Wednesday, July 21, 2010
On healing and addons
Utter rubbish, that.
Why anyone would insult or demean another person or player just because he or she chooses to play differently is baffling to me. And the silliest part is that, when you distill any such arguments down to the basics, you find that ultimately the insulter is arguing from a principled standpoint. Which in this case means that the results of addon-less healing don't matter at all. It doesn't matter if the whole raid survives, the boss dies, everyone is competitive on the healing meter, etc. -- if you didn't use add-ons and others did, you're a worse player and everyone else only succeeded because they were able to carry you.
Now keep in mind here, we're speaking about running no add-ons, period. None. No Deadly Boss Mods, no Decursive, and certainly no Grid.
I don't have a horse in this race, but I do have two different perspectives. My wife, who's currently working on Heroic Lich King 25 and Heroic Ruby Sanctum 25 in her guild, uses a few add-ons, primarily DBM and Decursive, but heals totally with the default raid UI. She's very successful at it, and obviously the default UI gives a player enough information and flexibility to support the statement that "add-ons aren't required to achieve a high level of performance."
That being said, I do use add-ons myself -- the aforementioned DBM and Decursive, as well as Grid -- but not only do I have to honestly admit that they really provide a minimal additional benefit, but I've also occasionally found that using add-ons can actually impede one's ability to perform as a healer. For instance, when pugging a raid, seeing all of these unfamiliar names in an unfamiliar configuration on Grid, a healer could find themselves delayed in finding a specific one to start healing. This is because by default, Grid covers names on the unitframes when the unit starts taking damage, replacing them with health deficits or incoming healing. Jaraxxus, a frequent target of the weekly raid quests, is a good example. Can a healer using Grid with default options find the target of Incinerate Flesh before the affected raider blows up?
It could be difficult, going only by class colors in Grid or by checking tooltips. Could it be much easier to simply use the default UI, trade Grid's compact design for a wider, more expansive display, and find your healing targets quickly without fighting your addons?
I think that's not a far-fetched assumption.
Now on the flip side of the coin, I think it's far easier for most people to think of ways that not using add-ons can be a serious detriment to raid performance. The problem is that this is a very short-term viewpoint. And this only on bosses that the specific person has some lesser amount of experience attempting compared to the rest of the raid.
On brand new, never attempted bosses, everyone is on equal footing. A raider used to the default UI for buffs and debuffs will not have any less of an ability to see when a crucial debuff is applied, for instance, and being used to interpreting this method of displaying information, will not have any unnatural lag in reaction time or in processing new information.
Now, lacking timers and countdowns, like those provided by DBM, can introduce a bit of decision making lag or user input lag as the player becomes used to expecting these abilities or phase changes, but once the player is there and ready to expect these mechanics of the fight, not having DBM can actually be beneficial as a way to reduce to incidence of "tunneling," or simply staring at your screen not processing and changes in scenery going on around you because you're hyper-focused on irrelevant information. Every healer has experienced tunneling at some point, and I firmly believe that an over-abundance of information on the screen, of which DBM is a prime offender, serious decreases a player's ability to remain alert and ready for changes on screen. This is just a natural consequence of seeing all of this constantly changing information displayed in front of a person. That person will become deadened to some degree to the other changes going on in the encounter, especially those not displayed by an add-on -- e.g., boss movement, raid movement, etc.
All this back and forth basically amounts to the following: healing with or without mods and add-ons is ultimately a question of style. If you choose to use them, great. If you choose not to use them, also great. Just make sure that, whichever path you choose to follow, that you are getting the essential information that you need as a player at your current level of difficulty. Perform as required, and nobody even has to know which of these kinds of healer you are in the first place.
Enough said, now?
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?
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.
