Wednesday, August 5, 2009

PvP Realm Restriction Removed

"As we've already discussed, we’re in the process of developing a new service for World of Warcraft that will allow players to change their faction from Alliance to Horde or Horde to Alliance. To prepare for this new service, we've removed the restriction that prevents players from creating both Horde and Alliance characters on a PvP realm."

Holy crap... I almost wished I was on a PVP server. Mostly since I just imagined the benefits of being able to flip to an alt and corpse camp someone annoying on your own faction. Of course if I started on a PVP realm I'd not have a horde alt near 80 unless I transferred it (something I'll probably never do unless it was free).

One step closer in breaking down the barriers between factions. Eventually I'd like to be able to chat with the opposite faction, have them show up on my friends list, and run instances with them! Ok we'll probably never get to run instances with the opposite faction so long a Blizzard can make money off faction transfers, but the communication thing doesn't seem as far fetched as it once did.

Cross faction communication would be most useful for PVE server guilds that have a sister guild on the opposite faction. It is not uncommon to have alts on the opposite faction just to do the quests and see the content specific to the opposite faction. Being able to still keep in touch with all your guildies no matter which side you happen to be logged in on would be a huge benefit to communication.

That being said I probably don't want the player I just pwnd to whine at me, but compared to gold spammers and idiots on my own faction that would be a non issue.

The ultimate solution would be cross faction guilds... where a single guild can contain players from either faction and they would be able to communicate with each other, but not to the opposite faction outside the guild. These types of things already exist in lore, such as the argent crusade, cenarion expedition, and many other in game "guilds" having members from both factions.

Tuesday, August 4, 2009

Trading Bind on Pick-Up Items

So I was just sticking a DKP system into words earlier and got to thinking about the potential shady side of trading bind on pick-up items. Sure it provides a lot more breathing room for any mistakes since you don't have to wait a day for a ticket to go through. On the other hand think of all the shady things you can do if you have friends or fellow conspirators in the raid with you.

For starters in a pick up group you could ask someone to roll with you doubling your chances to winning or more, if they win they just trade the item to you. For DKP systems you could have folks spending their DKP on others as some part of deal on the side.

A lot of this will be prevented by common sense, if you see a warrior rolling on cloth or a mage rolling on plate there is probably something wrong. Still two people that roll on the same gear could do some pretty shifty things and no one would be the wiser.

Even without any such secret alliances there is now the possibility to bribe the winner of an item with gold or some other incentive to let you have the item instead. Perhaps some of this was happening prior by abusing in-game tickets, but I'm sure if you did it often enough there would be some repercussions.

Something to think about...

Tuesday, July 14, 2009

Crazy Idea: PVP Taunts

Taunt an enemy player and they are forced to target you and turn and face you. "Taunts" like death grip and distracting shot would do the same but the enemy player would be unable to change targets for the duration of the taunt. Perhaps some sort of tunnel vision graphic effect to go with that.

Diminishing returns are already in place for PVE, but it would make sense to shorten those for PVP to avoid taunts becoming really annoying like death grip is already with multiple DKs.

Would provide a niche for "tanking" in PVP. Has the potential to be very interesting, but also would shift the balance of PVP in unforeseeable ways. For starters taunts would become interrupts of a sort. Find people auto-running and taunt to alter their course off a bridge or cliff (wonder if that works with death grip presently).

As a tank or class with a taunt or a pet that can taunt I find the idea really exciting. Just thought of pet taunts... hunters would get a ton of PVP utility. Having your pet take a player off you if only for a second would provide an advantage in many situations. Suppose the same goes for warlocks.

Edit: Plus this would promote team work. A taunt is useless 1v1 or 1vn, everyone would be after you anyway. With the exception of pets of course. This will allow people to help out their healers or perhaps a squishier DPS allowing more diversity in PVP builds depending on who you are grouped with.

Something to think about.

Wednesday, July 1, 2009

Looking In Your Window

You don't realize just how public a public blog is until you start tracking your visitors.

As mentioned a post or so ago I had a bit of raid drama a week or so ago. This is relevant because at least one (I only really skim the visitor log) of the very same raid members that felt I should not be in the same raid as them are also some of my most devoted readers. Go figure!

Leaves you with a, "Hey who's that looking in my window!", feeling and at the same time it brings up the question why?

Perhaps I have great insights that are of value to all, or more than likely just checking up on what I had to say about them. Nothing more really, but do check back. :)

/wave

Shaman Healing 101

Shamans are great single target healers and really great raid healers circumstances permitting. Our only group heal, chain heal, depends very much on players being in close proximity to one another (range increasing in 3.2, yay!). Many fights the ranged folks will be spread out forcing single target heals for any raid wide damage. The melee group is usually in tight quarters except on bosses with really large hit boxes, but the tank/melee group is normally where chain heal is going to shine in a raid environment.

Chain heal is also a smart heal in the sense that it will triage the players most in need of heals and jump to them first if in range. It is also one of two spells along with riptide that will proc tidal waves, a haste effect on our two healing wave spells. This mechanic is going to change slightly with 3.2 where it will provide extra crit to lesser healing wave instead of a lower cast time. In either case we want to keep that up as much as possible so cast riptide liberally and chain heal when it makes sense.

So aside from the chain heal spamming that will often account for the majority of our heals we have our single target and tank healing. Our signature single target heal is our earth "poo" shield which should be kept on a tank or whoever is getting hit the most at all times. It is our most mana efficient heal and it tends to keep its target topped off with minimal additional heals for the most part.

While you are watching that earth shield make sure you have water shield on yourself and earthliving on your weapon. The mana regen from water shield is invaluable as is the bonus healing and additional heal over time effect provided by earthliving weapon.

Next healing spell in order of priority is generally riptide, use this first when someone needs a heal. It is a decent instant heal with a heal over time component great for tanks since the more hots on the tank makes healing less spiky. It is also very versatile in cases where you need a heal right away or need to top off another player (or even yourself) while focusing on healing another target. Druid familiars can think of it as an instant regrowth with a cooldown.

Then we have our boring heals, lesser healing wave and healing wave. Lesser healing wave will be used more often generally and when glyphed to be more effective on target with your earth shield it becomes your primary tank healing spell after riptide. Healing wave is generally reserved for emergencies or times where high healing throughput is required (I suppose that would also be an emergency).

Speaking of emergencies, we have two cooldowns for just those types of situations, nature's swiftness and tidal force. Nature's swiftness will turn our next healing spell (any of our spells except a rez really, but we are talking about healing) into an instant cast. This will most often be used with healing wave for a big heal, but can also be useful with a chain heal when a few people clumped together need a heal right away. The cooldown on this one is dropping from 3 minutes to 2 in the 3.2 patch which will differentiate it from the druid ability with the same name.

Our other healing cooldown, tidal force, is used in times where you are falling behind in heals and need to play a little catch up. It significantly increases the crit chance of your healing wave and chain heal for the next 3 casts. Can be used in combination with nature's swiftness to get off a big crit heal instantly, but I generally use them seperatly so I have one of them available more often.

A brief word on crits, they are our friends. So many shaman abilities proc on critical heals. A couple notable ones are ancestral awakening which will heal the player with the lowest health for a percentage of the crit heal amount and ancestral healing which will buff the targets armor for a few seconds. Don't go around stacking all crit on your gear though, we still benefit more from intelligence and spell power (MP5 is nice too).

And one last word on mana; we run out, a lot. Compared to other healing classes that is. It really only becomes an issue when heavy healing comes into play, otherwise for the most part I find myself with plenty of mana and even toss out some dps now and then. A combination of water shield and mana steam or blessing of wisdom and other replenishment sources provides a good amount of regen for all but the most extreme cases. For that we have a mana tide totem which will give us 24% of our mana back over 30 seconds along with anyone else in range. Not a lot, but enough in many cases. If you are lucky enough to have a druid along with you an innervate goes a long way.

Monday, June 22, 2009

No more 25 mans for me

It came as a bit of a surprise for me today that my 25 man silently snuck me off the roster and DKP listing early last week. Coincidentally I signed out last night for the first time since I joined the active roster (second if you count our very first raid event into Naxx that didn't get any bosses down, I was traveling).

I would of felt kind of odd if I had shown up and shown the door, or even worse allowed to participate happily in ignorance. I think the latter would of been more likely. Our raid management seems quite into using people as they see fit.

But it wasn't always that way, I once sung my raid groups praises and told everyone I knew how pleased I was with them. What changed? I am not quite sure myself, but I'll tell the story.

It all started a little under a year ago. A guildie turned me onto a 25 man raid which was looking for reservists. A rather unique program where people are asked to stay available throughout the raid and fill in when needed, earning DKP in the process for when they do get to raid. I had only ran 10 man Karazhan at that point and was in way over my head at first. I learned quickly and my largest obstacle was my computer not quite up to snuff to render a 25 man at higher than 2-5 FPS during a fight. I spent a lot of time looking at the floor and tab targeting focusing solely on my rotations. Still I was above the raid average for damage/dps (not counting healers or tanks :P). I was a bit of a liability on moving out of stuff quickly though.

That went on for 6 months near the end of which I got a new computer together and was able to look around and see the sights. At this point the expansion was on the horizon and the pre expansion patch had nerfed existing PVE content to the ground. We breezed through the SSC and TK content we had been working at and dabbled with Hyjal.

So out comes the expansion and I along with many others in the raid switch their active raiding toons. I flipped from my hunter to my druid remaining in a DPS role. I started raiding 10-man Naxx with a guild run and when my 25 man started running Naxx I had a good head start in knowing how the fights worked, even more time to look around and think about things.

At some point I began voicing my concerns about how things were run and how I think they should work. This was probably not such a good time for this seeing as many others had concerns too. The raid hit a rough spot when half the roster was not geared for Naxx and we spent the first few weeks running heroics and old BC content. While a few were chafing at the bit to get into Naxx. The raid group has still not recovered, but is getting better. We got our first KT kill a couple weeks ago.

So I am a naughty one, my guild knows this and for the most part accepts it. Not so much in my 25 man raid. Probably the first event that really set things off was in a guild run for 25-man vault. There were not enough guild members interested so many people from my 25 man raid group were filling the gaps. So here we are sitting in front of Archavon and the raid leaders wife who is was leading this event is coordinating with tank and healers and discussing strategy and what the bosses likes and dislikes are. Were a good 15 minutes into a speech when the question is asked, "who is tanking?" over vent. I answer, "the bear running in." or something to that effect while charging at the boss.

I knew full well the group could do it, most had done it before and the rest had heard more about it that they ever wanted too. We got him down easily and during/afterward I got a talking to over vent. Afterwards I also got many a positive comment on speeding things along. Still I knew it was wrong, just as going overboard on a pre boss speech is wrong, and like always two wrongs didn't make a right.

So I know that went over well as further evidenced by a miss pull in Naxx soon after. We had just kill Faerlina and I was making my way to the next pull not paying as much attention as I should have been (pretty rare occurrence). So I forgot I wasn't stealthed and body pulled, then quickly shadowmelded after being hit and they started to go back. Boom get healed and all hell breaks loose. Couple people die, the DKP bidding process is disrupted and I get a whisper, "do that again and I will remove you from the raid :)". Yes there was a smiley, and no I don't think he knows what smilies mean. I quickly explained that it was accidental, but I am not sure anyone believed me after my ninja Archavon pull.

So in the meantime I am very vocal on the forums. About DKP policies, raid tactics, why we wipe when we do. Some issues bigger than others, but I remain objective and level headed. I ruffled a few more feathers, but did nothing terribly wrong. Was just voicing and opinion outside of raid time no less.

I also had a couple other small incidents during raids where I went against orders to do what I thought to be the better course of action for myself. On a Gluth wipe I shadowmelded rather than wipe as requested. I also once tried to switch sides on phase 1 of Thaddius prior to the pull to better balance the DPS after on a 3rd attempt. I was asked to go back to my own side and did reluctantly. Other than that I was a model citizen during raid time. Aside from a few joking comments in raid chat once in a while, nothing terrible, just things like answering questions like, "why can't we pull now" with "I already did that once, it's someone elses turn".

On the brighter side I was often top for damage and DPS as well as saving the raid from many a wipe and countless deaths by being able to flip to bear form and tank quite proficiently. Perhaps another point of contention. I was on the roster for DPS yet to this day have kept a tanking spec hybridized a bit to allow for decent DPS. Since my damage was quite good I never saw it as a problem, it merely added extra utility to the raid. No one ever questioned me about it or commented so far as I know.

What did come up on more than one occasion was my interest in healing or tanking rather than always DPSing. DPSing every week was kind of boring, but I knew that tanking or healing every week would be just as boring. So I often offered to tank and heal whenever the situation would allow for it. We often had lesser geared tanks do the job for the reason that I did more damage. I did get the chance to tank and heal at some point and did both jobs wonderfully and was even told that by the raid leader himself. Whether or not he was ever sincere is another question in my mind.

In the end it wasn't so much me, it was the people I was raiding with. If it were me I'd have issues in my other raids and groups. I don't. Oh, yes I do cause so guild drama every now and again, but they are quite supportive of me despite my flaws.

Oh got sidetracked a little there. So in the past few weeks if I every questioned anything in the raid my answer was, "If you don't like it, leave." Point blank, no sugar coating. My response was always that is wasn't a big enough deal to pick up and leave over and I let it go. Still that is pretty rude of someone. I may come off as rude at times, but I don't do so intentionally. Leaving over something petty like a DKP issue would be petty anyway, so I'm not even sure why someone would suggest such a thing.

So I kept raiding doing what I was supposed to be doing and doing well. Next thing I know I am poking around the administrative section of the raid forums and find myself removed. No warning, no nothing. I suppose I shouldn't expect more, even when I had an question or concerns it was never addressed on any sort of personal level. The raid leader spews paragraphs of raid policy and adheres to them. Perhaps a good quality in a leader and I even admired him once for his attention to detail. He always came across really nasty on the forums so I asked to chat with him on vent a couple times, just to avoid any miscommunication. He came across as a really nice guy with my best interests at heart. I guess that was all a guise.

I am left feeling a bit betrayed, but I am still trying to be objective. I think many in my shoes would be taking this much worse and less gracefully.

Well in any case that frees up my schedule a bit to spend more time with the guild and perhaps even participate in the guilds second 10 man run which I had been in conflict with for so many months for the time slot.

Wednesday, June 17, 2009

Too Much?

I feel I may have over extended myself in terms of scheduled play time. I recently signed up for a two night raid on my shaman in addition to three nights of raiding on my druid. Five nights of raiding!

Now I am always looking to run something since I find solo play pretty blah for the most part so it is in a way a good thing that I don't have to look for that something if it is a weekly event. On the other hand there are all those spur of the moment guild things that can't be planned for which are really fun. Had to ignore three of those yesterday although in reality I'd only been able to do one of them anyway if I was free.

My plan, once upon a time, was to level my three favorite classes: druid, shaman, hunter and have each participate in a weekly raid. My druid being my main would work on 25 man content (1 or 2 nights a week) and my shaman and hunter would work on 10 man content (one day a week each).

I was a little slow in the alt leveling, my druid wound up in a 25 man two nights a week as intended and an additional 10 man guild run. My hunter was next on the scene and got a 10 man gig which has since gone on hiatus. My shaman dinged 80 shortly after and recently had the opportunity to join a new 10 man which is running twice a week.

So there are a couple deviations from my original plan. Perhaps time will fix it. If I have learned one thing about raiding though, you take the opportunity when you can get it. That kinda works for everything actually.