Entries in raiding (63)

Ghostcrawler Eases Some Fears On Dual Spec

More Morphine Please! kthxbyeA few weeks ago I dished out some controversial viewpoints on the upcoming Dual Spec.  In no way shape or form was I saying that the ability to easily swap specs wasn't a useful feature.  Hell, I know I could get some use out of it, especially when I decide to PvP again.  The reason for the post was to express my concerns for what the feature could mean for the future of certain classes in raiding, namely Mages, Warlocks, Rogues and Hunters - the non-hybrid classes.   Some agreed, a handful took offense, but everyone formed their own opinion, which we are entitled to. Many other bloggers out there brought up an entirely different point.  Would the additional of Dual Spec change the way that Blizzard designs Talent trees or encounters?  In short, these players were worried that Blizzard may do some funky things in the WoW's future.  Such as having one spec be the PvE spec and another dedicated as the PvP spec.  On the PvE side of things, the designers could envision a fight requiring the use of 10 tanks while every other encounter remains at the two or three mark.  The thinking behind such madness is simple, you can always just respec right after. Thankfully, Ghostcrawler put this one to bed.  In a post on the forums he flat out stated that "we are going to design instances and talent trees while pretending this feature does not exist."  Greg Street for President! Blizzard will be ignoring the feature because they do not want to assume that everyone will purchase it.  In fact, they expect that only the more "high level" players will bother dropping the 1000 gold.  Instead of treating the mechanic as something the design team can play with, they are viewing it as yet another quality of life feature.  After all, it only stops players from hearthing back, dropping 50 gold and distributing their talent points after they are summoned back. Blizzard could have used the feature as a way to extend their options for encounter design, but have decided - at least for now - to stick with their current toolbox.  What do you think, should the company keep the extra hammer in there, or did the correct call get made?  Normally I would be all for new encounter mechanics, but I think such a radical shift would upset the majority of the populace.  Before you scream that they are placating the casuals, the decision is also sound from a design standpoint.  You shouldn't design something based on a feature that isn't available by default.

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RaidID Fix Coming In Patch 3.1

Incoming Change To Help With Badges!
I didn't have the heart to crop out the skull.
Blizzard Entertainment seems to be on a warpath with Wrath of the Lich King's first content patch.  The developer has promised players an insane amount of content including the addition of the largest instance to date, Ulduar, the Dual Spec mechanic, a built-in Gear Manager, and the Argent Tournament, just to name a few.  Not everything coming in v3.1 has been given the bullet point treatment however. The bloggers on Project Lore have found a few under-the-radar type of additions that we have clung to like a dork to his unopened figures.  Heartbourne gave us the Hearthstone cooldown reduction and Dual Spec price.  The first change was likely made to stop "ghetto hearthing" - the art of abusing an instance for a free hearth.  Juggynaut got hooked on his Legendary mace and the modifications to the Dual Spec feature before hitting us with the removal of the Black and Plagued Proto-Drake meta-achievement rewards.  Myself, well, I covered the Argent Tournament and the patches upcoming gear additions.  Which no one cared about apparently, or just didn't want to spoil themselves. Following in the footsteps of the Hearthstone's nerf and the additional of the Gear Manager, comes another quality of life change to World of Warcraft, the modification to the RaidID system. Blizzard announced their intentions to overhaul the archaic system a few weeks ago, but I don't think anyone, including Blizzard, expected it to be done for Patch 3.1's testing on the PTR. The RaidID system is Blizzard's internal way of tracking which instance a toon should be connected to.  The main problem that arose with the system was the lockout period.  Should a player that has cleared a raid or heroic enter into the instance first, followed by the other members of the party or raid, the unsaved players can get linked to the cleared instance.  This would then blow their lockout period.  Needless to say, this small issue pissed people off. A lot.  Zarhym's promise of "a better interface to warn players" has come to light on the PTR, but not as elegant as he hoped. BigRedKitty's screenshot shows us a dialogue box with a warning on it.  Basically, we have 15 seconds to get out of dodge if the instance is not what we expected, that is it.  The box does not appear to give you any details on the instance itself, so the "better interface" has yet to come to fruition by my standards.  Hopefully further upgrades to the system will be coming in the near future. Many of you probably never experienced this issue, or don't even care about the "fix", but you should.  In my opinion, it is Blizzard's application of these little tweaks that helps make them one of the premiere developers in the industry.  The company should be applauded for their attention to detail and willingness to correct their mistakes, especially when the issue only effects a small amount of the populace under certain circumstances.  Even if Blizzard does it in an iterative fashion when a more drastic change is called for, at least the ball is rolling.  Right?

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Hitting The Mute Button

Next On FoxDuring this week's raid, an odd thing happened.  Something that has never happened in my entire MMOG career.  The event was shocking enough to leave me speechless.  Literally.  In the middle of our run through the Military Wing of Naxxramas, the Ventrilo server kicked the bucket. For those of you who may not know, Ventrilo is a popular voice chat application that many players and guilds utilize for communicating while playing WoW, among other games. Once the raid realized that the issue was guild-wide rather than personal, the chiding set in. "Looks like someone forgot to pay the bill." "The economy is so bad that even the Ventrilo hosting companies are laying people off!" "This guild can't kill Sarth + 3D or even keep their Ventrilo up?!  I am outta here," followed by a joke /gquit. The server went down during the early trash of our second wing of the night.  After a slight pause to let the Warlock admin reboot the box, we moved on.  We were at pre-Instructor Razuvious trash, so no worries.  Who wipes on trash, right?  I don't know if it was the distraction, the need to type again or random chance, but we nearly had our first - and what would have been our only - wipe on the second to last pack of Death Knight Cavaliers.  The raid pulled out of the lengthy skirmish with a healer standing and a few DPS.  Thankfully, things shaped up after that. Once the initial excitement and near wipes dissipated, an unusual calm set in.  Macros were patched together in haste for boss fights, tanking and stun rotations were set way in advance to compensate for the inability to voice our directions (Yes, I know WoW has built-in voice support now, but I don't know a soul who uses it).  The adaptations allowed us to continue on for the night, but holy crap was it an entirely different experience. I and many other guildies never realized how boring a raid would be without the pointless banter.  No more mom/girlfriend jokes to distract us during trash.  No more lore quips about Thaddius and how he is composed of women and children.  And political/religious chat?  Who the hell would want to type all of that stuff out?  None of my guildies, that's for sure.  Normally the GM has trouble shutting people up, but Ventrilo goes down and even text-based conversation drops to a minimum.  Damn, I should have done /tumbleweed.  I am sure that would have got a few laughs. Have you ever had to suffer through a Ventrilo-less guild raid?  It is one thing to be a part of in a PUG (and usually, you are smarter for not signing on that Vent).  But when you aren't conversing with people you know, the game certainly loses some of that social aspect.  It was one of those eye opening experiences.  You will never realize how much you enjoy Ventrilo until it is randomly absent.

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When Do You Call It A Night?

Grobbulus\' Pukes When He Is AngryPUGing can be a brutal experience.  The lack of coordination, responsibility and inability to read a player's worth is a soul-draining experience.  A few bad Heroics or 10-man Naxx's can force even the most patient and understanding player to swear them off for good.

What happens when even your guild fails?  What do you do then?  QQ, abandon the "newbs" and find another guild?  Hold out for the next raid and see if the situation is repeated?  Go on a tirade in Ventrilo about how the tanks can't generate enough threat-per-second and that the healers don't know how to heal out of group?  Sit there and cry?  Or, do as I do, blog about it. This past week, SolidSamm's new guild failed to down even one boss in 10-man Naxxramas one night.  Yes, the same dungeon that is done by PUGs on a daily basis and that we fully cleared the week before, held us up.  In all fairness, we did not have the normal group together.  The raid was initially delayed an hour due to scheduling conflicts.  At 8:30 PM we decided to go with the 10 we had online.  The ragtag bunch included only two healers, one of which was our main tank on his fresh level 80 alt.  Thus, the off tank became the main tank, and a feral druid had to take over the off tanking duties.  We knew the night would be a tough one, but we all figured it was worth a shot. Our first boss of the night was to be the poison spewing mob known as Grobbulus.  Attempt one was a mess.  I'll be honest and admit that I did not notice how poorly we were doing until only the tank and myself remained alive.  From what I was told after I asked wtf happened, someone dropped a poison on the casters.  The wipe was caused by an easily correctable mistake, so we ressed and went at the abomination a second time.  While the second attempt got us to 8%, we still failed to drop the fat ass, causing the raid to be canceled for the night. Eight percent.  Grobbulus had less than a quarter million HP at that point and the raid was called.  I hate repair bills as much as the next guy, but I hate leaving a boss up when he is killable even more.  I voiced my opinion politely, but it was decided that due to the raid's composition, the undergeared healer, and the replacement off tank, things just weren't going to go our way.  Yea, we may have been able to kill Grobb, but could we have gone any farther?  Doubt it. Two hours, 20 something gold, a collection of consumables, some additional gray hairs and I have nothing to show for half a nights work.  I did get to play the sweet boyfriend and pretend I left the raid to hang out with the girlfriend.  Brownie points for sure.  How does your guild decide to call it a night, and under what circumstances?

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Ways to Improve WoW, PvE Drops Edition

World of Warcraft has been out for over four years now, and Blizzard has done a lot of great things, along with a few not so great things. Blizzard's approach of never being satisfied with their games makes for some very exciting evolutions. Every new expansion pack makes WoW become a whole new experience. Before the Burning Crusade, World of Warcraft was a pretty hardcore elitist game with very few people progressing through all of the most difficult endgame content. Now with the Wrath of the Lich King, the game has evolved once again to allow more and more people to experience the great content that Blizzard has created. With all the good WoW does, there is one issue that needs to be addressed, random drops. Blizzard has been on record saying they enjoy the PvE content that is out right now, they like the level of difficulty that having multiple tiers of encounters each person and guild can attempt. I believe that the duality of drops, and emblem gear is a perfect mesh but I would love to see it taken a tad further. Each 25 man raid has its own specific achievement. Sartharion has its 3 drake achievement, Malygos has You Don't Have an Eternity, and Naxxramas has tons of achievements with the hardest being The Immortal. Why not allow these achievements to open up gear available from the new vendor. If you complete the Malygos achievement kill you open level one allowing the trash epic drops, and the first boss epics to be bought with the vendor. Each different achievement would progressively be harder, and thus be rewarding the guild that is able to complete these tough achievements. On top of that, this could also give long time raiders a reason to work for the achievements, and help them stay motivated and raiding. The vendor would use the Emblems of Valor marks to help keep balance and to also help emblems to stay relevant for hardcore players. I know in my guild there are a ton of people that have no more use for the marks, this would help partially resolve that issue. This could also give people a lot more freedom to spec the way they want. A lot of the time people who are specced a certain way for a raid must only roll on gear for that spec, if you enjoy PvPing or if that spec is bad for soloing, you can use the Valor marks to help with these offspecs without having to compete against your guild members. What kind of gear can you except from this new vendor? I would suggest all Naxxramas gear before Sapphiron and Kel'Thuzad, excluding all Valorous Tier 7. Why this gear? Well I have looked at all the loot that drops, and I personally feel all gear except for Sapphiron and Kel'Thuzad loot should be accessible. I wouldn't like to see some of the best items in the game like Betrayer of Humanity or Journey's End become nothing more than an emblem grind. In terms of how many emblems the gear costs, that is really in Blizzard's court to balance. If this idea was to ever be implemented this would be well after patch 3.1 and Ulduar. This vendor would only help to create new ways for guilds to get loot, and with more loot, the faster they can progress to see the new and harder content. Most people are going to stop and say wait a second, this seems unfair, why should hardcore raiders be rewarded in this way? With hardcore raiders blazing through the new content with little to no challenge except the the few achievements I've posted, I think it's time Blizzard rewards them for keeping at it. I would like to see an element introduced aimed exclusively to the super hardcore, I think they've earned it. So, what's the verdict people? Would you feel angry that only a small percentage of people would get this vendor or would you feel they've earned the reward?

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ZOMG, More Ulduar Information

SolidSamm Is About As Tall As A StepI know my good buddy Bastosa already covered WoW-Europe's preview of Ulduar, but I can't contain myself.  Forget about the fact that my toon is a bit further behind his raiding accomplishments, this is new content we are talking about here!  Unlike my controversial post on Dual Spec yesterday (that it is a band-aid feature), I am pretty sure everyone is incredibly excited to learn more about the Titans and Old Gods as we battle through new encounters. Feature list:

  • Fourteen boss encounters.  Eleven of these will have a "hard" mode for players who want more of a challenge - and extra, high item level loot.
  • The area is split up into two sections, an entryway and then the dungeon.  Via the preview, an army lead by the first boss guards the rest of the dungeon.  The fight will involve vehicular combat, and yes, the vehicles will scale with gear.  The initial skirmish will be one of the eleven encounters with a hard mode.
  • Confirmed bosses include Flame Leviathan, Freya, Thorim, Hodir, and The Iron Council.
  • Yogg-Saron, the second known living Old God, is alluded to being the final boss.
You may have noticed that there is no mention of Freya, Thorim, Hodir, or The Iron Council in the preview post.  That information came out thanks to a post on the official North American realms detailing the planned testing of v3.1 and the raid.  Blizzard will be changing up their testing from here on out, possibly in an attempt to stop World First Kills from happening shortly after the content goes live.  Patch v3.1 will be tested in chunks (the above bosses being the first batch) that are only available during a strict timeframe.  Adding to that, the North American and European playerbases will be given different content to test at different times.  Furthermore, the territories may not even be allowed to test some content at all. With over a baker's dozen worth of encounters, immense scope and scale, Old God and Titan lore, possibly an Old God itself and stories based on Norse mythology, Ulduar seems like a can't miss.  Here is to hoping that the fights come out as fun and distinct as the first one sounds.  One question did immediately pop into my head after reading the preview, "Why are we fighting against Thorim and Hodir after we have done so much for them?"  Ideas? Also, Voltron reference...awesome!

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Blizzard Previews Ulduar: Exciting!

Ulduar Preview!For those of you that haven’t seen it yet, Blizzard has posted a very nice description and screenshots of the new Ulduar raid on their EU web site. For the last while I have been rather impatiently waiting for this raid, viewing it more as something necessary to keep my interest, rather than something to look forward to. Well, after reading what Blizzard posted I must say I have changed my tune. I am excited! This raid sounds freaking awesome. The thing I grabbed onto right away was the size of the content. I have been telling people for a while that I hoped Ulduar would be a substantial raid. Well it sounds like I got my wish. The post says there will be 14 bosses. This makes it larger than all of Tier 5 in Burning Crusade which had 10 bosses (6 in SSC and 4 in TK). Furthermore it claims that 11 of those fights will have hard modes (think Obsidian Sanctum with drakes up). This should provide tons of new challenges, achievements, and most importantly replayability. If I am going to be grinding this instance night after night I’m glad to hear we will be able to change it up and keep it interesting. The post also mentions an interesting "preinstance" that players must fight through in order to reach the instance proper. It sounds as if this will involve the raid taking out an army on vehicles before a final showdown with a boss that must be taken down on the vehicles as well. While I have never been a big fan of the “vehicle fights” I am going to keep my mind open on this one. While not a big fan of phase 3 Malygos and the Oculus, I love Wintergrasp and this seems to be going more in that direction. I couldn’t be happier that Blizzard has throw this carrot out there. I will be feverishly checking out the Blizzard site, forums, and news sites looking for more details. But for right now, I feel this one will be worth the wait. Be sure to read the preview for yourself here, and tell me, are you as geeked as I am about this one?

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First Steps into WotLK Raids

Bug Butt Bashed
Anub'Rekhan dead before the raid even started.
The spending spree that I went on wasn't just to make me feel good, I wanted my DPS to perform in raids. Despite being Mutilate, which is the butt of all Rogue PvE DPS jokes, I wanted to be able to lay waste to Naxxramas as much as the next guy.  Some 2000+ gold later and I felt that I was more than prepared.  Believe it or not, I was actually correct for once! My new guild has been running Naxxramas, Obsidian Sanctum and tons of heroics for a few weeks before I joined.  Their combined ambitions caused my spending spree to keep me in the range of acceptable DPS, rather than the realm of "ponzor."  Of course, I didn't expect to dominate the charts with only a few heroics under my belt, but some of the DPSers emasculated me.  They made me feel that I should have spent far more gold.  Personal failures aside, it was good to be raiding again. Naxxramas has certainly changed since the 40-man days.  We are only doing the 10-man thus far, but there are far fewer trash mobs in the instance than before.  If you triple the mob count for some of the corridors then perhaps you'll be back in the realm of the old school Naxx.  Yesterday's raid started at 8:00 PM, by 7:50 PM we had already downed Anub'Rekhan.  Yea, we had a boss down before the raid started. As a side note, I dunno how likely it is that we hit the heroic side of Naxx.  Unless we begin recruiting I doubt we will see the 25-man edition without a good collection of PUGs.  That'll make it pretty difficult to upgrade my Mutilate build with the Omen of Ruin/Murder and Webbed Death.  But enough about the future, let us get back to the excursion. Things went fairly smoothly through the Spider Wing, although we did wipe to Maexxna.  She eventually dropped her Femur, which was offered to me, but I love my daggers.  Still it hurts to see Rogue loot getting DEed.  The Military Wing, well that was a different story.  We didn't hit a wall on the content or anything like that.  No, no.  You could say that the Military Wing was a different story on a personal level.  You see, my face was repeatedly smashed by the mobs with Whirlwind.  Being the only non-plate wearing melee DPSer in the raid meant that my deaths stuck out like a sore thumb...that had been cut off.  I heard quite a few quips about it. "Oh look, that gnome is dead again." "The rogue needs buffs, again." "That midget owes me a stack of Symbol of Kings." "Holy crap, I lived through one!" The jokes didn't stop until a pack of mobs decided to desecrate every part of my body.  On the second leg of the upper level towards Instructor Razuvious, a triple pack of whirlwinding mobs came at the raid.  Letting my bravado get the best of me, I charged in to DPS the skull with reckless abandon.  My head was found 30 feet away, separated from my torso which was remained connected to my legs by what was left of my intestines.  I was whirlwinded by three mobs at the same time.  Uncontrollable laughter was all that could be heard on Ventrilo.  At least my failures lightened the mood. After Razuvious dropped nothing of interest - actually no one did, we have tons of Abyss Crystals now - we continued on until reaching the Four Horsemen .  These bastards troubled my pre-TBC guild till no end, stopping us from proceeding to the Frost Wing.  It was relieving to see them go down, but it wasn't much of a fight in 10-man.  After clearing two wings in a few hours time we called Naxxramas for the evening and cleaned up Obsidian Sanctum before closing the raid.  My next challenge is to convince the GM to run the other two wings next Tuesday rather than Thursday so I can finish them, then the Frost Wing, and Malygos.  I am coming for you slowly but surely Bastosa! We still haven't managed to take down Sartharion with any of his buddies alive, but we did have a pretty productive and efficient night.  Only nine more badges to go before I can get a much needed trinket upgrade.  Now if we could just stop getting Hunter/Shaman loot...

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Running out of End Game...

One of my favorite things about playing World of Warcraft has always been the sense that the game is unbeatable. There is always something to do, always ways to improve yourself, and always something to suck up your time if you want it to. Getting a bit of a late jump into TBC raiding, the sense of things I hadn’t done and bosses I hadn’t seen was overwhelming. I loved having far off carrots to chase after and drive me to work on my character day after day. Lately though, I have grown concerned. I know lots of people are saying it, but I am honestly starting to believe that the current amount of content is very inadequate. I have long ago downed every boss in the game. When I saw Malygos go down for the first time, it was bittersweet, but I knew there was lots more to do because of the achievement system. I was content with the fact that while there weren’t any new bosses, there were plenty of new and challenging ways to kill those bosses. The problem now is I’ve spent the time over the last month or so and earned a lot of those achievements. And now I’m faced with the feeling that there aren’t even enough achievements left to keep me very interested. Sure I will likely keep farming Naxx until I have my gear looking exactly how I want it, and I still have the matter of killing Sartharion with 3 drakes up, but I very much want a longer laundry list of things I could still be doing. I consider myself a fairly strong raider, but I am nowhere near as hardcore as a lot of people. If I am running into this issue, I’m sure there are many more than myself who feel the same. In my eyes Ulduar can’t come soon enough, and if Blizzard wants to keep its more dedicated players interested there isn’t a moment to lose.

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The Trials of The Undying

Achievements are many things, they are fun ways to pass time, they are ways to show off some accomplishments, but there are just a few that seem to carry a little bigger meaning. These achievements are truly achievements, and they are not easy. Tonight I will start my 3rd week of working on such an achievement: The Undying. And let me tell you, it is unlike anything I’ve worked toward in this game before. For those of you that are unfamiliar with the achievement it reads like this: “Within one raid lockout period, defeat every boss in Naxxramas on Normal Difficulty without allowing any raid member to die during any of the boss encounters.” Or in other words, it demands absolute perfection from every member of the raid. As we learned the hard way, even the tiniest misstep will end the entire attempt. First time we tried this we had zero deaths up until Kel’Thuzad where a Soul Weaver knocked back a death knight into a void zone just as it went off. It was heart breaking. The worst part about this achievement is that as the run goes on the more stressful it becomes, and if you happen to be the unlucky one to take the first dirt nap you really feel that you let down your friends. I’m sure it is not a good feeling (fortunately I do not know this firsthand). All of this is why I say that going for the Undying is unlike anything else in the game. It's tough, it's emotional, and its unforgiving. Luck plays very little role as you must play well for the entire run. For all its stress, I think it is great. If you see someone with the title, you know you are looking at a strong player, and likely one that was not carried by his friends. I plan to continue work until I have earned this one, and a true “grats” to any of you that have already done it.

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