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

I'd like to point out that at the moment, I have 146 gold on all of my characters combined. And on top of that, 120g or so is on my level 29 warrior alt.

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

Wow, I was really unprepared for Patch 3.1 this week. My offset wasn't enchanted, incomplete, and I didn't even have enough money for dual spec! I had several real-life plans this week that conflicted with raiding that I had made thinking 3.1 was still at least a week or two off. I'm sure others did as well, and we had poor attendance as a result.

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

Not much to post about recently, unfortunately. I'm working on getting several scattered objectives done in-game in during raid downtime.

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

Last night was an exercise in patience for everyone. We spent the whole night trying to kill Malygos-25 because lag was so bad the entire raid would freeze up for 20 seconds every so often, and then came the DCs. By the time everyone reconnected, we were dead (shocker).

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

On with the second part of my (way too long) post about Shadow Priest DPS rotations and abilities from yesterday. This one focuses on slightly more advanced tactics that are mostly relevant in the middle of boss encounters.

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.