Monday, June 27, 2011

Times I'm Thankful For My Guild

My guild looks like it will be ending its Tier 11 raids with the progression of 6/13 Heroic, which isn't too shabby at all. We've had our ups and downs, and chewed through a frightful number of healers at one point, but stabilized over the past month or two and downed multiple heroic bosses for the first time.

One thing I've liked is that people are serious about showing up. People post ahead of time whether or not they're going to be absent. We run a team of 12 and only very, very rarely have we had to cancel a raid even under the worst of circumstances.

I was not always in a guild like this.

Back in TBC, when I was in my first raiding guild, they were very lax with their team setup. People knew the raid times, but on the rare occasion they would actually raid earlier than scheduled (I was admittedly quite upset to have rushed home to raid only to discover they're started without me) and then they wanted to be fair about giving everyone an opportunity to raid. The problem was, they had trouble stopping recruiting and when you have two tanks, three healers, and twenty dps for Kara... well... you don't get to go very often.

It also meant that if a healer was absent we probably wouldn't go, and if a tank was absent we definitely did not go. There was no penalty for being absent. There was no reward to being present (other than you might get to go). There were no attendance rules at all really, so the dedicated raider would often be sat for someone who rarely showed up in the interests of giving everyone a chance to raid.

Those who are dedicated raiders can see the problem in this.

But for a casual raid guild, maybe it's not that bad a thing to trade off progression and a regular raid spot for the freedom of just showing up once in a while and still getting to go (maybe), but it's something I knew going forward that I've wanted to avoid.

And I've done a decent job. My second TBC guild valued me highly and I never sat, whether it was 10-man or 25. My first WotLK guild never benched me either, though occasionally I volunteered to sit. Both of those guilds were good about making raids happen until eventually their leaders couldn't take it anymore and quit.

My second WotLK guild and current Cata guild are the same, and it is my guild. I run it, and I do all I can to avoid the burnout of my predecessors while accomodating the schedule and raid style I want. We raid just two nights a week (then unprecedented on our server and quite rare in general when we started in ToC), just 10-mans, and with an eye on heroics.

I've seen more content in my little guild than in any of my previous ones, and I know it's due to the skill and dedication of my raiders.

This feeling of pride isn't something triggered by the upcoming patch 4.2, as one might think. Rather, something else happened recently.

In these final days of Tier 11 I volunteered to fill in for a casual raid guild's healing team on my paladin. I don't know this guild well, but their members have always been nice folks, so I was sure that running with them would be more pleasant than pugging. I was warned by their GM that they didn't have as many of their regular raiders anymore, and things might be kind of rough, but I said I was fine with that. I'm not someone who's going to nerd-rage because we wiped.

The guild ended up taking three non-guildies, including me, to fill the holes in their roster. We killed three bosses in two hours and called it a night. For a casual guild deprived of a full in-guild raid team it was acceptable, especially considering that they had to explain the fights from scratch for a couple people.

Knowing they were short-handed (and wanting to raid a bit more on my alt), I offered to fill in for them again, and their guild master extended invites to me via the in-game calendar for the next three raids.

I accepted, and now two of those three dates have passed. They didn't raid on either of them because not enough people have showed up.

If I was one of their guildies and that was my only opportunity to raid, I would be quite annoyed, but since I'm just filling in for fun on my alt, hearing that the raid has been canceled 20 minutes after start time didn't bother me, especially since I would have been online anyway.

Now, attendance is not mandatory in their guild, and it's one of their selling points in their recruitement ads, so it's not surprising that when content is stale not enough people show up. Personally, I could not live with that on my main. But I know people at my day job who play WoW and think it's ridiculous to set aside a set time every week to raid. They don't mind raiding itself, they don't mind going once in a while, but they don't like the commitment. For them, that kind of guild isn't a bad idea. Go if there are enough on, don't if there aren't.

The biggest thing to be thankful for in a guild is being with people who share the same commitment to raiding, leveling, PvP, whatever that focus might be. It doesn't matter if it's a high amount or a low amount as long as the commitment is the same. My guild is ranked #2 for 10-man progression on our server, but #72 on guild levels since we're still level 20. We might not be achievement hunters or fishers or crafters or activity maniacs, but we know what we like and we do it.

Thursday, June 23, 2011

I'd Tank... if I had a Third Spec

I queued for the Ahune fight the other night on both my 85s. My druid is currently off-specced into bear, which is my preference. (I spent most of T11 off-specced into resto, which I'm not nearly as happy playing as.) I was happy to jump in the queue as a tank and be rewarded with my instance within a few seconds. So was the one guildie I was grouped with.

This meant we had three puggers.

My guild is a small one consisting primarily of people with relaxed playing schedules, so guild-only 5-mans are uncommon. We mainly log on to raid, and anything else is happenstance. When I do 5-mans, I usually pug, and I'm fine with it. I think pugging makes me a better player due to the unpredictability of what I get.

Anyway. Ahune died. Loots dropped. All was happy in the world.

My guildie and I got on our alts. I queued as healer on my paladin. Guildie was dps. And we waited, and waited, and waited. And after 9 minutes (as a healer!) we finally got in.

Then the tank, who'd clearly never tanked Ahune before, got himself killed by trying to tank the boss (standing in bad stuff) and ignoring the adds which killed everyone else. The tank went off-line rather than face the embarrassment of a explanation on how the fight works.

Which meant we had to wait again.

And it occurred to me, that if I had a third spec... I would have tanked on Gillien.

Back in WotLK my paladin's dual specs were holy and prot. My holy spec pulled double duty for PvE and PvP, but the two specs were close enough that this was "okay" even if it wasn't ideal. Many times, in order to get the faster queue, I'd tank. It got to the point where I was tanking 5-mans more often than I was healing and I'd opt for waiting a couple minutes in the queue just to get a break from day-in-day out tanking on two 80s.

But in Cata, I found the difference between a reasonable arena spec and PvE holy spec were quite a bit different, with 7 of my talent points rearranged to give me access to a variety of talents not present at all in my PvE spec. They're good talents too. They've come in handy multiple times, whether helping my teammate burn someone down with Exorcism spam or getting an extra Word of Glory heal from Eternal Glory.

I use my PvE and PvP holy specs often enough that I don't want to sacrifice one for a prot tanking spec, but I don't mind tanking. I would have gladly tanked Ahune the other night, but I wasn't going to pay 100g in respecing forwards and back for the privilege.

It occured to me that Blizzard is trying to find ways to improve 5-man queues, to the point of offering additional rewards through the Call to Arms, and it makes me wonder if they've considered the potential tank population that just ran out of specs, seeing as all tank classes are hybrids.

I know they want specs to be of a lasting impact, to be meanful. I can understand why they wouldn't want a hunter to have BM PvE, MM PvE, MM PvP, and Survival PvE (which my guildie has said he would do in a heartbeat). To keep this on the topic of too few tanks running 5-mans, why not make the third spec a dedicated tanking spec? If it's not tanking, you can't have it.

I'm sure it would be annoying to implement something just for that consideration, but let's say the third spec can only be used for tanking and people take it for tanking. I can only see it increasing the number of tanks, since people who tank instances already aren't going to stop just because they freed up one of their dual specs, and people who would consider tanking but can't because they ran out of specs, might actually tank.

I don't know how large the "I ran out of specs population" is, but Blizzard, you have one here.

Wednesday, June 8, 2011

Still One Blizzcon Ticket Left!

My guild still has one Blizzcon ticket left! If interested, please contact me ASAP at . It's for sale at face value of $175. We have until June 10th to get your name registered in the database so you don't have to stand in line with us.

I'll go back to regular blogging after this. Promise. :)

Friday, June 3, 2011

Blizzcon Tickets?

I apologize for falling dorment again after the beginning of last month. May was very hectic for me for multiple reasons.

I would have liked a real post, but as it is, there's not much time to take care of my current business.

My friend and I bought extra Blizzcon tickets for friends, but it turns out that the extras weren't needed, which has left us stuck with $350 of paid tickets that we don't need.

But given how quickly the tickets sold out, we figure there must be plenty of people who are interested in going, but never had the chance. We'd return these tickets if we could, but since we can't we're offering them up for sale at the face value price of $175 each.

If you are interested, please e-mail me at . We would like to sell them ASAP, since the tickets become more complicated to sell after June 10th. (June 10th is the deadline to attach an attendee's e-mail address to a ticket, which would let them pick up their ticket without arriving with the credit card holder.)

And yes, this means I will be at Blizzcon this year.

Wednesday, May 4, 2011

PvP Gear in PvE

Since the ZA/ZG instances have come out, I've heard complaints of people gaming the system by showing up in these 5-mans while wearing PvP gear. As someone who does both PvE and PvP, though, I wonder what people mean by showing up in PvP gear.

Are they talking about PvP blues or purples? If they're complaining about blues I have some sympathy, but I don't for the epics.

The reason I wonder is because the epics take time to earn. Even with the accelerated access to PvP gear that prompted the nerf to conquest point gain, it still takes real world time to purchase them. One week of capping just for the purpose of gaining a higher ilvl gear would net... what... a bracer? A relic? A off-hand?

Conquest points aren't like honor. You can't grind them all day long saying that you'll reach that item level come hell or high water. So where are these people coming from who got PvP gear just to game the queue?

Chances are they've been there all along, healing, dps-ing, and maybe even tanking heroics the whole time. (I ran into one pug tank who swapped on his PvP gear for one of the H VP boss fights to great success. He knew what he was doing and was smooth as butter to heal.)

I do understand that some of the itemization budget that could have gone to haste, spirit, and other things is lost in PvP gear due to resilience. I get that.

But would a pug group rather my paladin wear Vicious Gladiator purples or my remaining 333 blue gear that just happens to be better itemized? For some of my PvE gear slots I've just never gotten 346 blues, or the Vicious Gladiator gear pulls ahead despite the wasted budget on resilience.

I ran my paladin through Ask Mr. Robot for a quick sanity check.

The way Mr. Robot works is through stat weights. It's not the best way for a healer to determine which stats to go for. A lot depends on personal playstyle, who they run with, the content they're doing, whether they need speedier heals or more regen. What Mr. Robot does is let the player set how valuable they consider the different stats and Mr. Robot recommends the best gear for those stat weights. So for a quick "Am I doing it wrong?" Mr. Robot works in a pinch. Mr. Robot also comes with default stat weights.

For Gillien I set my gearing parameters to the content I've had available leading up to 4.1, which was just heroics and PvP gear. (I set myself to "I'm Good at PvP" which opens all PvP gearing possibilities that do not require an arena/rated battleground rating.) I did not touch the default stat weights, so as to avoid my own personal biases as to what makes good holy paladin gear.

It lists four pieces of my current Vicious Gladiator gear as the best in slot for pre-raid and recommends three pieces I currently do not have, one of which I made a conscious decision not to get. (I don't have mana troubles in arena, so I opted for the Vicious Gladiator's Greaves of Alacrity instead of the Meditation version.)

Now Mr. Robot is a robot. It doesn't turn its nose up at where the gear comes from. It's saying that even though resilience counts for crap this gear is better for these stat weights than any of the blue heroic gear in the same gear slot. Now there's a different argument about trusting stat weights since they're blind to an individual player's situation, but if you want to compare individual pieces of gear in a vacuum, this piece vs. that piece, conquest PvP isn't necessarily that bad compared to heroic blues, which is all you need for ZA and ZG. The additional spirit, the additional intelligence, can outweight whatever secondary stat is lost to resilience by virtue of the higher item level.

I wouldn't expect Gillien to perform in ZA or ZG as well as a raid-geared holy pally of equivalent skill and ilvl, but he should do just as well or better than a holy pally with nothing but blues.

Saturday, April 30, 2011

Why I Don't Like the 4.1 Conquest Point Change

If you don't PvP, you probably were ambivalent towards the change in the number conquest points awarded in patch 4.1. If you're a talented PvPer and have an excess of conquest points, you're probably annoyed, but by now you probably primarily play for rating, not to buy things.

As for me, I have no aspirations of a title this season, since I'm only doing 2v2. I'm playing for fun and the thrill of making that clutch save, but that doesn't mean I'm not affected by the change. Since I'm not interested in how high I can get my arena rating, I play just to get my points for the week. Once I'm done, I stop.

And that brings me to the conquest point change.

Community Manager Zarhym wrote:

We saw that Arenas and Rated Battlegrounds were over-rewarding players for the time investment required, particularly compared to point gains in PvE. We felt the change we went live with in the patch was a little bit too low and overcompensating though, so we buffed up the numbers for wins just a bit to 180 (Arenas) and 400 (Rated BGs).


Now, I don't disagree with the time investment for epic PvP gear vs. epic PvE. My first two weeks of arena netted me my epic healing mace while the non-PvPers in my guild are still salivating for the maces off of Cho'gall and Nefarian. I don't have to worry about the whims of RNG. Two weeks of playing for a little over an hour and I got a mace better than anything out of a heroic.

I was actually quite surprised when I learned how quickly conquest gear came to me. I stopped doing any PvP other than arena and Tol Barad, just because I couldn't justify the time vs. honor gained (not to mention that when I first got my paladin to 85 the battleground queues were buggy for Horde). An hour of arena vs. an hour of battlegrounds? It's no contest.

Gillien is ilvl 356 in his PvP gear, and I'd wager I spent less time assembling that than I have Hana's 358 and she's my raiding main.

Considering that I agree with Blizzard's assessment, it might come across as strange that I don't like their change, but what bothers me isn't that they fixed it. It's how they fixed it.

When arena was first introduced it was as a casual form of PvP where people could earn gear and titles without doing the crazy High Warlord/Grand Marshal slog that was infamous during vanilla. The fact you only needed ten games a week made it very casual friendly. Any games played beyond the ten were attempts to increase one's rating and considering that ratings tended to settle after a while (except perhaps at the extremes), it was easy to figure out when to stop.

My Challenger-level 3v3 team had a rule in WotLK. We would play our 10 games, and then if we were winning, we would keep playing until we lost two in a row. This prevented us from playing into a losing streak, but if we were hot we wouldn't stop.

In arena it is expected that when you reach your appropriate rating that you will hover there, winning 50% of your matches and losing the other 50%. In that sweet spot between the start of Cata and patch 4.1 players earned enough conquest points to cap for the week from winning just 5 matches.

I liked the 4.0 Cata system. It promoted winning (since previously teams could get their points for 10 games even if they lost all of them), and if the 50-50 ratio held true people would still be playing their 10 games for the week. It seemed elegant enough to me.

But now I have to play more games to cap for the week. After the whole 10 games and you're done that has been around since TBC, I'm rather irritated that I'm now forced to play an average of 16 games in order to cap. It's a 60% increase in the time spent each week.

What I would rather have seen (though I'm sure it still would have been an unpopular choice) would have been an increase in the cost of conquest gear. Two weeks for an epic mace is ridiculously easy to obtain. Make it three or four weeks. Just increase the prices by 50%-60%.

Blizzard would get the same effect of increased time spent per each piece of gear earned, but without increasing the amount of time spent per week.

I found 10 games to be a reasonable amount of time for a casual player to do in a single night while still leaving time for other activities, and while some weeks I've had to do more than 10 games due to having more losses than wins, it still hasn't amounted to as many games as my 50-50 win rate of this past Thursday. If we get on a losing streak it could potentially make for a very long night and I don't like the idea of playing 20+ games in a single night in order to cap.

Equally I dislike the prospect of making arena night twice a week instead of once.

While I like arena for what it is (as in I've played skirmishes before for no reward), I admittedly like my purples as much as anyone else and I feel obligated to cap my conquest points just as a hardcore raider feels obligated to run heroics until valor points no longer offer any upgrades.

I won't stop playing arena due this, but it means less time to do heroics, less time for alts. Maybe I won't get a game of Tol Barad in that I would have otherwise joined. I don't raid on my paladin, unless one counts the occasional Baradin Hold. This isn't an alternate way of me getting gear to kill internet dragons. This is my one night a week PvP fun fest that gives me better gear for hitting a set number of wins.

Monday, April 25, 2011

Day 03 – Your first day playing WoW

My first day playing WoW was back in vanilla. It's funny how the years meld together now, but I'd say it was 2005 (though I did not become a regular player until 2006). My boss lent me his discs and gave me one of his 10-day free trial passes and told me to go ahead and give the game a shot.

I was reluctant to play due to the fact I had been a horrible MUD junkie in college (now that's old school, MMORPGs from before they had graphics!) and I knew that if I got hooked I could have trouble maintaining a balance between the game and the rest of the world.

Because the free trial was for a limited period I decided I would start it up on a Friday night so I would have two weekends to play. At about 9 or 10 in the evening I finished installing the four CDs and found myself at the character select screen for the first time. I made my tauren druid (race/class combo already picked) and made her a brown cow who I dubbed Hana because it's Japanese for "flower" and sounded appropriately pleasant and fantasy-ish.

Hana began her life in Mulgore in what I believe was June (of 2005) and dutifully pew-pewed little plainstalkers to provide food and supplies for Camp Narashe. It was dark and I don't recall other players being around, but that suited me just fine. I was just learning everything.

My internet connection at the time was pretty bad, so I was having trouble staying online and I distinctly recall being killed by one of the quilboar's battle boars, the very first mobs that would aggro on to a new low level tauren, during a disconnect. I'd wager I didn't make it past level 4 before I logged for the night.

What I remember the most about my first night was that Mulgore was very green and (my death notwithstanding) very peaceful. I remember the night sky, and that I was amused that I could do the majority of the old emotes from my MUD days. MMORPGs were just MUDs with graphics. How little things change.

What actually turned out to be a pleasant thing to know after I finished my 10-day trial is that I was able to put the game down and not buy it. It would be over six months before I would actually buy the game and begin playing it.

While it seems like an odd thing to say considering that five years later I'm still playing it and I have been almost continuously, it means to me that I'm not in danger of the addiction I feared. I only raid twice a week and while as a guild master I have to put a certain amount of time into the game and related activities, I think I can quite happily put this game down when the time comes. I'd miss my online friends of course, but I'm not in danger of the game ruining my professional or social life.