Showing posts with label Raiding. Show all posts
Showing posts with label Raiding. Show all posts

Friday, 15 October 2010

Holy Paladin in 4.0.1 - Part I

I am one of those people that do not moan about their classes. Well not much. It seems this time around its kind of harder to do. Holy paladins are changed, but I am not sure yet if they are 'damaged'. Let’s review what I did do once I went 'live' and how that did work out...


Rebuilt the Gui to the state it was minus Satrina Buff Frames. I currently do not have anything informing me about procs and transient states appart from the default 'Power auras' and some Pitbull 4 notations. This defo needs tweaking...


Bought some new Glyphs as per Rohan's advice which I found quite useful.


Now the hard part...


I tweaked my Haste, Critical and Mastery to the following (unbuffed):
  • Haste 728 (quite low by some reports for 4.0.1, more than adequate for 3.X)
  • - Crit 39% (probably could do with less as crit is less usefull now)
  • - Master ~10% (this is new territory and current reports state that logs do not measure absorbsion - need to check)


With those options and the same talent trees Rohan suggested (31,0,5) I participated in a guild run in ICC, doing some heroic modes.


My reports are:


Paladin healing is, obviously, very different - it looks like we need some time to adjust to the new paradigm. Main changes went from a Pace-type of healing (FL repeatedly for minor damage, HS+Glyph for larger damage+splash, Beacon, shields etc) to a more synergetic style. Holy shock is our secondary resource "counter", Word of Glory is our mana-free-instant counter reset-er and we now have 3 core 'time' heals:
  • Divine Light (expensive, slow and very-high-output)
  • Holy Light (cheap, average-to-small output)
  • Flash of Light (expensive, ultra-fast, high-output)

Coupled with the aforementioned:

  • Holy shock (mana based, instant, procs Holy Power)
  • Word of Glory (Holy Power based, instant, procs acute pain to my fingers...)

We are much less 'capable' than other healers when it comes to healing meters. I am having trouble determining what our niche is with the current build and I hope this will change within the next few weeks and hopefully some correcting tweaks. Instant (therefore extremely situational) heals in small-damage scenarios (damage either was small or other healers very fast) feels kinda... "where do I fit in"...
Last but not least, it is ESSENTIAL to built the UI in an informative way. It may take a couple of runs to adjust to "looking for the right things"


Overall...

  1. I am having trouble detecting our niche
  2. I need time to learn and put inside my head the timings
  3. I need to gain some experience with the new synergies
  4. We need to 'measure' Mastery - I am not sure there is a reliable method there. Kinda makes me feel like a Disc Priest
  5. I need to make our UIs assist 'counting' and 'pacing'


And I most definitely need to do a few more runs with an alternative build to be able to have a better insight on how the new Holy Paladin paradigm feels. I am particularly intrigued by Eternal Glory and the possibility of chain-casting WoG (which if it does happen it will be eventually nerfed "to the ground"). All in all, I am sure we will be tweaked as things are noticeable inefficient and things look less favourable for the time being. But I could be wrong...

Wednesday, 17 February 2010

Quick 'n' Dirty - VI

Felt like writing but have nothing specific to talk about. Or at least anything controversial, interesting or indeed though provoking.

We have been steadily progressing though ICC, having killed Putricide and Valithria last week on 25-player and everything up to Sindragosa on 10-player. Notice the politically correct use of `player' instead of man. Mainly out of courtesy to our female players. Yes we got a few and I must admit they are just as good if not better as their male peers. But that is beside the point... if there is one in this post...

Where was I? Ah yes, Putricide, Valithria and our new target, Queen Lana'thel. I must admit I find these encounters, or all of ICC for that matter infinitely more refreshing than ToC encounters, or indeed Ulduar ones. I wont even discuss the difference in the feeling of immersion of ICC, a rich instance in terms of areas, compared to the blunt Trial arena. The encounters themselves seem to me like a very nice combination of different mechanics. Movement, situational awareness, raw output, phases - all seem to be nicely orchestrated and combined, making the encounters challenging in a more involving way than in the past. It still does not beat the feeling I had with Black Wing Lair but hey, different times.





And on top of all, the Gunship encounter. For me, this is one of the most enjoyable encounters, mainly because it reminds me of Pirates, Start Wars and Boba Fett (The Return of the Jedi rumble over Sarlacc's Pit). I mean, how cool is that? Jumping off the Alliance ship, with rockets on the back, landing in the midst (or something close) of battle. This has to be one of the most immersive fights!

All of the above would be even more enjoyable, if it was not for the stupid lag of the past weeks. Nevertheless, we had some nice raid days the past week, around challenging encounters and a constant smirk in my face as I look froward to meeting him again...

Wednesday, 10 February 2010

Lag, gear, raid fillers and poor performance

Its been a while since I posted here and the reason was once again too much work in the way. I have been travelling the last week and I have been having chain meetings the week before. Being exhausted from the whole thing had a sever impact in my performance in guild raids. Granted, I have never been our guilds best healer but sometimes I feel I am just not outputting enough and I am not helping my guild.



So, I have been thinking about what needs to be done, insight to my performance etc. My conclusions? As with anything in Warcraft I sometimes I feel I got the right excuses. Other times that I am just fooling myself, or simply trying to find excuses for being poor. But in any case here is my brainstorm...

Real Life tiredness:

Its probably the most important reason but raiding after a tiresome day or a trip in the Middle East definitely has an impact on performance. I have noticed that after some time my responses are much slower, my anticipation of incoming damage is crap and I generally make poor judgements. What I am optimistic about though is when I fuck up, I know what happened. I just need to fix it. And start getting some sleep before raids. After all I DO raid to relax and get my mind of things so I might as well be more... prepared for it.

Gear:

I must admit I have slacked in getting proper gear. Things of course did not improve by missing a few raids or working on my own on my toon but I have also been reluctant in mix-and-matching new items as they come. In other words I have not been bold enough and thought a bit too much on what items I should have. However, I started tweaking things yesterday and I feel this can be solved easily.

And my favourite subject of all, the grand excuse as I say...

Tech healing vs Nuke healing:

(Check here for differentiation, I often call tech-healing anything that does not involve an HL nuke)

Yes, I know its being used a lot as an excuse but in my case its probably very applicable. I have been closely monitoring my performance on 10-mans and I must admit I have no problems there. In fact I have been doing just fine. I always felt 10-mans are more challenging, there is a lot of player-intervention due to the smaller number of raiders. Simply put, there is more room to heal, dps and make a difference. Now, being a Technical healer since I remember myself I am used to having a `pace' in my healing rotations that accommodates the 10-man damage patterns more than anything. In those scenarios you do not only need to output more, but in the right time. And you need to do that along with your healing peer or peers. That is - in my humble opinion - the ultimate challenge. And I have been feeling that on the healing front 10-mans are much better tuned than 25-men. Or - if its not the raid mechanics themselves - two or three healers of different class work better together than a mixture of 6,7 or 8 classes .

Now, monitoring our raids for the last few days I noticed that nuking paladins make a huge impact. Granted, in some scenarios they can not keep up with aoe-healing classes. But generally speaking the Holy-Light splash seems to work just fine. Only recently I had to adjust my healing to err on that side after some... insight, former guild-mates. Now, call me stubborn or a dinosaur. I just can not do it to the max. I feel its immensely more fun to try to squeeze that Flash of light in the right time. Unfortunately I have to keep up with times. And I have always been a `mainstream' person, hence I am reluctant in going for a proper Flash of Heal build (which needs some fine gear to work properly). I have been therefore constantly trying to pick up my healing output, while not loosing much on awareness and mobility. Although I have had some silly deaths the few recent weeks - 90% of which where because I either tried to do too much of took calculated risks which obviously were not calculated properly :-p - I was always proud of my awareness. But check point 1 and you will see how it all comes together...

At the end of the day though, I have been wondering what is the importance of that person at the bottom of the healing meter list - where I have been ending up quite a bit. Could the raid do without? Well. Probably. But just to give myself a pat on the back - excuses excuses... - it you take that person, the filler as I like to call it - you will most probably crumble. Cause healing is not only about how much. Its also about when. And if that person at the bottom of the list heals in a timed manner, the odd heal might make a difference in dying or being repeatedly healed by different healers. In other words, I'd like to believe I am the one that prevents death, while others just fill up your healthpoints bar...

Unfortunately, Silvermoon server is in a very bad state and lag is more abundant than bones in Icecrown. Lag is definitely not helping us a lot and trying to Tech-heal in such an environment is just impossible. So I end up trying to nuke, which seems not to work as I'd like it to be.

All of the above might be simply an excuse and the real reason of my poor performance is not being able to cut it any more. But, one thing I've got is being stubborn. Extremely stubborn. And I still have not said my last word...

Thursday, 19 November 2009

Raiding, Marriage and tales from the crypt

I'll tell you one thing's for sure. Preparing for a wedding is like preparing for a raid. One, you need the proper gear. Two, you need consumables. Three, you got to do some reading beforehand. Four, you assemble a group and assign roles. Five, you wear rings...epic ones...and halos. And you videotape it and take screenshots for you to remember it. And people whisper...and behind your back. And you send invites! And people kinda sign-up and come over and eat consumables. And there are beasts and formidable creatures!! You know, ugly aunts and good looking females. And at the end of the day you are - hopefully - left with some extra gold and some loot. God dammit, getting married is like going into a fucking raid!!

I am sure you can appreciate that preparations are taking quite a bit of time and especialy hinder my blogging. But I have never been a very frequent blogger. Nonetheless... There is often something to write about. The wedding is one part. The waiting is the other...

Escape, has proven numerous times its very resilient. We had ups and downs, ins and outs. And we are kinda down these days. Many of our raiders are away for real life reasons. Some got tired of - what I consider the worst instance I have ever seen - ToC. Same place, no variety. Granted, the challenge is there but as far as I am concerned the scenery goes a long way. So we ended up loosing quite a few raid nights due to that. And we are not alone it seems...

Many guilds suffer from what I like to call a 'pre-patch trauma'. People for all sorts of reasons find excuses to stay out of the game. Contrary to after-patch times when people make time to be in-game and use excuses `out there', in the real world. I appreciate many people have ultra-valid real life reasons to stay out. But you can not change my view, we do make time to be in-game when we want. And at this time people do not want to be in-game. Simple as that.

Inevitably that leads people of no emotional attachment - or a weak one for that matter - to their guild to move to the... `upper echelons' of the guild hierarchy within a server. Its not the guilds that attract those raiders, that continue to raid no matter what. Its the raiders themselves that keep gathering up and forming such guilds.

The rest of us, those that have some attachments to the guild they are into await patiently for others to return. Hoping that when the time comes we will grab our axes and yell our battlecries.

I just hope this will take place before my wedding, otherwise I will miss a couple of weeks of the fun!

Tuesday, 22 September 2009

Guts 'n' balls... revisited

I often wonder what makes elite players truly elite. By elite I do not mean the wannabes of every server but the truly top ones. What makes them so efficient at what they do? Often people simply reply... time. Ok, time does indeed play a huge role in our involvement with the game. The amount of time we put into the game is often proportional to what we achieve. Or the other way around, but you do get the picture. But that is often an aspect of an individual, not the guild as a whole. So... what makes elite guilds tick? Fear of the RL? Some common jedi-like focus on the game? Magic? Money?

I'd like to think that its co-operation. World of Warcraft is by no means complex. Mathematics can be complex. Quantum mechanics, nanotechnology, augmented reality and space travel. These are complex. Scripted, repetitive encounters are not complex. What IS complex though, to some extent, is how you approach those encounters. Take a raid for example...

You got 25 individuals. One of them, at least, is busy up to his neck with raid leading. Possibly others with leading subgroups, like healers etc. The rest try to do a set task and do it as best as possible. Most of the times. When they do not slack that is. When the raid succeds all is well. But what happens when they fail?

One of the most important aspects of World of warcraft is that its a multi-player game. Not a solo game. Therefore, its safe to assume that teamwork does indeed play an important role. I often used to refer in the past to Manslow's pyramid of needs - depicted below:

Source: University of Tasmania (!)


I beleive that the three top layers can be extrapolated to the WoW environment through the notion of guilds. All of the features depicted in the above diagram can be met within a guild. Teamwork - expressed above in the Social tier but with hints to Ego and Self-Actualization - is an important element of a guild. Since most encounters require certain subgroups to micro-manage, its essential that those groups work together consistently to achieve their goals. Moreover, the members of these groups must maintain a good level of communication in order to rectify errors, achieve stability and hopefuly - and ultimately - improve performance.

Now, enough with the posh talk. Wow players must play together. They need to communicate, speak their mind in a polite way. There is absolutely no value in not expressing an opinion when you want to concider yourself a raider. However, this communication needs to follow some simple ethics. I remember when I filled in my application form in Escape a year and a few months ago there was one question. "What is your abuse tolerance level". Well, most of us said extreme. Quite rightfuly I might add. But at the end of the day I often thought that this tolerance is towards constructive critisism. One that is expressed directly from the person voicing an opinion towards the individual concerned. I expect my fellow raiders to come to me and offer their suggestions, critisim and ideas personaly. Thats when that question starts to mean something. When I will sit down and talk with them, reply to their suggestions. Otherwise, if they do not speak their minds I will not know of their opinion. And - I am not perfect by far - I may make a mistake. I must admit - and I am thangfull for it - that certain people do actualy come forth and speak their mind to me.

Raiding is more often than not about reviewing what you did. About being aware of your choices and making decisions. Its about communicating those decisions, tactics and concerns. When a guild does not communicate as it should, when people keep opinions for themselves - or use messengers to relay them... - the guild stops being that very thing, a guild. It becomes a pug, full of indifferent individuals who would rather talk with a sub-group of players with absolutely no benefit for the group, instead of trying to help out the group.

I am fortunate enough that I have a fellow paladin playing with me that he does have the balls to come and talk tactics and opinions with me. We recently had a talk, trying to gauge certain aspects of the encounters we are currently working at. And we adapt. This is teamwork after all...

Guts 'n' balls boys and girls. Come forward and have your say. I assure you, you will surprised from my answer (and this is not by any means a threat...)

Thursday, 17 September 2009

Guts 'n' Balls

Ever though you got so many to say, so many things to curse for but you feel you must not do so? For `the greater good'?

Well, that is the spot I am into. Once again this week. A friend told me, when this game stops being fun its time to call it quits. Not sure if that time has come yet, I guess I have faith in some people and hope to see a change of things. So, I will pretend everything is fine and speak bout a subject in a `politically correct' manner, - whereas I would ideally like to be very non-PC...

I must admit, one of the hardest things in WoW is not to be included in your guild's raids. Even if they are just the non-scheduled ones. Granted, I have been fortunate enough to be a regular in the 25mans but 10mans are a often different story. And all that got me thinking of how tricky is for everyone, organisers and participants of such raids, to balance things out.

From the organisers point of view, there are two paths to follow. One is the `progressive' path where people pursue achievements, prestigious kills etc. I appreciate that its definitely better to go with a stable set-up to those encounters as the group gets more efficient with playing together for extended periods. Such raids offer good publicity to a guild when said progress is achieved. From the participants point of view they need to be punctual, follow the usually `internal' schedule (by internal I mean its often organised from raid to raid and not with the assistance of a raid subscription tool), come prepared to the max and do their best.

On the other hand, we have what I like to call `community' raids. Raids which offer a basic clear-out of instances or in the best case scenario some hard-modes AFTER having completed a basic set of goals. Their purpose is twofold. One is to mix and match the raid group and give the chance to more people to raid. Equally important - particularly with the current ToC badges - is the collection of a basic number of tokens for gear upgrades which ultimately lead to better gear for all guild functions. Unfortunately, such raids often have people that are either indifferent to hard modes or have been left out from `progressive' raids. Either way, such groups are trickier in achieving anything but normal clear-outs. Not impossible though, just trickier.

Naturally, those two groups often merge together, the progress raid being the predominant one. People have to adjust to this mentality, play their best even if in theory they come from the `casuals' pool. Note here that by casuals I do not mean in any extent less capable. I mean those that are not as often on-line as others. Because - in principle - if those players are much worse than their peers skill-wise, then they should not be in the guild in the first place.

Obviously, the problem is which path to take and how far you can merge these two groups. That is, if you can not afford two raids, one in the fast lane and one for the rest. To wrap it up, the advantages of those two categories are the following:

Progressive Raids

Pros

  • Sought Achievements ontained
  • Good guild PR when those achievments are obtained
  • The joy of hard-modes challenge
  • Progress, progress, progress
  • Better gear for some

Cons
  • Often, a seperation of a guild to `elite' and lesser groups occurs
  • High concentration of gear to specific individuals - the rest get to be in guild functions in lesser gear compared to their 'elite' counterparts
  • People of a casual raiding schedule can't follow - (although are often present when these raids take place...)
  • Guild fragmentation and morale issues


Community Raids

Pros
  • More people participate
  • Gear is spread more evenly accross the available player pool, thus augmenting the whole groups capabilities (or potential)
  • More people get the chance to participate in 10man content - and if the raid is good, get to complete hard modes
  • Badges of more = more upgrades = better gear for more

Cons
  • Rarely achieve well-sought progress
  • Players often take their outcome for granted and underperform
  • (Aledgedly) better players often disregard them for greater chalenges
  • (Aledgedly) better players are unhappy with the non-take-no-prisoners attitude of the raids


I must admit that I am not sure which path I would follow. It is basically the very same reason why I stopped being a GM/officer etc. So that I wont have to decide such things. I have the utmost respect for those that take the effort to organise either of those types of raid. And to a great extent respect their choices.

But people suddenly loose that respect when they do not abide themselves to a few basic rules. Do not disregard people that have been with ya for a large period of time, do not `ninja' their raid IDs. Not when they are on-line at that time. At least have the courtesy to ASK them before you go and invite your out-of-the-guild buddies. Have the guts 'n' balls to tell people when you want to raid with one of your buddies, don't leave them waiting. Do not go behind their back...

Not when I respect you and the guild as much as I do...


Of course I might be exaggerating a bit. After all these raids are not a primary guild function and could be treated simply as someone else's raid. He or she leads, its their raid, their choice who they take and their choice who to talk to. Their rules, their game.

Monday, 15 June 2009

Yogg-Saron is no more

Yup, took us three visits to the Old God of Death to get him down. We have been....tenacious enough and entered phase 3 a few times before the recent nerfs so we were pretty confident he would be dead. In fact, the recent nerfs made him kind of a walk in the park in my humble opinion, although we already had tackled the affected phases. Nonetheless, we raid 3 days a week so we do not complain. The old god is dead and that keeps the guild spirits up is excellent. I got my 4th Tier 8.5 (or whatever the number is, I have lost count) and I look more like a Samurai than a Paladin...




Escape's 1st Yogg-Saron kill


Now, Escape will focus on getting some of the hard-mode achievements going, get out emblematic priest his fragments for his Val'anyr and gear up our raid pool as we go along. Hopefully I will eventually be able to collect the deathknight-looking armor set from off-spec bidding, equip the Scarlet Tabard and make a scarlet crusade-themed video...And possibly at some point get those fragments myself.

On a side note, its sad to see people leave the blogging community but I appreciate they want to move forward. Blog Azeroth has lots of new authors cropping up and I'd like to think that the 'nouvelle vague' of wow blogging ( I place myself in that as well :p) will keep the community active as ever.

Thursday, 11 June 2009

New Looks

Since there are not many things to report on the Wow front I felt its a good time for a change.

A bit of Lance is sporting a new look, so please bear with me as I tweak things up. I was rather tired of the `orangy'-brown theme and went for something less... colorful. My blog is now using the same template as the one I used for the Escape website, originally based on the marvelous Ultimatum from Ourblogtemplates. The level of customization and the degree of integration with the Blogger settings GUI is, in my humble opinion, unparalleled.

On the WoW front, things have been pretty stable for us. We have been having some nice tries on Yogg-Saron, now successfully entering phase two and most of the times entering phase three as well. Some tweaks in the latter and things will fall into place. We are determined to make the most if this coming raid week.

Tuesday, 2 June 2009

Are achievements a virtual barrier for casuals?

Everybody these days is talking about Ferraro (or whoever he, she, they are) and the whole story of posing as another person - as far as the real life pictures are concerned. You probably have read it, you probably have an opinion as I do. But I'd rather not talk about it, I am just mentioning it so that I do not seem completely ignorant of what happens out there :p. I wanted to make a fun post, portraying myself as a blond bombshell but I think I'll stick to more serious matters...

While I was reading about the aforementioned `scandal' and doing my dailies an old friend from the past, recently transfered in Silvermoon, whispered me. He mentioned something that - what a coincidence - one of our council member mentioned a couple of days ago...

That achievements will eventualy be the downfall of the casual raider...

Both players touched this subject from a different angle. An observer and a victim. Our coucnil member mentioned that he felt that the current trend of being accepted into pugs only if you have completed the relative achievements cuts-off new players from the entry level instances. Likewise, my old friend mentioned exactly that. Not having the achievements does not help him much into participating in Naxx pugs. Mind you, I am talking about people that due to real life commitments are not in a guild, do not have a set playing schedule and try to do the odd instance now and then. People that have accepted that they can not be part of anything a tad more systematic than a mere casual presence into the game.

I must admit I have never thought of this virtual barier before but I do admit its there and its blocking people to catch up. Or even try to. Its perfectly acceptable in my book not to be able to raid as often as I do (which is not that often btw...). As it is perfectly reasonable to try to gauge the people that participate into a pug. But being blocked even out of pugs due to those ruddy achievements is...well, there is definitely something wrong here...

The only way I can imagine someone would `bypass' such virtual barriers is to have friends that are willing to go the extra mile, organize pugs and get that `slacker' the chance to get some descent gear. Of course for that to happen, that 'slacker' must have been a good and pleasant player to be with, someone on your `dearest friends/list'... and not someone that would fit Gevlon's M&S profile. And that is when the social norms of this game come into play...

Wednesday, 6 May 2009

Thinking out loud

I sit down thinking, hoping to come up with something interesting for my blog. Various thoughts revolve around my mind but I eventually end up with the same. I am having fun in this game. Multidimensional fun. People seem to think I am crazy. You see, many of my older guildies have recently quit the world of warcraft. It was more or less that time for them. I feel tiredness was showing up in their game.

Still, I like it in Azeroth, its kinda fun and relaxing at certain moments. Granted, some times things are repetitive, but I often find that particular fact relaxing. Other times we are short of one person or two for raiding. Ok, been there, done that. There are good times, bad times, as Led Zeppelin sang. Jousting, farming, pvp... round round, I get around...

This raid week was somewhat `clumsy'. Yes, clumsy is the right world for it. We cleared most of the `farmed' content during the first two raid days and we got Hodir towards the end. That is 8/14 now. Still, our last raid was hindered from low numbers. It seems once in a while the stars align and mock us. We are a fairly small guild with fairly regular raiders. But once in a while things just do not add-up. So, this week left me with a bitter-sweet taste. Ok, we did get one more boss down (freed actually) which, sufficient to say, its more than many can say for their raid weeks. But I do feel with a tad more dedication and commitment we would be way ahead of us, competing with the `hardcore' ones in our realm.

But clumsiness often comes with the luxury of being able to raid three days a week to the max. Sometimes your guildmates may have prior obligations. Other times people have the odd-connection issue. Many things hinder a small guild like ours.

A busy week for me comes to an end. I think its time for me to come up with some more thoughtful posts than simply thinking out loud...

Thursday, 2 April 2009

Guild recruitment and Tiers of capabilities

One of my observations, related to the current state of things in WoW concerns the quality of applications for recruitment. It seems that the level of those seeking guilds, in terms of quality, has degraded a lot. At least in our realm - allegedly the top PvE realm in EU - and regarding our own applicants. So, I could not help thinking that the easier content essentially hurts mid-range guilds and eventually will hurt top guilds. Now, here is my reasoning.

We got three tiers of guilds. Tier One (T1) is the `hardcore' top guilds of a realm where the 'cream of the crop' finds home to satisfy the desire total annihilation of bosses-targets within the smallest amount of time possible, after their introduction. Tags like, realm-firsts, rankings etc go in this category.

The second tier (T2) is mid-range guilds which are usually slower than the top ones, either due to schedule (like my guild which raids 3 days per week just for its members to keep their sanity, their spouses and their RL in order) or due to `lesser' skill.

The third tier (T3) is the entry level guilds wich range from `social' doing-nothingness, to clearin a fragment of the content or just not attaining the top achievements.

Since the content is easier these three tiers are more distinct than ever. Those who can do things fast, efficiently or what I like to call `punchy'. Those that can do the same things more or less but require a bit more time. And those that for a variety of reasons can not do all, some or most.

Although my tier model is crude, its adequate to demonstrate my point. Each tier mostly replenishes itself from its immediate lower.

Now, I believe that in the past where the content was harder people often transferred to guilds within their tier. Top guilds were off limits, mid range guilds were much more and casual guilds quite fewer cause there was not much `casualness' in the game (I am excluding PvP from this ofc).

Whereas some players sleeked for more and jumped tiers, many stayed with in their tier - mostly T2 - and tried to find more satisfying raid environments. Nowadays things are a bit different. Since content is easier people can jump to the tier above with greater ease. That means that T2 which has capable players looses quite a few to T1. Unfortunately those from T3 who wish to go to T2 and who for a variety of reason could not complete certain (if not many) elements of an overall easier content are usually not good enough for T2.

In other words those that have not done basic things in this content (and wish to do more, hence its not a matter of commitments/time etc) are not good enough for many T2 guilds.

Of course, these are just observations. I may be way off there. Do I make sense or this sounds like a phd thesis...?

Friday, 13 March 2009

Enter the Twilight Zone

It is amazing how sometimes things fall together and make a mere game encounter an epic moment. In the recent week my guild saw a couple of its `hardcore' members move to another guild, arguing they wanted a tighter raiding schedule, realm first etc. Many attributed a large portion of their decision on our inability to tackle Sart3D. The latter mostly because a spell of flaky attendance and some other coincidences.


Yet the guild was patient, did some clever recruiting, had the usual discussions that take place in such occurrences and remained faithful that even with our 3-day raiding schedule we can tackle the challenges ahead. Maybe a couple of weeks later than top guilds. But after all we are together in this guild cause we want balance and... moderation

Yesterday the guild was scheduled to raid Naxx for the weekly clear out. But the number 0f raiders present and the overall composition seemed quite promising for a few good tries on Sart3D. After a quick VoA, we moved to Sartharion's lair. A few slacky early tries showed once more that this would not be a walk in the park. But then again, we were not there to take a stroll either...

After a few good tries, a bio/drinks break and a couple of jokes that kept spirits high we were ready for one more try. A try that went smoothly up to the point our MT healers - yours truly and the iconic priest of the guild - went down like 'doofs' (guild term for silly I think :-p ) from a Tsunami, trying to keep the MT topped when the third Drake landed. Yet the rest of the raid performed remarkably. Healers stepped into to hold the MT up, people tackled the adds properly... Being there lying dead I was thinking how wonderful teamwork is. Granted, things can often go bad for various reasons - I miscalculated my Divine Guardian-specced bubble by a margin and thought I could endure the Tsunami while bubbled - but our guildmates stepped in with a top game. Teamwork often makes people cover each other and keep the group going.

All in all, the raid was extremely successful, nailing the Twilight Zone achievement and one of us got to show off in his brand new drake in Dalaran.

So, a few weeks later, a couple members less and a great deal of desire to prove we can do almost everything presented to us, we finally got the damn lizard. Now it is time to get those drakes and `normalize' those DKP pools for Ulduar :)

Wednesday, 18 February 2009

Ulduar

So here it is, what many WoW players waited for patiently for months. The next bit of content, the awaited challenge, the new place to be, the new loot-bank, tier8, new achievements, new enemies and a whole lot of things we play for...

Ulduar.

For countless millennia, Ulduar has remained undisturbed by mortals, far away from their concerns and their struggles. But since its recent discovery, many have wondered what the structure's original purpose may have been. Some thought it a city, built to herald the glory of its makers; some thought it a vault containing innumerable treasures, perhaps even relics of the mighty Titans themselves. They were wrong. Beyond its gates lies no city, no treasure vault, no final answer to the Titan's mysteries. All that awaits those who dare set foot in Ulduar is a horror even the Titans could not, would not destroy, an evil they merely... contained. Beneath ancient Ulduar, the Old God of death lies, whispering.... Tread carefully, or his prison will become your tomb.

First, lets take a look on some bits of information from the Blues (not the Brothers...):

As the next step in tiered raid progression in Wrath of the Lich King, Ulduar is set to blow players away with gorgeous setpieces, sprawling battlefields, and innovative boss encounters. Ulduar's design aims to provide a fun, unique, and innovative raid experience, but it also includes additional challenges - and rewards - for seasoned raiders. In this sneak-peek at World of Warcraft's newest raid dungeon, we'll take a look at some of the new content that makes Ulduar rise above the crop of amazing dungeons already available in World of Warcraft.


More pictures in: 1,2,3,4 from mmo-champion

From the pictures posted in mmo-champion the place sure looks nice, on par with the titan architecture, possibly (hopefully? ;-p) reminiscent of Uldaman in some places. About the detail on innovation, achievements etc, more further on...

Many players have already gotten their Wrath of the Lich King raiding feet wet in Naxxramas and the Sartharion raid, but Ulduar is the first example of the expansion's much larger, truly epic scope of raiding, as will be evident from the second you set foot in the instance. The most obvious difference between Ulduar and its predecessors is that the dungeon actually comprises two separate raid areas. The first section is an epic battle against a vast army standing between you and the entrance of the dungeon proper; in the second area, you will dive into the heart of the dungeon itself and finally discover the secrets of Ulduar.

So, here is an implied reasoning on why raiding content was fairly easy in 3.xx. To get more people's feet wet. Now - the devs claim - comes the hard/epic/interesting part. Possibly one of the reasons we set foot in Northrend. One of the reasons Brann is here. Maybe one of the reasons Arthas is here too...

An interesting twist (depending on scale) is the battle prior to the instance. Kinda gives some depth to the meaning of raiding a place of secrets. You would think someone would try to protect those secrets, right? So, here it is. The defenders of the instance, the front line. We will have to pass from those guys first.

Ulduar's new master has rallied his own massive Iron Army to guard the entrance to Ulduar and to prevent any unwanted guests - including you, especially you - from reaching the inner sanctum. Thankfully, you'll be able to face the Iron Army on even footing: although the main Horde and Alliance forces are focused on the forces beyond the Wrathgate and on each other, some who are better able to appreciate the true magnitude of Ulduar's threat have managed to scrap together a small fleet of siege vehicles to aid you in the assault.

Yes, especially you. You are the one they are afraid off, you are the one that affected the history to some extent up to now and you will be the one to make more changes. You. Arthas thought the same...

So, siege a place before we enter. Aided from some enlightened Alliance/Horde who think there is something worth fighting here. It looks like Blizzard is adding depth and purpose to why we need to go there.

You and your friends will have to use these vehicles wisely to break through Ulduar's defenses. A mix of motorcycles, demolishers, and siege engines will be at your disposal, each granting unique abilities to the pilot and the passenger. Motorcycle drivers, for example, can create pools of liquid tar that snare opponents and can be set on fire by area effect attacks, while demolisher passengers can load themselves into the vehicle's catapult so that the pilot can launch them into the distance. If used judiciously, these and other abilities will help decimate the Iron Army and any other threats lying in wait between you and Ulduar.

So, here comes the first innovation. Vehicles. One of Blizzard's 'aces' in Wotlk. We need to see how this will be implemented but on paper it looks fun. I know people already whine about it but I personally find vehicles a fun aspect.

One such threat is the Flame Leviathan. After you've plowed through the innumerable ranks of the Iron Army, you will be confronted by an enormous tank. Mimiron built the Flame Leviathan as part of the V0-L7R-0N weapons platform, which means that it packs quite a punch. Normal spells and abilities won't be enough to take down this juggernaut, so you will have to rely on your siege vehicles to outmaneuver and defeat the boss. After wearing the massive war machine down, you will have to launch players onto the tank's back to destroy its defense turrets and sabotage the Leviathan before you can move on. Of course, if you'd like an additional challenge beyond this naturally frantic (but extremely fun) fight, you can try your hand at one of the Flame Leviathan's different Hard Modes (see sidebar).

Robo Wars! Ok, if this is what I imagine it will be like WWII (Check here and you will get where I am getting at.)

Of course, the vehicle gauntlet, the Iron Army, and the battle against the Flame Leviathan are only the start of World of Warcraft's most ambitious raid to date. Patch 3.1 will hit the Public Test Realms very soon, so you will be able to see for yourself what other challenges await beyond the gates of ancient Ulduar.

Ulduar brilliantly illustrates the new design challenges and innovations that come with the bigger scope of the expansion's raids. In order to make raid content more accessible, it has to offer a lot of variety, but it also needs to include a very granular means for players to adjust a raid's difficulty. This concept was first realized in the Burning Crusade with the introduction of Heroic mode, and Wrath of the Lich King is developing the idea even further with new Hard Modes.

So, they got something in mind, for sure, and we are going to see it further on, starting with Ulduar and presumably eventually Icecrown Citadel

Boss fights that have a Hard Mode are affected by certain variables which players can control and which change the encounter's difficulty. For example, spread throughout Ulduar's vehicle section are four defense towers you can destroy. The more towers you leave intact, the harder the encounter with the Flame Leviathan will be, but the loot will also be better.

Ok, hard, easy mode, drakes, achievements etc.

Ulduar isn't the first dungeon to include Hard Mode, but it certainly makes the most use of it. Out of 14 bosses, 11 will have a Hard Mode that offers additional challenges and rewards. Ulduar will appeal to a wide range of play styles, but the dungeon also has great longevity and a high replay value.

Ok, take a note on the last sentence. Great LONGEVITY, high REPLAY value. Lets see how true this is, cause if it is then we are up for a wild ride! Also, I think its the first time these features are mentioned by devs; kind of a response to those claiming the current content is short, easy and boring.

And a further post with some more details:

Ok, we're getting close to the point where we will need testing of Ulduar boss encounters on PTR, so let's talk about Ulduar testing!

We're going to be performing testing differently than in the past. We're looking for much more targeted feedback, and we don't want to just have the zone freely open and allow extended, unsupervised testing to take place. So, when the PTR servers come up with 3.1.0, by default Ulduar will be turned completely off. We'll instead enable Ulduar and specific bosses during times where the encounter team can observe testing.

Shortly after 3.1.0 PTR is up and running, I'll post a schedule that will indicate when we will open specific bosses to testing. We'll have testing opportunities for both EU and NA region PTRs in their respective prime time playing hours. There might also be a boss or two we do leave up for extended testing, and some bosses will only be tested in either the EU or NA. Some encounters won't be up on the PTR at all! There's 14 boss encounters in Ulduar, there will be lots to test. The schedule will be quite flexible, check in the Dungeons & Raids forum and on the PTR forum for updates.

The first set of boss encounters to get testing will include:

  • Freya
  • Thorim
  • Hodir
  • The Iron Council
Both 10 player and 25 player versions of the encounters will be open to testing, and we expect players to have nearly full Naxxramas gear. While Jillian McWeaksauce might make appearances on the PTR to provide testing consumables, please try to bring your own.

I hope to see raid groups of many different skill levels on the 3.1.0 PTR servers when they become available!

The first boss has you enter 1 of 3 different vehicles (Chopper, Demolisher, and Siege Engine) to fight your way through an immense Iron army to the Flame Leviathan and defeat him. After that, there's very little use of vehicles by players. We'll have the fight up on the PTR at a later date, but this fight isn't in the first wave of boss encounters to be tested.

Actually, the effectiveness of the vehicles in the Flame Leviathan fight changes depending on the quality of the gear. So someone in full Naxxramas epics (or Ulduar epics!) will have an easier time than someone in greens.

So, BLizzard is attempting a more controlled testing procedure, supervising even more than they did with Sunwell. The result will be presumably better monitoring, debugging and tweaking, but less tactics posted afterward. World firsts from exausting the PTR content will be a tad harder (I doubt if certain guilds wont get them anyway).

The aforementioned bosses are also characters we have encountered up to now so I expect their respective stories to develop. I also sense the possibility of new factions cropping up, aside from the Sunreavers and the Silver Convenant. Also, the vehicle quality changes with our gear. Quite clever I must admit...

One thing is for sure, this is an exiting time. Now lets see how bad that paladin tier8 looks like...

P.S. All the information above was obtained from mmo-champion

Monday, 26 January 2009

Tactical approach and initial tries efficiency

One of the aspects of raiding in WoW I always found intriguing was formulating tactics around the encounters. Granted, I was never one of the first to see content so I always had to read something before I step into an instance. Nonetheless, while I was GM and during my brief raid leading I always felt that with the proper methodology and by fragmenting the fight things start to fall into place. Even now as a mere raider I try to consult my peers, or give any ideas, so that the initial tries of a boss are as useful as possible. That of course requires patience from all raiders and the understanding that it ιs for the greater good (quote from Hot Fuzz, all together repeat... ` the greater good').

Nonetheless, the approach to this has certain essential aspects:

  • Raiders must be willing to try and wipe for as long as it is needed to streamline the tries.
  • Raiders must have read at least two tactical approaches from the usual sources. The more differences between them, the greater the insight.
  • Positioning is the 1st and foremost aspect that needs to be addressed, bearing in mind MTs, OTs, healing vectors, ΑΟΕ-areas, CC, phase transitions and most importantly raider paths.
  • Timing is the second important aspect. When, what and for how long.
  • Persistence. Try, correct, tweak, try again. DO NOT change something if it works. Build on your tries.

Of course, once again the above require experience. Experience comes with time (and some basic understanding of course). To reference recent posts and discussions on the casual vs. hardcore debate, experience players can be from both categories. I feel what ultimately makes the difference is ones experience the `culture' and 'ethics' of raiding. Understanding why you can't cut it and accepting it is the important thing here. Claiming you are 'imba/pro/pwnzorz' or other ‘leet’ names is of no use! Therefore the more experienced the raiders (and the less selfish (, the better the information obtained.

You might be tempted of course to argue that reading a tactic from the usual references is enough. Possibly. But according to my little experience almost all encounters need to be `customised' to guilds strengths. Some healers are particularly good, some tanks more resilient, some dpsers more efficient, some players more tactically adept etc. Playing to your strengths is often what makes a raiding guild truly efficient, than merely effective.

To conclude, we more or less followed the above approach during our second proper visit on Sarth3D. Raiders have been patient, we worked well as a team on reading the encounter, the raid leader yelled with his usual tone and the result was that its only a matter of time till we control the encounter to the point of nailing it.

Raiding requires experience but equally important a mind set to pulling it through, a positive approach. I believe that after all it ιs not how often you raid, but how efficient (not effective!) your raids are.

Monday, 19 January 2009

Sarth3D and assorted challenges

We started yesterday our first tries on Sarth3D. The server is very laggy since wotlk, possibly more than others as there are many guilds raiding everything but Malygos, as we are a fairly capable PvE realm. Yet we managed to do Naxx, Archavon and Malygos is one raid day and a half. In fact it could have been much faster if it was not for the lag. We now shifted focus on Sarth3D , looking for some real challenges.

Half a raid day was well used in seeing the fight. What I call the 'aquiantance with a boss'. The fight just needs to be decyphered. Although it seems overwhelming at start, in my opinion there is no fight in wow that does not have a trick. Position, damage, tanking, movement all in a nice chalenging mix.

We got one more raid day till reset and I hope we will make the most of it. Its time to read fora, watch videos and think the fight through. I am confindent that we can streamline the encounter and be successfull on what seems to be the ultimate raiding challenge (along with Immortal Naxx).

Whether it is worth it? Well - and that goes in conjunction with some of my previous thoughts - most guildies, including me, raid for the challenge. Overcoming a boss after a lot of effort gives a rise that can't be compared to anything else in game. I am a fool for these tricky raids, where the raid leader throws microphones here and there, silly gnomes scream in terror and people cheer when that carcass drops.

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