Archive for the ‘Raiding’

Modular: the Requisite Squaring Away My Set up with Add-ons05.22.08

First of all, I’d like to thank everyone who took interest in my “State of the Raid Address”—I didn’t quite realize just how pertinent the topic of burnout-rate was right about now. The traffic that came through Unbearably HoT last night and this morning more than quadrupled the average and generated more discourse in more places than I could have hoped for.


Secondly, I don’t write for Girls Don’t Game anymore. After an apparent series of miscommunications, stylistic differences and being ninja removed from the community without any explanation, it was made more than clear that I was neither welcome nor appreciated there. Your support was, as always, fabulous, and my general gaming articles will have a new home soon.


Thirdly, I received a question in my inbox last week that I haven’t yet had the time to address asking what sort of add-ons I use and why—most notably, wondering what the name of the add-on was that set up my raid frames as a bar graph on the left hand side of my screen in the Brutallus video. Since I haven’t yet made the obligatory “What mods do I use, lol!!!” post, I’ll give it a shot before I delve back into raid mechanics and Hit v. Expertise.


To be honest, I’ve always been a little behind the wagon when it comes to installing add-ons: when Phaelia saw a screenshot of my UI, I think she almost died. I don’t want anything that’s going to turn into a resource hog, make things more difficult, clutter my UI even more than it already is, require me to hunt around excessively in order to update it or perform one stupid function and nothing else (like Oneway’s infamous Clam Opening mod). Regardless, I’m willing to concede that there are some add-ons out there that make my job a lot easier, and I have thus divided them into three categories for your viewing pleasure: SUCKS BUT I TOLERATE IT, PRETTY NEAT and BONERS.
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Posted in Guide, Raidingwith 9 Comments →

WotLK Talent Speculation: Druids finally get the token abilities other classes take for granted! More at 11!05.20.08

Over at MMO Champion, the forums are buzzing with the latest WotLK whispers, speculations and skeptics. Usually, I don’t pay attention. Trying to make predictions based on alpha release information is a little like trying to wick away information from a Sales bid: they’ve got an idea they’re really

But because I can’t help myself and, if I’m lucky, it’ll start some tremendous rumor that snowballs into other players using feral druids as mounts or priests getting holy form, I’ll indulge.


What follows are supposed data-mining hacks from WotLK’s alpha release to friends and family, which illustrate some class-defining new “talents”. Normally I’d only list what applies to druids, but let me set the tone with this particular gem from the warrior’s fury tree:

Titan’s Grip: Allows you to equip two-handed axes, maces and swords in one hand, but you attack (insert % here) slower than normal.



Listen, if Blizzard is genuinely dumb enough to let me run around with the Torch of the Damned in one-hand and Cataclysm’s Edge in the other, I’m main-switching back to my warrior. But now, the information most of you are probably hoping for:


Balance

  1. Nature’s Fury: converts (insert % here) of your bonus healing into bonus spell damage. In addition, your Wrath and Starfire spells have a (insert % here) chance of applying the Nature’s Fury debuff on the target. The Nature’s Fury debuff increases Nature and Arcane damage done to the target by 2%. Lasts 10 sec. Stacks up to 3 times.
  2. Starfall: you summon a flurry of stars from the sky on all targets within 30 yards of the caster, each doing (insert % here) Arcane damage, and an additional (insert % here) Arcane to all nearby targets within 10 yars. Maximum 20 stars. Lasts (insert time here).



Feral

  1. Infected Wounds: Your Shred, Maul and Mangle attacks have a (insert % here) chance to cause an Infected Wound in the target. The Infected Wound reduces the movement speed and casting speed of the target by (insert % here). Stacks up to 5 times. Lasts (jnsert time here).
  2. Berserk: Removes all Stun, Fear, Snare and Movement Impairing Effects and increases your energy regeneration rate by 100% while in Cat form, and increases your total health by 20% while in Bear Form. After the effect ends, the health is lost. Effect lasts 20 seconds.



Restoration

  1. Living Seed: When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell, you have a (insert % here) chance to plant a Living Seed on the target for (insert % here) of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts (insert time here).
  2. Flourish: Heals friendly party or raid members within (insert distance here) yards of the target for over (insert amount here). The healing is applied quickly at first, and slows down as Flourish reaches its full duration.



What do I think? I won’t dismiss the possibility of any of the above outright, since Blizzard has done retarded things before, but let’s take a closer look at the Feral talents first (since I don’t care about the lazer chicken, sorry).


Although Infected Wounds reads like a disease debuff that could then, presumably, be cleansed, it’s basically like hitting a target with Crippling and/or Mind Numbing poison simultaneously—except you know, raking them with your rabid claws. I see little use for this beyond PvP and might represent a diversion in the previously PvP neglected feral tree, but it also might allow a druid tank or DPSer to seriously assume the role of a rogue or warlock whose job it’d be to periodically apply a cast-time increase debuff on a target. Obviously, this “chance” to apply a debuff isn’t nearly as reliable as, say, Curse of Tongues, so I doubt the applicability even there.


As for Berserk, what we’re seeing is a long draught of Thistle Tea, Last Stand and the fear break that the name implies all rolled into one. I cannot possibly envision this as being anything other than an ability that everyone and their mother QQ’s about. How come? Warriors have a Last Stand, why not bear tanks? Warriors can stance dance—why can’t bears get some sort of ability that allow them to tank through a fearing mob without the use of Fear Ward, Tremor Totems and PvP trinkets? I’d argue that point, since I PvE extensively over PvP. But raid buffed, that’d bring my bear from roughly 23k HP to nearly 28k HP—and every single PvPer on the planet will get pissed that the already “overpowered” bear now has something like 5k more HP to cut through, even if it is for 20 seconds.


The two resto talents are actually sort of interesting, but only because it looks as though Blizzard (if datamined info can be trusted, and it can’t) is giving druids a PoM type ability in Living Seed and a CoH type ability in Flourish. I realize that neither seem to be as powerful as the regular priest abilities, but that kind of passive/AOE healing might mean that resto druids can occupy a bigger space in raiding scenarios. This, of course, isn’t to say that every other healing class won’t have something amazingly ridiculous that slides druid stacking the backburner again, but it represents a concession that Blizzard may understand what’s favoring stackingCoH priests and Chain Healing shamans right now for raid healing.


It’s fun to think about right now, but I’ve got to admit that one deep resto talent I’d like to see is this, offered by a fellow druid guildmate:

“I’d like to be able to have some Sprout ability where you grow apples, you know, like Healthstones, and then you pick it off yourself and throw it at someone’s skull to make them fucking eat it.”

Posted in Feral, Raiding, Restorationwith 8 Comments →

State of the Raid Address05.20.08

In the months precursory to The Burning Crusade expansion, the desire and drive to push progression crawled to a standstill for many guilds. Why keep raiding when our high level epics will be replaced with greens in the next three months? Why keep our noses to the grindstone when really, we could just coast until the expansion comes out? Are we seriously going to have to cut our 40 man raids in half? The list goes on. Disheartened by the prospect of starting over rather than amping themselves up for incoming new content, many raiders just quit the game entirely.


Many people probably heard the announcement that Wrath of the Lich King alpha testing was released to friends and family of Blizzard staff very recently—and if Blizzard’s track record is any indication (five months from alpha to release), that might mean we’ll see a hastily assembled expansion by September or October. The face of raiding changed dramatically from the original release to the expansion, and predictably, is set to change again. According to this blue post, one of WotLK’s major selling points is that all content, I repeat all raid dungeons, will be available in a handy ten-man sized serving. Shit, son!


Before everyone decries this as the total casual catering, regardless of how tightly tuned the encounters might be, think about it: you could take ten of your best raid buddies, the guys you trust, the chicks you know kick ass regularly, and destroy all content without any of the loldrama that tends to accompany the 25-man progression guilds we have now. If you have a small, tight knit group of raiders who even have similarly well-geared and well-played alts, then what’s stopping you from creating a ridiculously well-oiled class rotating raiding machine? This move by Blizzard represents the ULTIMATE in casual candy-coated raiding for the Everyone, but is also, in my opinion, one of the most alluring. Will the 25 mans still have better loot? I hope so. But would you be willing to settle for sloppy seconds if you didn’t have to bust your ass 17 hours a week with maybe 8 people you really like and 17 others you only tolerate? Maybe “sloppy seconds” was poor phraseology.


As the old cliché goes, history frequently repeats itself. To say that I haven’t seen this coming would be a bold-faced lie, but let’s just say I’ve been delaying writing about the inevitable—this is going to destroy the guilds who are already licking the knife’s edge of implosion. Death and Taxes, a veritable staple in World and US firsts since before Burning Crusade, officially disbanded on May 16th and cited this as one of the reasons:


“The ship went down faster than the Titanic, but the rats were bailing before the iceberg was ever in sight.”



Destruction imminent. While their mainpage goes on to cite a laundry-list of concerns and excuses et cetera, I hear the same amgcasualcraft mutterings that Risen expounded upon at length and the general consensus that, while Sunwell is finally the fine-tuned dungeon we’ve all been looking for, it’s too little too late. My raider radar didn’t really start beeping until I continued on toward the end:

“Somewhere along the line, people got the idea that they were bigger than the guild.”



Why is that? Some intrinsic human decency and vague sense of honor and obligation seems to have evaporated once forty-mans went the way of the buffalo. Were progression guilds still full of douchebags, elitists and general troublemakers back then? Oh, absolutely—but something kept us together. Drama existed but generally remained muted. Guild relations were often terse but not usually downright hostile. Any player who pulled some spectacular bullshit could find him or herself perma-blacklisted by top end guilds on their realm. Overall, I contend that there existed a greater loyalty toward the guild rather than toward the player, as we see now. I attribute this phenomenon to:

  1. Slower gear up: fully gearing a 40 man raid took a ridiculous amount of time when bosses dropped fewer tokens than we see today in 25 mans. Acquiring T2 or T3 gear required a fairly substantial time commitment and a large amount of patience. As a newcomer to Awen, I had to compete with other druids (nevermind other casters or rogues or intrepid leather-wearing DPS warriors) who had hundreds upon hundreds more DKP than me—and still hadn’t gotten the items they wanted. The more time you spend with a group usually tends to imply that you get to know your fellow raiders more and, I’d argue, creates a sort of implicit, binding contract: you help me get my gear and I’ll help you get yours.
  2. The “real” reputation grind: in my experiences, it was largely difficult to get into a decent guild on any particular realm unless you had some sort of in-guild sponsor or were realm-famous for…something else. Old World PVP, maybe. Raiders, or rather—prospective raiders, oftentimes found it necessary to cultivate realm-wide relationships without stepping on too many toes if they wanted to have a chance to break in to a specific raiding community. I was lucky enough to have a few sponsors in Awen that pushed my application forward—other top guilds, such as Lunaris, were notoriously “tight knit” and exceptionally difficult to break into.
  3. Inaccessible server transfers: I lay a lot of the blame for guild breakdown on the ridiculously easy ability to server transfer these days. With six months in between allowed transfers, you had to be really fucking sure you wanted to leave, and super certain that you had a place to go to on your target realm. That, combined with the notion that you’d have to “rep grind” all over again, as listed in #2, was a huge deterrent to picking up and leaving. While I’ve server transferred a total of three times in two years, once was with my entire guild, for free, once was when my guild broke up and there wasn’t anything left on Baelgun, and the final time was to my permanent resting place on Doomhammer. It’s so easy to leave now that players aren’t required to commit to a guild for longer than three months—you can, essentially, with the ease of gear acquirement in TBC, loot phat purplez and leave for better grounds.
  4. Name changes: similar to the easy server transfers, it’s more and more difficult to track someone’s progress across multiple realms now. Get all the gear you want out of people and then don’t want to stick around to work on a boss? Change your name and leave! Sell your toon! Become a new person all over again! Reinvent yourself into someone even more unoriginal and lame! While this feature has undoubtedly created some hilarious name changes (Dongwaffle comes to mind), I find that it caters to a player’s vanity more than anything else. Vanity—now we’re getting back to players feeling that they’re bigger than their guild.



As has been mentioned by a million people already, the 25 man raiding environment means (by numbers alone) that each person is almost twice as important, is counted on in a greater fashion, than each individual person was in a 40 man raiding environment. Egos have soared. The loss of 3 key individuals, depending on class, can cripple a guild until it finds replacements. There are folks who use that to their advantage and essentially blackmail the guild until they get what they want. They don’t care what they say or who they say it to, because they feel invulnerable. Me—I still standby my old guildmaster’s adage: “Everyone is expendable. You can and you will be replaced if I see fit.”


That’s how it should be. But even now, I’m feeling the heat. As the only feral druid with a ridiculous gear set who just happens to be coupled with the protection tank with the best gear, there’s a heavy reliance for both of us to always be on and always be available to spearhead raids. We have other warriors with only slightly inferior gear, and, even now, a protection paladin, but our combined experience and gear (along with my sass and ability to mediate when I feel like it) makes us a valued asset. It’s pressure. It’s hard not to feel like we should get some sort of special treatment. I am compelled by my old world loyalties and deep-rooted obligations to continue raiding in the best capacity I can despite the fact that I have, lately, felt unappreciated and generally disrespected. People have passed gear to me so that I can function as the best tank I can, and it’s important, in my mind, to set an example by not taking their “sacrifice” for granted. I don’t want to be “that person”.


So what have I been doing the past raid week, then? Sleeping. Watching movies. Playing Titan Quest: Immortal Throne and laying out a series of articles. Pointedly not playing WoW. After making sure that Kalecgos and Brutallus were appropriately handled, Lycentia and I found it in our best interests to take a four day break from raiding and reevaluate our roles in raiding. With people regularly ripping out each other’s throats, our minds growing progressively worn and patience thin, and with the siren’s call of 10-man raids nibbling at our ears, the question arose—do we keep doing this? Do we put up with the bullshit and keep pushing toward Kil’jaedan?


The quick answer is yes.


I implore all of you, however, to take a moment and subject yourself to the some serious thinking about your raid style, and bring these kinds of questions up in your guild as well:

Am I having fun?
Is this interfering with my day to day life and/or out of game ambitions?
Am I losing sleep over the game?
Is my generated effort being matched by the rest of the guild?
Am I being treated with respect and, similarly, treating others the same way?
Am I setting an example or contributing to a problem?



All instances reset today. Sunwell Plateau beckons us once more with the prospect of continuous wiping and brief moments of in-game glory. I am endeavoring to change mindsets this week, exact change and put my best paws forward—for now.

Posted in Raiding, Rantwith 4 Comments →

Brutal(us) Impact05.08.08

Sathrovarr’s been vanquished. Kalecgos can fly off and inevitably get possessed again, as those pesky dragons tend to do, and there’s only two trash pulls between the raid and Brutallus. You toasted Illidan—you were prepared. This guy doesn’t have any adds, and he dual wields just like Illybeans. Shouldn’t be too hard, right? Wrong. Brutallus effectively makes Illidan look like a flame-spouting Girl Scout and brings back nostalgic memories of the gear test Patchwerk presented in Naxxxramas.

Regardless, you’re optimistic. The raid easily dispatches the token trash pulls and charges into the Den of Iniquity. Suddenly, you’re greeted by exceptionally bad voice acting and a panoramic view of the Dead Scar:

“Hold friends! There is information to be had before this devil meets his fate!”

Madrigosa, the chick blue dragon who you can see taunting Brutallus during “Distraction at the Dead Scar”, bids you sit quietly and wait while she tries to grill the enormous pit lord. The scenic vista seals up with a sheet of impenetrable ice* and you essentially get to watch a psionic death match that sounds like it’s dubbed over by the original American voice actors from DBZ. Despite some cool giant-beam-of-death shit, Madrigosa dies in a dramatic heap, and Brutallus turns his attention to the raid. With a cry of challenge, he tilts his head back and roars, shattering the ice and sending your raid flying. None of us were expecting it the first time, and it’s particularly awesome seeing a bear soaring through the air. The once dynamic Brutallus now sits dormant in the Dead Scar, patiently waiting for your raid to take thirty-five minutes to figure out how they’d like to set up.

That's my bear ass flying off to the right.

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Posted in Feral, Guide, Raidingwith 12 Comments →

Sunwell Progression05.08.08

<Singularity> downs Felmyst, 5.7.08!

Not my screenshot; I wasn't there.  

In actuality, I wasn’t even there. Well, technically I was sitting outside the instance, but while I’d been in for some exceptionally close learning attempts, last night we decided to sit a few of the melee and stack casters for more damage while she was flying. Obviously it worked, and grats to everyone who was in for it! Hopefully I’ll get in on her soon—she’s got two of the really big upgrades for me. Either way, we’ll be farming her for quite some time.  The fight itself isn’t hard; in fact, I’d say it’s a lot easier than Brutallus. Felmyst requires coordinated movement, however, and that’s something <Singularity> has never been great at. Healing, in particular, is difficult on the run, and that coupled with timing Mass Dispels definitely keeps folks busy. Being a druid here naturally kicks ass—Incoming Breath? Hop into Travel Form and peace out.  Oh, and a pally tank? Pretty much a must, in my opinion.  

Posted in Raidingwith No Comments →

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    A textual adventure in double entendre and end game druiding!