text for the trial they are launching, the trial will have an extreme chance of failure.
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I
What does work well is knowing what you are doing before you go in. Making sure as many folks with you know what to do as well. And be willing to modify tactics on the fly if you league starts to falter OR in the case of some leagues, starts to do things in a way you weren't expecting. |
I'd led numerous successful MoM trials; found myself doing incarnate content on another server and noticed a leader of some excellent reputation using wormhole to bring the voids to Penelope, and bosses to Shalice Tillman. It had never occurred to me! Several trials on my home server, we ran out of time because the voids wouldn't respond to taunt at all....and this little trick was far faster, far more efficient. It definitely helps knowing more than one way to solve a problem.
I also learned that you could taunt and hover (like in STF, as high as you could get and still be able to taunt) over Maelstrom on TPN - and Marked for Death would be a non-issue, provided no other players taunted.
You can't modify tactics, if you only know just one. Although, I suspect a lot of "plan B" methodology comes from desperate times. That's part of what makes the trials a lot more fun for me than leveling content.
I recommend everyone take a few trips to other servers and see how other folks do the things you do - the differences are probably small, but worth a look.
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
Basic stupidity check for trial leaders. If they don't know these, do not join their groups. Instead make your own group and invite them to your own (or find something else to do).
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It's almost supremely ironic that the generally proposed fix for not having enough trials, TFs, and the like running on a server is to take the initiative and start one yourself, yet if you do that without having an idea of how the trial, TF, or what-have-you is supposed to run, you're contributing to the problem of clueless, "stupid" leaders.
This double-standard is exactly why I avoid running trials and task forces in CoX at nearly all cost, and I'd be willing to bet I'm not the only one who feels that way.
--
Pauper
It is hard for me to make comments about this for a few reasons.
1) I am playing in defiant and we have a certain group of people who were running all trials at certain hours each day. |
They always do AFK checks before queueing for a trial, ensure that people dont move at the start in case a cutscene causes people to crash, and try to get the best possible reward for the least possible effort for everyone. We usually have a good batch of staple characters who know the trials well enough to do them without being led and who can alt to other toons to fill in power gaps.
So although its a great thing to be a leader, its even better to know that you have great team mates too!
Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)
Here's my problem -- *I* don't know this stuff, so if the person putting together the Lambda trial doesn't know it, I either don't know enough not to join the trial, or I don't know enough to start my own instead.
It's almost supremely ironic that the generally proposed fix for not having enough trials, TFs, and the like running on a server is to take the initiative and start one yourself, yet if you do that without having an idea of how the trial, TF, or what-have-you is supposed to run, you're contributing to the problem of clueless, "stupid" leaders. This double-standard is exactly why I avoid running trials and task forces in CoX at nearly all cost, and I'd be willing to bet I'm not the only one who feels that way. -- Pauper |
Until incarnates was released even the most clueless noob could form a team and lead it effectively enough. That got changed for some reason best known to someone that clearly isn't me.
British by act of union, English by grace of God, Northern by pure good fortune!
Here's my problem -- *I* don't know this stuff, so if the person putting together the Lambda trial doesn't know it, I either don't know enough not to join the trial, or I don't know enough to start my own instead.
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It's almost supremely ironic that the generally proposed fix for not having enough trials, TFs, and the like running on a server is to take the initiative and start one yourself, yet if you do that without having an idea of how the trial, TF, or what-have-you is supposed to run, you're contributing to the problem of clueless, "stupid" leaders.
This double-standard is exactly why I avoid running trials and task forces in CoX at nearly all cost, and I'd be willing to bet I'm not the only one who feels that way. |
Task forces and non-incarnate trial are far more tolerant of mistakes than the most basic Incarnate Trial. Treating an Incarnate Trial like the rest of the game is a recipe for disaster. Sure, you might get lucky, but chances are you won't. Worse, you won't know why the trial failed.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Here's my problem -- *I* don't know this stuff, so if the person putting together the Lambda trial doesn't know it, I either don't know enough not to join the trial, or I don't know enough to start my own instead.
It's almost supremely ironic that the generally proposed fix for not having enough trials, TFs, and the like running on a server is to take the initiative and start one yourself, yet if you do that without having an idea of how the trial, TF, or what-have-you is supposed to run, you're contributing to the problem of clueless, "stupid" leaders. This double-standard is exactly why I avoid running trials and task forces in CoX at nearly all cost, and I'd be willing to bet I'm not the only one who feels that way. -- Pauper |
So, I figured if I wanted this badge, I was going to have to lead it myself. I'd been on 4 runs, all with various outcomes. So, one of our servers better leaders gave me some tips, and I started running them after our servers msrs, as I knew there'd be more people on, most would have just finished msr and looking for something to do.
But, I didn't just try to lead without doing prep work. I came here, to the forums. I conferred via pms with other trial leaders on other servers, like @amygdala. I made macros that were lengthy, descriptive and left no doubts as to what should be done and when. These macros were for me and my feeble memory as well as the league. I also made macros with atrocious puns, just to see who would groan.
The UGT trial is the longest, particularly the MoUGT. The longer players have to be focused, the sooner they will lose focus, and the less focused they will be as time drags on. A lousy pun can work wonders for a tired league.
You want to lead - talk to other leaders, ask them questions about the trial in question that you don't understand. Participate in Beta. New content is there before it goes live. Where do you think your server's leaders get the tactics? A rough guideline is learned on beta, and gets further refined when it hits live.
These forums are filled with people who would like nothing better than for you to take the time to learn what they know so you can lead, and they can follow!
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
content that is radically different from the rest of the game.
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How is anyone supposed to know off the bat that they need to go offsite to find guides for content when the rest of the content is intuitive?
And honestly why should they have to? The very fact the content is that different to everything that made the game what it is today is poor design.
Did you ever feel the need to do prep when say the ITF was released? Or did you jump in and work out the last fight on the fly? I led a PUG on day 1 and it didn't even occur to me that I didn't know what I was doing because it didn't matter, even though with no knowledge the ITF was hard initially.
British by act of union, English by grace of God, Northern by pure good fortune!
There are numerous guides (the guides section, paragonwiki), official documents (both in and out of game), and people you can ask. Ignorance is fixable. However until you are willing to learn you can't fix it.
Here is the thing though: That basic information (league size) is shown as you move your cursor over the trial in the LFG window. Not to mention numerous guides, official guides on the website and paragonwiki. For a leader to be ignorant of the league size shows an amount of willful negligence that borders on the insane. It also shows that the leader isn't willing to put forth minimal effort to understand content that is radically different from the rest of the game. Task forces and non-incarnate trial are far more tolerant of mistakes than the most basic Incarnate Trial. Treating an Incarnate Trial like the rest of the game is a recipe for disaster. Sure, you might get lucky, but chances are you won't. Worse, you won't know why the trial failed. |
Not that I would know from first-hand experience. I'm spending time posting in an internet forum about that same game. I love guides. But I refuse to discriminate against those who don't.
So long as a trial leader communicates his or her level of experience/knowledge up front, I'm fine with joining - and failing, if it comes to that - their trial. I got to spend time mashing my keyboard to get specific reactions from the pixels on my screen. I'm all good.
Would that other players should be so charitable.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
How is anyone supposed to know off the bat that they need to go offsite to find guides for content when the rest of the content is intuitive?
And honestly why should they have to? The very fact the content is that different to everything that made the game what it is today is poor design. Did you ever feel the need to do prep when say the ITF was released? Or did you jump in and work out the last fight on the fly? I led a PUG on day 1 and it didn't even occur to me that I didn't know what I was doing because it didn't matter, even though with no knowledge the ITF was hard initially. |
Whether or not this is a good thing or a bad thing seems to be a personal preference issue. If you come from WoW then you are accustomed to raids in which prior game experience only helps you a little because success relies more on knowing the particular gimmicks of each raid than on your overall grasp of the game's basic mechanics (or your character's abilities). But if you like CoX for all the ways in which it is different from games like WoW, then the Incarnate content is an enormous source of frustration.
At first the frustration comes from the fact that 90% (or more) of leagues will fail a new trial the first time (in fact, the first few times) because they haven't learned the "tricks" to winning it yet. This is the Discover How To Win As You Play model of game design, which is decidedly un-CoX-like. And then, after a trial has been "mastered", frustration comes from the simple knowledge that it took X number of needless failures to reach basic competency and now it is a cakewalk unless your league is full of newbies or uncoordinated soloists thinking they can just get by with their +3 shift and liberal use of Ionic Judgement.
The iTrials have polarized play, IMO. You either get a league full of people who assume everyone knows what to do and everyone goes off doing their own thing, relying on their level shifts and IO set bonuses to keep them alive, or you get a league run by a skilled leader who makes sure everyone knows what to do and when. I can tell you from personal experience that the latter is phenomenally rare (even on Virtue); about the only time I see it is when someone like Crux Enigma takes people on MO runs and leads it like an uncompromising drill instructor. 99% of the time, however, I end up on leagues made up of cats led by someone who knows the futility of herding them.
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
I was growing tired of leading after a long run of iTrials and settled into someone elses BAF. It got me thinking that some people really have no idea what they are doing. It doesn't make them bad or evil, just folks who want the reward the trial gives them, so they recruit and start a trial.
It is a game, they want to progress.
It made me think - well, they haven't asked for help - I shouldn't interfere in this leader's run. But, they're giving no direction. At all. Prisoners are escaping (which can happen, but really shouldn't with a halfway seasoned league doing choke points).
Tactics aside, besides what to expect in a given task force or iTrial, what else should all leaders know?
Am I setting the leadership bar (in my mind) too high?
Are some of us too lazy to share what we know, what others have taught us? I'm thinking no - these forums are filled with folks being helpful, or at least trying to be.
I thought I knew quite a bit - but playing some itrials on a couple of different servers exposed gaps in my knowledge - and I was grateful that I learned from it.
Still, I'm left wondering. There are folks that somehow, through simple words and instruction at specific intervals of time turn a league that would fail into a success. (and vice-versa)
As an example - without saying that one server is better than the other - I did two MoM trials. The one on one server was over in...maybe 15, 20 minutes. A little messy in phase 3 with the shared suffering bit ( I think one fellow was going off color instead of words across the screen and was color blind, heh. ) But, all the components I would want in my leagues were there. Controllers/Doms for holds ,Buffs,debuffs, Blaster, scrappers brutes for damage, tank/brutes for taunting and such.
Yet, on another server, still successful, but it took much longer, because all though there were several controllers, one had an emp secondary that was seriously lacking in several of the buffs. Another was force-field, which doesn't help a whole lot when you're lagging and standing in pink. (or just trying to execute that last attack when you notice the timer count down)
Shouldn't a trial leader be able to foresee problems like these? I read elsewhere about someone doing an MoCuda without a mastermind or defender. ( I had just learned why this was foolish yesterday- thankfully, we had a mastermind)
My signature has a quote by John Cleese. The very skill set that is required to be good at something requires an awareness of what it takes to be good at that something.
Off the top of my head, I think a trial leader should either be a very fast typist or have a good working knowledge of macros and binds.
They should know that a lambda cannot be run with more than 16 players.
They should know that you need at least 12 to run a magi.
They should be at least familiar enough with the purple patch to know that an unshifted toon is 8% effective against tyrant. (and should really think twice about allowing them to join said trial, and encourage the unshifted to switch)
I think they should have a solid understanding of the damage types the league/team will encounter and be able to look at the league (players and powersets) and discern if the league is capable of succeeding the trial.
More helpful is a broad experience in powersets and ATs. My only MM is level 28 - and I'm still learning things here and there about how to better manipulate the pets. However, I'm currently unable to explain that it might be better for them to just unleash their alpha pet and use bodyguard mode for a specific fight.
I would like to think that at the incarnate level, most of these things are known already - but I don't think that's a safe assumption.
What do you all think? What should a trial leader know to be successful?
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase