Wednesday, October 21, 2009
Tuesday, October 20, 2009
Explanations, and a New Main
Posting about mage theorycrafting doesn't seem to fit in a blog titled "A Shadow Priest," hence the lack of activity. I appreciate that some of my older posts are still getting comments -- I like seeing that I wasn't just talking to thin air (but I wouldn't necessarily care if that was the case, either!).
In the past couple months, I've been dedicated to my mage and finally got back into 25-mans about mid-August. He's about as geared out as one can get without dipping into Heroic 25-mans, pretty much. I also transferred my priest back to ZJ as well. I suppose I should update my bio on the right sometime.
I'm starting to get bored as getting gear is way too easy when you clear 10 and 25 man ToC and 10 and 25 Onyxia every week. Hell, it was easy before I was doing that. After a couple weeks I finally got enough people to get interested in going back to Ulduar, and finally saw Thorim, Vezax, and Yogg for the first time -- sadly enough. We're wiping on Yogg's second phase, but that encounter is everything I was hoping it would be. It beats ToC hands down.
I especially like and enjoy encounters designed not to be brute-forced through gear. They show thought and effort on the part of the design team, and other than Ulduar, that sort of effort isn't really apparent in the raids so far implemented in this expansion. 80s are perfectly capable of wiping even in BWL these days. I've been in quite a few pugs myself who didn't bother listening to warning to avoid standing in front of Ebonroc, for instance, or to avoid Nef's shadowflame.
We're not likely to ever do much in H-ToC25, due to too much dead weight on the roster, but H-ToC10 is still a possibility. This is an unfortunate truth, but given the direction raiding has been going since WoTLK launched, and Blizzard's stance towards universal content delivery, it's kind of to be expected, although I'm not a fan of it. Lackluster performance and minimal drive to succeed are simply a natural consequence of the level of (gear) quality being so high these days, compared to what's actually required for the current content. Improving skills and performance in order to push progression content is simply not necessary when your gear is already compensating for so much in the regular runs, but not enough to bridge the gap to the hardmodes/Heroic modes. Many people in the guild who might be interested in Heroic modes for the rewards in doing so aren't interested in putting up with the weaker links that we would have to bring in in order to make those attempts.
Blizzard really, really fucked up with ToC, in so many ways. It's a mistake in every way.
This is turning into a much larger post, so I'll cut it here. Hope to write more in the future. May be mage-related more than priest-related, so fair warning.
Friday, August 21, 2009
Blizzcon 2009
DirectTV's feed is terrible, but I'm loving this coverage.
The CEO definitely said we could look forward to some "cataclysmic" news this weekend. (ooooOOOOOoooo) :)
edit: It was all true. All of it. Boubouille is the f***ing man.
edit2: Worgen have the sickest looking zone I've seen in WoW yet. Very Ravenloft-esque!
Monday, August 10, 2009
Wednesday, July 29, 2009
Alts and Naxx loot runs
Last night, I was helping out, along with one other well-geared guildie, in a 10-man Naxx run organized by another guildie solely for the purpose of gearing up his alt that had recently hit 80. This particular run was well organized, speedy, and had a relative minimum of time-wasting. We eventually made it to, and downed, Kel'thuzad within about three and a half hours, which is next to unheard of for a pug. It was an excellent run, even by the standards of most guilds. In my opinion, my guildie handled the job of raid leader with professionalism and competence while maintaining an air of fun and relaxation.
Our guildie managed to put together a fantastic raid that ran Naxx with ease, somehow convincing well-geared players to come out of boredom, badges, or the one item they still wanted. Our tanks were geared out, wearing 25-man Naxx gear as well as Ulduar gear. Part of our success was also attributable to our healers - both druids, one who was in full 10-man hardmode and 25-man Ulduar gear, the other had just dinged 80 the same day and was being escorted through by his more seasoned friend. Both were competent healers and got us through the majority of the instance without a scratch. We wiped once on Kel'thuzad due to an unfortunate Frost Tomb targeting the MT, but otherwise the run went smooth as butter.
The newly-minted 80 druid was also in here trying to gear up, and as a result, he and my guildie were the only ones to roll on most of the gear. And, aside from spellplate that nobody needed (as the only plate-wearers were Warriors), the majority of the gear that dropped was healing gear in some fashion with no competition for the pugged druid. We also had five pieces of tier gear drop, one of which nobody could use, but the others were rolled on by both the druid and my guildie. The druid won all four rolls.
Now, this irked me a bit, as the pugger was basically benefitting off of my guildie's willingness to let him come, despite being undergeared (very undergeared, in fact) and being in direct competition with him for the majority of the caster loot. One of the tier pieces, the chestpiece that dropped from Four Horsemen, the pugger very kindly gifted to my guildie after my guildie (rightly, I think) complained about losing the last two rolls for it and currently wearing a mid-70s chestpiece, compared to the pugger's level 80 gear. The next two tier pieces, both rolled, and my guildie lost those two rolls as well.
As the run went on, the pugger recieved at least two helms, a mainhand/offhand combo, boots, a neckpiece (possibly) and several other pieces of gear that immediately replaced the items he walked in wearing. My guildie received one piece of gear in all besides the chestpiece the pugger passed to him, in a run he organized, put together, and coordinated for that expressed purpose. The rest of the raid, all puggers except for three guildies including myself and the raid leader, were beginning to rumble a bit at the loot-whorishness of the pugger, but the guildie leading the raid quite correctly and fairly gave him all the gear he rolled on and won with little comment, whether my guildie needed it or not. By the end of the run, the pugged druid was in more than half epics, if you counted the tier pieces he recieved but had not turned in.
Fast forward to Kel'thuzad -- we down him on the second try with little trouble and the tier 7 headpiece drops for both our undergeared players along with the other loot. The pugger rolled on one of those pieces of loot (I think it was a cape) and recieved that, and then both rolled on the headpiece token. The pugger won that roll as well.
However my guildie had apparently had it by that point. He masterlooted the helm token to himself, explained that he couldn't let the pug druid take that piece of loot along with all of the other gear the druid had also won, pointed out that he had recieved two pieces of gear in all (and really, it was technically only one) compared to the pugger's 10 or so, and the rest of the raid voiced their agreement. The well-geared friend of the pugger in question said simply "wtf." and left the raid, followed by his friend.
Was this the right thing for my guildie to do?
Now, while some, including myself, would argue that my guildie was justified in looting that helm to himself, no one, not even my guildie could say it wasn't techinically "ninja-looting." Ninja-looting or not, after recieving at least two other helms and most of the other tier gear that had dropped, I think that pugger should really have passed on that last bit of loot. Most people, I think, would have at least considered passing on it, if not done so. Most people would also argue that the pug druid was a loot-whore through and through. But does that make what my guildie did right?
My take on it is that it might have been ninja-looting, but it was quite defensible ninja-looting, if there is such a thing. I wouldn't say it was the right thing to do by any stretch, but I understand my guildie's frustration and justification for doing so. The pugger was obviously taking advantage of the run my guildie had set up, having both phenomenal luck with drops and rolls, and phenomenal opportunity in having a geared-out raid run them thru Naxx immediately after hitting 80, not to mention having a raid leader that would actually accept them. I think many people, whether they have geared friends or not, would be extremely lucky to have that same opportunity, and in my opinion my guildie was gracious enough in letting him come, to say nothing of freely giving him all of the gear he rolled against him for and lost. While my guildie took advantage of the pugger at the end, in my opinion, the pugger was just as guilty of doing the same as my guildie was, and perhaps on a greater scale when you think about it.
Of course, most people don't care about the specifics of the gear involved--I mean, Naxx10 gear isn't even as important as the VoA mammoth to most people, and you hear of that mammoth getting ninja'ed all the time. So let's turn this incident into an ethical and moral dilemma:
In this situation, what would you have done?
Wednesday, July 22, 2009
Jumping on the bandwagon
I don't think that we're competitive dps, either. I wish I had a recent WWS parse to prove it, but I don't. Either you take it on my say-so, or you call me a liar--I'm okay with either of those options. However, the top DPS slots in our 10-mans (which weren't even great for me in the first place), I'm lucky to place top 4 in a non-aoe situation, or above any similarly-geared melee class. Although I'm not the best-geared priest, my rotation is solid and doesn't vary much, and the fights I am thinking of as examples don't require me to move a whole lot (Razorscale, minus aoe-ing the adds; XT when I don't have the aoe slot; Kologarn; Ignis etc.).
So what, then, is the problem? A lot of people would say scaling is a huge issue--Shadow Priests are one of the worst scaling classes/specs in the game right now, second only perhaps to ... actually, I can't think of any. I'm going to go ahead and say we're the worst off in terms of scaling. Our gear gap is growing, and it's not getting any better.
I have heard all sorts of reasons for this gap:
- Needing to use Glyph of Mind Flay to even get close to the range of other caster dps classes. Range issues in general.
- Mind Flay sucks. A crappy spell damage coefficient due to snare component + glyph (effectively) removing snare component = bad spell.
- Haste simply sucks. It doesn't scale, it's too dependent on latency, and its usefulness as a stat hasn't kept pace with the buffs to other mechanics that tremendously increase the usefulness of crit rating.
- No "big nuke" on a cooldown for burn phases. Inner Focus does not a dps cooldown make. Some Shadow Priests I know don't even take that talent, for so long considered mandatory, with no appreciable impact on their capabilities.
- Various bugs the community has been aware of for ages that haven't gotten fixed; i.e. Shadow Weaving stacking (if anything nerfed, due to the "fixing" of the bug with Mind Flay that made it easy to build stacks), goofy mechanics with Shadow Word: Pain, etc.
- A long "ramp-up" time that prevents us from front-loading damage in any way, shape, or form. Ten seconds after mages are happily throwing Frostfire Bolts, we're still applying dots and haven't started the meat of our rotation.
- Sort of related: no spammable nuke.
- Cooldown on Devouring Plague (though to be fair, this is being fixed). As it stands, if we don't want to burn the cooldown, for example, on trash--it's 20% dps gone off the top.
- Dispersion has almost no PVE utility at all.
I have two major suggestions aimed at improving the scaling issues in particular. One, improve the spell damage coefficient on Mind Flay and drop the snare, or buff the range and drop the snare. Or (dare I say it) do both on the current glyph to simply make it into even more of a must-have PVE glyph, which is fine for me, and I think most Shadow Priests would also agree given the options available at the moment. The alternative is the make the baseline spell a no-snare, extended range, better spell damage coefficient version, and change the glyph so that it will return Mind Flay to the original version. Either way works for us.
And secondly, depending on which direction Blizzard wants to take design-wise for the class, either redesign our tree to not be so reliant on applying/maintaining our dots for optimal damage and give us a spammable nuke, or improve our dots to more directly scale with gear. Wowinsider floated the idea I've heard before of having haste give some kind of a benefit to our dots. As it stands, it does nothing for the dot component of our dps, and with us being so reliant on dots to do damage, effectively makes haste half as helpful as it should be.
I'd rather not sacrifice our reliance on dots--that'd effectively make Shadow Priests into a diet mage or warlock, an accusation levelled at us in the past.
But for the love of god, FIX MIND FLAY!
Tuesday, July 21, 2009
Expansion speculation
I'm very interested in all of the expansion speculation. I like the idea of two new species and (I hope) a new hero class, as well as an underwater, naga-land landscape (the Maelstorm). I would totally reroll as a Worgen, if that ends up being one of the new species, and I bet my wife would too. The biggest doubt in my mind that Goblins and Worgen will be the new expansion's species is lore considerations: it seems like even more of a shoehorn job than blood elves and the Horde was.
In my opinion, although Lich King brought a huge number of improvements to gameplay, lore, and questing, the endgame content has been something of a bust. Say what you will of brutal, back-breaking encounters in TBC, but they sure gave guilds bragging rights after beating them. Although I never had a chance to see them, you still hear people talking about Kael'thas, Vashj, and Illidan, and even some of the minor bosses, in a kind of awe-inspired tone. Hell, even Magtheridon, Nightbane, and Gruul get some mentions. Naxx was really a poor way to open up raid content, and definitely spoiled veterans and newbies alike, in a very bad way. Nobody cares or is impressed by Gothik (who used to be a guild-breaker), Razuvious, Four Horsemen, or even Kel'thuzad.
Ulduar was neat in concept, but it's getting phased out too quickly. Now the cutting-edge raid will be gladitorial-style combat? Seriously? Where's the epic-ness in that? I mean, the only big lore connection I have heard of is Anub'arak's return as an actual boss, instead of the panty-waisted excuse for a schoolgirl his 5-man incarnation is.
I really hope Blizzard comes out with the new expansion inside of a year. We need to move out of Northrend. I, for one, am sick of it already.
New widget
It's my first time playing with CSS/XHTML, but it wasn't too hard to figure out.
Woot. :)
I'm back
I missed writing in this blog, but I simply could not think of anything to say that was worthwhile. I didn't really like the article I had been writing (part 1 of which is below) and I haven't been doing much in WoW besides levelling a mage, who just hit 80 yesterday.
I've been feeling very burnt out on raiding. I revisited this feeling when my mage hit 80 without me even realizing I was about to do so. I hadn't been paying attention, and it was quite surprising when the achievement and grats from the guild popped up, actually. A mere hour afterward, where usually I would be busy running instances repeatedly grinding for rep, badges, and gear, after a failed bid at Wintergrasp for a VoA run and two heroics--one of which failed miserably--I logged off and went to go play [prototype].
Perhaps it's because my 25-man guild recently dropped to 10-mans after repeated attendance problems crippled our 25-man progression runs, and I just cannot take 10 mans seriously enough to make a determined effort. I know I'm feeling a bit disenfranchised and bored with life at 80. Too often I get feelings of deja vu contemplating running dailies for the 24215345th time, or busting my ass grinding money for raids that are inevitably wipefests on bosses we've already cleared before, or levelling professions again, or starting another alt to do the same quests for the fifteenth time.
All right, I'll say it: WoW is definitely starting to lose my interest. A lot of people would squarely blame Blizzard for that, but in truth, it's as much me changing as the game. Here's what it really comes down to: I simply do not have the resources or inclination to sacrifice social life for the game at this point in my life, although I know I'd enjoy it all over again, at least for a while.
I had considered changing guilds to one that required attendance for raiding slots, but I realized that it wasn't just my schedule that I would be accommodating, but my wife's, and I wouldn't consider choosing to play WoW (raid or not) over spending time with her on any kind of permanent or semi-permanent basis. My wife's schedule is simply not set up for raiding with a new guild either, and finding a guild that will (A) end raids early enough for East Coast people with a 9-5 on a Mountain Time server, (B) take both of us, and not just one or the other, and (C) just happen to accomodate our both (reasonably full) weekday schedules while allowing for my occasional days of working late on top of that... well, let's just say, we were lucky to find the one that we're in now. A hardcore progression guild is simply out of the question, even with the recruiting frenzy going on.
Even if the stars aligned, we don't have the cred or the drive for a hardcore guild at the moment. So, changing guilds is definitely out.
And all of the above is completely disregarding the fact that both of us are reasonably attached to the people in our current guild at the moment.
Is anyone else (subscribers, followers [like i have any], random commentors, or google spiders) feeling burnout on WoW atm? Kyrilean has a post on it on his blog, but what about others? Can you deal with it? Somewhat recently I read the archives of one of the top guilds on Kel'thuzad--Pacifist--and their reasons for quitting in the midst of Burning Crusade (with an excellent and nostalgic retrospective by the members). Pacifist wasn't just one of the top guilds on Kel'thuzad, they were one of the top in the world, at a time when nobody really cared about world-firsts and shit except WoW players: in BWL/AQ40 and Naxx. And you know what? I liked it that way. I also keep remembering the reasons for the breakup of my old Horde guild on Thunderlord, also in the midst of BC, with whom I raiding with throughout pre-BC content, and all of these things seem to echo my feelings now.
I really don't want to quit yet. I'd be a fool not to see where I am headed though.
I really miss life at level 60. It was really the best time for the game.
Tuesday, June 16, 2009
Real life intervenes, again
In my free minutes at work, I'm watching the Priest Q&A thread on the WoW forums as closely as I can. I wish they would allow RSS feeds for forum threads because I'd be all over that feature. Merlot over at Misery had some interesting questions for the developers to answer that I'm looking forward to seeing. Here's hoping they get to them.
Thursday, June 11, 2009
Blizzard's new philosophy, part 1
Blizzard has, in recent memory (meaning the last year or two), begun in earnest a public relations campaign that continues to out-do every MMO company that has ever existed. The amount of community interaction that Blizzard manages, on a large scale, competes favorably with smaller MMOs that regularly interact with their fans. Now, more than ever, Blizzard continues their new trend of community interaction that they began shortly after Burning Crusade's launch, with their new Q&A initiative launched several days ago.
However, this new drive is, I believe, what has contributed in large part to the loss of "old-timer" players and general disenchantment with new gameplay mechanics that are not just surprising, but actually a bit saddening to long-time WoW gamers.
Let me get two things out there right now. I'm not a Blizzard-hater, nor do I hate WoW. Blizzard is a company that continually surprises and impresses me, and the content of this post doesn't even apply to yours truly for the most part. Secondly, I in no way believe that this is the wrong direction for the game to take. I just wanted to offer a perspective on it from the eyes of someone who has played WoW almost since the day it came out in November, 2004.
The disenchantment that I have felt on occasion stems from a natural resistance to change that I, like most people in the world, possess in some quantity or another. Everyone likes the familiar game they've kept as a hobby on the side through different changes in their own "real life," and I'm no exception. However, stagnation kills MMOs. Everquest is a good example of death by stagnation. Although I played the game myself for at most a week, I could see that each expansion was content without evolution, over and over again. Innovation, to the eyes of one unfamiliar with the game's intricacies, was minimal, and repetition, the annoying device of the MMO god of carpal tunnel syndrome and loot whores, was high. As a result, when competition came out that promised a new, exciting experience, players left in droves. By the time SOE attempted to revitalize its marketing, it was far too late already to attract new players. Blizzard has, quite obviously, and beyond the ability of anyone to show otherwise, demonstrated the ability to avoid stagnation in WoW.
However, the other side of the coin is too much change causes players to lose that feeling of stability that maintains their desire to return. Players lose touch with the game when they feel that it's changing too fast to provide an individualized experience anymore, for a variety of reasons. The world of the MMO doesn't conform to memory or experience, or re-learning new rules of the world repeatedly becomes tiresome and unwanted. For a good example of this extreme, check out the "Combat System Revamp" (another SOE flub) in Star Wars: Galaxies. I won't get into the depth and consequences of the changes in this one patch alone, but let's just say they could also have called it the "lose half your subscribers overnight" patch.
Blizzard is walking a fine line here. Stay traditional, but not too traditional. Change, but don't change too much. The more people, and competing desires, the harder to balance--It's essentially a question of economies of scale. I don't think many people who regularly complain about various aspects of the game really appreciate the difficulty that Blizzard has in becoming successful without becoming a victim of that same success. Blizzard has evidently chosen to focus on their community, not exclusively, but to a great degree, as a source for the change that they recognize is necessary for the game to undertake. I'm going to make the assumption that their resistance to certain changes is also guided, less evidently but undoubtably to some degree, by their community interactions.
How Blizzard is walking this line between change and tradition, and the effect that their approach has on their long-time players (as opposed to newbies, or late-coming players) is really what I'd like to address. However, this will have to wait until part 2! I'll try to make it worth it. :)
Friday, May 22, 2009
Lack of updates
I hope to return to serious posting(tm) afterwards. My future wife and I expect to get much more in-depth with raiding. Hopefully this will allow us to push through some of the current barriers we're running into.
Until then... see you later!
Saturday, May 16, 2009
A note to puggers
I really dislike it when people specify "x DPS minimum for invite" or other related criteria. It is literally impossible to quantify expected DPS unless you are talking about one specific situation. For example, on a Heroic Target Dummy. And I do 4k+ dps in a well-constructed 25man raid but I'm not going to brag about my 2800 dps on a target dummy. The only other option is, like the theorycrafters at Elitist Jerks, to simply assume that the player in question has all available raid buffs period. This assumption makes sense when comparing top end capabilities of classes in progression guilds in progression content. However it makes little to no sense to compare these imaginary situations to reality when you're spamming for group members in Dalaran.
So, if you're one of those people that sits in Dalaran spamming Trade with something to the effect of "LF 1 DPS 10 man Ulduar 4k dps please" you're an idiot. You're not even going to guarantee you're going to get a decent dps'er either. Depending on your group makeup and buff synergy, in a ten-man raid my 4k+DPS in 25 man Naxx can turn into 3k or less. It's just how the game works. By the time you lower your "required DPS"to an accurate and representative level for the instance you're finding group members for, the less useful and discriminating your ad is going to be.
Therefore, please don't encourage meter padding and bads that raid with one eye fixed on Recount with those LFM ads.
What you want is a 2.8k dpser who will stay alive to the end of the fight, rather than a 3.8k dps'er who dies to a void zone ten seconds into the fight. You're not going to be able to find that kind of player much more easily than simply taking who you can find (in an appropriate level of gear) and giving the instance a go.
Sunday, May 10, 2009
Thursday, April 23, 2009
Coming up
Stuff I'd like to accomplish (WoW-related) in the next couple weeks:
- Finish levelling enchanting to at least 400
- Continue working on Netherdrake rep (I seriously want one for some reason. I think I have always been jealous of those people flying around on them in BC). Want to get exalted in two weeks with some lucky egg farming.
- Make a Wispcloak for my healing set.
- Enchant my healing set, including head and shoulders. Consider using Cowl of Vanity (gemmed and enchanted) for my healing helm instead of Cowl of Innocent Delight as I am now. Was going to save Vanity for a DPS helm once I got enough +hit to replace Faerlina's Madness but Ulduar is shifting priorities. I don't want to spend 250g doing that to only replace it in a week.
- If I swap helms, it seems likely I will have to switch in Legwraps of the Defeated Dragon (which is arguably only a marginal upgrade if at all) to replace Leggings of the Instructor, an awesome item even though they come from 10 man Naxx, just to make up that +hit. I was hoping to hold out for Kel'thuzad's leggings, but the likelihood of getting those if they drop is slim. However swapping out Leggings of the Instructor when in Shadow spec will make them into full-time healing legs, a role they excel at.
- Run 10 man naxx for some non-dps items to fill out my healing offset. Notably belt and neck. As a corollary, pick up whatever's available in 25 man Naxx. If we actually run it. Otherwise 25 man Naxx is getting pugged like whoa, bads and all.
- Work on fishing and cooking now that those balls-tastic quests to progress past 225 are gone. Considering letting Zerkker be my cook and fisherman, but it will be a while before I can cook useful food for my priest if I go that route.
- Somehow find the time to do enough dailies to fund all this AND pay for progression raids 3 nights a week.
This is all a tall order. The money issue is a big one, as the gear switching, if I go ahead with it, will gain me very little actual improvement in exchange for 500g all told (about 350g for the gems, 160g for the enchantments). Considering I hit 4000 dps fairly easily I don't think anything's particularly wrong with my gear setup that I would need to fix right now. I'm not going to be zerging 10 man Sarth+3 anytime soon, but that wasn't in the cards anyway.
And this is all assuming I have the time to accomplish any of this.
Ignis and XT
Last night we made some attempts at XT-002 Deconstructor and Ignis the Furnace Master. And yes, there were lots of crotch jokes on Ignis. I think we added a couple new words and phrases to our guild lexicon on that one.Although we didn't down either of them, we made some progress. I'm going to go through some of the things we learned both for my benefit and the benefit of any readers (yeah, right).
- There was a rumor going around that killing Ignis adds 1 minute to the enrage timer on XT. This is false.
- Ignis' and XT's trash really isn't so hard on 25 man. At least that, or we've gotten much better at dealing with them.
- Positioning is key on Ignis. For that fight, our best attempt had all of the casters grouped up at the center of the room while the MT shuffles Ignis back and forth in front of the waterfall pool, angling him so that the scorches don't fall into the water. The problem with this strategy is that the Scorch patches make kiting the adds through them difficult for the OTs. Walking right in front of Ignis a whole bunch of times is just asking for it.
- Our sticking point at the moment with Ignis is our kiting strategy. Slag Pot (aka "crotchal") duty is handled. MT heals are handled. We only lose our MT or any crotched player when the buff stack on Ignis becomes too high for us to handle healing the MT and healers have to shift their attention (futilely, but it's the natural reaction). If the MT is going to die, it usually happens during or immediately after Flame Jets.
- I fucking blow at Disc healing (my dual spec). At least I have some good excuses. My offset, while including a couple best-in-slot healing pieces pre-3.1, is really shoddily prepared. I also am using a +hit necklace solely because it has Spirit on it, and a cloak and a belt (the belt with +hit on it no less) with all DPS stats on it simply for lacking a better option. My Shadow spec boots pull double duty as healing boots (best in slot, natch). Thus I heal with Icewalker on my boots like all the pros do. Though, admittedly, Icewalker is a halfway decent enchantment for a Disc healer. Also, Discipline-spec healing is much much different from what I was used to as a long-time Holy-spec healer. Much more fast paced, almost no OO5SR (Out Of Five Second Rule) dancing, spamming Power Word: Shield (which, by the way, is AMAZING with Disc talents)... it's a bit too much too much to process and perform at the moment, although I'm getting better quickly.
- Penance and PW:S are the best spells for a Disc healer on this fight (MT duty and Slag Pot duty). Along with the obvious bouncy-bouncy PoM. Slap your raid leader if you're Disc and s/he puts you on raid healing (gasp) . Actually, if s/he puts you on anything BUT single-target healing.
- Flame Leviathan is much, much more fun with 25 people. :)
I'm confident we'll get Ignis down on Friday (although, myself and my beautiful wife-to-be will not be able to attend). I'm equally confident that Razorscale, once Ignis is down, will suddenly seem to get much easier. She may well go down on Friday as well.
Next up, a general status post.
Tuesday, April 21, 2009
On money issues
Dual spec has really cleaned me out. That, and spending 80-100g on repairs on Sunday. Time to grind dailies again tonight I suppose. It would be easier if playing Zerkker wasn't just so much damn fun! I'm sure I'm not the only one to have this issue with their alts.
Monday, April 20, 2009
Thoughts on Ulduar
Now we're stuck on Razorscale, Emalon kicked our ass, and we've gotten a nasty shock about our abilities as raiders on progression content.
As others have observed, Ulduar is much harder than Naxx. Someone said that Naxx made them a worse player. I'd tend to agree.
Fortunately, I think once people get back into the groove of making progression attempts, after having been so long without any, things will get much smoother. For now, though, like last night's raid, progression will be painful. Sort of like going back to the gym after a long hiatus.
Now then, on to specific comments about bosses.
Flame Leviathan - I wasn't present for the 25-man version of the fight, but I did it on 10 man just fine. Very well-done fight. I think this proves that Blizzard is finally getting vehicles, and by extension, vehicle-based encounters, right.
Ignis - I guess this is what Blizzard meant when they said they were making trash harder in Ulduar. Wow. Still, they are doable. I wasn't present for the actual attempt on this boss, but I wanted to comment on the insanity of these Molten Giants compared to, say, Naxx trash. From the write-ups, Ignis himself seems to be of compareable difficulty to Razorscale, perhaps with less emphasis on healers and more on raid coordination (as I've said before... not our strongest suit).
Razorscale - Fun fight. I did this as both Shadow and Discipline spec (I switched mid attempts). It's definitely a healer-tank fight. Didn't seem particularly hard though. I did have some issues staying out of the fire... I'm not used to having to move when I'm healing. A Penance channel caused me to die because I foolishly waited for the spell to finish before I moved. Keep in mind it's just slightly more than one second with my haste rating. That was enough to end me, shields, heals, and all. We're changing our setup a bit and I think our attempts will get much better. For the moment, 85% is our high score though.
In general, I'd have to say Patch 3.1 brings a lot of welcome changes to the table. I'm still sad that my Death Knight tank was destroyed in the name of dual-wield nerfing, and sacrificed on the altar of tank homogenity, but I'm enjoying the changes they made to Shadow spec a lot. Critting dots, an Unstable-Affliction-like change to Vampiric Touch, an Improved Devouring Plague talent... it's pretty awesome. I killed myself on one of the Emalon trash because I cast DP too early, forgetting the new initial damage component, and crit on the cast at the worst possible time. Hello trash mob... goodbye shadow priest. Definitely a "that guy" moment.
Monday, April 13, 2009
Updates
I'm finally levelling enchanting, and working on getting that up. It's difficult after selling off most of my BC materials for cash flow long ago, when I wrote off enchanting as ever becoming relevant to me. I'm regretting that decision slightly now. I'm also monitoring the Bookclub channel and hearthing back to Dalaran and snagging the books when people report them up. It's the lazy man's way to a new pet. I quickly found that camping the spawn points was tedious, and time consuming, and not my thing at all.
Finally, I'm running old raids (did part of Sunwell last night) and trying to see the content I didn't get an opportunity to see in Burning Crusade. We wiped on Felmyst three times and almost wiped on Brutallus despite far overgearing the encounter. I can definitely see why Blizzard is moving away from these types of raids. The amount of min-maxing that was necessary to down these bosses at 70 was simply unfortunate. I quit at Eredar Twins (Mary Kate and Ashley?) but it seemed like that encounter was even more demanding than Felmyst was. I'd still like to see Kael'thas and Illidan (Vashj already taken care of). I'd also like to get into a discussion of Blizzard's raid design strategies and how they are changing, but I'll save that digression for a later time.
Updates in the raiding arena include big pushes to get all of our Heroic: Glory of the Raider done. It probably would have been done earlier had our guild been pushed to do so, but getting some people to wrap their heads around the new raiding model seems to be difficult. Completing the current content as-is is no longer "enough" to be considered hard-core. Not that I care about that necessarily, but the fact remains that the content isn't much of a challenge that way. Fortunately, now it's been made clear that completing those achievements is a big deal and as much a part of progression as anything else. We'll see if these pushes will exacerbate the attendance problem that we're having at the moment because most people consider us "done" with 3.0 until 3.1.
3 Drake Sartharion is still an issue, despite the fact that we're insanely overgeared for it. We're now able to consistently kill Tenebron before Shadron lands, and yet still lose people to Flame Wall and Void Zones. Execution is a BIG problem, needless to say. The more we practice it, the more we can see that this encounter is really not as hard as it's being made out to be. Seeing that and continuing to fail at it is demoralizing, to say the least. Simply replacing those people that consistently fail at it is unfortunately not an option. If there was a method of penalizing people that fail at Void Zones and Flame Wall in a way that wouldn't contribute to the attendance problem, I can't think of it. Unfortunately, simply completing 3 Drake Sartharion is the least of our problems if we're going to actually finish Heroic: Glory of the Raider.
An even bigger problem we're going to have is with Heroic: You Don't Have an Eternity aka "6 minute Malygos." Our best kill, a one-shot last Wednesday, took approximately 8 minutes, 30 seconds. Although we haven't tried the alternate strategy specifically for a 6 minute attempt (all ranged in one spot on the outer ring, all melee killing the lords), I can only fear for the results when we do if execution in encounters continues to be a problem.
Also, last Wednesday we missed Heroic: Shocking and Heroic: The Safety Dance because of one person (though different people) on both attempts. On Heigan, the fail was so close to the end of the fight we didn't even have time to wipe it and start over. We were that close. The Thaddius fail was right at the beginning of the fight, but at that point our achievement run was pretty much over and I think it was a wise decision to not attempt a second try. Our track record with that encounter isn't the best. I think that says a lot right there. Fortunately, as long as we have the healers, Heroic: And They Would All Go Down Together isn't too bad. The strategy for that fight is much more like the original version of 4 Horseman, and I think it will be equal parts of fun and frustration.
If we manage to get all of those achievements done, I would guess a good plan could be to award the best achievers with Heroic: Subtraction, Heroic: A Poke In The Eye, and Heroic: The Dedicated Few runs. Then we would try for The Immortal.
Ouch. We need three weeks, if we really turn this around, to complete this achievement, and that's if we one-shot The Immortal. I can hope (yeah, right. I know). Otherwise we can practically kiss any chance of getting a Val'anyr any time this millenium goodbye.
Thursday, April 2, 2009
Malygos = STILL ALIVE WTF
Other fun things happened. I got killed one pull by an out of control Nexus Lord at the start of phase 2 (no, I was not aoe-ing, I have no idea why the tank lost threat on his primary target). I got a b-rez and almost immediately (within 1-2 seconds) I got double barraged by a Scion. Sheesh.
And the few pulls we got completely free of lag with all 25 people alive going into phase 3 were inevitably ruined because some people STILL cannot get the hang of phase 3 of that fight. He's been on farm for, what, a month and a half now? I don't understand what's so hard about it. God only knows what these drake-retarded people would have done in BWL or AQ. Oh wait, that's it... not raid. I mean, I don't think I'm an especially skilled player, but I went into phase 3 on all but one of our pulls and I consistently rolled 20+ stacks and didn't die till the enrage. I'm sure I'm not the only one who can do this. We should be able to do 6 minute Malygos by now, not still struggling with execution.
Seriously: 3 buttons, 2 directions, 2 enemy abilities to watch out for. How hard is it, really? It's like playing an arcade game. Only the arcade game is for kids. Kids with Downs syndrome.
Wednesday, April 1, 2009
DPS rotations and abilities, part 2
There are 3 main things I want to stress that all shadow priests should keep in mind while DPSing. Following all 3 of these guidelines correctly will cause your DPS to skyrocket. I promise!
1) Presence.
If you've ever seen a WWS report, you might notice the second column reads "Pres.", short for Presence. This term is what WWS uses to describe time spent doing damage of some kind; for instance, dead people do nothing, and someone who died early in an encounter would have a much lower presence than someone who stayed alive to the end. This statement can be flawed somewhat, as DoTs ticking will count towards your Presence as far as WWS is concerned, but for the most part it holds true. Say it once, say it again, repeat it like a mantra in your head during every encounter: dead people do no DPS. Or put it another way: stay alive, pew pew, collect loots. Put your healing potions and Healthstones in an easily accessible location, bandage if you have to (if timed right, you can even bandage on encounters with lots of AoE damage like Sapphiron -- one or two ticks are better than none!), and you stand a good chance of survival if the healers aren't sleeping. And trust me, they most often aren't, it's the lazy DPS that rely on the healers, rather than themselves, to stay alive that keep them wide awake most of the time.
2) DoT Uptime
This point runs a close second to the first one, but its pretty obviously predicated on you staying alive. During your DPS rotations, you're going to want to shoot for 90% uptime on your Vampiric Touch and Devouring Plague, compared to Shadow Word: Pain, which ideally should be up 100% of the time. To find your uptime in any given fight, find your most recent WWS report, take the number of ticks of your SWP, and divide that number into the number of ticks of VT. Do the same thing with DP, again dividing the SWP ticks into the number of DP ticks. Ideally, given almost perfect rotations, you will have 90% uptime on both of them. Don't shoot for 100%, as that may compromise your primary focus of casting Mind Blast, but you want it to be as reasonably close as possible.
A corollary to this rule is don't clip Vampiric Touch! You never want to recast Vampiric Touch before its timer runs out, as you lose a significant amount of DPS (up to 20% of the spell's DPS, or 2% of your total DPS) if you do this on a regular basis. And that's just assuming you only regularly clip the last tick. Not to mention clipping DoTs wastes mana. You already "paid" for all of those VT ticks with a mana cost, clipping it just makes sure you get less bang for your buck.
At least DP you don't have to worry about so much as the cooldown on the spell prevents you from clipping it accidentally. Fit a recast of the spell in as soon as possible when the cooldown comes up.
3) Use the spellqueue!
The spellqueue is a player-coined term that describes the "grace period" the server gives communication of your actions, like using spells or abilities, between your game client and the server in order to allow for normal latency levels. Giving you that grace period helps prevent your spells from interrupting each other constantly due to latency that isn't under anyone's control. Essentially, the spellqueue gives you the ability to fake superhuman reflexes and cast spells back to back, one immediately after another, as if you were timing button presses exactly as the current spell finishes casting. All you have to do is start casting the next spell about half a second to one second before your current spell finishes casting.
Anyway, "Use the spellqueue" may not sound like much of a tip, but you have to think about its effect over a few minutes. Someone using the spellqueue properly can easily get off many more casts than someone who waits for the current spell to stop casting before starting a new one.
Lets do some quick, dirty, and probably inaccurate (but still illustrative) theorycrafting: assuming 2 second casts of a hypothetical spell that does 2,500 damage with each cast, that's 75,000 damage possible over 1 minute. Using the spellqueue right will approximate this number. Not using it means you lose up to 0.5 seconds of possible casting time with each spell (assuming 250ms latency, about the limit of what most people consider reasonably "playable"). Adding this loss up over one minute, you've lost 7.5 seconds of casting time... and that's just over 1 minute! Take that the typical boss encounter lasts about six minutes, and you just gave away 45 seconds of face-melting destruction, or twenty-two and a half casts of our "Uber Spell of 1337ness." That's a 12.5% DPS loss.
This means using the spellqueue properly could equal a 10-15% dps increase with very little effort on your part--no gear changes, re-speccing, or re-gemming required! Use it, love it, live it.
- One word of caution: careful when doing this with Mind Flay. You don't want to clip Mind Flay, ever if you can help it, for the same reasons I give in point number two. Just wait till it's done channeling. There is also some evidence that trying to jam Mind Flays in too close together will cause the game to lose track of where the ticks of damage should be, and you end up losing 25% of that damage or so to the game "clipping" Mind Flay when it shouldn't be. Just don't do it, it's not worth it if you're trying to maximize DPS.
Tuesday, March 31, 2009
New alt
Currently level 4. Having a Bloodied Arcanite Reaper is a nice dose of nostalgia and OP-ness. You don't even know until you try it.
New Divine Hymn
Matticus just gave the priest community a heads-up on the new Divine Hymn currently on the PTR. There was a seemingly minor change to the tooltip wording that seems to indicate Divine Hymn will soon be a raid-wide "smart heal." His comparison to Circle of Healing seems pretty much spot on.
This is a potentially raid-saving spell available to ALL priests that gives us shadow priests in particular a little bit more utility in a raid context. I already have it ingrained in me to use Hymn of Hope when necessary from raiding with my fiancee, a healing priest. This new Divine Hymn will just give me another good reason to pop out of Shadowform in crunch time. And don't forget Hymn of Hope is getting a major facelift as well.
Let's hope this change goes live.
DPS rotations and abilities
In my guild's forums the other day, I struck up a conversation about optimal DPS rotations.
My current DPS rotation, starting from the moment I enter combat, is this:
Vampiric Touch - Shadow Word: Pain - Devouring Plague - Mind Flay - Mind Blast
I'm aware this is flawed -- bear with me. The late Mind Blast is a holdover from my BC days. I have the habit of DoTing up the target (beginning with VT) before casting a MB in order to get mana regen flowing as fast and furious as possible. Mind Blast used to restore the most mana of any of my spells so I wanted to ensure I had Shadow Weaving stacked to max before casting for the biggest damage. These days, it's still the mana restorer, but with an entirely different role in your rotation.
Shadow Priests have gone from a primary purpose of restoring mana to a dps-centric design. My thought process and habits are still in the last era, and I'm working on changing my thinking away from "I am here to restore mana" to "I am here to melt faces." Waiting to Mind Blast till you've stacked Shadow Weaving to 5 is a waste of mana and potential DPS. Mind Blast is the most important dps ability in a shadow priest's arsenal, and any player concerned with maximizing his or her potential DPS is going to want to center their rotation around it.
Take my current spec as an example of fail. I only have 1 point in Improved Mind Blast. The other shadow priest in our raids who, besides being much better geared, does far more dps than I do does so because of Mind Blast, primarily. That is, doing more of them. According to a recent WWS report on Patchwerk, he cast in the neighborhood of 165 Mind Blasts and averaged about 5100 DPS. I did about 3600 DPS and cast 106 Mind Blasts -- only about 66% as many as he did. While gear explains that DPS gap somewhat, the difference in our rotations explains much more, with a sprinkling of interesting ability mechanics. Here it is paraphrased from his words.
This other priest leads off with Mind Flay. Mind Flay has an interesting bug these days that causes it to stack two Shadow Weaving buffs instead of one. I've only confirmed this happening when I have no existing Shadow Weaving buffs, but it may well occur no matter how many you have when you cast it. This is a good thing, however, letting that Mind Flay run its full duration when you could use that time to cast higher damage spells or DoT up the target is probably not such a good idea. "Clip" it immediately -- that is, cast it and immediately start the next spell as soon as the Global Cooldown allows. There is a secondary benefit to an initial Mind Flay, and that is giving tanks time to "threat up," for which 2.5 seconds is, for better or for worse, plenty of time these days.
After the initial MF, the next step is to "start the clock" on your rotation by casting Mind Blast. If you are centering your rotation around Mind Blast, you will want to use it every time the cooldown is up. This is top priority. The rest of the time you will spend keeping DoTs up and Mind Flay-ing when possible. Fully talented, you will have a 5.5 second cooldown on MB, giving you 3 or 4 GCDs, depending on haste, to do other stuff.
Therefore, incorporating this knowledge into a new rotation would look like this:
Mind Flay - Mind Blast - Vampiric Touch - Shadow Word: Pain - Devouring Plague - Mind Blast
There is another little tidbit everyone should know concerning Shadow Word: Pain. When you apply SWP to the target, its base damage is set from any debuffs on the target. When Mind Flay refreshes SWP on the target via Pain and Suffering, the base damage is not recalculated! Therefore, you might think the key to maximizing DPS means you need to cast SWP twice, once at the beginning and once to reset its base damage value once the rest of the raid unloads on the target. This would be a good guess, but to avoid wasting a GCD doing that, we should instead swap the positions of SWP and DP in our rotation in order to give the raid more time to apply maximum debuffs to the target before casting SWP. The good news here is that SWP is fire and forget, so once its cast, at least in a normal encounter, you can usually drop it from the rotation.
Now that I've thoroughly bored any potential reader to tears, I'm going to cut this post off here and continue it in a second part, probably tomorrow, that mostly concerns mid-encounter dps rotations.
State of a shadow priest
Shadow priests have come a long way since vanilla. Even though I was primarily a healer throughout pre-BC content, and almost all shadow spec throughout BC, I have some cross-spec experience in both eras. In vanilla, summarizing shadow priests is fairly easy: we were a diet warlock. One calorie, no carbs. Our best use was stacking Shadow Weaving on targets to boost the damage of the warlocks in the raid. Damage, even in decent gear (which I actually had, surprisingly enough), was abysmal. Vampiric Touch didn't exist, and Vampiric Embrace was a sub-par ability. If you were a shadow specced level 60, most people would call you a noob and tell you to go heal. Of course, this was also the period during which Discipline was an awesome healing tree and Holy, in comparison, was woefully underpowered until Priests finally got their second talent review.
In Burning Crusade, the addition of Vampiric Touch to our arsenal was a huge hook in the opposite direction. Suddenly healing priests were hard to find in the upper echelons of raids. Some top-end guilds completely lacked healing priests of any kind. Shadow priests were the indispensible mana-batteries of the raid. Our damage still sucked, but at least we could do more than a trickle of healing. Instead, we were needed solely to give caster-dps classes and healers the longevity they needed for boss encounters. Our damage abilities were just gravy. It wasn't even until later on in BC, when gear improved, that shadow priests began to do respectable damage. The fantastic scaling abilities of Vampiric Embrace all but guaranteed a raid spot for well-geared shadow priests. I would estimate I spent 90-95% of my raiding time as shadow spec, speccing holy for brief periods for a refreshing change of pace. And then patch 3.0.1 happened.
Everything changed. Shadow priests were finally a dps class, at the cost of our wonderful ability to restore mana. Instead of mana return, gear levels were measured in dps. Mind Flay could crit. Mind Blast no longer drew tremendous amounts of aggro, finally making it the primary dps ability it wanted to be throughout BC. Devouring Plague was no longer the horrendously overpowered racial class ability of undead priests (*tear*). In many respects, we were much more like warlocks.
At first, I found this confusing, and annoying. "What good is 0.25% mana per second?" I asked. Replenishment seemed a pale shadow of Vampiric Touch, a woefully inadequate bone thrown to what I saw as a spec gutted to the core. I could see my raid spot fading away as I competed with pure dps classes now instead of having a niche of my own. Wrath of the Lich King came out and I started a Death Knight, spending most of the first months of the expansion levelling the Flavor of the Month and making half-hearted attempts to return to my priest. I lamented the loss of our indispensibility and waxed nostalgic about our halcyon days of yore.
When I finally returned to my poor, neglected shadow priest (after a brief flirtation with levelling as Holy) I found something shocking--doing damage was fun. All I needed was a fresh perspective. Once I got my head out of the past and wrapped my brain around the new, improved shadow priest, I found myself actually enjoying it. Now, you couldn't tell me different. I finally saw the incredible improvements made to the spec, including the Shadow Weaving change (it never really made sense as a debuff on the target), a phenomenal AoE ability in the form of Mind Sear, the threat reduction while in shadowform, the talent to reduce and virtually eliminate spell pushback (one of my major complaints in BC), and many others I won't bother to continue to list. I cut my Death Knight out of my regular play experience, only hopping on to tank heroics and raids when desperately needed, and haven't looked back since.
Now, here I am almost fully Naxx-25 geared, averaging 3300 dps in a sub-optimal spec. I frequently outdamage mages (mages!) and never pull aggro, a common experience in BC. I can still restore your mana, and pew pew while doing it.
We've come a long, long, way baby.
Hi
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