1. InitiativeOne must be at the forefront of their class. They must learn, research, and capitalize on the mechanics behind their class using all available resources. One must learn to tell the difference between good or bad information and make decisions responsibly, from their own knowledge as well as that of others. Thus, having an open mind is key. One must also be accountable, calling themselves out before others when making a bad decision (there are rarely such occurrences as mistakes or accidents).
2. Discipline
Learn to control yourself and stop trying to control others. You will be part of a team. That is when one player is doing one job they are entrusted with that responsibility (for example using Polymorph or cleansing poisons). If the team cannot trust a player, then everyone is distracted. Learn to discipline yourself, to trust the team to do their roles and focus only on the task at hand.
If in a leadership role, which you may sometimes assume, learn to take the initiative to make judgment calls (and make them count). When you mess up, and you will mess up, take responsibility and learn from it. As they say, "Crap happens." Players who can't follow simple instructions need to go back to the basics. Leaders who can't give simple instructions need to be fired.
3. Devotion
If a player doesn't know much, do they take initiative to understand it or do they wait to be spoon fed? If they house a database of information in their cranium, how well is their execution? Combat experience in group content is the only way one can gain the discipline necessary to become better.
This is the most simplest of all because if one doesn't involve themselves in group content or teamwork for several hours on a regular basis then one will never learn. One can learn all the intricate details of a boss encounter, but it does nothing if the person is unprepared. Spend time with your character, don't settle for less (ever), and always be on time. If you aren't committed to being there, then don't go. Your guild will thank you for not signing up.
Conclusion
So like a lot of players I have A.D.D., but I'm a smart person. I'm going to try and cope with any of my weaknesses and turn them into strengths so. One way of doing that is by following the theory of I.D.D. By doing that, I am able to set goals for myself and later ask, "Am I really doing this the right way? Do I need to ask for help? Is this an independent or team-based task?"
These are the types of issues I face everyday at work. I have "independent work," such as monitoring traffic and logging guests, but then I have group work such as a two-person safety report. Even though this report is done together throughout the main facility, my partner and I do take separate routes along the same path at times. This means there has to be a trust between us that we, as individuals, are able to observe and record discrepancies on a similar level together, into a single report. I need to know that he is capable of handling his half of the workload just as I must be capable of handling my own because there's not a second head checking over our shoulders. This is called "individual effort."
In a group or raid, each individual must be capable of putting forth enough effort (either by tanking, healing, or dealing damage in most cases) to collectively complete an objective. In a fight such as Gruul, each player must avoid the high damage or be destroyed. If everyone is destroyed, then no one will win. The smaller the group content, and the harder of course, the more individuals are accountable for putting up big numbers or keeping a tank topped off. This probably isn't news to most of you, but sometimes it's good just to see it in print.
