Monday, October 3, 2011

Blizzard Writing Contest 2011 Redux

Well, it's a couple weeks from the deadline, I have a draft that is 75% done, but I thinking of calling it in. There are a couple good reasons for this.

Firstly, from a creative standpoint I could force the story to completion, but I don't think it would be very good, and when I think of what I could be writing instead, I find I perk up--a lot. Nutshell: My heart's not really in this story.

Secondly, I am 90% positive that I will soon have a contract for a paid writing assignment. It'll be a short story of equivalent length to the Blizzard contest requirement. Nobody gets rich from writing short stories, but in the current economic climate, any additional spending money is welcome. The 10% of doubt is only because I haven't received a contract to sign yet, but communication with the editor points to a yes.

Earlier last week, a friend of mine was talking about a work-for-hire writing job I did several months ago. Like the Blizzard contest, I give up all rights to the story I create, but unlike the Blizzard contest, I get paid and I'm not obligated to write the story until I sign on the dotted line. My friend was urging me to talk with the editor again to see if I could get picked up for another contract, which means more work.

After I sent that e-mail, I got a positive response and the story bibles for two different properties with the possibility of writing stories for them both.

And that brings me to my contest entry.

For me, the Blizzard contest is a hope to be recognized as a writer in a way that will eventually lead to a job. I do like Warcraft, so this thinking isn't entirely mercenary of me, but the fact remains that I am in a fortunate enough position where I can be paid to write fiction and time spent writing for the contest is time I'm not writing for potential pay. Writing is not my day job, but I would like to make a career out of it someday, and each story I write should be furthering that dream.

What will bring me closer to being a paid novelist? The Blizzard contest or pursuing other short stories? Thus far there has been no correlation between winning the contest and writing novels. Richard Knaak and Christie Golden came into the business of writing books for Blizzard through other media-tie in work. Aaron Rosenberg, who wrote the Tides of Darkness Warcraft book is a fellow writer in the same universe my last work-for-hire job was in. In fact, you can get the ebook collection containing both our stories here. I'm doing professional level work.

With the contest deadline coming so soon, I have to look at my schedule, and I see NaNoWriMo is coming up next month and one of my top concerns is finishing the outline for my novel before November 1st hits, and then all of November will be eaten by the book. Assuming the work-for-hire contract comes through I'll probably be due a story in December. And I'm also rewriting a short story for a book anthology I've been invited to submit to that has a deadline in January.

This is not counting the second and third tier projects sitting on my hard drive beckoning me or the fact that something unexpected may come up and I'll have another opportunity to do a short on request. (It's so much easier to write knowing a story is pre-sold.)

But the thing is... I hate to give up. Even though I can rationalize this is the best use of my time, and I know some of my writing peers would agree with me, it still feels like giving up.

I had a really good opening to my entry for this year too. Maybe I'll try to salvage it and turn it into an original story later.

Friday, September 2, 2011

[Paladin] The Lament of Flash of Light

Flash of Light used to be my bread and butter spell. This blog is Flash of Moonfire because Flash of Light was such a key part of my repetoire as a holy paladin ever since I first hit 70 and started healing Karazhan.

But when Cataclysm hit I had trouble figuring out where I'd put it on my bars. The tilda, numbers 1-6, and F1-F6 are the keys I bind things to, with occasional Ctrl or Shift combinations. Flash of Light used to be number 2 since I hit it so often. Then it moved to F2 to be a little more out of the way since I didn't use it that often. Now...

Well, it's still on my bars, but it's not bound to anything. That's probably bad, but its usefulness has become so far out of sight and out of mind that I have trouble thinking of moments where someone died because I didn't use it.

The thing is... it doesn't heal that much for the mana cost (making it an expensive proposition for what you get out of it) and it still has a cast time unless there's an Infusion of Light proc (making it's usefulness while moving limited).

I've been doing arena the majority of Season 9 and since the start of Season 10. I've seen other holy paladins run themselves dry casting Flash of Light too many times while I'm still at 90% or more mana. Whereas when I need an emergency heal and Holy Shock and Word of Glory are on cooldown, I hit Divine Favor for that 20% haste and crit and chug out a speedy Divine Light or two (perhaps combined with Aura Mastery to ensure no interruption). I figure if I'm going to spend the mana I'm going to get the most health I can for it.

I'm sure there's room for a Flash of Light in there. Again, it'd be instant with an Infusion of Light proc, but as a cast time spell I just wouldn't use it. An IoL-enhanced Divine Light goes by so fast that 90% of the time it's too fast for my opponents to interrupt (gladiator level I am not, so YMMV).

Then this week I did some Firelands raiding with the second 10-man team in my guild as a fill-in healer. I know these fights on my druid, but for those I've always been dps or a tank. I had little to no experience healing them, so I was surprised by how much faith the raid leader had in me, suggesting we two-heal several fights, considering that my paladin had only the Firelands cape and a bizarre mix of BWD, troll dungeon, and PvP gear.

I thought that perhaps as I was doing PvE raiding I would find a use for Flash of Light, a reason to keybind it again, but I didn't.

It's not that there were no wipes that were my fault, being rather scrubbish for the duties I was assigned, but they weren't because I didn't get a quick heal off. I'm quick with my Lay on Hands and I'm not afraid to use it if I think a tank's gonna die.

Wipes were more due to missing the Smouldering Devastation cue on Beth'talic (I'm not usually on the web, let alone as a healer), being in the wrong place on Alysrazor (until recently I always tanked that fight so I had no concept of where the caster adds spawned and lost a dps and a tank because of range issues), and there was the occasional, for some reason or other I didn't think the tank's health was going to drop that fast so I wasn't ready with a heal.

But we cleared 6/7 and I two-healed Alysrazor and Rhyolith so at the very least I know I'm not bad. I was just on a bit of a learning curve, and I was the only healer who didn't let someone die to Torment on Baelroc so I was rather happy about that.

Getting back to Flash of Light though... I still didn't see when to use it. I thought maybe Baelroc would be the boss.

Torment's a nice stacking debuff that eventually chews through dps the higher it goes. But it ended up that I would Holy Shock, Word of Glory, and then roll almost immediately into Divine Lights to make sure no one dropped.

My mana was hurting almost every Firelands boss (inexperience healing the fights combined with not as geared as the rest of the raid), so if I needed a "save" I wanted it to be Lay on Hands because at least that would give me some mana back.

I guess I don't use Flash of Light because I try very hard not to be in the position where Flash of Light would be appealing to me; namely where someone's going to die and that little sliver of health would make it worth the cost of using it.

In PvP I use Holy Shock and Word of Glory as much as possible. If I use cast time spells I'm either using them under an IoL proc (making them very fast and hard to interrupt), I Aura Mastery to make them uninterruptable, or I prepare to cancel the cast if the possibility of getting interrupted exists and then cast again after the interrupt is wasted. It's rare I do unprotected casts in arena, and if I do it's because my partner is probably going to die in the next couple of seconds if I don't and all my cooldowns have been burned.

In PvE there are multiple healers and the the damage intake doesn't seem to warrant it. Tanks get hit too hard for Flash of Light to make much of a difference. And if they're dps or another healer, there is typically enough time between damage bursts to allow HoTs or a Holy Light to save them.

Sunday, August 28, 2011

Human Decency

I like to think that most people, even in a game, are decent to each other if not actually friendly. It takes some effort to be a jerk after all, and usually people, particularly in pugs, just want to do their business and be done with it.

But yesterday I came across an unusual bad specimen that I had to write this to wash my mind of it.

I joined a pug on my resto druid alt (my third druid) and it was for Hellfire Ramparts. We did the first couple pulls across the bridge and all was well.

The third and fourth pulls were more chaotic. It looked to me like a couple of the dps pulled, but the tank soon had everything under control and I didn't get blasted in the face by caster mobs like I expected. The mage even commented that he was happy to find a healer who would heal his pet. (For me, pets are last priority, but I do heal them if I am sure it will not result in another party member dying.)

Then the tank paused and asked the dps to stop pulling. He has been away from the game for several months and is getting back into the habit.

The mage is ballsy enough to say no to the tank's face, saying that the tank is too slow, and pulls again.

The tank replies that he's not going to taunt mobs off the mage if he pulls them. And he doesn't.

As I have done from time to time out of sympathy for much put-upon tanks, since it is most often the green and the rusty among them that get this treatment, I offered to not heal the mage so that there is a real consequence to the dps for having a mob on them. The tank is grateful for the support.

The mage dies, and I rez him figuring he's learned his lesson.

He hasn't.

And so we go down the corrider to the first boss with the mage berating the tank, saying that it doesn't matter that he's been gone for months, he's wasting other people's time by pulling so slowly, and all the while continuing to pull. Unfortunately the mage is a pretty good player, so even though he pulls mobs and the tank does not taunt off him and I don't heal him, he continues to live.

The tank snaps back at the mage, and also apologizes to the rest of the group. He says he's not normally this snippy, but after getting so many awful people in pugs it's starting to hurt. I comfort the tank and the atmosphere in the group is so bad the other dps start yelling at the mage to shut up.

The tank really isn't pulling that slowly. He's not chain pulling, but he's not 10 seconds between pulls like the mage claims.

After a pull in which the mage nearly dies, the tank whispers me that the mage tried to have me vote-kicked for not healing him. I laugh it off, though I'm a little surprised that he didn't try vote-kicking the tank first considering he's who the mage has been venting at. Perhaps he doesn't want to wait in the queue for a new tank.

Right before the boss the mage says if the tank is rusty he'll tell him how to tank. And rattles off a warrior rotation.

The tank is a paladin.

No one says anything, but the mage must have caught his error because he then spews out a bunch of random prot paladin abilities and proclaims that he has now taught the tank how to do his job.

Moving on, we kill the boss and it is no problem. The tank doesn't chain pull, but he knows how to hold aggro. The rest of the party continues defending the tank, the hunter even saying that the tank is pulling faster than others he's seen so he doesn't know what the mage is complaining about. The death knight tells the mage to stop QQing.

After the next pull the mage runs ahead. I have bad feeling about this.

When the mage comes back with two enemies in tow, nobody hits them, but the mage ice blocks sending them on us and we're forced to pick them up.

The mage runs away for the next batch.

I know his game now. If we're too slow for him, he's going to force us to speed up by bringing us enemies to fight.

We try kicking him repeatedly, but we're never out of combat long enough to activate the vote kick. He's not giving us enough breathing room.

Finally he runs down with six mobs after him and he can't save himself. Unfortunately, it's a bad situation for us with the ranged mobs not being on the tank, and I get killed second when I try to heal. The rest of the party soon falls.

I grumble in chat that at least now we'll be out of combat long enough to vote kick him.

The mage declares that he got what he wanted and he won't care if we kick him. We, of course, kick him as soon as the timer lets us.

The rest of the instance was fantastic.

The tank was easy to heal, held all the mobs, and only took a couple seconds between pulls, checking to make sure everyone was with him, which was fine with me. I don't see what in the world the mage had to complain about.

After the last boss was dead, the tank thanked us for the run and I told him that I hoped he had better luck with future pugs. What we had there was one of the nastiest I've seen in a while, and I hoped he wouldn't think that happened all the time. Pug tanking is often thankless work, but it's a role that needs filling, and I hope by encouraging young tanks we'll find more of them out there.

The thing that bugs me the most, I think, is that Ramparts is a leveling instance. People are still learning things, trying out new specs, figuring out when to use new abilities, getting familiar with the pulls. Not everyone is an old hat who knows every instance inside and out. The tank was in the proper instance for getting back into the swing of tanking. He was doing nothing wrong.

If the mage had a problem with that, he should have left, but in fact did not, even when the option was raised.

Tuesday, August 16, 2011

2011 Blizzard Global Writing Contest

Well, it was bound to happen. The 2011 Blizzard Global Writing Contest is up. I'm oddly ambivalent about it this year though, reason being that a lot has happened since then.

In 2009 I was pretty hungry as a writer. I didn't get much recognition for my work, and getting an Honorable Mention in the contest was an amazing validation.

In 2010 I wrote what I thought was a fantastic follow-up to my 2009 Honorable Mention. My one beta reader who'd read both works thought the second was much better than the first. But it ended up that I didn't place at all. (My feeling is the competition was probably stiffer, or perhaps Blizzard was just tired of blood elf paladins.)

Meanwhile, in 2010 I ended up winning a critically acclaimed international writing competition for amateur writers. Patrick Rothfuss is a previous winner, and if you've been reading fantasy fiction at all these past few years his name probably rings a bell even if you haven't read his work. Since my 2010 win I have sold an additional two short stories (the winning story was published in a compilation of winners) at professional rates.

Now I'm faced with the conceit that while I find the competition fun, time writing for a Blizzard contest might not pay off. It will take time away from work I can probably be paid for, for a remote chance at getting Blizzard to recognize my work as a writer (which may or may not lead to additional work as a writer).

Is it worth writing what is essentially an audition piece I will not be able to use anywhere else instead of a short story I could sell at a number of different publishers?

None of Blizzard's winners have gone on to write a novel or even the short stories in the Warcraft Legends manga,--just the short stories on the web site. The novels are the department of established pros such as Christie Golden and Richard Knaak who cut their teeth on Dungeons & Dragon products. Aaron Rosenberg, one of the less utilized Warcraft novelists, is still a known media tie-in author who presumably came to the attention of the company through his pre-established writing chops.

I'm not saying I won't write something. I've been having an idea knocking about my head in anticipation of the contest. But I still have to ask myself: Is it worth it?

By the way, if anyone happens to be curious as to my non-WoW writing endeavors, I've added a link on the side-bar of my blog (you won't see it on an RSS feed) to my award-winning novelette, which is now available on Kindle at just $0.99. From there you can also get to my Amazon author page and find information about my other upcoming works, my author blog, and author Twitter.

I generally try to keep my WoW and writing identities separate, but when they collide like during the contest some crossover is expected.

Friday, August 5, 2011

[Paladin] KFC in Season 10 - Back to 3v3

I can't take 2v2 anymore, the half hour matches because neither side can generate enough dps to kill the other. Last night my partner and I were about to strangle ourselves after fighting our third arms warrior/resto druid combo.

(The problem with that match up is that my partner can't get range as a hunter and the warrior can't do enough damage to outdps my heals.)

I'm hoping that will end this season. We only played 2s this week because our newest teammate was out on vacation, but it looks like he's going to be a regular for Season 10. I can't say I'm going to miss those season 9 2v2 matches that took so long we even timed out at the 45 minute mark three times.

My new 3v3 team is a KFC comp, which does not stand for Kentucky Fried Chicken. (It stands for Kung-Fu Cleave, which honestly doesn't make much better sense, but there you go.) KFC consists of an arms warrior, a marksman hunter, and a healer. It's not as strong in 4.2 as it was earlier in Cata, but since my 2s partner is a hunter, we wanted a third player who would be able fill in the gaps in our playstyle.

We wanted either a DK to match our previous success in WotLK as a PHD team, or a warrior to try out KFC. Nothing else we knew of would be viable for a hunter (holy paladins can fortunately be shoved into many more comps). Fortunately, one of our priest guildies also has a warrior alt he likes to PvP on, so we found a new teammate.

We've played two weeks as a 3v3 team prior to this week's vacation, and we're starting to get the hang of playing with each other. There are better calls being made, more communication about cooldowns people need to know. My hunter partner isn't used to letting people know when he has dps cooldowns ready for some burst, because in 2s it hadn't mattered, but KFC kills with focus fire and when our hunter and warrior get their cooldowns lined up together, they can put out some pretty solid damage, particularly if it's middle of the fight when the healer's no longer expecting it.

There are still weaknesses though. We had some line of sight accidents, where someone didn't get healed, and I'm still getting used to figuring out just when the warrior is in danger of being pancaked. There were a couple matches where he died early, but the hunter and I managed to hold out for a frightfully long time 3v2, almost bringing the match down to a 2v2 multiple times before the other team finally ran me out of mana. I'm sure that's because we've been playing together so long I know exactly what the hunter's damage threshold is and can calibrate my heals accordingly. The knowledge of how to do the same with the warrior will come with time.

Personally, I know I have to get better about juking my heals. Sometimes when I'm feeling particularly canny I do this, and I admit it's really satisfying getting the other team to waste a cooldown on a fake-out, but it's not a regular habit. I think part of the reason I forget is that many times when I'm silenced it has nothing to do with casting a heal at all. It's far more common for a mage to preemptively counterspell me than for a warrior to interrupt me, largely because if a warrior is on me, I try to cast only instants or use measures such as Aura Mastery to make sure I don't get interrupted. If I'm doing an unprotected cast near a melee it probably means that I think someone's gonna die before my next Holy Shock/Word of Glory if I don't, which of course is why I should juke so I don't lose such a critical cast.

My other "I want to get better at" item is pillar dancing to avoid being CCed. It's easier in 2s because there are only two opponents to watch and one of them is usually trying to hide behind a pillar as well. But in 3s, there are more people to watch and generally at least two of them are happy to CC a healer. In extreme circumstances I've ended up hexed, then trapped, then feared for good measure, because everyone on the opposite team, including the healer, had a CC.

KFC is not a CC bonanza. For us, it seems the best tactic is to pick a dps kill target and then focus fire it while keeping the healer CCed/busy. I try to Rebuke, Arcane Torrent, or Hammer of Justice the healer if I'm free. If I'm the focus target of a melee I generally run in circles casting instants to stay alive while my teammates do their thing. But if I can't take the output then the warrior peels (love the whole charge and root thing) so I can get a breather. And if the hunter is left unhindered... woe to the other team.

Right now, I think the point we can most improve on as a team is target switching faster (when needed) and going on the offensive more. We have a tendency, particularly because we have a hunter who wants to hide in camo, to wait for the enemy to come to us. But when we think about it, it's very obvious to the other team that we have a hunter and he's near the entrance even if they can't target him, which just gives them time to execute their plan of attack, particuarly if they have a stealther.

On the bright side, we felt quite good about ourselves when we ran into another KFC team of the exact same composition (pally healer) and beat them not only once, but twice, and the second kill was solidly in our favor.

Wednesday, July 27, 2011

Is there really a need to raid more than twice a week?

I occasionally read recruitment threads of other guilds, partially out of curiosity, and partially to see if there's a nice recruitment layout I might want to use at a later date. Sometimes I'm surprised by what I find by what people offer or what they expect.

Particularly, I notice quite a few guilds still raid 3-4 nights a week, a pace I gave up as too demanding.

For most purposes, I don't understand raiding more than two nights a week anymore. It used to be a near necessary, especially with resets every week and no way to extend a lockout, but even then it seemed an awful lot of time to spend each week in a game. Just because I might spend 20 hours in a week playing a single video game, doesn't mean that I want to spend 20 hours a week every week playing a single video game (because you can't forget the time spent doing heroics, leveling alts, and playing the AH on top of raiding). Personally, I burn out.

At my raiding peak I'd run 25-mans three days a week and 10-mans two days a week, and that was just too much. I like WoW, but there are a lot of other forms of entertainment I enjoy besides WoW, such as other video/ computer games (played the new Dragon Age II DLC, woo!), D&D, anime, books, etc. When I'm playing WoW, I'm not doing any of those, and there's only so much time in the world.

At the time I started my two night a week 10-man raid guild, 10-man raiding was still the poor cousin of 25-man raiding and how the hell could anyone get anything done before reset with only two nights a week?

But we managed. We did wonderful things like clearing 11/12 Heroic ICC in a single three hour night so we could spend all of our second day on Heroic Lich King. (We rarely extended the lockout because people didn't like the idea of doing nothing but the Lich King all week.) We prided ourselves on efficiency. We still do.

We like that we've cleared the majority of Firelands bosses within our first three attempts. We like that we never spent more than three hours downing any of our six heroic T11 kills. We like that raids start on time and people come back on time from our scheduled breaks (if you're 2 minutes late it means you're last, people are doing /poke at you, and chances are everyone else was back on time).

Even though we like raiding, we like that we have good progression for minimal time investment. We lost a couple raid nights after 4.2 landed due to real life issues, but we're still 6/7 in Firelands, and hoping to down Rag in the near future.

One of our raiders, who really likes raiding, also raids on an alt in another two night a week group to get more of her raiding fix. When I mentioned that I was surprised she wasn't with a three or four night a week raid guild instead of us, she said that raiding more nights a week doesn't mean the guild's going to do more with the time that they have.

Skywall is not the most progressed server out there, so when I say we're in the running for server third kill of Rag it may not mean much depending on what your own server is like, but the thing is... the patch hasn't been out all that long! I don't know when Patch 4.3 is going to land, but if you figure it's at least three months betwen major patches there's still two months or more to work on Firelands.

It's not necessary to raid more than two nights a week anymore if you just want to see the content, not unless there's a drive to be the first at something, to brute force a boss kill, or you just really like raiding (and even then, you could do that on an alt like my guildie does). Two nights a week has even allowed us a fair amount of time for heroic kills. So if I was a prospective applicant looking for a new raid guild, where would I go?

Would I want to be in a guild that's 6/7 raiding two nights a week or 1/7 raiding four nights a week? (I've seen the recruitment ad for the latter. It's out there.)

We're not best in the world or best on the server, but we're doing all right and because of this I know that it's possible to do a lot with just two nights a week.

Yet when I look at other guilds advertising their raid nights, I'm quite shocked that a lot of them still raid 3-4 nights a week. And these aren't necessarily heroic guilds either. What does a 4 nights a week raid guild that has only downed Shannox do on its other nights? Are they raiding T11 still? Maybe some of those raid nights are retro raids?

I admit I don't understand and their ads don't help me to do so.

If a guild's struggling with content, adding more nights to the raid schedule probably isn't going to help them see it faster. More raid resets will, because that will give them more gear to compensate for any lack of skill. A guild that takes 50 attempts to kill a boss that takes another guild 5 isn't a better guild because they killed it first, and they may be burning out their members by doing so.

Monday, July 11, 2011

Molten Burnout

I was reading a post at Kurn's about how she was getting burned out by everything that needed to be done in order for a responsible PvE raider to max out their effort every week in terms of valor points, dailies, rep, etc.

It's a lot, and I'm at the point where I'm close to throwing my hands up and saying "Screw those Molten Front dailies, screw those heroics, I don't care if I need more gear." I only raid twice a week on my druid main because I want relatively low commitment gameplay, but the Molten Front material takes almost a month to fully unlock, and I've been slavishly doing all their dailies since 4.2 landed (even on the nights I would normally be off WoW) because a day I don't do is another day's delay to the end.

Worse, I'm doing this on two characters so my engineering paladin will be able to make the Flintlocke's Woodchucker scope for my guild's hunters.

And I think it's retarded that it's more time efficient (at the moment) to get valor points from heroics than raid boss kills.

Then, like Kurn, I have a holy paladin that's occasionally running with a second guild other than the one I lead, because it's nice to go to a raid and not have responsibility.

But all this is sucking up a huge amount of time.

Now that I've unlocked the Druids of the Talon on my druid and the Shadow Wardens on my paladin, the number of dailies I do each day on both my 85s has skyrocketed and I'm doing them everyday.

I suppose I don't have to, but I feel like I should to be a good raider on my main and to get the engy schematic for my guild's hunters on my alt (because I'm sure the first few engineers to get the schematic will be gouging on the AH).

The thing is... I know the rep will come with time. As we kill trash and bosses in Firelands I'll eventually get Avengers of Hyjal rep, so I can close my eyes and say there's no need to do trash runs. Yes, it would help get gear sooner, but I can at least pretend any gear upgrades are minor enough on my main that it won't make much of a difference.

The valor points will come with time as well. I'll still be raiding twice a week and we'll kill bosses.

Both rep and valor points will come while doing pre-planned scheduled events.

But the stupid Molten Front dailies... I think the reason I'm so annoyed by them is that they aren't a fun group activity and they're mostly the same thing day in, day out and they're taking up time when I'd otherwise be doing something else that is most likely not WoW.

Previous daily quest grinds didn't seem to be such a big deal.

The Netherwing dailies weren't for gear, so I never worried about missing a day in TBC. Hodir gave shoulder enchants in WotLK, but it was relatively easy to get the blue versions and even then there was perhaps a max of seven dailies and I only was working on one character at a time. The Argent Coliseum dailies didn't even give anything to raiders. They were mostly just for fun, city rep, and titles. Gear was only really needed by alts.

In Cata, Therazane and Dragonmaw were probably best known for having dailies, but they also had tabards so dailies weren't the only way to get gear and enchants. I could combine gaining rep with heroic runs so it felt very time efficient.

But the Molten Front gives competitive gear as well as the means to craft competitive gear. I just realized there's a neck unlocked a few days ago that's better than the one I'm wearing, and there's a relic I could use while I save valor points for my tier pieces. And of course no hunter is going to want to be without the Woodchucker.

I'm just not sure how much longer I can keep this up before I'm going to want to take a step back from the game. I think if there wasn't such a clear gating mechanism, with its own story, and with competitive rewards I'd take my time and play through the sequence leisurely, but since it's not, I feel compelled to burn through it.

And the worst part is... there's all this new craftable gear, but no new engineering helm. The engineer in me is sad.