Tuesday, February 1, 2011

Defender of a Shattered World

      My guild hates this screenshot, but what can I say? We are terrible at taking posed shots. This at least has the charm of spontaneity.


      You'll notice a facelift going on around here. I'm especially proud of the banner, which was custom designed for my guild by Demonmaster Relmesh. I love it because the more you look at it, the more neat details you pick up on. I'm working on getting my warlock shenanigans filled out, as well as an epic raid guide with the Rage Starved Rocket Bear.
      Check the updated sig.

Wednesday, January 12, 2011

4.06 on the PTR: Changes to Improved Soulfire

     Of all the wacky changes on the current PTR, undoubtedly the most talked about is Improved Soulfire. On live, Improved Soulfire grants 15% haste after the cast of Soulfire. This is an enormous damage boost, mandatory for every raid spec, and of the highest priority in any rotation. In Patch 4.06, Improved Soulfire will be redesigned to give an 8% boost to fire and shadow damage (do warlocks do other kinds of damage?), and will be moved from Tier 2 of Destruction, reachable by all specs, to Tier 3, and only available to Destruction warlocks.

   The loss of 15% haste is devastating to warlocks across the board, as haste remains our most advantageous secondary stat. Affliction and Demonology in particular will feel the loss, as they both scale better with haste than Incinerate casting Destruction. While it looks like the buffs in other areas will actually keep all three specs competitive, the new design of this talent was unexpected.

     The redesign does not address the fundamental problem with Improved Soulfire: casting soulfire is fucking annoying. Soulfire has a really long cast, and it is not a part of anyone's normal rotation. (Well, okay, except Decimation.) The annoyance of taking so much time away from, you know, important things, is made worse by the fact that Improved Soulfire has an internal cooldown exactly equal to its duration -- you cannot refresh it, you have to wait for it to fall off before you can put it back up. For maximum uptime, warlocks would attempt to time the new cast to finish at the same time the previous effect fell off. Going through the effort of a hard cast of soulfire only to miss the refresh by a tenth of a second --and lose more time -- was frustrating to say the least. Was it an overall damage increase? Yes of course, otherwise we wouldn't bother. But it was awkward as hell.

    This is being addressed in part by reducing the internal cooldown to six seconds. Refreshing the effect will be much easier, and it should have a much higher, if not perfect, uptime throughout the fight. However, stopping to cast soulfire will still leave the Destruction rotation feeling clunky. We can only be grateful they pushed the talent deeper into the tree, and most of us won't have to bother with it.

   My hope for that talent had been that it would become a proc. Say, for example, that the haste buff could only be procced from Empowered Imp Soulfires, which could perhaps be procced from Imp Firebolt crits. It would throw our theorycrafters into chaos, of course, trying to determine how the uptime affected the optimal haste thresholds, but ultimately, warlocks would be stacking crit, to proc haste. The very idea is delicious. But alas, we are left with our silly long cast times and basically the fire equivalent of Shadow Embrace.
 
  There were a few other wonky changes. Fel Armor will soon no longer return health to us, which isn't too strange a change in and of itself, but instead, it will return mana, which is just...weird. Warlocks have never needed to worry about mana regeneration in the slightest -- that's what Life Tap is for. We understand that the less we need to Life Tap the more time we can spend casting, but even so, this is an odd addition.

     Demonlogy AoE has been nerfed (unsurprisingly) but their single target damage has been buffed. At time of posting, Demonology is sitting at the top of 4.06 simcrafts. We'll see how that goes.

Tuesday, December 28, 2010

Cataclysm Heroics

     Like most people, I am bloated with Cataclysm frenzy. I do dailies, I do heroics, I farm, and I even queue for Tol Barad. Which I never win, but it's the thought that counts.

    I've been enjoying the first tastes of the new raid instances. I've found them to be refreshingly intricate, they involve a lot more effort that "get out of the fire." Understanding of boss mechanics has become much more crucial. It's not enough to know the "what" to do, you have to understand why as well, or you run the risk of unintentionally sabotaging your group. You have to show up prepared.

     Which brings me to the most popular topic of discussion since Cataclysm went live: heroics are too hard.

     On one of my forum trolling visits, I read this article, in which the poster laments that a member of their group left in shame when their DPS was not up to par to kill a boss. Their compassion for the leaver is touching, however, the idea that a groups inability to carry a bad player -- in this case essentially four man current content -- indicates bad game design is ludicrous. This is, quite frankly, the entire point of the game. You would not take a player of level 80 into a level 85 instance. A player displaying the same damage output is no different. Players do not have the right to complete an instance. Games are, at their most basic level, creative mechanisms of effort and reward. You do not put in any effort, you do not reap the rewards. Showing up is not enough.

     This is not to say that games should be punishingly difficult. They are after all still tools of leisure. But their niche in that category shouldn't limit them to the single purpose of sunshine and rainbows.

     So yes, heroics are hard. But to say they are "too hard" undervalues the joy of conquering them. Without different strategies, mechanics, and fun fire to stand in, instances in WoW would be indistinguishable from each other -- just DPS with a different backdrop. As it is, every instance is a unique challenge and makes for different playstyles, pacing, and approaches. They are interesting. They are absolutely fun.

     I was disappointed that this particular thread was locked without a blue reply. I imagine the GMs are sick of the "QQ" and are ready for people to outgear the heroics so that we can hear the end of the complaints. But this thread touched me more than most, because the complaint wasn't quite that Blizzard should just give the players whatever they want, but rather it was full of pity for players who simply can't participate in the new game. They aren't bad people, these aren't the "l2p" trolls that make me die a little inside, they are simply...not interested. Part of me feels like people who can't be bothered to figure out how to put out more than 3k DPS at 85 just shouldn't play the game. They obviously aren't all that interested in playing, so why try? But abandonment of a game that you put, at the very least, leveling time into rings just as wrong in my heart. This begs the question, what are these players doing so wrong? Are they not pressing buttons fast enough? Are they spamming shadow bolt? How did we as community -- the introductory tool tips, their class trainer, Trade Chat, and everyone who grouped with this player along the way -- fail to teach them how to play?

    In the end, I am disappointed that this sympathetic forum poster didn't say anything to the under-performing DPS. They spoke as if there were only two options -- say nothing, or be an elitist prick. But there are ways to question other players about what they are doing that don't necessitate being mean. Sure, this player might be a little hurt if you suggest they are doing something wrong. That is natural. But I guarantee they will learn something from it, even if they don't immediately seem grateful or improve. There should be no disgrace in speaking up. As long as your intentions are good and you remain civil, this kind of interaction can be only positive. This is what the "M" in "MMO" stands for -- multi-player. We aren't playing with computers. We are playing with people who are capable of growth and improvement.

     This is what Blizzard is trying to teach us in Cataclysm. They are not trying to turn us all into high end raiders. They are simply raising the bar, a little bit at a time, to maintain the joy of a challenge. It's a moving finish line, you aren't supposed to "win." You are supposed to keep playing.

Monday, December 6, 2010

Succiu's Totally OCD Cataclysm Checklist

     As of this writing, we are 18 hours (and one minute) out from Servers Up! Cataclysm. I am psyched beyond all belief. In such cases, my enthusiasm manifests itself in overpreperation. This is usually right around the same time I drive my friends crazy with my ability to spit out really long sentences without the need for breath. I can whistle in. It's great.
     Ahem.
   
     1. 25 Quests Completed

     The fastest way to level in Cataclysm is to get a head start in Wrath. My quest log is full of 25 fully completed quests, including the Argent Dailies, Orgrim's Hammer Dailies, a few Deaths Rise, and one for the Frenzyheart and Sons of Hodir, which both boast one quest rewarding above average XP. If the amount of XP holds true to WoWHead's reports (and I am not sucking at math) these quests will give me a headstart of about half a million XP, or 36% of the XP needed for level 81. Not bad.
     I left Succiu logged out in Dun Niffelheim, after which she will take her Argent Tabard to Icecrown, fly south into Scholozar Basin, and take the zeppelin into Orgrimmar.
     While I intend to level in Vash'ir to avoid the crowds, I will initially head towards Mount Hyjal. Why, you ask? Arcanum of Hyjal. You're going to need it eventually.(Also keep your eye out for Therazane for your shoulder enchant, and the Dragonmaw Clan has some great caster gear.) You may as well get the required rep to buy their Tabard when the quests actually help you level. You only need to get to friendly to get the Tabard.

     2. Empty Out Those Bags

     The more stuff you can carry, the longer you can stay away from an Innkeeper. While eventually you will need to see a vendor, the fewer trips you need the make, the less time you waste. Aside from the quest items needed to turn in the above, my bags contain only the essentials. Which brings me to...

     3. Bring It

     I have a full stack of health potions, mana potions, bandages, food, water, salmon, Frost Wyrm, and Elixir of Water Walking. Water Walking is probably my favorite. You cant imagine how often that comes in useful. I'm also carrying my PvP Trinket, my Disenchanting Rod, my fishing rod, and a stack of vanishing powder to switch out glyphs. And of course, my Argent Tabard and my Hearthstone.
     For the record, yes, I know I am insane. I know my Frost Wyrms and salmon probably aren't all that helpful, but hey. I had them. May as well use them and squeeze out a few more points of damage. A few seconds less between pulls, a few seconds closer to 85.

     4. Spec-tacular! 
   
     As predicted, I will be rolling into Cataclysm as Destruction. 80-82 are tuned for Wrath leveling gear, and Succiu is full 277 geared. Affliction is wonderful damage, and there is a lot to be said for running around DoTting things up and letting them fall around you, but it has a long ramp up time, and the difference even in DoTs wont be noticeable on these kinds of mobs. Destruction has a lot more upfront damage.
     My off-spec is raid-ready Demonology. This is for my five mans. I am lucky enough to have a close group of friends just as excited to level as I am. It includes a very trustworthy tank and queues will be fast enough I think I'll see more than a little bit of dungeons. Demonology will help me stay alive, give me damage, mobility, and CC.
     I'll be switching to Affliction around 83, which is where Blizzard expects you to have replaced all your Wrath gear.
     I already mentioned I'll be carrying a full stack of Vanishing Powder, and this is a very good reason to make sure you know all of your classes glyphs. Glyphs are easy to switch in and out nowadays, and you can really help yourself tackle some mobs (or groups of mobs) with the right glyphs. 

     5. Add-on Your Add-on
   
     Cataclysm isn't the only thing you need to download. Make sure all your add-ons are up to date. There shouldn't be too many changes since most of the Cataclysm content has already been implemented, but expect it to be messy anyway.
     I'd also recommend cleaning up your bars. If you have ever thought to yourself "I'd really like to change this keybind, but retraining my instincts is too hard!" this is a great time to try. Leveling doesn't have the same pressure as raiding, so if you mess up, it isn't as punishing. Not to mention, oh man, you get all kinds of crap on your bars that you might not need. And, since you'll be needing your CC a lot more frequently in Cataclysm than in Wrath, you might want to try to open up some of your high-priority keybinds for these spells.

     6. Out of Game

     Your preparation out of game is just as important, if not more so. If you are planning on being on right at servers up (3 AM for me, oh god) a nap might be a good idea. Comfortable clothes and a good chair can also make a big difference. I personally will be trading my contacts for glasses (nerd disguise!) and hiding my hair beneath an efficient headband.
     And then, of course, there is sustenance. Caffeine, caffeine, caffeine. Try to eat something that doesn't reinforce the pizza-bites stereotype (although it is warm, nourishing, and bites sized for ease of consumption with one hand on the keyboard...NO). Try some orange juice or some granola bars, and vitamins. You'll feel so much less icky.
     My beverage of choice? A big bottle of cold, fizzy, nose tickle-y Seltzer.



     So there it is. OCD? Oh god yes. Self-indulgent? More than I'll admit. But man, this is going to be a fun week. Check back on the weekend for my list of Raid Starter gear.


 

Friday, November 26, 2010

A Letter to Blizzard About Trees

Dear Blizzard,

      I would like to discuss tree of life form for resto druids with you. And before I start crying and whining (which is bound to happen) lets talk about some stuff. Lets talk about druids.
     Raise your hand if you think shape shifting is one of the cooler aspects of being a druid.
(hundreds of thousands of people raise their hands)
     I think even your developers would tend to agree with that statement.
     Now another amazing quality of druids is their diversity. They can literally fill every role in the game. And to accompany these specs are unique shapeshift forms for said roles. The increase in stats you get from each form is nice, I will admit, but not necessary. You have already proven that healing as a tauren is just as effective as healing as a tree. But my objection is so much more then just stats. Stats can be compensated for. This too can be fixed, easily I might add, but we'll get to that later. How would a feral druid feel if he ran into battle as a tauren and started beating things with his staff? In what world would shred or mangle be a staff attack? In what world would you feel any satisfaction out of a swipe bear claw going through the air coming from a cuddly cow?
     "But people want to see their armor!" is what I keep hearing. Bears don't get to see their armor. Cats don't. Boomchickens don't! And who cares about boomchickens anyway? Why not just take that away too, so they can see the shiny new armor? Because you know better. You know everything I just said and then some. About why you cant take away bear or cat form. And to be honest, I'm not even entirely sure why you left moonkin form alone. It actually wouldn't be as impractical for a cow to rain laser beams down on an enemy.
     So let me see if I got it right so far....resto druids can see their armor, but they're the only spec that can do so while in combat without losing, well...their class in the process. They can still become a tree but its a cooldown....and it looks like a tree, mixed with a person, with down syndrome, but you can glyph out of the ugly tree form, cause well, it's ugly. Is that about right? Never mind the other three specs who maybe want to see their armor. Never mind the people who, like me, felt that being a tree was half the fun of being a druid healer! I know its not just me. There are whole forums dedicated to protesting the loss of it as well, so I know its not just an isolated incident among my friends. Never mind the ridiculous amount of outcry. just stick with it Blizz...
     And now after all of the bitching and moaning, if you're still reading, it is time for me to offer a solution to this apparently insurmountable challenge. I cannot take credit for this one though. It was actually something so simple that only the writers of The Simpsons could've thought of it.

Blizzard: Tree form for all!
Masses: BOOOOO!!!!
Blizzard: OK then, Tree form for no one!
Masses: BOOOOO!!!!!
Blizzard: Hmmm. Tree form for some, miniature American flags for all!
And there was much rejoicing
Masses: Yaaaayyyyyyy!

     And that is the answer, in a nutshell. Such a small thing a glyph is. It gives the player choice. To tree form, or not to tree form? That is the question. At least that's what some poncy dude in a wig said. Don't ask us this question though...let us ask it for ourselves. Let us decide if we'd rather look like a tree running around, or our new Tier 11

P.S. Maybe offer this choice to boomkin. Maybe.
Sincerely,