Thursday, December 31, 2009
Wednesday, December 30, 2009
There can be only one.
Tuesday, December 29, 2009
Syncaine's theory involves rabid mobs of WoW players buying new MMOs, driving up expectations and fanfaire about the game, then leaving in droves never having had intentions of staying in the first place. His theory states that the players are, unintentionally or not, destroying these other MMOs. I've written responses to his theory, which I find to be completely without merit, but no response I've written is anywhere near as succinct and thorough as what I just read from Sayla. Those market forces I've written about previously are all summed up quite nicely.
You’ll need to do it DIFFERENT or BETTER than, where I’ve been before.
Monday, December 28, 2009
This boss kill was a hard one coming for us, probably taking about 10-12 attempts, but we did it. And none too soon with the next wing opening in seven days.
There has been some confusion regarding looting items when using the new Dungeon Finder system so we would like to take a moment and provide an explanation for some of these new features.No more rolling need on Leather or cloth spell power items if you are a Holy Pally. And no more rolling on Cloth spell power items if you are a Resto or Balance Druid for example. The real problem with this is that greed rolls and Disenchant rolls are giving the same priority, so if you want something and can't roll need on it you'll have to roll greed. If anyone else rolls DE and wins, you don't have the option to ask for the item afterward because it's auto-DE'd and the winner gets the mats and not the item itself. This of course only occurs if you have an enchanter in your group, but I can say from my own personal observations running four characters through dungeons daily, that most groups have enchanters in them.
Anytime players are matched up with other players using the Dungeon Finder system, the looting option is automatically set to “Need Before Greed” which is designed to be a fair system that rewards items to the classes they are designed for. While there can be some finer details on how this works, here is an overview on this system:
- The “need” option is only available for both armor and weapons that are designed for your class. Caster classes and hybrid caster classes can roll “need” on items with intellect and/or spell power while melee classes cannot. Melee classes and hybrid melee classes can roll “need” on the items without intellect and/or spell power. There is an additional restriction that only allows characters to roll for armor items if it’s the armor type that is designed for their class. So since cloth armor is designed for mages, priests, and warlocks only they can roll “need” on these armor types. Then leather armor is for druids and rogues, mail armor for hunters and shaman, and plate for death knights, paladins, and warriors. Keep in mind that these restrictions only apply to items above a certain item level since the breakdown of stats is very different in the early leveling area of the game.
As far as how the whole Dungeon Finder system works, it matches up characters with others in their entire Battlegroup instead of just their individual realm. Once a dungeon is completed players go back to their respective realms where they cannot communicate or trade with players on other realms, so any items you gained in the dungeon can no longer be traded to another character in the group. If you are considering giving an item to another player, you must do so before either character leaves the dungeon.
- We also introduced a “disenchant”
option that is open to all classes on all items whenever a player with the sufficient level of skill in enchanting is in the group to disenchant the item that just dropped. If the winner of the item has selected this option the item will automatically be disenchanted and the resulting material(s) placed in the character’s bags instead of the item. Just like it was before the patch, disenchanting any item is not reversible and the item is permanently removed so you should only select this option if you have no plans to use the item or trade it to another player.
- The “greed” option is open to all classes and all item types but the players who roll greed will also roll against those who select disenchant. The reason for this is that if an item is not a high priority and/or eligible to be rolled “need” on, then other players running the dungeon have an equal chance to get a reward for defeating the encounter.
We appreciate all of the feedback from the community so far and we will continue to monitor and resolve any questions or issues as they come up.
To get around these artificial limits a great many are simply rolling need on anything they can, instead of observing what were considered to be the "universal loot etiquette" that has held sway up until this point. Not surprisingly the "new" practice is causing somewhat of an uproar. Not uncharacteristically Blizzard has responded, I think recognizing the conundrum they've created:
I know in the past the general rule was to roll need for main spec, greed for offspec, and then pass for the disenchant. With the new system it works a little differently in my play experience. Now my groups tend to roll need on anything that is a main spec or offspec upgrade, then greed/disenchant if you have no use for the item. If anybody really wants the item they speak up on it and we work it out from there.Which of course calls into question the entire need of a greed roll to begin with. Except that is causes loot drama on the runs where it occurs. This is a case where I can see both sides of the debate. I'd be equally perturbed to lose a piece I actually needed rolling greed to someone that DE'd it as I would rolling need only to lose to someone rolling need for the piece as off spec. So what are we to do collectively about this? Unless Blizzard either rolls back the loot preference rules, allowing us to go back to the older need/greed etiquette and giving DE a lower priority than greed rolls, or I think we'll have to simply accept that off spec rolls are going to be need rolls from here on.
Saturday, December 26, 2009
However, let us look at the letter the ladies at WoWinsider got recently and which they themselves responded to.
Dear Drama Mamas: Last night, I was running H CoS on my mage, gearing her for frost PvE (I know it's not optimal, but it is viable -- and my favorite). The group I was in consisted of a hunter, death knight, shaman (healer) and paladin (tank). The pally tank was fully geared in at least ToGC gear (if not ICC), but the other DPS were obviously just graduating to Heroics. The tank was upset that my DPS was only slightly above his and that the hunter and DK were well below him. He proceeded to insult and belittle the DPS for being below him and started swearing, because he thought we would not be able to get the extra boss (and therefore the extra badge). I told him to stop being so rude, that the DPS were here to gear up and he should lay off; he just told me I was a scrub ...I've been seeing more and more of these types of stories on the forum lately. While the LFG system in my view is wonderful it also has the side effect of bringing people that probably didn't run too many pugs previously back into the fold. Those people either didn't run pugs because they couldn't stand the run of the mill people who pull groups they aren't supposed to, target mobs not being tanked by the tank and therefore continuously gain agro, or are just not good healers. Take your pick, there are undoubtedly a million reasons why a lot of people preferred not to run pugs previously, with the problems associated with putting groups together being only one. Those people instead formed static groups and ran dungeons with them.
I can understand his frustration. He feels like he is missing out on a chance to get an extra badge. However, I don't think it is necessary to verbally abuse other players just because of their place on the meters. If we had been in ToC or one of the new five-man heroics, I think he would have a point. But CoS is a lower-level heroic than those instances, and the DPS were par for the course.
... I don't think it is fair to mock someone because their toon isn't as geared as you would like it to be. Isn't that why they're here? I guess my question is, who was right? I get that the general rule is for the DPS to be above the tank. But how is that fair when your tank is pulling near 3K DPS? How can he ask that the DPS be competitive if he isn't willing to run low-level heroics with them? Do they (we) deserve to be made fun of because our alts are not as geared as their mains, because we are here trying to gear them? Signed, Abused and Confused
Patch 3.3 came and changed all of that. Now it's much simpler and much faster to use the LFG system. You can earn a tremendous amount of badges in very little time and that allure is just too much to ignore. Now those people who are used to playing with high quality players are instead being grouped with people that might be less skilled or geared than they are used to. Nothing wrong with that and I've yet to personally see anything like what the ladies at WoWInsider responded to, though I very often see DPS in groups that are much below myself or are just low in general. Again, nothing wrong with that. As long as things go smoothly.
So lets take a look at what just happened to me and then lets take a look at that letter to Wowinsider again. I have been running my four most geared 80's through the daily random dungeon for Frost badges in order to buy Primordial Saronites for my Pally's Shadowmourne quest. Two of those characters are well geared and could easily fit into any ICC-25/10 run (or any other raid) for the weekly quest as well. One of them right at 5k gear score, and which I actually consider to be medium-high geared. He also could get into any weekly raid, but my fourth character had been benched for some time (my Rogue) and had just two pieces of T8 and the remaining pieces were assorted Heroic ilevel 200 purples. He is definitely good enough to run the daily random for Frost badges, but no where geared enough to run the last couple weeklies and so I have been putting in many hours this last week running him through countless dungeons to get badges in order to upgrade all his gear. He's now in 4 pieces of T9, has a 232 pair of pants, has a 232 dagger to go with his off hand 213 dagger, a 226 belt and neck, and some other pieces that are not too bad. In fact all that I really want to replace at this point are his ilevel 200 bracers and his 200 ring. I'd like to replace that ilevel 213 dagger too, but I'm not overly worried about it right now. He's definitely good enough as of today to run pretty much any raid we're likely to currently see as a weekly. I say all this as back ground so you understand that I'm on a mission, and I would think that I'm not alone in that.
So there I was in LFG, taking an invite to a random dungeon and porting into the Forge of Souls. Of the three new 5-mans, it's the easiest but definitely more difficult than previous dungeons. You can't "graduate" into heroics and expect to start running these. That is unless you are to be carried, yet what about the tank and healer? They clearly will have the hardest tasks in FoS as there are multiple caster mobs that are not easily tanked for typical AOE bombardment. There is a lot of AOE damage that will be thrown at the party and the healer has to be on his or her game to keep everyone alive. Yet that is not what I just saw in my last FoS run. The Mage died on the very first two mobs, literally killing himself in one shot from the spell reflect. That wasn't the healers fault. The next set of mobs just up the ramp was though. The tank, healer, and mage died. My Rogue and the hunter survived and killed the last two mobs at which point I inspected the healer. I had already seen he had a 3100 gear score going in, but I wasn't expecting to see ungemmed/unenchanted purple gear to go along with some of his blue unenchanted gear. The healer was simply not geared well enough for the content, nor even prepared to be a healer. I don't want to link to his armory and call him out, though I would like to discuss his gear briefly and illustrate what I think a lot of people like me are finding frustrating at times.
Head - Gaze of the Somber Keeper - gemmed but no head enchant
Neck - Frozen Tear of Elune
Shoulder - Mantle of the Tribunal - no shoulder enchant, but since it's blue would you put one on anyway? He didn't.
Back - Wisp Cloak - no enchant
Chest - Chestguard of the Broken Branches - no gemmed or enchanted
Wrist - Bindings of Wicked - enchanted, but with hit on it, it's not a healing piece.
Hands - Malfurian's Handguards of Conquest - not gemmer or enchanted
Waist - Binding of the Tranquil Glade - no belt buckle and second gem
Legs - Leggings of the Snowy Bramble
Feet - Earthgiving Boots - not enchanted
Ring 1 - Signet of Purity -
Ring 2 - Voodoo Signet - Hit/not a healing ring
Trinket 1 - Tears of the Vanquished
Trinket 2 - Harbinger's Wrath
Weapon - Surgeon's Needle
Off-hand - Handbook of Obscure Remedies
Ranged - Idol of the Flourishing Life
From his gear you can see he is newly 80 and either does not understand that he needs to pay closer attention to his mana regen capabilities (415/243 MP5 w/658 Spirit) or is completely unaware of his class mechanics and shouldn't have been attempting to heal at all at this point, let alone any of the new 5-mans. I have no issues with people who are a bit under performing tagging along, but the tank and healer slots are key and you need to make sure you are prepared for that position before you subject others to your failings. This individual is just an example of what I see as a problem that has taken hold of the PUG system lately. People are given an inch (new fast LFG system) and want to take a mile (unprepeared and want to be carried regardless).
Now lets look at that email again. The poor Mage is admittedly undergeared and complains of being belittled by the tank who is evidently frustrated with the group. The problem is these types of stories, and mine, are told from a point of view that isn't necessarily shared by others. The Mage can not possibly know how many previous groups said tank might have had to bite his tongue through, or know whether the tank has already had to drop previous groups and be penalized with having to wait out the penalty timer. The Mage has no way of knowing how many bad players the tank has had to put up with that might have pulled extra groups, or evidently don't understand the necessity of targetting the tanked add(s). All the Mage knows is her DPS is low and she wants to tag along in a heroic to get to free loot. The problem with her story is that we have to take her at her word on the swearing though we have no idea what the tank actually said or how he said it. And we have no idea how sensitive the Mage might actually be. We also have no idea just how low her DPS is. If she's below the tank in DPS then I can sort of see the point of the tank that perhaps she needs to be running regular dungeons instead. After all I am a stickler for proper progression.
All that being said, if I had been the tank I probably would have just kept my misgivings to myself and finished the dungeon without a word. What I want in any run is a quick and smooth run, and as long as the dungeon was going to be finished I probably would have been satisfied with that. But that's me. The problem as I really see it are these ladies at WoWinsider who are dispensing advice to the public that seems to cement this attitude of entitlement and instant gratification. You have the right to expect when you join the group that everyone knows their class and their roll. And you have the right to expect that everyone will contribute to the group's success. You do not have the right to expect that you can literally walk along behind the group and do nothing while the rest of the group gets you badges and loot. That's simply not fair. So before you decide to send WoWinsider more letters complaining about people who seem to be a bit frustrated dealing with people who have entitlement complexes, please look in the mirror and ask yourself one very simple question. Should I really be here?
Friday, December 25, 2009
Wednesday, December 23, 2009
What Allison Robert doesn't understand about why people are becoming more vocal about under-performing people is that players, by and large, do not want difficulty in completing runs any longer. It was always hard enough to find groups to begin with, so many people took the good with the bad to some extent. Now however groups are easy to come by and I think most people just want to get in, get their badges or some loot, and get out. I know I don't want to wipe in a heroic these days. All that being said, a DPS that is under-geared for something is much easier to accept than a tank or a healer, who clearly are the lynch pins of the group. It's not that big of a deal (to me) if all the DPS isn't on the same level, and I think one can safely ignore the person who might be doing half the DPS of others in a group. But that simply isn't the case for Tanks and Healers. Have you seen an under-geared tank or healer in the new 5-mans? It's not pretty.
Tuesday, December 22, 2009
I can probably farm enough badges to get 3 a week, though there might be the odd week I only get 2. And if I end up buying 1 or 2 a week I'd still be looking at probably 12 a month. At that rate it would take me 2 months of daily/weekly farming to get them on my own. If not longer.
[evening update] We cleared first three bosses and had a few attempts at Saurfang. Got one Primordial Saronite as I expected to see. And I also got Bryntoll, the Bone Arbitor as an upgrade to my Keen Obsidian Edged Blade. Very nice and noticible upgrade in DPS too, and with some luck in a few weeks I'll have another big upgrade to my DPS in the form of Shadow's Edge.
Monday, December 21, 2009
Friday, December 18, 2009
With only a couple weeks left before the next wing is to be released I was very anxious to make progress. We definitely have Marrowgar on farm and it now looks like we have a very clear idea what we all need to do on Deathwhisper as well. I'm personally looking forward to seeing the gunship battle in 25-man because I've found it to be quite fun in 10-man mode. I'm curious how different it might feel in 25. And it's just a good, fun fight.
Wednesday, December 16, 2009
The central problem with running PUGs previously was that groups were difficult to form. Players didn’t like the auto-grouping functionality because it had numerous issues, which meant that people were left with no other option than to spam the LFG channel, or leave themselves listed in LFG for up to three dungeons. Complicating this was that it was nearly impossible to form groups that were not the daily heroic or daily regular dungeon. There was no large segment of players on any realm that needed to run a specific dungeon, so it was the daily quests that drove what predominantly run that day. But also factored into the equation was continued reluctance of tanks and healers to participate beyond running the daily dungeons. And for all the same reasons. Players are often very under geared, or horrible and Tanks/healers just didn’t want to be responsible or have to partake in the consequences of it. A lot of players simply created friends groups to run their dungeons with and skipped the whole LFG system entirely.
Along comes patch 3.3 and the new LFG system, with a workable auto-grouping function. Groups are very easy to form now, not only because the LFG system pulls from a much larger pool (cross-realm), but also because the auto-grouping feature was re-written to include some intelligence. No longer do you have groups forming with no tanks, or no healers. And the feature also seems to be fairly good at matching players gear wise. It’s loose, as far as I can tell, but I haven’t been grouped with anyone in all greens yet. Yet, for all the ease of grouping, this doesn’t change the human element involved. The problem with horrible play is masked by the larger pool of players involved, but it certainly doesn’t remove it. A player continues to have all the incentive to group with friends that they had pre patch-3.3 because the reasoning to forgo the old LFG system were based in personal choices. I disliked the random PUG members who were obviously under geared, or would pull the random groups on runs, yet I PUG’ed every day. As often as I could. I also ran with friends when I could. As it were, I still do that today. I use the new LFG system to get groups, but when guild mates or friends are available I group with them instead.
The biggest difference I see from pre-patch 3.3 to post-patch 3.3 is that players can actually expect to be able to run content, largely of their choosing, on a schedule of their choosing. There were interminable periods every day where you would simply sit around trying to find groups. It was something that nearly everyone complained about at some point, yet is something the people who are now complaining that the new LFG system destroying the so called “social” aspects of WoW are seeming to forget. At most I have had to sit around for 10-15 minutes to find a random group. Most of the time I’m able to hook up with a PUG within 5 mins as DPS. When I run as Holy on my Paladin I’m grouped nearly instantly. I ask you, where is the down side here? Because I certainly can’t see one.
Tuesday, December 15, 2009
I've raid healed as a Resto Druid, Holy Paladin, and did a little bit as Resto Shaman at the beginning of WotLK. While I still like Resto Druid healing very much, I'm completely impressed with Holy healing. Holy Pallys might not have true AOE healing abilities, but then again when you can through out 17k+ bomb heals in 1.5 seconds which also heal 10% of that to 5 nearby players do you really need that? 1.5 seconds? Yes, with only an easily obtainable 600 or so haste you can be that monster too.
As for me, I'm still specced and glyphed for Flash of Light healing. It's exceedingly mana efficient. Especially in a raid setting where you will usually have ample mana regen floating around. And it's quick. With Beacon of Light on a tank I can raid heal and tank heal at the same time. As I said, I'm very pleased with it. And in as much as I have been enjoying Holy healing, I'm just now starting to get into the stats and gear that are at the higher levels of the totem pole. 2523 sp, 26% crit, 478 haste, 348 mp/5. My crit is a tad low, but that is simply a matter of a few drops. Namely a new necklace and pants, which should put me at 29% crit. I'm shooting for 30%, and as soon as I can replace my gloves and boots I'll be over that. Couple weeks and I'll be there.
There really isn't a lot to be said about Retribution. Truly it is face rolling. All the power of a charging rhinoceros, and a bubble/hearth to keep you safe. What isn't to love? Especially in ICC where it's chock full of undead, and you do extra damage to those with Glyph of Sense Undead socketed. 1% extra damage can add up to quite a bit over the course of an evening. I creamed everyone in ICC-25 last night, except for one DK who wildly out gears me. Yet he only beat me on total damage, or single target boss damage by small margins. I shudder to think what it would be like if we were similarly geared, or even better, if I had Shadowmourne! Does it sound like I have a goal?
Sunday, December 13, 2009
Rolling NEED on an item, using the mandatory roll system is not ninja'ing. Ninja'ing is IMPOSSIBLE under the current PUG loot system. Ninja'ing could only happen under the old system where people would typically pass on items, then roll and the item would be taken by someone who did not win the roll. Or Ninja'ing is when the master looter in a raid takes something and refuses to pass out the loot to those who were rolling on it. Using the enforced roll system that was instituted in patch 3.3 is simply following the rules, and your sense of artificial loot rules where you want everyone to roll greed on things is your problem, and not mine.
What this all boils down to is a sense of entitlement that many people seem to have. They feel entitled to the skills of others without the requirement that they do exactly what those others did to get them. The feel entitled to effectively have three professions, while the enchanter is the only person who is not treated in like manner. They feel entitled to have the rules changed in a manner that benefits them greatly, and feel entitled to be able to also dictate how someone used the newly imposed need/greed system.
I frankly do not care if everyone but me thinks differently. The changes that enable people to access my enchanting skills without my consent are wrong. The new need/greed rolling system has ridiculous loot rules. And all the drama on the official forums, and now on Tobold's blog regarding people who roll need is simply a symptom of something that is very wrong with a lot of people.
Saturday, December 12, 2009
Some friends and I in my guild had been talking about it for a few weeks prior, but the horrible time we had with Sartharion really cemented it for us. If we were not going to be able to have any real progression on the 25-man side of things we would take matters into our own hands and have it on the 10-man side of things. Five of us had been working on "Glory of the Hero" on Saturday nights anyway, so we simply chose five others to come with us to form a 10-man group. I can't say we blew through Icecrown, but we didn't take more than 3 attempts on any one boss, and we cleared it. Now that we all know the fights fairly well, I think we'll be able to clear the place in couple hours.
Our intent is to really push things. All of us are a bit frustrated with the progression we've had on 25-man content, so we all want to get those achievements, mounts, and see the content we haven't been able to there. Looking at my recount data this morning, it looks like just one of the DPS is a bit light, though I'm sure he'll pick things up with some upgrades. And what's more the group was really gelling, so it looks like things are going to work out quite nicely.
Friday, December 11, 2009
That might seem like a really awful thing to say, yet it was meant in good spirit and as we're fairly close in the guild, everyone accepted it in the spirit I meant it. So there I was driving home late last night after the party and anxious to log into WoW to find out what I had missed. Two seconds after logging in a friend posts in guild chat that I had cursed them, and others chime in. They ended up having to call the raid because the guild leader, his mother, father, and brother all lost power for an hour. That's two DPS and two healers down, and apparently not enough replacements online to keep the raid going. Needless to say I chuckled. I made my wife happy by being the good husband, and I didn't miss the raid.
Yes, I have the POWAH!
Thursday, December 10, 2009
The new system not only enables you to select specific instances, and pair you with others who have similar gear levels as your own, but the new system also enables a “random” choice that replaces the old Daily Heroic and Daily normal dungeon quests. Not only does this new system fix the issues that perplexed players with the older pairing mechanism, but goes even further by enabling players to enter a theoretically limitless number of normal and heroic dungeons on a daily basis. If you participate in a “random” heroic dungeon, the lockouts are ignore by the system. I was able to run H-TOC twice last night as an example. Even better, for each random dungeon you participate in you get two badges of frost for the first random dungeon of the day, and two badges of triumph for each dungeon after that. And 13 gold. For each. How cool is that? I started the day with 39 badges of Triumph, was able to spend 35 on a new Idol, and still have nearly 50 afterward. If you want a full set of Tier 9 232, have no fear, you’ll get it in short order.
There are, however, a few changes I would like to see. One of the issues I saw right away was that the new LFG system does not allow you to queue for groups and raids at the same time. Or random dungeons and specific dungeons at the same time. Or dungeons/raids and battlegrounds at the same time. I’m having a hard time comprehending why Blizzard would have erected those barriers because I would think that anyone interested in running a random dungeon might still have specific dungeons they want to run and would rather run whichever popped first, rather than waiting longer. And if others are like me, they’d like to be able to queue for a raid and a dungeon at the same time. Other wise you could be sitting in Dalaran for lengthy periods of time queued for a raid that may never occur. It wastes time and opportunities. The same can be said about the barrier preventing you from queuing in battlegrounds while also queuing in dungeons.
I was telling my wife last night after getting through several dungeons that I really like the new system. Given some updates like those I just mentioned would make this new system absolutely perfect. Props to Blizzard for a job well done.
Wednesday, December 9, 2009
Of course, that’s when I discovered my X-Perl was borked, because I had no target frames and couldn’t tell who I was actually targeting on those AOE fights. I had already updated all my mods that had updates, so it looks like I’ll have to make sure I keep checking for updates over the next few days. The X-Perl issue is kind of a big deal for me. In any event, we worked our way through Forge of Souls, which I was pleasantly surprised to find was a very short two boss instance. I had neglected to read anything about the new instances, though I had heard you had to run them in order, in order to “unlock” the others. So imagine be me working my way through the instance with four others who I think knew very little about it as well, and without really know if, or who, I had targeted at the time. Was interesting to say the least. We did complete it without any problems, and moved directly into the second-- the Pit of Saron--which I also found to be fun. Unfortunately I had to leave before we killed Tyrannus because the guild had decided to raid Icecrown, so it probably won’t be until some time this afternoon before I am actually able to complete it.
I wish I could say more about Icecrown Citadel, but we didn’t get very far. We cleared all the trash up to Marrowgar, but we had all the same issues with people not staying out of fire, or people taking too much damage from the spikes, etc. I didn’t want to take away a doom and gloom opinion last night because people were having problems with mods, and what not, so I determined I’d just chalk up the issues to that and hope we did better the next night. Again, I hadn’t read up on any of the Icecrown stuff, so I was a bit under-prepared myself. I didn’t die to the fire, or the whirlwinds, but I did get WTFPWNED by his saberlash. Key safety note – do not stand in front, or even along side him. I was along side and he still split me in half, dealing a cool 28k damage to my 24k health pool. Ouch. We didn’t finish the fight but I saw enough to know it isn’t technically hard. He has to be positioned facing the back of the room, with the melee fanned out in a short arc around his back and the ranged fanned out in an arc further back. Periodically he shoots a beam if blue fire along the floor in a random direction, and whoever is along that trajectory just has to step to one side of the other. He also periodically causes a spike to rise up under someone and does 10% damage to the individual each second until they die. The spike has to be DPSed down and the individual healed. Then every now and again he will go into a whirlwind phase where he randomly targets someone and chases them while whirlwinding. As the whirlwind does surprisingly little damage, it’s not terribly important not to let him hit you, but during that phase it is important to pay attention to the fact that you need to stop DPSing him toward the end of that phase, as the tanks work to grab his agro again and reposition him. We had some issues with that last night, and whole groups of people would get whacked as he decided to do a saber lash while facing whatever direction he was facing at the time. If you are in front of him, you will die. After about 3 attempts on him we got him to 60-65%, so I’m pretty sure we’ll get him down once everyone’s mods are updated and people stop and think about the fight a bit.
To my surprise I saw I was getting Explorers League reputation. I had just decided to start running quests and what not to level that rep up, and now I see I don’t have to do that after all. I’ll get all the rep I need right there in the raid.
Tuesday, December 8, 2009
Where you sit for a while before you get an all-expense paid trip to
Honestly, I can't say I expected much different but I really was hoping that I could get in and get some dailies done before dinner. I doubt I'll be able to get anything done tonight.
In the mean time, if you haven't kept up here are the patch notes for 3.3. Check out Wowinsider's patch page as well.
But Riccitiello stressed that the planned cuts were not the result of previous strategic misteps, but rather a move that better position the company for the future. That "means fewer titles, and needing less personnel against that side of the business," he said. "We thought of it as an offensive, positive step toward the evolution of our business."
The market is flooded with competition and quality has not been a hallmark over quantity at EA. So to say they’re simply making strategic decisions is silly to say the least. If EA had been profitable, does anyone seriously believe they’d be making the cuts, along with the personnel cuts that will go along with it? Of course they wouldn’t. The first step in reform is honesty, and I would hope EA would, at this point, simply be honest and regain confidence of their investors by introducing a strong plan to centralize their development, and which also includes their MMO properties. And quite honestly, I don’t see the free social gaming aspect of this plan paying off much in the long run. I’m still very much of the opinion that less options are better, which enables the developers to concentrate resources to make what they do develop better. See, that’s the crux of the issue entirely. Players want quality, yet what they’re seeing is quantity. Developers are rushing out properties that are poorly planned, poorly developed, and poorly supported, and then bewildered why the gaming public turns away en masse.
Monday, December 7, 2009
Also, I was determined what happened with the mace in Ulduar didn't happen in Icecrown. Essentially the guild had all the healers roll when we first started running Ulduar, and the winner of that roll would get all the shards. Unfortunately after getting 4-5 shards the healer who won that roll stopped playing. 4-5 shards wasn't a terrible amount to lose, but there ended up being 3 or 4 healers who were working on it after that and the shards we did loot were spread out among them. We never downed Yogg, so even if one healer had them all to begin with, we still wouldn't have the mace in a healers hands. From my perspective though, the process we used to decide who got the shards wasn't ideal. For such weapons, I think it better to give the opportunity to a reliable individual who would best be able to use it first, then let others get their chance. Otherwise you end up having what happened to us.
For the axe, I asked the officers to talk it over and decide who would get the axe first, and as of Thursday night I was told it was down to two people. Myself, and I would assume one of the officers who just switched to his DK for raiding. We're both reliable raiders, so either would make a good option (memememememememe) for the raid. What's most important is that especially the first one needs to go to a reliable raider who has high attendance, which means that axe will bring a lot back to the raid team. Both of us have nearly 100% attendance.
I can't see the team remaining patient long enough for more than two of these to be made, before they start screaming for the saronites themselves. There is always the option of purchasing the Saronites, but I shudder to think how expensive that would be.
Sunday, December 6, 2009
I'm always surprised when I talk about RAWR to my friends and guild mates and I find out they have no idea what I'm talking about. Originally it was designed for Feral Druids back in 2007, but has since branched out to include every class, and almost every spec. So what is RAWR? RAWR is a character simulator; something I told you maxdps.com wasn't. With RAWR you can build your character, and experiment with different gear pieces, gems, enchants, and talent builds. Which means you can see the changes to your stats instantly, and the gear availability options will update automatically. Where maxdps.com is something you can use as a quick reference, RAWR is something you will want to use for in-depth analysis.
Because RAWR is a very complicated application, the first step to to using it should really be taking the tour. Thanks to the folks working on RAWR, here it is:
Once you finish taking the tour, and download the latest version of RAWR, you can jump right into using RAWR by importing your character from the armory. From that point it's a simple task of setting your filters, your sort criteria, and then choose which slot you want to start seeing options for. If you are like me you'll most likely spent way too much time in RAWR, but if you truly want to maximize your character, it's a tool that you probably also don't want to be without.
Saturday, December 5, 2009
Since I totally plan on playing Sith, I'm keenly interested Sith Warrior and Sith Inquisitor. Yes, I'm a Jedi fanbois! I started my "career" playing Star Wars MMOs as an alliance member in SWG, but switched to the empire about a year in. I rooted for Anakin in Episode 2 and 3, and look back on my days of loving Luke Skywalker back in 1977 onward as a simple case of misguided childhood mush. I am a true Sith, and have no wish to live the cushy life of a weak Jedi!
Friday, December 4, 2009
Yes, last night tops the disappointment meter by a good amount. I've been after our GM lately to start running OS+3 every Thursday night so we can get the achievement and the Drake. But we literally spent two hours in there wiping. Miserably. Even with only 24 people we were hitting 100k DPS, so obviously DPS isn't the issue. And I can chalk the first 3 wipes up to changes that we were all unaware of. We started off with the zerg method, and easily blew Sartharion down to 25-30% by the time the second drake would arrive, but at 25% Sartharion and the Drakes would enrage and it would be a wipe. As I said, chalk those first three wipes up to changes, and we decided to go back to the "official" method.
Even on the zerg method, we had issues with people not getting out of the void zones, and getting hit by the lava, so imagine the issue as we did the encounter the official way and took the Drakes on one at a time, correspondingly moving them around the lava and everyone trying to avoid the void zones at the same time. It was a giant cluster, and I mean that in every sense of the word. The issues we were seeing last night are the same issues in other raid instances. After all, a void zone is no different than fire or poison. It deals with an ability to know what you are supposed to do and perform. All our guild problems with non-progression are clearly human related because we're about as geared out as you can possibly be without ToGC gear atm.
As clear as that is we do not have the will at the officer level to start weeding the weakness out of the raid team. Attendance drives your relative rank in the guild, which drives your continued raid availabilities. A full time raider gets first dibs on raid spots during the first 15 minutes of raid invites. Then casual raiders the next 10 minutes, then regular members the last 5 minutes. Occasionally we'll have too many people and an officer will ask if anyone wishes to sit out. So, you can see we have a fairly lax system of inclusion and it works more in the social aspect, than it does toward the progression aspect. We've had raiders that were actually pretty good who have left us over the previous months, I'm sure because of the progression issue. One of them went on to join my wife's guild, who I've seen just decimates the DPS charts. Every time I raid with them I just weep at the loss to my own guild.
I believe I've mentioned before that I'm not a completely hard core raider. I just love to raid, and while I feel raiding is not all about gear and doing something that no one else can do, I do want to progress and see all the content. Anyone telling you that they are happy to wipe for days and weeks is a liar. So, as I said, last night was perhaps the most disappointing raid I've ever had because we're talking about T7 quality raiding in full T9 gear. We should have been able to finish that encounter last night with ease, yet because of our continued player issues we failed utterly. And if truth to form holds next Thursday no one will wish to go back.
Wednesday, December 2, 2009
I vehemently oppose the change for all the reasons I've mentioned over the past few days. And here is a quote from someone that eloquently lays out the differences very well between the two camps.
Then a little further down you have a reply:They WILL be free. now u can have all the shards u want, without paying, asking , being polite or use a profesion slot. OF COURSE YOU LOVE THE CHANGE.
Q u o t e:
they never were free. people have been earning them since the beggining. like i said im level 72 and still have yet to have an enchanter DE a f'in shard for me. in 72 levels man! i was resto all the way up to BC and all i did was 5 mans. what does that tell you? whos the greedy stereotype now?
i dont fail to see why you love it,,, you fail to see why we hate it.
no i dont fail to see why you hate them. if you are a decent person you shouldnt hate this new change at all unless you were an enchanting mat ninja. you want no one to have a chance at a roll? then dont run pugs and good luck trying to find someone to support your enchanting mat runs. when i was an enchanter i even sharded them for guildies who didnt even ask for them.He says he doesn't fail to see why many Enchanters are incensed over the change, yet I think clearly he does. Evidently if I object to the change I'm a greedy ass? What? I'm not a decent person if I object to the change? What?
This is a perfect example of people "thinking" with their hearts and not their minds. Completing ignoring the principles involved is bad enough, but then to go on and accuse a group of people of not being "decent" because they have a difference of opinion on the matter is the very height of arrogance. How about I have a right to the fruits of my own labor? And you do not have a right to those fruits unless I consent? How about that?
Of course word that the patch is all but complete means Blizzard is going to stick to their plan to put enchanters into abusive situations. Truly sad, that. I expect better from Blizzard, so I find this very disappointing. On the bright side, it means Icecrown is nearly upon us, and I can start working toward my awesome looking Tier 10 set!
Tuesday, December 1, 2009
For me, the patch will get here when it gets here. Though I am looking forward to it, I remain troubled by the change to the need/greed rolling mechanism that will enable players to also roll for disenchanting if there is an enchanter in the group. Players will be limited to what they can roll need on, as the new mechanism will enforce a set of rules that allows you to only roll need on specific types of armor that you can use. For instance, a plate wearing DPS could roll need on plate DPS gear, but not plate Spell gear. And could not roll need on mail or leather gear. Need rolls will still take precedence over greed rolls. And the third option -- disenchanting -- will auto DE the item for whomever wins it. I'm absolutely philosophically opposed to this change. It's the first change in the history of the game that enables other players to directly access profession skills I leveled up on my character.
There is a huge amount of debate on the official forums about these changes, and most of it surrounding the enchanting change. Not surprisingly most non-enchanters are fully supportive of it, and most enchanters are totally against it. I leveled enchanting on two of my characters, and have been considering leveling it on my Paladin just to be able to DE items for myself.
As I've mentioned on various forum threads, this issue is really about consent, choices, and consequences. First and foremost there is an consent issue with the enchanting change. Now, a player must consent to have his skills used by other group members. Group members either roll need/greed on items and take their chances at winning them, or typically an enchanter will roll greed on all items with everyone else passing unless someone actually needs it. That person would typically roll need. The enchanter would then typically DE the items and pass out the shards at the end. If the enchanter doesn't wish to do that for the group, then everyone is left with the option to simply need/greed the item. A lot of complaining seems to revolve around a minority of enchanters that roll need on everything, or who attain all the items in a dungeon when the group is expecting them to be DE’d and passed out, but who then runs off with the goods. A ninja is a ninja, and that is entirely another discussion. So I won’t cover it here now. Again, the issue is about consent. If an enchanter agrees to DE materials he is consenting to use his profession skills for the benefit of the group. If he refuses to perform that service, he withholds his consent. Group members always have the option to roll need on any item, regardless of whether or not an enchanter agrees to DE items for the group, which is the opposite side of the “enchanter stealing all the loot” coin. In this case that party member is not giving his consent to the enchanter to DE the item, and is not giving his consent to the group to enforce it.
Permeating the entire debate is also the issue of choices and consequences. Every player has a choice to make when they consider what professions to obtain for character. Typically a player will determine what professions best suit that character for money making purposes, or which professions give them the best advantages. In any case, the player can only choose two professions and Blizzard has been adamant that they had no plans to enable players to obtain a third (or more) professions on the same character. They’ve said on multiple occasions that WoW is an MMO, and that they wish to promote interdependence on the players. Which of course means there are consequences for ones decisions in the matter. If you choose to take Mining and Engineering for example, you can mine and make money through the sale of minerals, but you couldn’t prospect that ore for gems directly, and engineering really offers you no combat advantages inside a raid environment. Those are the consequences you choose to accept when you make them decision.
Yet in this unique instance Blizzard is removing the consequences of player decision making, and granting access to the enchanter’s skills to other party members without that enchanters consent. Of course, as many people have pointed out, the enchanter always has the option to roll greed on an item instead, which removes the ability for anyone at that point (except the enchanter of course) to get the item through the DE process. Yet we know how social pressure works. Enchanters that do this will be ostracized, and that also is something I vehemently disagree with. Blizzard is knowingly placing players in that situation and it is going to lead inevitably to forum drama as people are called out for it there too.
Others ask how this is any different from asking an enchanter to DE items for, as is often done now. The answer of course comes back to consent again. An enchanter has to agree to do it for someone, and this is simply not something that is greatly wide-spread. People that do not want to level up an enchanter to DE items for themselves end up vendoring items instead. It’s the exception that finds an enchanter to DE items. Which of course leads into the sale of enchanting materials. The new system is going to introduce wide-spread competition in the enchanting market place. Which I maintain as completely unfair. Especially as no other profession is being treated to the same intrusion. Miners are not being forced to have to roll against other party members for the ore they mine. Jewelcrafters aren’t being asked to roll against other party members for prospecting ore. Skinners aren’t being asked to roll against other party members for the leather and furs they skin. And engineers aren’t being asked to roll against other party members for the de-engineered items they get. As Blizzard has pointed out, in there are very few mines in instances compared to item drops, yet it’s the principle that is of importance here, not the quantity.