A few more thoughts on WoW p5.4

Now that I’ve seen more and read more about how people are using the new content and features in patch 5.4 for WoW; I’m impressed.

The standout items are the raid encounters and the proving grounds. Both I’ve not really stepped into much of either yet but both have created such an effective response from the players that they seem to be the aspects that will be remembered the most. The new raid benefits from the way the lore of the Destruction of the Vale cannot be ignored in the game. A straight up clever and direct call to players.

vale2 Continue reading

Why in hell is DK dps so low?

I went digging for relative DPS performance of each class and spec. Why? Well I heard grumblings that Boomkins were shitty dps in patch 5.3, and Mages were getting nurfed. Apparently Shadow Priests were doing poorly too. I did not want to accept that on face value, so had to dig.

dpsRanking5-3(Source: Noxxic’s rankings, based upon SimCraft. http://www.noxxic.com/wow/dps-rankings/realistic, for patch 5.3 using normal mode gear)

As a DK what I found made be bloody angry. It seems that the rough simulations performed by the SimulationCraft app for both “ideal” and “realistic” conditions have Death Knights as the lowest dps regardless of their spec choice.

Yup, that means all the banter normally seen between which playstyle is performing better is basically moot when you consider that any choice a DK makes can be out performed by every other class. Continue reading

A good time to return

Art-ToTIf the banter around flex raids is true, then patch 5.4 will be a good time for players to return to WoW, particularly if they are members of a guild like ours.

I know, that sounds like a recruitment post. It’s not especially one, but more players and characters are welcome.

What I mean is our guild is one which has a very dedicated raid team who sometimes used to have trouble with numbers. We now also have slightly more darn good raiders than we can fit in an ideal x10 man composition, and an additional growing number of more casual members who love to raid but also play wow in a less serious way. Or they might play hard, but less often.

For us (and potentially a large number of other guilds) Flex-Raids that means we are in an ideal spot. Whichever way we go in terms of using the flex systems, it can only be to our advantage. That said we (the officers) haven’t chatted through the implications as yet, but I fairly confident that we’ll get to a good place with a minimum of fuss.

Now all I need is to get through the 11x remaining kills of Lei-Shen for the uber-rare widgets of awesome, so I can catch up on the legendary quest chain. Fun times ahead watching folks stand in the bad.

Art-MC

FlexRaids in 5.4, and LFR is apparently killing wow?

I’m reading about the Flexible Raid feature which is likely for patch 5.4, and I really dislike where the community is already taking it.

Ultimately, my guess is that in the next expansion, as long as there are no technical difficulties with the Flex Raid system, is that it will replace LFR completely.  I sure hope it does.  LFR is a stone around WoW’s neck and needs to be killed as quickly as possible.  For this reason I welcome the Flex raid system with open arms, and hope that it succeeds.

WTF!

While LFR might be killing the game for some, you are the not the entire player base.

If not for LFR I could not see the raid content. I don’t have a huge social network of raiders with RealID to sync with, and therefore I need LFR for the game to be viable.

I would not have some of the gear I have which allows me to sub-in to help our guild’s regular raid team. I am a pitch hitter who helps fill gaps, and removing LFR only makes that a shitty experience to try and keep up with where our raid team is. Our Guild raids three nights a week and is about as social a group as I have ever played an online game with – because I know a bunch of them from real life and have played with others for years. Years and years in fact.

So this new system is designed for social…good. What I will then need to do is open up and connect with new folks to form irregular raid times to try and suit my irregular schedule? Nah, I’ll just keep doing LFR when I can.

I love that the Flexible Raid feature is being added, it is a great step that will benefit the game, but to say that this renders LFR obsolete is plainly wrong. It might be true that many players who begrudgingly play LFR now will only do Flexibel Raids, but I doubt that too.

Many players will try to do all three, and that is a bad thing. It means burnout and boredom are present faster. i.e. Weekly LFR, Flex, Normal on the same content? Nope, no time. Bah, move on.

Links: I Like Pancakes – Flexible Raid Preview. and MMO Champ’s article.

Are patches coming too fast? (wowinsider)

WowInsider has an interesting post – Are patches coming too fast?

My gut says yes they are, but only slightly. The main irritation I have with the patches is the news and hype mill, and the fact that I play so little that my main falls behind and that means zero alts.

As my friend Ragnaros says, “TOO SOON! YOU HAVE AWAKENED ME TOO SOON, EXECUTUS! WHAT IS THE MEANING OF THIS INTRUSION?”

The two points I’ll make briefly are (a) the ramp up of patch news arrived too soon for 5.3 after 5.2 hit the servers, and (b) our raid team was not able to get through all of the content, but I thin overall the timing of the actual drop was very good.

As far as (b) we could have done better if we’d had less in-team issues unrelated to the content. Folks leaving or having interruptions to their schedules caused us to lag behind where we really could have been. Should have been. Desire to be. One week extra would have made little difference, so this is really moot. The actual drop date was good. If I were a player trying to take two characters through the content then I suspect it would have been more of a struggle.

On (a) the rumour mill and the hype starts so far in advance of the actual content that I think it is a distraction to the current material. We had news of the 5.3 gear and weapon changes and some other patch notes before the best players in the world had killed the end boss on Normal mode. That is too fast. Far too fast.

The energy and hype on patches gives players excitement for what is next, but having the next carrot dangle when you have just got your teeth onto a new one feels like overload. We could have had one to two weeks of pure patch 5.2 discussion and feedback with Blizzard as a vendor, to make the feedback and excitement stick. Then they could have started talking about 5.3.

Heck we’ve already heard a blue make a “you’re going to love the next expansion” comment, which is too early by a bloody long way. We have not even heard a sniffle of how Garrosh will transition into a Boss.

Lastly I’ll concede a very valid point that too slow is worse than a little too fast. The wait at the end of Wrath of the Lich King and the Burning Crusade as long, and I think some players gave up due to that.

Happy killing, TyphoonAndrew

Thundering LFR thoughts

I did a LFR for Throne of Thunder (or ToT as it is being called in the off-channels) and it was ahem interesting…I was unlucky enough to joining a run already in progress and on the final boss of that LFR session – Council. What I saw was expected and I’ll share a little.

For starters, the LFR mini-game has not changed and is still present, meaning:

  • an idiot still trolled the raid by pulling with missing players/roles, and left before being kicked. I feel there should be a way to make that player’s life worse somehow because he wasted 10 minutes of 20-ish people’s time.
  • an impatient player still yelled and whined about “just pull” and was a general pain through out the encounters. These people make me not want to read /raid channel.
  • nobody “knew” the strat, despite the raid leader explaining it really clearly,
  • many Dps did terrible jobs of staying alive and also actually doing damage. We sat around 80k dps for most attempts, did about 105k on the kill, but 5-7 players were doing less than 40k, and some less than 20k dps. Doing 20k dos with a 30% buff is unthinkable.
  • gear level was low for some characters present, but honestly how they played was far more a factor.
  • I battlerez’ed another character in each attempt, but I think the attitude is to wipe and reset rather than push in LFR.

ToT-screenie

Oh, but we have new enhancements to the system to help:

  • the new 5% buff for each wipe is interesting. I joined the Council attempts at +15% so knew they’re already suffering. When we killed it we were at +30%. I was around 3rd on Dps for most of the fights, sometimes getting to 1st. The buff is not stopping people from leaving, and is not stopping situational awareness, or lazy players.
  • the new buff system will help reasonable players carry bad ones, which is why I fully support it as a concept. The max value of 50% might not be enough if the player base cannot learn about staying out of sand-traps, but it is a help.
  • We will have four of these raids by end of April to do each week. I do not have the time or inclination to repeat that repeat wipe experience 4x a week in addition to dailies and trying to get a raid spot. I find wiping like that totally frustrating. It is not progression when nobody stays to learn, or refuses to learn how to do the fight properly.
  • Oh – and my Mogu coin and luck remain consistent with the previous tiers, meaning NOTHING DROPPED for me BUT A SCRUB DPS GOT A TWO HANDED WEAPON at item level 502. I wanted to throw my laptop at that point, or go out and buy a cat so I could kick it.

To be fair a single boss kill in not enough to say that the sky is falling, and in fact I like everything I’ve seen in Throne of Thunder. The trash, the bosses I’ve seen, and the physical construction is very good so far. I am pleased to say I will return there, and even keep trying to offload my lucky-mogu-coins for something other than gold.

Continue reading

Patch, Token, and Guild

It has been almost a week between posts, as a deliberate strategy to not smash a few folks in the head using text, to calm down a bit, and to reflect on what we’re about to get from Wow’s patch 5.2. The stupidity indicator in my mental framework was flashing warning yellow all last week, and moved to match the aggro indicator in red on Friday and Saturday. Nothing to post here except that I have maintained my intolerance for liars, thieves, and real estate agents (do real life things get an interest here from readers? – I’m not sure).

In good news our guild’s raid team is getting stronger again thanks to some players returning from hiatus and also switching back after looking for greener pastures. That is a minor compliment of sorts as I do not think many folks quite a guild then return, and it also shows that the remaining players are good enough to accept them back. Kind of proud of what our GM and the officers have built. Kudos to all folks, and welcome to the recent arrivals.

[ … The angry part of my lizard-brain wants to suggest that some of these folks left guild for a reason and we’re still the same people, and that it might open us to more drama. Well yes, you lizard bastard, shut it. I choose to see this as positive and good. Circumstances and people are not the same between two different days of the week. Do I judge a person once and keep that sentiment forever? Sounds like a path to a boring and unhappy life.

Lizard-brain is a term I stole from a sci-fi novel where the storyteller explains basic animalistic reactions we have like attraction, anger response, survival, and such as being powered by the lizard-brain rather than the reason. I really like it. Eat, food, lunch… ]

For the raid team it means strength and diversity. We are stronger is a very practical sense as I am hoping that the more casual players (myself included) will be able to be slackers again. I love raiding, but hate that I let the team down with an early finish time each raid. It is a pain for everyone. The advantage of having 12-13 players in a raid team vs 8-10 is irrefutable. I still plan to be online and sub-in when needed, but can slip away when I need to in prep for the early starting work day.

We also get diversity from (hopefully) adding more classes to our mix. We lack a regular Warlock and a regular Paladin in the raid team, two classes of the three on one of the tier tokens. This means that our resident Priest is bloody well geared in main and offspec. Good for him too I say, but sheesh we had a lot of Mages, Druids, Death Knights in the runs. We don’t have a lot of Rogues, but then does anyone?

Tokens – T15 tier tokens seem to be reusing the classes of the T14 Tokens. Well shit, that’s just poor. I was hoping against all historic precedent that it would be switched around for each Tier in Pandaria. yes, I know that is a bitch for some teams, but for us it means we’re over saturated in a few classes for the entire expansion.

The class mix is:

  • Token A – Rogue, Death Knight, Mage, Druid
  • Token B – Warrior, Hunter, Shaman, Monk
  • Token C – Paladin, Priest, Warlock

I maintain that the tokens should be for any class, and let the raiders divvy them around. But hey, I’m just a casual and don’t understand what “real” raiders want. Sarcasm.

Appearance wise I maintain that the DK tier set looks dumb. I’ll revise that in game when I see it on screen – for now the teeth look lost. The human figure looks like it is half eaten. The armour is also inelegant. Did the designers run out of skulls for Death Knight gear and have a heap of Hunter teeth left over? Perhaps they ordered too many.

A positive is that the models match our spec choices, which makes transmog use somewhat appealing. There – I said something positive about the dental mistake that T15 is for Death Knights.

T15-DK-Helms-nom-nom-nom-nom

(Help! I’m stuck inside this abstract sculpture of teeth, and all I have is floss)

Looking forward I am anticipating the T15 raids to be good. The hype machine has certainly been telling me that they are fantastic, and I’m happy to take that expectation to heart. The content devs have even been doing the promo interviews amongst the big blogs and shows to demonstrate how much of a push T15 has. It had a promotion vid and also an official video too. Effort has been made by Blizzard, will it be enough?

The smaller changes in Patch 5.2 are interesting too.

Old patterns becoming available from Blacksmithing is meh, as it added no additional raid patterns (meaning ilevel 476+) out of the gate. I have no use for an ilevel 463 item now, and now also cannot upgrade that item as the upgrade vendor has left. That means it’s LFR or nothing for the quick upgrades. Whatever – don’t argue it, I get it. It shits me that the system was offered in the first place to act only as a patch jump.

When we see T16 replace T15 the gear divide from new level 90 to raider will be even wider, and there is a likely scenario where new patterns and the upgrade vendor will return. A telling mistake in previous patches was the time to get from newbie through to raider very late in the expansion’s life. Plans can be made to mitigate that.

I’m also a bit underwhelmed by the Archaeology changes for the Klaxxi. Here is a race that used to serve and worship the Old Ones as gods when they were active on the planet, and the archy material is a few new items and some achievements? Lost opportunity to do fantastic stuff right there.

Heck, the entire last Tier could be Klaxxi + Garrosh with aplomb. Imagine if T16 is a hash of old gods and the rejection of Garrosh by the Horde. It stinks of a good story. Even better if Garrosh is not thrown out because of being corrupted by old gods, but because of his own ambition. Let Garrosh raise alone to attempt to rule all of Azeroth, let him burn all before him, let his drive for power and absolute rule be the force that compels his followers and emboldens his naysayers.

Actually now that I read that, leave the Klaxxi/Old Gods out of it, and lets see a true natural menace appear in the world again. Garrosh can be the return to a true evil overlord in the story. No cop-out corruption, or misguided passion for purity. Give me a downright evil bastard and I’d consider switching factions to Horde just to feel the story of betrayal. Perhaps T15 bosses will open a few stories when they start falling…

Happy killing, TyphoonAndrew Continue reading

Heroic Guardians in MSV defeated

The raid team are not resting after finally killing the Sha of Fear (getting the Guild to 16/16 Normal), and last night we were successful in killing the Stone Guardians of Mogu’shan Vaults on Heroic.

It is a tough fight for the healers, especially if the team are not coordinated. That said, a few of the raiders really knew what they were doing, as it looked to be a wipe, but the living players continued to fight, killing the dogs just as it enraged. If one of the 4 dead folks had lived a little longer (myself included) then we’d have probably not even hit the enrage. Any kill is a good kill when its the first.

The shorthand description of T14 H1/16 never looked so good. Screenies will go up later.

Loading screen for the Mogu'shan vaults

Arrrg loot in LFR and the Useless Ordinary Legendary Gem

This post is brought to you by the word: Random.

I was going to whine about loot in LFR, as a run through Terrace and the first part of Heart of Fear saw nothing. But then I got lucky in the second part of Heart of Fear LFR, and got the Gloves token which I’ve now had drop 4x times. Arrrrg. No weapons, side grades, other drops for ages. Oh, working as intended? Random rewards are fun. /sarcastic

On an actual positive note I have now handed in and completed the first stage of Wrathion’s quest-line for the “Ordinary Legendary Gem. Now the slow grind up to 6000 Valor points has started, and we’ll see how far behind the curve I am. I doubt patch 5.2 is 6-7 weeks away given the news and press flying around.

I love the fact that the Legendary quest line is a pain in the arse and bloody difficult for a casual player. Blizzard got this right. it should be driving those players crazy, and should not be something that we feel is deserved; earn it. I get a good quest line and the promise of more great stuff to come.

Not that the “Ordinary Legendary Gem” is actually useful as it requires a Sha Touched Weapon to be slotted into, which is also RANDOMLY DROPPED. So the Ordinary Legendary Gem” is actually a “Useless Ordinary Legendary Gem“. I’ve decided to treat the gem like getting the Left Binding in Molten Core. Now begins the stupidly long path of getting the other random thing to drop.

My Death Knight could really use a Sha Touched weapon for Tanking. Really, really, handy. Random and hard for LFR upgrades is poor, random and hard in a Legendary quest is perfect. Its like the two are the same now. Just saying.

wrathion

Love those non-sensical raid mechanics

Matticus has a really nice post from a while back about the raid mechanics in encounters which frustrated or challenged us. (ref: 13 Punishing Raid Mechanics Which Made You Go “PICK ME PLEASE!” | World of Matticus). He points out 13 which deserve attention.

There seemed to be more gimmick / click challenges in raids in Cataclysm than other expansions, and thankfully the raid content I’ve seen so far in Pandaria does not have many of these gimmicks. Feng the Accursed is the exception who has a special clicky-action-fun-time-button.

Chess Event in Karazhan (Photo credit: Nicole Lee)To be clear I think a fight mechanic is a gimmick when it is not logical in the setting or story. It might be shallow but if the mechanic makes lore sense then it is far easier for me to integrate into my understanding of the fight, and therefore defeat. There are great, poor, and average special mechanics in the game, so here are a few I thought to note. Continue reading

LFR Sha of Fear – Tank’n for laughs

I queued for LFR as dps hoping to get a sub-40 minute wait. Wish granted – but the group was staring at the Sha of Fear, and we were one tank down. Damn it, I hate waiting.

So I grabbed my Tank set, chatted to the current heavy, and we pulled. One Dead Sha. And I think my meter is broken in that fight, as it has my 8th on Dps – which cannot be true.

I think I’ll do more tanking in LFR now.

Tanking-LFR-Sha-of-Fear

Insidious wants you (recruitment post)

join Insidious Nagrand - the Panda wants you

The mighty and awesome guild Insidious on Nagrand-US (of which I happen to be an officer) are looking for a few warm bodies with computers and wow accounts attached for progression raiding 3x nights a week.

The guild is 15/16 in the current content (it was 11/16, then 13/16 – BOOYA!), and typically aspires to get well into hard modes for each content release. With wow patch 5.2 now in the works, we’re darn keen to clean-up the Empress and get through Terrace in a hasty fashion.

What can we offer:

  • Some of the most sane and kind hearted players in Oceanic realms,
  • who love progression kills, achievements, titles, and are not afraid to keep at it until we seen the great stuff drop.
  • a darn fair loot system (EPGP) which is supported by most of our players arguing for who else should get the gear instead of themselves. Rare stuff!
  • A social collective of players who indulge overly in all aspects of the game.
  • Players who are in the game for the long haul.

What we need:

  • Great players who know their class/roles;
  • Particularly a Mage, Hunter, or Elemental Shaman is highly desired, with a Holy Paladin or Rogue also being bloody useful.

You’ll need to be:

  • An adult who wishes to enjoy your time online, and have a thick-ish skin and appreciation for off-colour Aussie humour,
  • be happy with progression raiding, and all the corpse running that usually involves,
  • able to raid (vent, addons, etc) 3x nights a week from 8:30 to 11:30 server time,
  • be willing and able to bring your own mats,
  • and generally a good sane person.

For those who are interested message Genowen, Mortigen, Kalsor, or Rhamiel in game, or visit the Insidious on Nagrand-US website for details. Apps through the website. Or ask me questions here too.

So come join us for some happy killing.

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

Stats on Heroic Raiders

Aside

Any time I see stats for Raiding numbers I am interested and start comparing realms, guilds, factions, etc. Typically this ends in me confirming something which I felt was already half true in my mind, or gaining a deeper level of information about a known real impact. That said, anytime I see stats I also assume that somebody is lying about something. Human nature.

Today I saw a page for the PvE Raiding stats across all servers for characters which had killed at least 2/16 heroic bosses on 11 Dec. This means our server Nagrand-US ranks 189th on the list, with only 38 characters killing 2/16. That is across the 394,805 guilds and 25,581,509 characters in their database.

snip from Magtheradon raid intro screen

By comparison the high values were in the 500s and 600s characters on some realms having killed 2+ bosses, 147 realms with less than 10 characters, and 87 realms that have not killed any at all. The “high” servers have also got many guilds which have 14+ of 16 bosses in hard modes for Tier 14 raid content. These guys are awesome, and I’m jealous.

There are also 60 realms where there are greater than zero but less than 10 characters who have killed 2+ bosses. Considering the minimum raid size is 10 that means that transfers must be occurring with some regularity. How else do you get 5 characters on a realm who have killed 2+ bosses on heroic?

Some of my old servers (Feathermoon-US) is 0, Eonar-US has 30, and Sumamar and Earthen Ring have only 15. The average is roughly 47 characters per realm who have killed 2/16, but then the median is only 25 telling us that there is a skew in the distribution where the leader realms drop off drastically from the top, very quickly into the average, and a very long tail which has not.

Now our guild has not killed any Heroic modes as yet (soon), and while there are only 28k characters who have, I don’t feel too bad as we are gaining ground. Would I like to be? Of course.

(update) What does it mean?

Well not much in the broader sense, just that it was interesting in terms of a gauge for where raiders are in the content. Seeing 10,000+ players have run through heroics, but many realms have very little heroics implies to me that the “end” of T14 is a significant way off yet. I’ve read rumour of the next raid in 5.2 being an Ulduar style raid, and that is exciting. Timing wise I hope that it is a long way away so we get the opportunity to strike through the current stuff.

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.

Raidboss Valor Reward Increased

https://i2.wp.com/mmo4ever.com/mists-of-pandaria/gfx/icons/pvecurrency-valor.pngHuge news – and perhaps in response to the community being pissed off about the low rate of valor collection – the rewards will be boosted in maintenance today – from 25 to 40 VPs per kill. Wow Insider has the skinny, twitter post from GhostCrawler, and patch notes.

Normal and Heroic raid encounters in Mogu’shan Vaults, Heart of Fear, and Terrace of Endless Spring now award 40 Valor, up from 25. This will take effect after the weekly reset.

Wow. Excellent!

What does it mean? Well for a start raiders have a reason to spin through a clear of Mogu’shun Vaults for Valor instead of doing dailies. 240 VP per clear is far better than 150.

Also in this patch is the Spirit Kings appearing in a set order – interesting. Was it enough of an issue that folks found it hard? A particular order did not seem to be more difficult. No more than the selection of Doggies in the 3 Dogs fight being sometimes a pain.

Happy Killing. Continue reading

wow p5.1 Valor Grinding Update by Ask Mr. Robot

You PvE folks don’t need more gear drops, just update the gear you have with Valor and Justice! Yay. Grinding instances and daily quests is not mandatory.

Mr Robot has an excellent summary with examples of how and how gear will soon be able to be upgrades with grind-able points. In Patch 5.1 for WoW you’ll get a +8 item level boost on any gear, costing 1500 points. That is pretty neat for a raider who is missing a key upgrade due to poor luck. It offers an alternative which was not available.

I have a niggling feeling though that it will make capping Valor/Justice each week so much more important. It was already very desirable, but now it feels even closer to a mandatory requirement.

Q. Where do you get the points?

A. Same places – boss kills, instances, and doing daily quests. Grinding instances and daily quests is not mandatory.

Q. Do we get more, or are the scales adjusted?

A. Nope, all is good in the ratios so I’m told. 25 points per boss kill is apparently what is needed.

Raiding and LFR offer between 40-50% max of the Valor, assuming that you are doing full clears. Not many guilds are doing full clears – so many raiders are not even close to max before they start doing Instances and daily quests.

Grinding instances and daily quests is not mandatory.

Q. Should I do progression, with wipes, long effort, etc or do Valor farming?

A. Both. You need to play more, or play more efficiently, or whatever – this is all about being given expanded options. Grinding instances and daily quests is not mandatory.

Q. How could the reward improve or valor system improve?

A. How about:

  • Increase the reward from the instances from 80 VP first and 40 every run afterward to 100 and 60 each extra run. Make it so more people run instances to get their Valor – it can’t hurt. It still makes it a hard slog to cap. Increasing the JP reward is a good idea too.
  • Reward both Valor and Justice from Scenarios, unless they are intended to be done once and then forgotten.
  • Reward more from boss kills in PvE, from 25 to 40-45. This means that it is still very unlikely that a character will cap valor just from PvE clearing.
  • Reward daily quest reward from 5 VP to 10 or 15 VP. This is for fools like me who are earning valor through daily quests a lot and are really bored with it.
  • The bonus for valor capping a character changes so that instead of one character getting to 1000 valor and the buff kicking in, the 1000 can be gained on any set of characters, then all get more. This means more people are using alts – which would be their choice.

Remember: Grinding instances and daily quests is not mandatory. Are you happy citizen?

Refs:

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.