Sunday, July 5, 2015

No idea for new classes? I got two on the top of my head!

I have two ideas for a new class: I think a problem in Wow, unfortunately not reversible, is too many races can be too many classes. Either way, I have a few ideas for two classes.

I came up with these idea by the top of my head, so these are no where near developed ideas. They are ideas I've had for a while, but I have not looked into the specifics. I find it very romantic thinking about two new classes, with very different kits being added to the game: I have not spent a huge amount of time writing or taking the classes into consideration for example PVP balance and so on.

I have always loved the Hybrid classes from vanilla, so the two classes have some sense of hybrid playstyle to them.

Again I would like to state, these are just ideas! Not developed, ideas for inspiration as crazy as they may be. I came up with these as a desired gameplay I personally would enjoy playing, primarily being hybrid classes adapting to boss fights and situations more than a perfect rotation.

Class 1: The tinker

A class which is along the lines of Engineering back when it was "fun" in Burning Crusade.

A class that uses bombs, rockets and inventions for weapons and defenses. Each ability is very varied and has chances to either do bonus damage on single target, or bonus damage on AoE and so on.

The Tinker will not use weapons, but 2x offhand items and wearing Cloth or perhaps leather armor.

A bit like Ziggs from League of Legends as seen above

The specs:

Direct Bombing, you directly throw bombs, rockets etc. with mainly passive bonuses to your abilities, good for leveling and PVP. Direct bombing bombs will slow-down or stun the target when the timer runs out, so it has stuns which can be used instantly, or longer stuns that has a charge-up time.

Detonation:  You throw your abilities in different orders to create combo points which will trigger different type of damage output, You mix abilities between rockets and bombs and you detonate them after building up 5 of them, Depending on how you combine them you can get, A high dmg Dot (like Rip) on the boss, High damage attack (like Ferocious bite) or quicker attack speed (like Savage roar)

Shield specialist: (Hybrid) A tinker focusing on shields, works similar to a disc priest and is competitive to a disc priest, so a raid without priests could use a shield specialist instead, but still deal a decent amount of damage. The shield specialist will also be able to apply devices to bosses so it will take xx amount of more damage from allies, during a short period of time.

Overall certain abilities have chances of creating a shield or increase damage. So a class that is a bit based on mixed ability results, but has a lot of abilities which would suit Gnomes and Goblins for sure!

Class 2 The Crusader


Crusader is essentially a healing/tank class that uses melee attacks to heal. It does not use mana and cannot heal as a regular healer. Instead he is dependent to heal when using combo points and hitting melee attacks.

Self-sustainable, but low damage like the Diablo Crusader.

It is doing mediocre melee damage, but heals allies - just like a feral druid when using Nature's vigil. When using abilities, you will deal damage to the boss. The damage and healing is limited, but combined would be a good option for a larger raid, but not too viable in PVP, besides having a lot of control and CC abilities, making it decent for a team of 3 or 5.

A Crusader will use 1h and shields, or 2x 1h weapons depending on spec. The Crusader will be using mail or plate armor.

A Crusader will be a class that can take up an extra slot for a healer, or a dps. So instead of that extra druid healer in a raid, ending a fight on half mana. A crusader can contribute to both healing and dps. It is a class that is very good at adapting a raid between bosses, based on the amount of damage the raid would take. Whether that is direct or aoe heal.

Here are a few examples of how a melee-healer could work.

Ability 01: When damaging the boss, the boss gets a debuff that heals allies every 3 sec for xxx
Ability 02: When damaging the boss, you build up one combo point, and heal allies around you for xxx
Ability 03: Using xx combo points will damage the boss release an Aoe heal to nearby allies
Ability 04: Using xx combo points will damage the boss and release an Aoe shield around the boss, shielding tanks and melee absorbing xx amount of damage.

Specs: (unnamed)

Tank (Focused on damage reduction, dealing less damage, but more healing)
The crusader as tank works much in a sense of a Paladin, but deals lesser damage, but generates threat while also using heals. A Crusader tank would be very good in a group of melees and on melee bosses. A crusader tank would take a bit more damage than regular tanks, but as it heals the melee group, then raid healers can focus healing the Crusader more.

PVE (Combined melee and healing)The Crusader will always be in a melee group, for each hit the raid will heal in smaller amounts. For each ability combo points will be built up, and can be released as various abilities, depending on the stage of the boss fight and how much healing is required. For example if a group is at full health, you release a shield instead of a heal. So it is up to the player to analyze the situation of a fight before using the abilities.

PVP (Focused on control, short burst heals or short burst damage)
The crusader will have more powerful abilities, but on longer cooldown. The abilities will only affect a few targets instead of many. The Crusader PVP will unlock a taunt ability that forces an enemy player to force attack him for x amount of seconds, which forces an engagement between a player an a Crusader. Great for players who try to escape to heal, and the crusader can follow-up abilities that hit hard, and self-heal the crusader more. Such as abilities shared by Death Knights.








Friday, October 24, 2014

No Commissions until 2015.

Hello!

As I recently started working full time on games.  I no longer have time for Commissions. I will however get back to doing paid commissions sometime in 2015.

Hopefully we will also see a change in games. Less monitization, more gameplay and more fun, so it's not all going to go up in graphics, specs and cash!

I will follow up on this :)

Wednesday, May 7, 2014

So! I've found a new thing I like to do

Which is!

Hearthstone cards! - I created this card in a twitter give away!

So this is the first - in a hopefully long series of cards I'll create! - Obviously these aren't official cards.


Sunday, March 2, 2014

Closed for commissions.

As I recently got involved with a Blizzard Arcade project, touching up some art work, and I was offered a 2000 dollars freelance job, I have decided to stop my commissions.

University is taking up most of my time as well, so I doubt I'll be doing commissions again any time soon.


But more news on that front in a couple of months.


I still need to find the time to write about that Karazhan Review.

Tuesday, January 14, 2014

US more open minded than EU?

I have been leading my only Druid guild for more than 8 years now. I have experienced a lot, have had a lot of fun and received a lot of input. 
Some of those input and experiences are, that US wow players seem to be more interested in alternative gameplay than Europeans. On the other Hans, Europeans seem to be more competitive than the US.
Obviously these are massive generalizations and they are purely based on one single elements, which is how people have responded to my only Druid guild over the years. 

More than three quarters contacted me regarding my guild, are US. More US seem to be appealed to the idea of only druids than EU. 

it is a strange one, and a bit sad as well. Currently my guild has not grown for about half a year, the size remain the same. It is unfortunate, as I know many are interested in joining but can't, due to the split between EU and US. It somewhat also makes me wonder, how come the EU don't find single class guilds appealing. Perhaps it is the competitive and gear aspect which drives a lot of EU, while maybe for the US it is the fun factor and the lifestyle of wow, so to speak.

Again, these are very generalized, and I know all types of people are everywhere. But it still makes me wonder sometimes what my guild would have become, in case it was not EU but American?


That said, maybe it would be a possibility to launch a Druids of the Beast on the US one day, in case the possibility, support and help arrives.

Just thoughts of the night.

Saturday, November 9, 2013

No new content announced in WoD to enhance multiplayer

Warlords of Draenor looks to be an epic expansion, with a much larger scale than Pandaria. All the announcements were awesome, no doubt.

However, I cannot help thinking about a slightly thing which disappointed me. No announcements or features were regarding multiplayer. The garrison is a solo-experience, and even raid finder seems higher on the priority list, as it also got tweaks for the better. But no new multiplayer features were announced.

Blizzard wants more people to play together, but it seems to me, they shoot themselves a bit in the foot, by continuously adding solo-experience content. I am not saying it is a bad thing, and it should definitely be in there. But the balance between Multiplayer experiences, and solo experiences keeps getting shifted towards solo, as the multiplayer part, haven't seen any new features since Cataclysm.
In Cataclysm we got RBGs, which encouraged more people to play BGs together. We also had guild levels, guild achievements, and tons of things to do as a guild, as you could unlock rewards and feel like you achieved something, together with others.

Many of my guild members, come online only when we are going to raid - then people go offline. Members have told me, they only play this game because of the guild, and it lacks content we could do as a guild. Whether it would be collecting items, experience or something else together. It just seems a bit like the "together" part keeps getting further down the priority list at Blizzard. Transmogrification runs, just doesn't so it for me anymore. I want to get back out there, whether it's killing 500.000 critters with my guildies, or craft certain items.

The introduction of Raid finder, pet battles, brawlers, etc. have all enhanced solo play. (And they're all great implementations, don't get me wrong) We have just not gotten any multiplayer features since Cataclysm, maybe apart from Flexraid which has been great.

Now we are getting even more solo-content, despite multiplayer has lacking for years.
The garrisons are really great - And obviously everyone should have the chance of having a garrison, so you wouldn't be forced to join a really good guild, to be in a garrison. It seems to bring a lot of new features, gameplay and fun into the game, such as pet-battles did. But again, the fun is being enhanced for the people, who like to play the game alone. What about the ones, who don't want to play alone? Sure, I can show my garrison to my friends, but what is the fun in that?

It is like showing off a house you built in Minecraft to your friend, but you have no possibility to build a house, together with a friend, which in my opinion is the funnier part.

I prefer playing Wow with friends, and honestly, since late Cataclysm it becomes harder and harder to "play-with-friends" - The purpose of playing together seems to slowly being vanishing, as the balance in the game, keeps getting shifted towards the solo-experience, without any love for multiplayer. (apart from the world-BG, but if it's auto-grouping like GrimBatol, then it's a pvp-raidfinder)

It is a big problems, for the ones wishing to experience the game with others - and I must admit, my time spend in Wow is less and less, as I do not feel committed to the game as I don't need to be committed to others. Even as a guild master.

If Blizzard manage to get around Guild/Multiplayer implementations, and re-create the balance between Solo-play and Multiplayer.  ("Hey, you can show your garrison to your friends" - that doesn't do it for me) - Then WoD will most likely, look to be the best expansion ever.

If not - well I doubt I can keep myself interested in the game for a longer period of time. If I want to play alone, I play Hearthstone or other games, not Wow. The idea of "guilds" is slowly vanishing now a days.

Monday, September 16, 2013

Guild-recruitment is currently useless and how do we fix it - Ellaborated

As a guild master you might have filled out and used the in-game Recruitment Function in the Info tab of your guild. You can list your guild, with descriptions and list it.

However when you browse for a guild 80% of all guilds have level 1 and below 10 members. Which means anyone who is looking for a decent guild, either has to spend hours on it - or give up and avoid using the recruitment-system. And honestly - not many uses it now a days, because of those reasons.

My idea to fixing it:

On every Wednesday when the servers are down - reset the guild-lists too. Then it gets removed and updated weekly. That means all the inactive guilds filling up the list - which obviously no one wants to join, as not even the GMs are online - will go away.

And the ones with active recruiting will be on the list!

In that way it is easier to use, and more people would by the end of the day use it. More would look in it for a guild - and more would successfully find a guild.

As a guild master I really wouldn't mind re-posting my guild every Wednesday, whenever I take in recruits.

At least that would be the easiest way, in my opinion to fix this problem.

Seriously?!


It is a shame there is a recruitment function in the game - but it has been completely broken since it was implemented, due to everyone at the time wanted their own guild and/or make money off a guild bank.

When reading through the list of guilds, most of them has indeed level 1 with less than 10 members - and a message saying "Everyone is welcome" - "all can join" 
As if people would automatically join a guild - just because it's on the list.

Leading a guild takes work and is difficult - the guild recruitment is merely a tool to assist a GM - unfortunately that tool is broken, and would be a nice addition to current tools in case it actually worked.

Many guilds would benefit of the system, and so would members. Some might be looking for a specific guild - and if that guild isn't posting recruitment messages in General chat - then it's just difficult to know.

The time and effort it would take fixing the list, would indeed make up for the positive sides of this function - that has been in the game for a long time now - but never really worked.

These are just a fraction of what was on this server - which is a medium populated server.


Friday, September 13, 2013

Another Twitter Give-away

I haven't done a give-away for several months, but today I felt like doing another Lunch-Give away.

I spend about 45min creating this Orc Death Knight named EvilRobot.



Note: I do NOT take free requests, neither do I have a give-away list. The give-away on twitter is a random happening, first come first served for the ones following me on Twitter.

The quality of work is also mixed.

If you wish your own piece of art work of your MMO character, please check out my commission page :)

Thursday, September 5, 2013

Regarding prices and commission discount.

Some might be wondering exactly how much I take for commissions.

Portraits are 30 dollars

And full-size characters are an estimate. I cannot give an exact price on the full-size images, as each takes a different amount of time to create.
However I will give an estimate of how long it will take

If you want me to work within a certain budget, that can be arranged as well. 


Now, about the Discount!

If you are getting your 2nd commission I offer 10 dollar discount on Portraits and 30 dollars on the full-size character images.

Thursday, August 29, 2013

I started RP on Argent Dawn!

Right! So my friend - who plays RP on AD and has been on the server since she started playing, has talked a lot about RP, introduced me to ArgentArchives and so on.

What I've really liked is how big and strong the community is. It's not like a site that gets visited once a month and it really increases the limits for how you want to make your character.

So, I made a Pandarian Warrior - Named Vinchelo. He's a painter, crappy with a sword (I'm already like, way below in dps in everything I do)
But, I want to experience the community and find out what's to the whole RP thing. I joined an all-pandarian guild, as I love those one-class or one-race guilds! Oh yes!

He's lvl 19.....

Thursday, August 8, 2013

Commissioned Finished.

I was to draw the awesome Sparklebeard! A dwarf paladin!

I am quite pleased with the character -  despite it took longer than estimated.
If you see this picture elsewhere, with a website and different name attached, do not worry. It's simply me in human form.

Tuesday, July 30, 2013

My Art Commission page is up and running

It sure has been a while, and now I have done some changes on my blog! Hurrah!

This page is no longer dedicated to guild leadership only - as frankly, so many things happen in game I do not feel like I can be up to date.

In other news, as my drawings on Twitter has been quite successful and as I have done a couple of commissions this year - I made an art commission page, where you can request a commission of your MMORPG character or something else you desire!

You can visit the page here: ART COMMISSIONS

I will post some of the works I have done on this very blog! Hurrah hurrah!

Monsterbaby

Monday, November 12, 2012

Lets boil it down to soup

Since I began doing guides, tips and advice on guild Management I have received a lot of feedback. The far majority has been great, and I am happy when some of my guides can help people out.

Worth to mention is, I began doing this recently - I have never been a blogger before, neither written any guides - or anything in particular really. I have never been much of a writer, not even in school - where I was distracted most of the time, drawing layouts for Warcraft II maps.

The tricky part about having a guild-management blog is, you do not have direct clear results or facts, as if you did a Dps or gear guide, which is basically math. Guild Management is managing people - and I believe people are all different, guilds are different, and therefore need different treatment.

Anyway, to make a long story short - which is essentially what I will try aim for now is: I have received feedback, saying my posts written are too long, than they are actually supposed to be - I kind of of realized that as well, now when it was mentioned to me - so I will in the future boil my guides down to be easier eatable by people, as well as trying to improve my writing in new posts.

With that said, I am really happy for constructive feedback, whether it is positive and negative. I believe having an open mind, gets you the furthest, so just poke me, in case you feel something can be improved, or you believe I misguide people (Which is definitely not the intention of any of my guides - it's the opposite!)

Lucky so far, no one has been misguided - at least not what I have heard of.

Saturday, November 10, 2012

Ranks and Officers - and how to use them

Officers are a crucial part of a guild, and can be a great help to the guild master, as well as bringing terrible consequences along, if they are not chosen carefully or kept right on track.

Officers should be considered as an equal member of a guild, but taking extra weight and responsibility on their shoulders - it is not a rank for rewarding a certain member, or a rank of status.

I truly believe, ranks in a guild, have nothing to do with status or power. In my experience, and in my beliefs guild ranks are merely tools, and all members are considered equal, with equal rights, no the matter rank.
The higher rank a person has, the more responsibility and features the person has aces to. It is as simple as that. Basically, the ones who work the hardest in relation to the guild's foundations gets the higher rank.

What is a rank then? - A rank is a tool. It is to unlock features to the people who are willing to use those features. Extra aces to the guild bank, the ability to invite people to the guild and so on.

Before promoting a member, you must always consider, if the person would benefit by the promotion. Would that person be using the features? Will they come in handy? And is the current member limited, in repairs, withdraws and features with his current rank? - And most importantly, will the person not be likely to abuse the rank?

A rank, in my eyes should never be a reward for: having the best gear, being the best dps, activity or for how long the person has stayed in the guild etc.
I see many Guild Masters doing the mistake of promoting people, to high ranks, purely because they are afraid of losing a member, who is one of their best raiders/pvpers or based on activity.
In that case, the person would consider the rank as a reward, and is likely to consider the rank only for "showing-off" purposes. Which is wrong - because it divide members into "good players, casual players, and bad players."

As soon as you have members, with high ranks in your guild - who do not benefit to the guild in the ways you want to, it will be a lot harder to distribute the ranks to the people, who actually do contribute. So chose your promotions carefully!



Choosing Officers: 
I currently do not have any officers in my guild, and I have not had any, for a couple of years now. The rank is still accessible to whenever I find an officer who I believe is suitable.
There is no need to hand out officer ranks, even if you do not have any, and go for the 2nd best you can find. You should only compare the ranks to what you feel is expected from the ranks, not divide the ranks, by comparison to your members.

That is one of the reasons I have not found an officer yet - I simply have not come across a person, who would live up, to my expectations and the job required to be an officer for my guild. But the preference of an officer can vary from guild to guild.

So when you have to find an officer, be absolutely sure what you expect from an officer.
Here are some examples:
  • Knowing 100% what the guild stands for, what the goals and achievements are. <- Very important
  • Managing a guild webpage / Blogs
  • Do in game, and out-of-game recruiting 
  • Public relations - reaching out to local communities (such as realm forums etc.)
  • Encounter and solving guild related problems 
Reconsider you promote someone to officer "just" because they are Raid Leading. Honestly, and in my opinion raid leading is not a difficult job - and about half of everyone in my 10 man raiding group, can take the job upon themselves, as raid leader. Some Guild Masters might automatically promote Raid Leaders to Officers - Which I believe is a very bad idea. A Raid Leader is purely about leading raids - while the most important things, that makes a guilds cogs turn smoothly, are all the other aspects of guild management, such as listed above. Which are responsibilities not many wish to take, and therefore such people are hard to find.

Helping out with gear, stats, tactics, Raid Leading etc. is something you can expect for middle ranks to take care of. These are also responsibilities a lot of players can live up to - which concludes it would not make much sense, making these Officers. Otherwise before you know of it, you have too many officers - or too many officers to choose from.
Tactics, Raid Leading, Gear, etc is knowledge and responsibilities a lot of players can easily live up to.and therefore it is not a job, I consider as hard, difficult and time consuming as what is previously listed, such as pure guild management.

So make sure you find someone who can in the long run, help you to carry your guild in the right direction, and knows in what direction as well, and to maintain the atmosphere and goals that you have in mind for your guild. 
Choosing an officer, who do not share similar views, can eventually kill your guild - so choose wisely, and be picky! - And despite you might have officers, continue to try and engage all members into what is going on in the guild, no matter rank, activity, and so on. Because this opens up the possibility for new members or low rank members, to show their potential to perhaps take higher responsibility upon themselves.









Thursday, November 1, 2012

Approach problems and failure - don't avoid them.


  As a guild you will always have problems - and problems cannot be avoided. Many choose to look through their fingers, when problems occur and hope for them to disappear, however it is very important, that the guild master is aware of all potential problems in the guild.

If you do not engage the problems, they will either become a lot bigger and complicated, or they might destroy the good atmosphere and foundation for some of your members, or in worst cases your entire guild.

It is therefore a really good ability to be able to detect problems as soon as they happen - even before they happen. The sooner you deal with them the better - then it doesn't matter if it is just a minor issue - that issue might turn bigger over time, if it is not dealt with.

If there is something which does not feel right to you, even if it is arguments between members, you somewhat need to interfere. A guild is like a company, and when you have a lot of different people with different backgrounds all together,  and chances are, not all will get along – but we all need each other, and in theory there should be room for every one as well, as long as it is within reason and it doesn’t have a negative impact on the guild, the atmosphere, and how it is run.



It is better, to settle things between members – I have experienced from other guilds, members trying to convince others to leave, to get some people kicked or feel like an outcast – only because of personal or competitive reasons.

It is very important that a broken link is found in time, before he/she manages to ruin things for another member, or perhaps several members, for his/her own benefits.
I have a few examples in my own guild – who have been around for years. They are great and solid members – but they are far from good players, and never will be. However – they know my exact feelings and thoughts about them. They know I will avoid picking them for raids, if we are in need of better players for a raid.
I have a few examples in my own guild – who have been around for years. They are great and solid members – but they are far from good players, and never will be. However – they know my exact feelings and thoughts about them. They know I will avoid picking them for raids, if we are in need of better players for a raid.
But there is left plenty of room to them, they are being judged on their awesome personalities, not their performance - which is unfortunately forgotten around many guilds these days.
Remember what guild you want, how you want it, and how you want to run it – and stick to it!

In general it is essential you keep your guild on track, and you maintain the attitude and atmosphere you wish in your guild – keep it good, and judge new members carefully – again having a member who fits your guild, but might be under-geared is a lot more valuable than an over-geared douche.


Same concepts can be applied to failure -
If you don't learn to fail, you fail to learn.

It is important to be able to handle failure well as a guild master. Expecting every player, to be at the same level, or avoiding mistakes can result in you losing good atmosphere and potentially good members. Some members are more than raiders, and good players, and members who contribute to an active chat and a good atmosphere, are in my opinion just as valuable as a skilled raider.

You rather want to have a member who is far from the best in damage or healing – but who is loyal, honest and reliable. Increasing skills and gathering gear – is a lot easier approach, than having a skilled player, who is acting like a douche, and is essentially only bringing good gameplay to the guild – and nothing else, besides a smelly attitude.

Be careful not to bash your members and use them as bad-examples to the rest of your members.  Focus on the solutions instead, and make sure they will be noticed instead.
Some members might never improve and will always be the rock bottom – however make sure they know – there is no harm in telling people about their own performance, as long as you can prove to them, what is wrong, in a nice way. If they fail to understand - then they might not be suitable for the guild.


Saturday, September 8, 2012

Planning is essential for recruiting

Planning is something a lot of guild masters forget, and especially new GMs.

A lot of new guild masters, are not planning ahead. As I have mentioned in my previous guides, that knowing exactly what sort of guild you are running, and being specific about it, is crucial, which also involves planning.

New guild masters, forget the planning and focus at a single area at the time, such as getting members. Which is very logic. But a lot of GMs forget to keep planning several things at once.

Why would members join and stay in your guild, if you're only plan - is to get more members? Most guilds wants to get more members, especially new ones. But if that is your only plan, then your guild will not succeed.

"We will raid, when we got enough members" - Yeah, but when is that? No one knows, not even the GM.

Instead you say:

"We will go raid on Wednesday, then we got enough members"
A raid is set - even if you won't be enough that day, you can easily pug 1-3 people to go, and if the pugs have a good time. They're even likely to join your guild. (Read more about this in my GM-guide)
As long as your members know they will get to raid on Wednesday - no matter what!

Otherwise - you've not done a good enough job, gathering members, and you are the one to blame if people leave. (Obviously if you are on a low-populated server, this is a lot harder)

Instead of planning linear, you need to do paralleled planning. Which means, you need a plan - you have to recruit for. Recruiting just for getting more members, is not working - unless you are running a zerg-guild.

Basically, even if you have 1-5 members in your guild, and it has level 1. You need a plan!
If you know from the start you want to do a 10man raiding guild, or a pvp guild - you might as well start planning those raids already - even though you do not have the right amount of people yet - but this is exactly what you will recruit for!
Find days you wish to raid; perhaps begin with one or two - and set raids in the calendar. Get the members you already have involved, and then you can specifically begin recruiting raiders (or pvpers) for that specific raid day!

Always have contents in your calendar! 

Make the raid at least 5-10 days before it happens, make sure the members you got already sign up.
Then you advertise in general/trade chat, about your starting raid group - and be sure to include your level of ambition - NOT YOUR GUILD LEVEL
examples:
  "Dragon Lair is looking for raiders, interested in raiding DS Wednesdays at 20 to 23. 
We aim to do full clears  - and have casual talks, and fun meanwhile. Please /w me for a calendar invite for wed."

"Dragon Lair is looking for players for RBGs Wed at 20-30.
We aim to get a team started, but with experienced players 4.5k+ pvpres.
Please /w me for a calendar invite."

When people whisper you, do not invite them to your guild - you wait! Instead, give them an invite for the upcoming raid/event in the calendar! Logically, no one wants to join a guild and stay if it has 1-5 members. Use your time wisely and keep in touch with the ones interested in joining you. Make sure they know your guild is new, your plans, your goals and ambitions.

Once you've gotten enough of sign-ups (about 15-20) and the raid/event looks to be happening, you can begin invite the people to your guild. Not sooner, unless the people have a full-interest in joining you. Make sure you can get 2-3 into the guild at once, and make sure they get a warm welcome to begin with. (Read more in my GM guide)

Never let people rot in the guild chat! - Saying "Welcome" and nothing else afterwards is a killer, and they won't feel attached to your, or the guild, and they are highly likely to leave quick

Keep finding more people, and more members to join you even if you have 15 people signed up, and keep recruiting specifically for your raids. The more specific you are, the easier it gets!

Make sure you always have raids set in the calendar - and you always have enough people on the sign-up list! Pug if you have to! - As soon as people can't see there are anymore plans, it is a killer - and people are likely to leave.