A bloody good night Tanking

Our Wednesday raiders typically smash Mogu’shan Vaults in a reliable and solid way. Much of the gear now goes to offsets or to DE and frustratingly a few of the team still await those few gear drops that will snugly fit them out. Last night I joined them for the MV clear, but due to the silly season we were a few characters/roles short. That meant some characters needed to switch roles around, which adds risk and can frustrate.

elegon-discs

To facilitate the first 3x boss kills before one of our regular tanks could join us – I became the off-Tank for the first three fights. I was bloody nervous being Blood spec. Now that I can look back some cool things happened:

(a) It was challenging and fun. Fun because I saw these fights in a totally new light, and didn’t feel that I made more than a few silly mistakes which cost us. I love seeing new content, and changing roles really does change the fights significantly.

I loved the Petrify mechanic in the Three Puppies Fight and think it is a very clever idea. I hate it as a Melee dps as the mobs move around, but I love it as a Tank as the fight becomes about correct taunting, positioning the bosses, awareness of bad on the floor, and control of cool-downs. It is better as Tank than melee dps.

Trash in MV is “be aware” and “use common sense” rather than disastrously punishing and that makes sense. Yes, some hit hard/often (especially if you’re missing significant amounts of requisite Tank stats because you’re using high level Dps gear) but use of cool-downs and not being an ass made this viable.

I didn’t understand the tricky-button-thing for Feng and likely didn’t use it properly ever. It smells like a gimmick to me, or rather a good idea executed using a gimmick button, anyway I need to see and do that fight more to learn what/how.

The poncy dress wearing Troll Shaman Boss was cool, switching based upon being pulled into the Spirit realm means we have a reason to be there – and the task of smashing the special Tank mob is plain enough to be straight forward. Much more than that it seemed I was just hitting and swinging. I’m OK with that.

(b) While actually Tanking nothing really awesome dropped, but some Tank gear did drop when I was back in Dps mode, which I snaffled for my Tank set (a great 489 Ring, and a dps Helm I can re-purpose for Tanking). Offspec gearing looks to be a higher need if I Tank again, so I’ll amp up the priority.

(c) I’d like to see the later 3 bosses in Tank mode too. Elegon’s taunt-switch sounds like something I think I’ve done before and having the positioning and stacking buffs keeps us honest.

I have no idea how to execute the Emperor’s New Dance mechanic for the Will of the Emperor fight, but will be willing to learn (link)

ps. We did have a few funny screw-ups along the way, but I have not yet made character assassination demands from the Priest involved yet; just waiting while I ponder how much gold those screenshots are worth to stay hidden. Your secret is safe Sir, for now.

Happy Killing

Garalon 10 Man Normal Guild Kill

I had the pleasure of smashing Garalon last night in Heart of Fear, playing 10 man Normal mode with the guild. Here is the kill screenie I took with the other Insidious folks.

garalon-guild-kill-mini

The wonderful thing about last night was the fact that we stayed at it, and it was one of the classic kills.

We all survived to kill him, and then all died just after the boss (he enraged, but we killed him in 7:05m), we kept at it beyond the official end time of the raid (which caused much aggro and enraging offline), and many folks were tempted to change strat after each attempt (which evoked in me the “shut up and pull” twitch).

Our top DPS did 105k dps (this particular Warrior is a dps bamix, just insert squishies), with the next three characters doing 90k or higher as well; with all dps having 97-98% up time on the boss. For a fight where you switch targets that is pretty healthy!

On a DK note – my self healing abilities did about 2% healing (or approx 1,526,635 health) which shows just how important self healing abilities are in that fight. On the early attempts I was not self healing as much, as it is a Dps loss to use some of the more efficient heals, but in combination with damage resistance cool-downs (Icebound Fort, you’re a wonderful toy) I think the extra effort really helps keep everyone alive. The less healing I need the more healing that somebody else takes.

The counter to that was the 7.1 million Health healing that I needed over the fight, which was about average across the team (massive crush in the logs fusks the ratios, so has to be ignored)

For Raid Progression it makes us MV 6/6, and 3/6 in HoF – and 20th on the server (although 18th if you go 10 man strict – how ever the bloody hell logic). Apparently the next boss is far easier, or so the raid lead promises.

When he’s not dead due to how awesome our raiders are the big fat bug looks like something out of a sci-fi film.

garalon

Happy Killing

Ps. The comment about changing stats wasn’t a snarky shot at anyone in the team, it’s my own OCD.

Head Down Bump Up

I’m DHBU at the moment covering for one of my PMs who is on two weeks leave, and my wife started working again this week, and all sorts of real life junk…which gets in the way of a good gaming session.

In Warcraft the absolute highlight of the month so far was last night getting a new sword upgrade (finally) from Elegon, which replaced my crappy item level 463 weapon - Starshatter. It’s a great looking toy. It might get transmogged to an older style Death Knight weapon soon, as they look even better.

Screenshots and happy rants will follow soon, for now though – I’m a happy lad.

I cannot help but love an almost 1200 raw dps upgrade, plus the additional stats.


Happy Killing.

Quicktip – Use wowprogress to look for guild hoppers

WoW Progress tells you a lot about a player, when it can get reasonable data. It will show you how many guilds they have been in, which might give an indication of their character.

When you have players come and go through guilds which affects the balance, spotting those players who are always entering and leaving on whims is handy so that they never enter in the first place. Apart from checking The Armory and other tools to check their character’s current setup, the character history can help.

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Where do you stand within the Gearing community?

Today I ponder my item level. Non-gear junkies might look away?

There is a way (well many ways from different websites and many methods) to know how you are gearing for PvE by comparison to others, in guild, on server, and in general. Fundamentally this is a score based from the item level of the gear your character is wearing. I like using Wow-Heroes ranks to check gear and enchantments. It is a bit less math-y than some tools, and covers good recommendations to improvements.

Aside – ranking of position, and gear scores are essentially epeen malarkey, and only worth something to the owner, or if used “properly”. Wrath’s short romance and break-up with GearScore was a very interesting time in WoW, and one that could be a set of blog-posts unto themselves. As a tool for drawing quasi-intelligent conclusions the websites like wow heroes give us that opportunity. It considers

  • real value of all items (not just their item level)
  • all gems (their value and quality)
  • all enchants (their value and quality)
  • also gives a small penalty for using a resilience (PvP) items according to benefits from the useful stats from that item

What that tells me is that the GS is a useful measure of how advanced a character’s gear is, giving a plausible ceiling value and range for the character’s performance. The game also uses something similar when considering if a character is ready for Heroic dungeons and raids, although the algorithm in game appears to be less fussy and far more forgiving of offspec gear and bad choices.

Use any of the sites you like, understanding none are better than the other in the long run, unless you’ve a particular need.

So: I know that Mortigen’s dps gear is scored as 6663 from Wow Heroes, which ranks around 6-7ish in guild, and ~264th on the Nagrand server. That is also approx 10th on the server for Dps Death Knights.

While I’m proud I’m also a bit surprised and put off.

I play 3 nights a week and should be far lower in the rankings. It seems that something is not 100% in the ranks as presented. Perhaps this is the players who are ranked because it is what the servers can find on the players, or those players have had their data refreshed recently, and others have not. I imagine that all the high geared players would be ranked to a close approximate as they’d care and want to know, but then that itself is a huge assumption.

Then I checked Wow Progress (another tool, focused more on what the charterer has done, as well as what gear) and saw more humbling figures. They have my Death Knight’s Gear-Score (not the same math rules for the numbers) as 10550, which sits as 1024th on the realm and 83rd for Death Knights. That sounded more in line with what I expected.

But then I updated the Wow Progress tool, fetching the latest data. It altered to 10618, making Realm overall 712, and DK 49th. Fark, for a casual scrub that’s ok. It’s not even close to mid 200s on the server, but then that always sounded like a bunked number.

Finally for the sake of being particular I checked what Mr Robot had, and my very old score was 80602 from around 18 October (again the ranking on each site mean totally different things, they do not correlate). Then when updated today it rose to 84569.

I see also that almost all the higher geared DKs are using Frost, which matches what I’ve seen around and means I’ll likely switch soon to test it out too. The actual position is variable because of things like the rating given to different enchants or gear; and what gear a character is logged out wearing. eg. Sometimes I log-out in my Tanking set and fall down 25+ positions as it is poorly setup and not configured correctly.

Overall – odd. Something is not quite right…

My first guild raid and a boss kill

Insidious first kill of the Four Kings in Mogu'shan Vaults

Sunday I joined the Insidious regulars for a set of attempts on the Four Kings encounter (aka Spirit Kings) in Mogu’shan vaults, and we killed him. Yup, that’s me in the middle of the screen doing a Guild first boss kill.

Now to be humble, I have no idea of actually how I performed other than to say I stayed alive and didn’t wipe us, and the World of Logs might show me running in fire for all I can tell – but the four stinky old spirits were vanquished successfully.

I am darn excited to have done it.

In the nick of time

The raiders in Insidious were fighting bosses down to the wire before MoP and a space appeared so I nabbed it. It meant that I got to see the Heroic Ragnaros kill and Heroic Deathwing kills while the content was current – just in the nick of time.

I thought some pictures might be good too. Thank you to Insidious.

I should have screenshotted his legs

In a friendly guild, who should get the Legendary?

Update: Apparently the tokens/widgets for the legendary quest will drop randomly and all members of the raid will get them (heard it from a guildie who is a voracious reader). This makes the drama and selection totally moot. Legendary for all. Mains, Alts, everyone gets a shiny orange item.

The Legendary item in Mists will be something that every class can get, and every player will want it on at least one character. It appears that the quest / story line will be at least worthy of significant effort, and that guilds will need to prioritize which characters are up for the rare drops first.

Once again a choice must be made. The degree of severity and scale of that choice unknown at the moment, and I’m assuming that the drops will be rare enough that selection to receive them will be something worth considering, much like the random Fragments in Ulduar. I doubt the tokens will be as rare as the Eye from Rag or the Bindings from Molten Core. If so we have a really rare adventure ahead. Instead I suspect that these will drop with a low-ish percentage, so that guilds will get enough of them to progress as they kill through a raid.

The following has a very large amount of my personal opinion and bias build in. After writing it I came around to one question which is perhaps the best question to ask:

If it cannot be yourself, who else would you wish it to go to first?

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Tears over Tier Tokens

Wintergrasp Offensive

Death Knights waiting for a token not shared with bloody Mages or Druids.

Because of a Guild Officer’s meeting I was pondering the loot tables, gear distribution systems, and the associated mods that raiders use. Of course the loot reward system was discussed, and we once again chatted about all sorts of options. Silly ones, great ones, in an ideal world, and also very much in the world we have to play in. That might make it sound like I didn’t want to chatter about it; not so. In fact we’re pondering all sorts of useful stuff for the teams, and considering carefully what the game will feel like in WoW version 5.1+. The question that came to my mind outside of those discussion was:

What if the tier tokens were made universal for all classes?

I suggest removing them, and making them just “shoulder token” or “helm token” with no class restriction. And here is why:

  • Essentially most raiding guilds have loot policies and systems to handle gear distribution. Therefore the token is adding a layer of restriction which is actually inhibiting the guild’s progression, because it limits options.
  • Some groups have actually implemented separate bid lists or systems specifically fro tier gear, due to the importance it has on the character and raid. Well no change there one way or the other, only that the skew of classes in your raid group will be affected by the random token that drops. i.e. Good luck being a geared Shaman if you rarely see that token drop.
  • Random LFR runs now have no loot need/greed anymore. You either get look or you do not. The token is moot now in LFR.
  • The tokens have the positive change of allowing a character rewarded with one a choice on what particular item they choose from the vendor. This is a huge positive as it means that classes can pick the best gear. Druids for example can pick any of their types of gear fro one token. No change as either an advantage or disadvantage here.
  • The tokens helped when you didn’t want to compete against everyone in the raid for loot, which gave an illusory feeling of hope. But once again that is a mechanic which raiders can handle. It still comes down to which Token dropped, and then who you roll against. So essentially is a two step random process (which token, then roll against other classes) better than a one step random process (what was your loot roll)?
  • The tokens at times were useless due to not having enough of a class range, or they could not benefit the raid the most. Huge problem, just ask anyone doing Wintergrasp, et al.
  • The only situation where these have some limited value as implemented now is for pug runs which are not in the LFR system, and that is only because they keep the illusion of two random events alive. That is a thin line.

So there it is. I can’t see a reason to keep them anymore.

A guilded alternative

Being social in an online game is valuable for increasing players and keeping them. My gut says that the more my friends play a game, then the more I will too. As I form friends it is good to provide a manner by which to sort and link them. We’ve seen the introduction of BattleTags to Blizzard games as an example of a development company linking their products internally, and an explosion/exploitation of Facebook and mobile games as examples of connecting different games though an information conduit. In a round about way we are seeing that the linkage between players is very important, and something that is valued by a developer as it is popular with the user base.

Right. So if you accept the spirit of that statement then you may also accept that a game dev should seek ways to enhance and innovate ways to be Social (see rant at end) as part of the game experience. Basically if one form of social linking is good, then a few more are better. In fact many many more might also be bloody brilliant, as long as they are optional and do not get in the way of the actual basic game experience the player was interested in.

Righto then. In that case can I suggest more than three ways to organise the player structures and relationships in World of Warcraft? Guilds, Pvp Teams, and Friends/Enemy lists are good, but not enough. The functions exposed under the Guild Structure are excellent, and the same features could be re-used with benefits.

But what could we have?

Companies / Platoons – an additional formal group established without a dependency on an existing Guild structure. For large guilds (like AIE) this might remove the need to have players switch sub-guild for raids too. It also creates the opportunity for guild alliances to be established and formalised.

  • Ownership is fixed to a character, akin to Guilds.
  • A member must be invited and accept.
  • Structure, officers, and ranks as per guilds.
  • Linkage can be across traditional server boundaries, to support random pvp battlegrounds, raid finders, roleplaying groups, etc.
  • Control and Calendar functions, etc as per Guilds.
  • Probably does not need banks, but an interesting consideration.
  • A player can below to as many as they wish, but perhaps a max of five per toon is reasonable to begin with.
  • Let the character show the Platoon name instead of Guild name?

Raid Teams / Kill Teams – within the existing guild system add a new informal sub-list to be used to create and manage raid teams. The use is pretty self explanatory, except to say that a guild should be able to have a large amount of these.

Collectives – a Guild like link across games, to establish linkage between BattleTag participants beyond basic friend list functions.

  • Extend the typical Guild event functions and calendar, and show Collective events within the sub-games.
  • Formal accept/reject membership, etc.

Happy teaming, TyphoonAndrew

Update: Something I thought about after writing this was a goal of keeping the concept of guild advantages and levels away from these additional structures. This is so they form the flexible and changable aspect of the game. Your “social” interaction structures should be able to switch according to need, rather than feeling like if you switch you will miss some side-benefit mechanically in the game. Just a thought.

<rant>I’m told by the media pundits that “social” is all the rage, and everything is moving toward/in/becoming more social. It’s a pet peeve of mine that all this stuff has been around for a very long time before the term was coined, and being social is about as new as being nice to people – the delivery has changed, not the attitude or goals.

Does it mean that before we discovered Social Media we were being Antisocial?

Social…balderdash I say. Release the hounds!</rant>