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Posts from the ‘World of Warcraft’ Category

25
Feb

It’s a new world for the Forsaken

I’ve started a new Horde character on some pretty much random realm – this time an undead Mage, Celreth. I was never able to level a mage high enough, and I always disliked the old Forsaken questlines, especially the ones in Tarren Mill – I remember them as being full of unnecessary violence, poisoning people for no gain and other annoying stuff. I tried to level there a few times before, but always ended up disgusted and flying back to Kalimdor.

With the new questlines we got in Cataclysm the old world got revamped and I wanted to see if anything changed. I already saw the damage to Southshore and Hillsbrad on my warrior, but was there any story behind it?

valkyr Tirisfal Glades is mostly unchanged for the later part of the zone (at least if you disregard the plague spreaders in every city), but the first few levels are quite enjoyable. Being raised as a new Forsaken by one of the Val’kyr was definitely a surprise.

But even bigger surprises awaited me in Silverpine forest – seeing the place full of Forsaken fortifications and constant fighting with the worgen, witnessing the conversation between Sylvanas and Garrosh, assaulting Gilneas and finally learning who are the new inhabitants of Shadowfang Keep and why would we want to kill them. I don’t want to spoil too many things (thought it probably wouldn’t be a spoiler for too many people anyway), but as a Forsaken my mage has a very good reason to dispose of the three undeads.

And finally, Hillsbrad. After trying out how it is to be a cog in the Forsaken war machine and handing down few quests to idiots, I followed to the places I’ve just sent them. The first area – the Azurelode Mine – was quite boring, killing murlocs and capturing humans, but after going to the second quest hub it suddenly changed a bit – and for the weird. I landed in Hillsbrad in the middle of a quite strange conflict between a Forsaken Master Apothecary and another undead mad sciencist of sorts. It was even more weird that after cleaning one place of awful experiments and destruction of human life I was sent to Soutshore, which was also bombed with the plague – to continue experiments on the plague used by the Forsaken. Maybe the Apothecaries are just afraid that one mad scientist would become the next Putress.

While doing stuff in Southshore I’ve again encountered the last of the “idiots” I’ve gave out quests to at the start of the zone. I was expecting it at this point, seeing that I had to rescue the other two as well, but after finishing the first “idiot” quest I totally didn’t expect the quest chain that followed. The orc introduced as an idiot turned out to be more of a hero than my mage was. Again, not going to spoil it – just go and start Welcome to the Machine and continue the questline. You won’t be disappointed.

Oh, and by the way – it’s totally untrue that there are no reasons to group anymore. Near the yeti cave I’ve encountered a huge elite yeti with more than 5 times my health that’s an objective of a 3-man group quest. Of course I’ve tried soloing it, but that didn’t go very well – my frost nova was on a too long cooldown to reliably CC the yeti, and after I’ve finally got knocked back into some trees I died very quickly to its melee hits.

None of the quests or mobs were terribly hard, but I’m outleveling the zone a bit since I did a few dungeons earlier. I still managed to die a few times though if I wasn’t careful with pulling mobs.

Overall – as surprising and unexpected it is – for the first time I’m enjoying taking my new Forsaken mageling through her storylines. I think I’m gonna make more alts soon to see the rest of the new stuff. But for now, I’ll stick to this one and I hope to see more new stuff on the way. Hopefully it will be as enjoyable as the Kingslayer Orkus’ story.

22
Feb

Tired.

Call me a fanboy if you wish, but I’m so tired of all the recent bullshit going around the blogs about WoW. Leading the way is of course Tobold, with yet another post consisting mostly of “back in my day, we fought raid bosses in EverQuest uphill in the snow” routine. Seriously, if you don’t like the game – just freaking stop playing it already.

Anyway, he linked to Dee’s post over at Lost in Azeroth today, spilling his wisdom again like some kind of a MMO Oracle or something similar. So while a) I already have two similar posts in my live writer that I’ve decided not to post, and b) I realize nobody actually cares if some random blogger from some random not even remotely popular blog is disagreeing with the Great Ora^W^W^WTobold, I’ll still post this one, because it bugs me.

Lets see then.

#1. Long-term planning. Apparently balancing the classes is wrong, because it makes one unable to “play a warlock and be the best DPS” or whatever. But that (and the accompanying topic of so called “State of DPS”) is not the point and the story at the end gets from me only a raised brow, because I raided a lot in Wrath and I certainly don’t remember warlocks rerolling enmasse.

“When I rolled my priest, I did so with a long-term plan to be the best healer possible, but over the years other classes were often better as healer”, says Tobold.

Over the years, maybe, Blizzard is known for not doing the best with class balance (remember spammable Circle of Heals in Zul’Aman?) But how about now? I can say only based on what I can observe from my raids – and I can’t say anymore that one of the healers is better because of the class. It’s all down to the player skills, as we all have similar healing abilities. Same thing goes with tanking – we’re done with “we have to have a warrior tank this to spell reflect things or else we’ll wipe”, now every class can tank every encounter in their own way.

So I can safely make a long-term plan to be the “best warrior tank” or “awesome druid healer” – rather than “the best tank at everything ever” or “best healer”. But if you set ridiculous expectations, you’ll gonna end up like that poor warlock from Tobold’s story.

#2. Short-term strategy. Tobold completely ignores half of the original point of Dee’s post and instead focuses on rotations. Why am I not surprised? Adaptability and awareness certainly belong to the short-term strategies and it’s certainly something that makes up a lot of player’s skill – especially if it’s a healer or a tank.

Strangely enough, on the WoW forums there are a lot of these questions and while some of them get directed towards a spreadsheet or EJ forum, you can find help as well – I know, I asked on this blog about healing Chimaeron and received a response.

#3. Resource management. Once again, skipping the important part of the post and focusing on details. Gold is important, but in the same post Dee talks about mana management for healers, and while it’s not an issue in heroics, you have to be good at it in raids. But Tobold doesn’t do raids, therefore the problem does not exist at all for him.

He also points out how mana management is only for the healers, let’s see. I guess the whole “Mana management” chapter of EJ’s Fire Mage Compendium doesn’t count, right? The whole arcane mage mastery and their DPS based on being as close to 100% mana as possible doesn’t count either? Or focus mechanic for hunters which is all about managing energy like rogues had to do all the time? How about a warrior tank that spent all his rage and can’t do anything useful? Or maybe having enough rage/energy for interrupts? I could go on, but I think it’s enough examples of resource management.

#4. People skills. I’ve been an active part of the Undergeared project, from almost the beginning to the very end of it. It’s true, I didn’t have to have any people skills to raid with Gevlon, I just needed to be good at healing (which I was – else I wouldn’t see the inside of Icecrown Citadel at that character at all). However, Undergeared was only a project, not the standard.

At the same time, I was raiding on my warrior, leading 10-man raids, and earlier helping to organize 25-mans, while it seems to me that Tobold never did. Why?

“People skills are at best secondary, most raid leaders would rather invite the less nice but better performing player than the other way around.”

Well, no, they wouldn’t. If a player is disruptive to your raid in any way – and you can replace them on the spot – you do so. With a warning preferably, but I’d rather have the less geared player and maybe wipe one or two times more, than have some hunter that proclaims that “you should all be thankful, this kill happened only because I was with you”, even if the hunter did the most dps of the whole raid. Insulting people was the clear and fast way out of my raid, and I had to do so a few times.

And yes, trade chat pugs have obviously different rules than guild raids, yet I’m willing to bet you’ll be still kicked if you show a total lack of people skills, same as you get kicked from LFD groups if you behave like an ass. Isn’t that what you oldtimers preach anyway? That back in your day you didn’t get far on your realm if you were an asshole?

And at last, raiding. Tobold still keeps going about “learning the dances” and how that sucks. See, the dances – the mechanics of the bosses – are important to know, but the raid encounter doesn’t end at them. There isn’t a way to learn any encounter to do it blindfolded (video link totally relevant, this one also). Random players will be damaged at any time, adds will come and have to be picked up, tanks don’t have perfect avoidance and might get hit hard few times in a row, things will pop up at the floor, randomly or not so much – these are just a few things but you have to be aware of all of them happening and react to them. Also, you have to remember that raiding is a team sport. People will react differently to mechanics, they may even *gasp* fail at something and then you have to scramble back to keep everyone alive. Is that included in the “dance strategy” you learn from Tankspot? I don’t think so.

You can’t make a machine that you’ll feed instructions on what keys it should press on your keyboard in order to successfully beat the boss – and you could definitely make one that would flawlessly complete any DDR song. Also, different classes will have different methods of dealing with the mechanics – a warrior might for example intervene someone to avoid an AoE and charge back at a boss, while the paladin would run to the side instead.

Honestly, I have no idea where Tobold (and mind you, I definitely don’t think he himself is stupid) got that awful and stupid image of raiding. Too much failing on Heigan maybe? But that’s seriously one fight out of a hundred or so in total, and we had to do it something about 2 or 3 years ago, just deal with it already will you.

11
Feb

World of Warcraft, my way

I just did one Shared Topic few days ago and now there’s another interesting one right away next week. Awesome. This time, Naithin of Fun in Games asks the following:

Pretend for a moment that WoW hasn’t yet been released. Or perhaps it is, but you’ve never heard of the whole SWG NGE debacle, and thus have no fear about dramatically changing how everything works post-release.

You have the original (or BC, or Wrath, or Current, your pick) design docs to start from, but you’re free to change absolutely everything if you so choose.

With all this power, what would you change? What would make WoW the dream game for you?

A tricky question indeed, especially given that I’m mostly satisfied with how WoW works and plays out. If I had to choose, then I have only two things to add to the current design.

Living NPCs in a living world.

We all know how NPCs work right now. Most of them are still standing in places they started 6 years ago, unless that place no longer exists of course. Only a handful of NPCs ever walk around or do things, and they’re mostly guards, non-interactive citizens or random vendors nobody really needs.

What if every NPC was scripted? Imagine dwarfs in Ironforge leaving their posts and going to a nearby inn for a drink? Vendors and trainers moving around their shops and just doing stuff. Or closing shops for the night – you can still find them nearby, sleeping in their beds and could still interact with them and learn/buy whatever you need (since it’s a game after all, and limiting this to work hours every day would be stupid, especially given that people play in the evenings as well), they just wouldn’t be standing around in one place for all eternity. Imagine if all NPCs would be like the flying trainer in Dalaran – you know, the usually bored Hira Snowdawn, who sometimes flies around the landing pad on her dragonhawk. I always liked that about her.

Also, how about being able to interact with every NPC? After all, they’ve been living in that bloody place forever, surely they would have something to say to a hero like you, wouldn’t they? Or maybe they’d be just scared that a weird looking alien or a walking ex-Scourge wants to talk to them and would run away. There’s a hint of that right now – in some places like Dalaran or Isle of Quel’danas NPCs react to you being exalted with their faction, but while it’s a nice touch to make the player feel noticed by the world, it’s really quite rare and not really enough.

Scripting all NPCs would really make Azeroth feel more alive.

Quest choices and consequences.

There’s a very cool quest in the Mount Hyjal, called A Bird in Hand. You and Thisalee Crow have to capture and interrogate the harpy matron. And the interrogation is nothing like the infamous quest in the Borean Tundra that so many people disliked.

You have a choice of how to ask the harpy and what to do with her afterwards. This is an awesome thing, but what if this choice affected the later quests given by Thisalee? Not to the point of making them completely unavailaible if you make the wrong choice, but just having a slightly different quest texts would be enough. Having the choice in the quest itself is already awesome, now how about making that quest matter?

That’s not to say I’d like to see some kind of a morality system like in Fallout or Fable, though that’s also not a bad idea in itself. I just want NPCs to react to my character’s actions. If I kill and torture that captured harpy, surely it should have some kind of an effect on the druids that are camping the nearby place. Would they give me bad looks then and talk like all they want is to make me go away from their place as fast as it’s possible? 

How about having different quest turn-in points? It’s even currently in game for the Forged Documents quest for Inscription – you can talk to different NPCs and take their gold. While the quest itself and things that NPCs say when turning it in are awesome, I still kind of feel bad each time I’m doing it. There should be also a “good” way to finish it, like the fishing daily in which you can either fish for yourself or take other fishermen’s catches. Or, maybe the “good” way is just to not forge documents. Oh well.

Anyway, why not have this technology applied to normal questing as well? It shouldn’t mess with quest rewards, only introduce splitting of the storylines for one or two quests. Even if the quests were essentially the same – like having either “kill 10 elementals” or “use this item on 10 elementals when they’re low on health” as a solution to an elemental problem around the quest hub – it would provide a way to make the questing process less boring and more unique. Even if in the end it wouldn’t matter if you got 5 gold from one NPC or the other, and both would follow up with the same quest.

Paired with scripted NPCs and their ability to react to player’s actions, it would make for a world that feels far more alive than it currently is.

Anything else?

Unfortunately, I’m fully aware how many quests and NPCs this game has and how much work would it take to implement the things I’m asking for. I believe it would be totally worth it though – making Azeroth feel like a living place should be just as important as making new raids and endgame stuff.

8
Feb

Healing in Blackwing Descent

My guild is finally raiding and even with some success. I am of course an active part of that success, but unfortunately not with Vrethir yet. This must be the first time ever that I’ve seen a guild that doesn’t have a problem with tanks – even more, has more tanks than you can shake a stick at. Instead we were (and still are) short on ranged DPS and healers.

Which is why I have to raid on Sheven and heal. Not that I mind much, because I either way I’m still raiding and that’s where I find fun in this game, but I would still prefer to tank. Maybe some time later, after we kill more bosses and it will be easier to recruit other people.

First two bosses of BWD weren’t much of a problem for healing. We have pretty solid healers in our group with a holy paladin, holy priest and me. We delegated the priest to heal his group while I focused on mine, and the paladin was doing what they always excelled at, being spamming the tank with the Light. This setup worked well throughout Magmaw and Omnomtron, which to be completely honest, aren’t very hard to heal, as long as everyone keeps doing their job and not standing where they don’t have to. I’ve kept my Lifeblooms on the main tank for Clearcasting procs and healed whatever was in need of healing.

Next we dealt with Maloriak. This fight required more coordination from us – announcing on vent if one of the healers was flash freezed (and slapping some DPS that were too quick to kill the ice blocks, killing frozen people by accident) helped a lot, as did saving Tree of Life for the red flask phases. On our killing try I couldn’t do that though, as there wasn’t enough time between them. With two mages and two hunters for slowing traps and Freezing Circle goodness it went pretty good.

Then we went to Chimaeron, on my request nonetheless. In retrospect, maybe Atramedes would be a better choice…

We didn’t make a lot of tries since it was getting late already, but the healing there just didn’t go well. Rejuvenation is much too slow to heal people up and they would die, HT and Nourish were too slow and they would die… You can probably imagine my frustration.

Next time we’re gonna try doing it something like that:

  • Paladin heals the offtank taking Double Strikes, with beacon on the main tank to keep him above 10k health.
  • Priest focuses on his group, I have  never healed on a priest, so I have no idea about this one to be honest.
  • I will keep Lifeblooms on the main tank for Clearcasting and healing above 10k, using glyphed Regrowths and Rejuv + Swiftmend for keeping people up.

Unfortunately rolling multiple Lifeblooms and keeping them up with Nourish will end in 4.0.6, so that tactic won’t work anymore. Too bad though, I always thought that was a neat thing. Maybe a bit too easy to do though, but if you had a fight with lots of things to pay attention to or a lot of movement, it was also quite easy to lose the extra stacks.

I suppose we will still have to get used to that fight. I just don’t like all the randomness of it – random Double Strikes, random phase 2, bleh. Well, next try either on Thursday or again over the weekend sometime.

6
Feb

Grab a shovel and dig there

It was a long time since I last participated in Blog Azeroth’s Shared Topic, but here comes the current one from Ringo Flinthammer with a question about Archaeology. Since I’ve been doing it quite a lot recently, it’s a good moment to talk about it a bit more.

I have to admit I wasn’t really paying a lot of attention to Archaeology before the expansion’s release. Obviously, I knew it was going to be in and that it will provide bits of lore and stuff, but that’s pretty much all. I definitely wasn’t prepared for what it really is.

It’s a bloody annoyance and yet I still do it.

Now, don’t get me wrong, it’s not like I dislike the profession itself – after all, I get all kinds of different stuff from it, some useful, some not really, and the most useful ones are very rare and seem impossible to obtain. It’s just absurdly annoying to do, even with the abundance of flight paths all over the world and a 310% speed flying mount.

I like getting new pets, mounts, fun stuff like Bones of Transformation or Innkeeper’s Daughter (speaking of hearthstones, I’ve recently read the Stormrage novel and was surprised at how apparently hearthstones are very rare and expensive artifacts – yet all adventurers have one) and even the gray common items have either amusing tooltips or provide nice lore fragments, but it all just takes a lot of time.

I wish Blizzard would “fix” it a little bit, and I’m not talking about tinkering with the Survey ability, which will happen in 4.0.6 and will reduce time spent on the site itself. That’s all good and a welcome change indeed, but how about some kind of a mechanic that will not spawn a site in Winterspring after I complete one in Uldum?

How about extending the durations on the items? Surely there’s nothing wrong with me running for an hour around Stormwind as a Naga or a Wisp – the transformations either drop if I enter combat anyway or I can’t use spells and abilities in them. 20 seconds is cool for random amusement in raids before a pull, but not for much more.

So… it’s an annoying profession and has a lot of downtime spent on flying around, but it’s still something to do in the time between raids or when listening to some podcasts, as it’s a bit hard for me to focus on tanking or healing while being distracted by people talking. Which is about on the same level for me as Fishing or other gathering professions are.

I didn’t pick it up on my druid and probably won’t do so on either of the alts here on Deathwing, but I might use it to speed up leveling on other realms. And on low level, the new 4.0.6 prices of common items will surely help to get some gold.

30
Jan

Heroic Adventures in Healing

Sheven, my tree druid, is now 85 and this week I was running quite a lot of heroics as a healer. Also, it turns out that skipping Mount Hyjal wasn’t the best idea for a healer, because even though the head enchants are now Bind on Account, they still require revered reputation with a faction to use, making the BoA part totally pointless. At least my boomkin spec gets hit rating from all the spirit, so I can quest through there pretty fast.

I’ve also had to quest through the entire Harrison Jones questline in Uldum to get a proper helmet (unlike most other dungeons, Halls of Origination quests are not availaible at the start of the instance), which I then replaced with a drop from the first heroic run I did. Yay for spending 400 gold in gems just for one run. I also still don’t have any decent bracers – anything good for this slot is awfully painful to get in this expansion. I had the same problem on Vrethir (was running with the pvp ones for a while), and I’ve seen the same problem on a paladin as well. I’m using the pvp ones right now, because they’re better than some quest green I have otherwise.

Healing on a druid is pretty cool now – if people don’t break CC and follow the tactics, I hardly run out of mana thanks to all the Clearcasting procs. Most boss fights in heroics I finish with very low mana though, but I usually won’t get OOM unless something goes wrong and I have to spam heal people to save them. Or unless I forget that I shouldn’t spam everyone with Rejuvenation all the time.

What makes my healing adventures feel like a really heroic journey though, are the tanks. Elune save me, there are so many BAD tanks out there. I never imagined.

I’ve had one guy, a death knight. We join Stonecore as a random dungeon and the remains of the group are on Ozruk – apparently their last tank sucked, as we get a new one as well. So one of the dps asks the new tank if he knows what to do on this boss. He answers something like “first time hc tanking” and runs at the boss before any of us can say anything. And promptly gets oneshot by a Ground Slam just a few seconds later. Why am I not surprised? Okay, we run back, buff up, explain the fight for him… He manages to somehow avoid the Ground Slam this time, but dies to the Shatter afterwards. Honestly, if you don’t know the fight just say so, we will explain it to you. In fact, we were in the middle of doing so when you decided to facepull the boss…

Then I had a Lost City of the Tol’vir run. Same deal – the previous tank sucked so we get a new one with us, and they’re before the first boss. The new tank apparently has an awesome tactic for running this boss – without a word of explanation what he’s going to do he starts kiting him around the whole room, while I lose range and line of sight and I’m totally unable to heal him. Eventually I die to some mines after trying to run after the tank and he’s asking me why didn’t I release and run back to heal him. Well no thanks, you suck and kite the boss out of my range and LoS, so just don’t do that and lets kill him.

Apparently for Polish players from Burning Legion this is the proper tactic to do this boss though, because he and one other Burning Legion DPSer tell me “bad healer nub dont know tactic” and leave the group. I breathe with relief. See, that’s why I play on Deathwing, not on Burning Legion, and never admit to being Polish when in a group with someone from there. I couldn’t be bothered to deal with these kind of morons on a daily basis. I know I’m kind of unfair to some of them which are decent players, but yeah.

Unfortunately the next guy did the same thing, but only for the second half of the fight. I have no idea why. We finished that instance with him with some mistakes like pulling the extra pack on Barim or not taunting the crocs off me on Lockmaw.

Speaking of Lockmaw, I have no idea why people insist on standing on the statues. The crocs are tauntable, just run to your tank and let him take them off you while the group burns them down. It’s not hard at all, I do it all the time when I’m tanking this boss. It boggles my mind that the same community that despised Exodus for evading the mobs on Yogg+0 actually suggests exploiting a fight when they have to do it themselves. It’s nothing new, though – I remember the tactic for Prince Malchezzar in Karazhan as well, the one that avoided all the infernals by having your raid stand on some kind of rubble near the door on his platform.

I also noticed that you don’t see a lot of druid tanks in the dungeons for some reason. I suspect that might be their AoE threat (or rather the almost complete lack of it), but that’s only an observation after I could easily pull mobs with healing aggro off the two bears I encountered.

Oh, and recently I’ve had a very weird experience in Halls of Origination. We get it as a random dungeon – I think cool, there are still upgrades for me there (I even won two items in that run). Apparently the tank doesn’t think so, because the first one leaves instantly the moment the instance loads. I wasn’t even able to see what class he was. Then we get a second one, a death knight – and incidentally, this is a moment that one of our CC has to quickly go away due to a phone call. We stand there for a minute or so, and then the death knight just leaves without saying anything. So we get a third one, a warrior. He gets in, runs in a small circle a bit, sits down looking at the first trash pack… and leaves without saying anything. WHAT THE FUCK MAN.

So we get another tank, and this deserves a name and an armory link, because I doubt you’ll believe me otherwise. I present you Nogon of Sunstrider-EU. Yes, this is a tank that wants to tank heroics. With a surprising 116k health unbuffed, half the avoidance that he should have, level 80 epics, quest greens, pvp items, lack of enchants and dps items. I don’t know how he even got into a heroic in the first place.

Anyway, as I’m too annoyed and already went through 3 tanks earlier, I decide not to vote kick him until he gets splattered by some random trash mobs. He does suprisingly well as we have a lot of CC availaible, though I have to sit drink after every pack. What kills him though are the elemental adds before one of the last bosses, Isiset I think. They do a lot of damage and it’s just not possible to heal him through it. He finally leaves and again I breathe with relief.

Another moronic example from a different Halls of Origination – one tank repeatedly was running out of my range ignoring the fact that I’m drinking and even started to argue with me that it’s not his fault and not his responsibility to watch healer’s mana, as he has stuff to tank and has to protect the party and tank. Well, you don’t have to do any of these after the trash is dead, do you? I can’t sit and drink while I’m still in combat.

Needless to say, all of this crap doesn’t really make me want to run any dungeons at all.

28
Jan

Madness

Recently there’s a stream of very annoyed blog posts from almost every place I look. That’s quite normal, seeing there’s nothing bringing attention better than doomsaying. There are however some that either bug me greatly or are just straight crazy.

There is this one post from The Noisy Rogue, which at start sounded like I could potentially agree with it, but quite quickly descended into pure madness.

DPS find themselves in the situation where not only are their skills found in any other class, but with the introduction of dual specs many former tanks and healers are willing to jump in the queue as DPS when it suits them.

Now wait a moment. Is my dual spec a bad thing? How so?

Is me being able to switch from tanking to dps when needed – and believe me when I say that at each raid tier there are always fights that you only need one tank for – a bad thing? Should I be rather removed from a raid for that fight in favor of a real DPS (or have to teleport to the trainer, respec and be summoned for 10 minutes of a fight, then do it all over again to resume tanking trash leading to next boss – leading to extra 10 minutes break if I’m fast), or try to add my still quite awful prot damage as an unneeded offtank? I’ve already been in the offtank-in-a-one-tank-fight role in all my years of playing WoW far too many times and I’m very grateful that I can quickly switch my specs and do some real DPS instead. You just can’t imagine how much – probably even more so if all that you ever played is a pure DPS class.

Hell, if I could have one wish from Blizzard granted, it would be a third spec, so I wouldn’t have to spend around 200 gold every time I want to PvP successfully. Why 200? Because when you respec, you still have to change your prime and major glyphs and removing them costs 60 gold on top of the 33 or so gold price of the talent wipe itself. And I have to respec, because both my normal specs skip the PvP talents and are therefore useless for it. To be honest, the gold is mostly irrelevant here, however the time it takes to change is not.

Lastly, what bugs me the most – so me queuing as a DPS is a bad thing? Why? Because I have full tank gear, should I always queue as a tank? Because I have a tank spec, I shouldn’t take rightful place in the queue from the poor pure DPS classes?

As a consequence of antisocial behaviour, many players who play tanks in particular are now unwilling to tank a run for anyone but those already known to them or in their guild. As tanks in particular are easy to run through the LFG system, tanks can gear up quickly in comparison to other roles, thus giving them the quick option of opting out of the entire LFG system.

While it is a consequence of antisocial behaviour, it’s not a consequence of the LFG tool itself. We don’t blame gun manufacturers for wars and massacres, do we? It’s completely possible for a player to not be a dick towards the random people found by the system for your heroic dungeon run. Neither Blizzard nor the game tell you to be a dick at any point, it’s your bloody choice. However, we still get morons like the ones I wrote about in my last post. Is it Blizzard’s fault that a stupid melee dps with raid epics can’t run out of an AoE and dies in it? Is it Blizzard’s fault that ignorant morons try to push their failures on the tank or the healer?

One might argue that it is actually Blizzard’s fault, because they’ve implemented the LFD system and without it we wouldn’t have these problems. Really? You’ve never once encountered a bad player/ninja/jerk under the old system, while making a trade PuG? Unless you ran dungeons exclusively with people from your guild/friend’s list, I can bet that you probably did – after which they went on the ignore list and you never had to see them again. Exactly like now.

However, in the end it’s still the players that are jerks, not Blizzard employees or developers. It is the players fault if they piss off a tank or a healer to a point where he just doesn’t want to tank/heal anything for people he doesn’t know. If you want to change that, start trying to change the players thinking, to not be dicks to others. That’s all of incentive I want, to run a heroic and be told “good job healing/tanking” – if I do a good job at it of course. Too tank a heroic and not be kicked just before the last boss for no reason other than because someone didn’t like me.

Do we see it more often now that we have a larger pool of jerks to choose from? We do. But often enough in the LFD PuGs I run, I encounter good players, nice people and generally have fun in the dungeons I run. And it actually enables me to run them at all, because usually I’d do them late at night (or early in the morning if you prefer to call it that). The chance of me getting enough people in /trade at 4 in the morning to run a heroic? On a low to medium populated realm like Deathwing-EU is? Zero. The chance to get enough people in an entire battlegroup to do so? Much better, thanks to the LFD tool.

There is also a gem of madness in the comments to that post.

“Tanks all became copy pasted versions of each other with different colors and “themed” names to their skills.”, says one enlightened commenter that – coming from a quick read of his site – apparently doesn’t play a tank. I could be wrong, though, because one of his talent specs suggests he does (not that I have much idea about feral specs, mind you). Either way, seriously? Dude, have you ever seen other classes’ tank talents and abilities, and what they actually do?

So my warrior’s mobility, spell reflection, dispelling buffs and a ton of stuns and interrupts are apparently nothing else than different versions of other classes’ abilities. Is this guy even serious? Show me these on any other tank. You can’t, because – what a surprise! – all tanks are not blobs with lots of health and just different names and colors of their abilities.

Madness. I don’t really know where it’s coming from.

19
Jan

Bad Guild Pugs

I get now what people had against runs with guild groups. I just had one of “these runs”. Heroic Deadmines, easy stuff if people don’t fail. But if no deaths are my fault and I still get kicked just before the last boss for nothing, I just get pissed.

So I’ve jumped into a daily heroic run and I get 3 morons from the <Pros N Cons> guild on Twilight Hammer-EU, namely Ryoo, Freeper and Chanos. And yes, I know that is going to be totally googleable, that’s the whole point of it. They actually even have a guild rule about being a dick in pugs, heh. I’m too lazy to contact their GM since they don’t have any contact info on that page and making an alt there is too much work. So, being totally searchable will have to be enough.

Morons that:

  • fail on Foe Reaper 5000 by not moving out of the Harvest path;
  • fail on next Foe Reaper 5000 try by standing in Overdrive as a melee;
  • repeatedly pull mobs without waiting for me or the healer;
  • don’t bother to click on the rotten food on Cookie or move out of it;
  • want me to use Revenge on Foe Reaper that never once procs on that fight due to all of the boss’ attacks being magic AoE with physical damage, and no, I can’t bloody dodge or parry AoE attacks even if I really wanted to;
  • and what’s best, who piss on me for having non-tank gear – especially [Cookie’s Tenderizer], [Silenced Blunderbuss] and, what was the best one, [Elementium Earthguard]. I can see the surprise on reader’s faces now, but fear not cause I even have a screenshot.

morons

  • They also didn’t like my trinket, which was at that time [Might of the Ocean] with some of the hit reforged into expertise. This I admit I can partly understand as it’s not exactly a tanking trinket, but extra hit and expertise do help me in heroics more than a bit of health, especially now that me dying is rarely a problem and stupid dps that won’t wait 3 seconds on a pull definitely are.

So these three morons from <Pros N Cons> are apparently so much better than me because they are “hardcore raiders” and think that they can piss on me during the run and kick me just before the last boss, without saying a word.

Thanks for wasting an hour of my time, cretins. I’m just annoyed that I didn’t make more screenshots with recount Deaths and such. Next time I won’t forget to.

15
Jan

4.0.6 – patch of the Less Annoying Bosses

No release date yet, but the patch notes are steadily coming out and they’re getting better with every day. So, without dragging on – I’m sure everyone who reads it knows all of the changes anyway, so here’s my top 3 of each category. Not going to download the PTR this time, I’d rather work on my live realm characters first.

Quality of Life

These are things that will make my life in WoW much better.

  1. Rebuke being availaible to all specs of paladins. This is the best change ever, and I don’t even have to play a paladin to tell you that. It’s enough that I have to play a dps warrior and do heroics with one tanking.
  2. A socket has been added to all crafted epic armor pieces that did not already have one. Oh yes, yes, yes.
  3. Guild group for dungeons starts with 3 guildies (and the associated changes to rep and experience amounts when you have 3/4/5 guildies in a heroic). Good change, getting the guild rep to honored took me long enough, and there’s still a lot of things that require it to be revered.

Heroic Dungeons

There’s so many stuff I like here, it’s hard to choose only three of them. There has been a few of annoyed reactions about these in the community (oh well… actually I thought there would be more, but from my list of blogs I could only find Larisa’s post. Sorry miss Innkeeper. ;] ), but really folks, just read through them. Half of the changes are making things more visible, how can that be a nerf or a bad thing? And some things are getting fixed or buffed, like the Lockjaw fight.

  1. The visual for Rock Borers spawning during the submersion phase is now different from the Thrashing Charge visual. Hell yes. And all other changes that fix spell visuals – my laptop isn’t the best, and I’d really like to see things that I shouldn’t stand in. Being killed because I missed a little patch of a ground moving (because for example, there was a ton of adds running through it and their healthbars completely obscured the screen) sucks.
  2. Players may still use spell and abilities while afflicted by Forgemaster Throngus’s Impaling Slam. Why yes, I’d like my healer to be able to continue to heal me through unavoidable damage from the archers.
  3. He now knocks away players standing too close to him when he retracts his Cyclone Shield, which now inflicts Nature damage if it touches players. Good as well. Right now every group just stands there and ignores the cyclones.

Warriors

I won’t do other classes (apart from Rebuke, which just ROCKS), mostly because Vrethir is still the only one with 85 and running heroics, so I don’t really feel knowledgeable enough.

  1. Juggernaut no longer increases the cooldown on Charge, but instead increases the duration of the Charge stun by 2 seconds. In addition, Charge is usable in all stances, however, the talent now causes Charge and Intercept to share a cooldown. This one’s cool. I never really understood what was the point of increasing the Charge’s cooldown, it was just very annoying to wait that additional 5 seconds. Being able to switch to prot and still use Charge is nice as well.
  2. Inner Rage has been redesigned. It now reduces the cooldown on Heroic Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute cooldown. It still cannot be used during Deadly Calm. Cool, as I’ve never really used Inner Rage, because using Heroic Strike was enough to make me not rage capped. Maybe now I will – at least when I will need some more aoe and have excess rage.
  3. War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam. It’s a shame that Cleave will do less damage, I use it a lot while tanking, but maybe Devastate damage buff will be enough to counter that.
12
Jan

85 Prot Warrior soloing – part 1

While clicking around in Analytics, I’ve noticed a metric ton of visits from keywords like “solo ignis the furnace master 85” or “can you solo onyxia at 85” and similar. Well, I haven’t done Ignis or Onyxia yet, but I definitely consider these a worthy challenge.

So far, I haven’t done much solo raiding since Cataclysm launched – I’ve got the expansion pretty late in December and have been busy with leveling, putting together a decent tank and dps gear, doing current heroics and Archaeology. I did went through Outland heroics for the reputations though, and they are now all even easier than they’ve been on level 80. You pretty much breeze through all of them without ever stopping to eat. Which is obviously not surprising at all.

Even the Magisters’ Terrace, which still posed a bit of a problem when I was level 80, is now totally farmable. I’ve just done it and it took me about 12 minutes from entering to looting Kael’thas. You still should watch out for his gravity phase, as the orbs can kill you if you stand in them for too long, but otherwise it’s a joke. You can avoid most of the trash packs as well.

Speaking of prot spec, I have a slightly different one for soloing – 2/3/36, with points in Blood Craze, Field Dressing and Impending Victory. Out of all of these, the Impending Victory is the most useful talent here – because the mobs I’m killing are so low level, they don’t give experience and don’t normally enable Victory Rush to be used. Generous spam of Devastate fixes that, and Victory Rush procs from Impending Victory heal me for about 13k. That’s plenty. Blood Craze is less useful, healing for some 2.5 – 5k health at a time, but it goes off often enough to be around half of healing done – it’s just hard to proc Victorious on old mobs that have very small health pools. Oh, and of course don’t forget the Victory Rush minor glyph, since you’ll be using that a lot. Rest of the glyphs are standard, and the minor glyph is not necessary – since you don’t have to sit and wait for mana, you just charge to the next mob and heal up.

Gear is also more or less standard. What I’m using is a mix of my prot and arms gear from heroics, but it doesn’t matter much at this point and you don’t need any fancy healing trinkets – at least not until we get to the harder parts.

Which will come in a few days, when I’ll finally go through Wrath heroics and see what’s possible there. See you in a few days after I’ve done it.