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Thursday, January 10, 2013

Hardcore Raiding in MoP - Part 3

This is the third article in a series, you might want to start at the beginning.

In Part 1 we talked about the kind of time commitment hardcore raiding takes right now, and in Part 2 we talked about the kinds of decisions raiders need to make regarding their class, spec, race, and faction in order to maximize the odds of success. This stuff is certainly not rocket science, but I hope it gives an insight into just how much thought goes into the process.

But there are some things that I think are uniquely important to progression and competitive guilds, that most other guilds don't have to contend with.

Part 3: There's No Place Like Home

Server


Most guilds form on a particular server and much of the guild identity is associated with that server's identity - it's likely that most of the members met on the server, formed the guild or joined through a local recruiting effort and have been calling the server home for several months if not years. The familiarity is comfortable and most players have invested in alts with professions and resources that make it difficult to hop servers even if they wanted to.

Hardcore guilds face a significant issue with the server architecture - how do they recruit very well qualified raiders if their server is an undesirable back-water? If the guild is very well established with high world ranking, it's likely that people will transfer regardless of the server, but if the guild is new, or if it wants access to a broader set of raiders, or even if they want access to resources that a broader raiding community brings to the Auction House - they have to consider where they play very carefully.

Do you move to a high-population well-progressed server with several ranking guilds? There are benefits, certainly - you have more choice in recruiting locally, you (likely) have a vibrant AH with many raiding items and resources available and many buyers to grow the guild coffers, and you have competition to encourage you to keep pushing progression.

The con, of course is that the competition is a double-edged sword, and if your guild is struggling at any point, it's not difficult for your raiders to find another guild on the server and that's a constant threat to contend with. The server ranking on a very competitive server can also be misleading - on my server, we are ranked 10th overall and 6th in 10s mode with 9 heroic bosses down. But the server is ranked 5th overall in progression in the US, so on just about any other server, we would be ranked in the top 3 overall, and on over half the servers in the US, we'd be ranked first.

We chose to play on the highest ranked PvE realm in the US (Stormrage). My old server - Moon Guard - currently has one guild in heroic modes, and they are two bosses behind our progression. I was one of the people who lobbied hard for us to transfer to Stormrage because of the pros I listed above, but for me, the highest reason for transferring was the competition. I wanted a server with a very vibrant and competitive environment. I wanted to be looking over my shoulder constantly and making sure our ranking remains in the top-10.

The additional benefits are certainly helpful, the Auction House is miles and miles better than our last server, and we've had very good luck recruiting locally.

So - unlike most guilds, hardcore guilds have to make the decision about their server very carefully. They don't want to get the reputation of being ranking-snipers by switching to a quiet server, and they don't want to handicap or demoralize themselves by moving to a server where they have no chance of competing. The location of a guild tells you much about the culture therein, and what the members wants.

Order of Progression


Image from WoWPedia's Naxxramas article 

As seen above, Naxxramas presented an absolutely huge roster of bosses (15 in the one raid alone). 13 of them were available with no gating in 4 wings and the final 2 were gated behind them. The difficulty was even enough, that guilds could do the wings in any order. Many a nights were ruined when new guilds chose to start with Military wing and ran face-first into Instructor Rezuvious.

Anyway, this is a topic that has caused much passionate debate in most raiding guilds, whether hardcore or not. In a tier as broad as Tier 14, with so many choices in terms of places to go and in what order to kill bosses, it's not difficult to abandon raids or extend lock-outs, or skip around and choose one boss over another to kill.

Progression can go in two different directions for the majority of guilds. First, there's the idea of, well, progression! Kill the new boss, and move up the ladder. That's a fairly straightforward concept. But there is also the idea of farming - more loot makes things easier. Certainly, but no serious hardcore guild will spend time on farming loot when they have viable progression bosses that are not gear-gates (very strict DPS checks, for example).

So, for hardcore guilds, it's progression - but what boss do you tackle?

Hopefully, your decision is made bereft of loot concern. If you bring loot into it, then different people will have different bosses they want to get down in order to get the particular item that they're after - so what guides you? One is the established order of progression from guilds that are ahead of you.

For example, to generalize Heroic Tier 14 a bit, the order goes more or less like this for most guilds:

Stone Guard > Feng > Elegon > Gara'jal >
Blade Lord Ta'Vak > Spirit Kings > Wind Lord Mel'Jarak > Garalon >
Will of the Emperor > Lei-Shi ~ Imperial Vizir Zor'lok > Amber-Shaper >
Protectors of the Endless ~ Grand Empress Shek'zeer > Tsulong > Sha of Fear

In our case, we stuck with the order until Blade Lord, then we chose to go after Will right after killing that, then we picked Garalon, and then Wind Lord. Now we're after Amber-Shaper.

For us, the progression order was decided by the ranking weight. Heroic Will was given a lot more weight than the other bosses in the general progression order, so killing Heroic Will gave us a solid lead and breathing room on the ladder against guilds who were still working on that fight. It also gave us the confidence we needed by getting a boss down out of the progression order to get Heroic Garalon and Heroic Windlord down in more or less one night of work, each, getting us to 9/16 heroics.

Is it fair to attack bosses with different ranking weight to improve one's ranking? I think it is, as the rankings are not secret, but others might disagree.

This is by no means a simple conversation - even now, my guild is debating whether Lei-Shi might not be a more viable target than Amber-Shaper. Maybe there is no right answer, and this is a topic that will go around and around every tier as raiders debate what boss is more viable for progression. In a 10s mode guild, you also have to consider composition - on a given night, do you have enough people to do one boss more easily than another? Ideally you have all raiders showing up, but that's not always possible, of course, and I imagine often times the decision is made for you by circumstances.

Regardless, our raid-leaders made the decision and tonight, we will be fighting Heroic Amber-Shaper.

Next time, in the conclusion, I'll try to wrap up this process, and then (rather ambitiously), I'll try to arrive at some general thesis about what progression raiding feels like and why so many people are attracted to it.

Friday, January 4, 2013

Hardcore Raiding in MoP - Part 2

It's been a while since I posted, buying a house and moving ate my life last month. But I'm moved now! Anyway, on with the show.

Last time I talked about why I'm writing this series of articles. To recap, last week we talked about the kind of time investment heroic raiding takes, and for my guild right now, it's an average of 20 weeks in game per week just raiding and preparing for raids by farming up materials for food, Valor, flasks and potions.

That's a significant investment, but time is something we can afford to part with fairly easily - depending on our situation. Heroic hardcore raiding also comes with certain decisions that I don't think are made easily by more casual raiders - such as questions of faction, race and class.

Part 2: Tip the Scales - Race, Faction and Class

I have a fairly long history of race-changing and even an ill-advised bout of faction-changing, but all of those reasons were fairly casual - either I was tired of the model, or I did so for role-play or immersion reasons. That is to say, personal reasons that had no impact on my actual game. But as a raiding character, there are far more important things to consider.

Race

You might imagine that the aesthetics of your race is an important factor in considering what you play - but not so when racial bonuses come into play. I'll get into class-choice later, but each class (and spec) choice does have an ideal race that is most beneficial to play. In my case, as a Paladin, Alliance side, I've got 3 races - Humans, Dwarfs and Draenei - that I can choose from.

The big bonus as Draenei is the bonus 1% Hit. Gift of the Naaru and Shadow Resistance are pretty irrelevant due to how weak they are.

As a human, you get 3 bonus Expertise to using a sword or mace (useless if the best in slot weapon for a particular tier is an axe), in addition to a reputation bonus (good early in the expansion or patches with extensive grinds, useless afterward), and Every Man For Himself (encounter specific, but very powerful when it can be used like on Spirit Kings to break out of Rain of Arrows and very powerful in PvP.)

Dwarfs get that same bonus to Expertise (maces only) as humans, (useless otherwise), and a fair tanking cool-down in Stoneform on a 2 minute CD. The bonus to Archeology and 1% ranged expertise isn't useful for tanks, but might be a factor for Hunters.

As a tank, the Dwarf bonus is pretty damned appealing, except that I play a Paladin which gives me plenty of cool-downs already and I haven't found myself wanting, especially once you factor in external cool-downs. If there was a situation where you did want more cool-downs, here is a choice. Otherwise, the human is the default choice for efficiency simply with regards to how much Expertise it takes to hard-cap that stat. Unless the weapon in a given tier doesn't benefit from the bonus, at which point, Draenei might be best from a purely stat-based perspective and the Dwarf from a cool-down perspective.

Your decision on the race of your character should be based on these factors before anything else. Now, I'm certainly guilty of going after the more visually appealing race, and I play a human because it's a compromise between the hideous but practical Dwarf and the pretty but useless Draenei models.

Still, these aren't terrible by any measure, but what if the racial bonuses are just better if you play the other side?

Faction

Right now, the majority consensus seems to be that playing Horde is the way to go if you want to truly min-max to the hilt.

Certain Alliance racials do put up a good fight, as I listed a few above - but there are things on the Red Roster that make min-maxing as a Horde guild far easier and more efficient. Consider the following:
Given the fact that Horde racials include direct damage attacks, dps cooldowns and direct buffs to core survival stats - is it any wonder that just about every guild listed in the top rankings is Horde? And as a hardcore guild, it's a gut-wrenching decision to make if you stick with the Alliance. From a purely numbers perspective, these racials beat the Alliance hands-down - but at some point, the human element kicks in and for whatever reason, be it loyalty or friendship or a fondness for the faction - if you stay Blue, you are giving yourself a slight handicap in the rankings race.

Class

This is the most difficult one for me.

Characters - at the end of the day - are Classes, and Classes in turn, are sub-sets of buffs and abilities, and arranging a raid-team to ensure the proper distribution of abilities and buffs is one of the most vital parts of raid preparation.

It sounds bleak when put this way, doesn't it? Rather cold and technocratic, in a way.

But consider the reality - in Tier 13, I bemoaned the collapse of the paladin tank in heroic progression. Some fights made block-tanking just plain the wrong way of doing things. This was the first time I found myself in a situation where my class just plain couldn't do the heavy lifting necessary for progression. Thankfully we had a Death Knight tank in the guild who picked up the slack, but the point remains - had we been a Warrior/Paladin tanking team, we could have been stuck for a good long while on these bosses.

In order to mitigate these sorts of gating situations, the ideal way to progress is to play the most versatile classes possible and keep a roster of alts at hand to bring in in, should your class face severe nerfs during the course of the expansions, like the great Death Knight nerf of 2009 when Ulduar came out and Death Knights suddenly found themselves bereft of the Dual Wield/Pet/Gargoyle mega-spec.

That was a good day.

Anyway, right now the Paladin class is strong - viable for heroic progression, strong support abilities in the various hands if with a somewhat lackluster raid-wide cool-down. However, the class lacks a vital buff that other tanks bring to the raid - Attack Power. In 10s, this is especially painful and so, I've leveled up a Death Knight to cap and am now in the process of gearing her up as a stand-by in case we do run into the roadblocks of the past. Gearing up in Mists isn't quite as easy as it was in prior expansions, but with LFR and the expected nerfs to Tier 14 when Tier 15 is released, I don't imagine I'll have a hard time catching up.

And if you notice, once again, the decision is based purely on logistics - regardless of one's attachment to a particular class or character. So, having a well-geared alt of a completely different class is one of the best things a hard-core raider can do for their raid team. In the world top ranked guilds, people often maintain a small stable of characters to ensure each fight has the best composition possible, but the idea remains the same. Even relatively in low-ranked hardcore guilds, more people will have at least one or two well-geared alts to bring into raids, just in case.


Next time, we'll talk about where you play and we'll tackle a problem that generates healthy debate in my guild - order of progression.

Wednesday, December 12, 2012

Hardcore Raiding in MoP - Part 1

It's one thing to talk about Hardcore raiding and another to experience it. I wanted to try it out and the last two and a half months have been educational - and I think there are a lot of misconceptions, illusions, and also a level of obscurity about what it takes and how it works and what kind of conflicts arise around the process, and it looks like a juicy topic to discuss over a couple of posts.

Just keep in mind that this isn't QQ, rather, this is what I and my guild-mates have willingly taken on in order to get the kind or progression we want. Raiding Heroic bosses is what we enjoy, and thus, we do whatever it takes to stack the odds in our favor before engaging those encounters. This is not meant to illicit any reaction positive or negative, rather it's an illustration of our process.


Part 1: Time to Prepare

When I signed up to raid hardcore, I knew it came with a level of commitment that I had not taken up before, and even with only 8 required hours of progression a week, the job is a tall order. You know the complaints about how capping valor, grinding reputations, doing dailies, farming mats, race-changing and using every opportunity to min-max your character to the hilt are only reserved for the hardcore players? Well, it's easier said than done.

Here is what every member of my raid team need every week to do the bare minimum of raiding in my guild:
  • At least 2 to 3 stacks of the best Stamina food
  • Another stack of the best or at least second best Strength food
  • A half-stack of Stamina flasks
  • A few Strength flasks
  • At least 1 to 2 stacks of Armor potions
  • At least 1 to 2 stacks of Strength potions for pre-pots  (note: I'm very bad about this)
  • Cap Valor every week
When we're working on progression bosses, all of that food can evaporate in a single night leaving you to log in early and try to either buy it at exorbitant prices on the AH or try to gather mats and cook some up before raid.

In addition, the schedule requires us to log in at 7:15pm on the two progression raid-nights and raid until 11:30pm with one or two 5 minute breaks in between. In addition we will raid at least one or two other nights between 8pm and 11pm for at least 2 to 3 hours. So, if you take that into account, you're raiding a minimum of 12 and as much as 14 hours a week. Keep in mind that those hours are still light compared to many guilds that raid a minimum of 12 required hours, and as many as 16 to 20 hours once additional nights are totaled in.



That's just time in the raids when you're really not doing much else, unless you're swapped out for a fight when you might be able to go farm food or fish, but as a tank I seldom have that luxury. So, you're sparing another couple of hours a week to farm and make food for yourself, in addition, you're also doing whatever dailies you need every day (right now, at a minimum, it's the Ironpaw Token daily and the Shieldwall Offensive dailies) and keeping your gear in working order with enchanting, gemming, reforging, etc.
Add in the fact  that as we get further into heroic content and realize that our raid-buff situation isn't ideal, we're also leveling - and gearing - alts to bring in for the buffs specifically to meet certain Enrage timers. A good example would be Heroic Bladelord, where we kept hitting enrage on our progression nights and then once we got an attack-power buff in, we killed him with nearly 30 seconds to spare.

Overall, on a fairly casual level, you're talking about a required commitment of 20 hours or so every week to raiding, and farming. This doesn't take into account the time spent on alts or actually, I don't know, playing the game in any other way. This is also not taking into account the time spent outside of game in researching fights and digging through logs and talking and coming up with strategies that work for us.

What do we have to show for this level of commitment?

5 dead heroic bosses, and some progression time placed into 2 others, so that at least one of them should (hopefully) die this week, putting us on track to finish up at least half the tier by the end of the month.

Next time, I'll go into the kind of decision making that goes into progression raiding as a character and a guild - your choice of a main, the race - and perhaps even the faction and server - that you play. After that, I'll go into some of the decision making process involved with progression raiding once all normal modes are done.

Wednesday, November 28, 2012

The Problem With Tier 14

The Sha of Fear is a terrible end-boss.

Having killed him on normal mode at least, I can say that the fight is.... okay. It's a bit more evocative, the symbolism used is appealing, the mechanics at least on the surface are engaging, but there is no follow-through on it. The fight begins exactly as it ends, it doesn't flow or change at any point.

The best fights, I think, tell a story. They begin in one place, end in another and along the way, they take you somewhere. Even if the story is cyclical in nature, it should vary enough to be worthy of the cycle and have enough depth worth telling. Tell Alysrazor for example, we were engaged with her before we ever pulled and though cyclical, every one of her phases is tied deeply in her rage and her elemental nature.

The Heroic Spine of Deathwing, on the other hand, is an example of a cyclical fight gone horribly wrong. The mechanics don't change as the fight progresses, they just become increasingly more frustrating to execute. It's purely a numbers game and there's nothing engaging about that. Sha of Fear is cut from the same cloth of uninteresting cycles.

We begin by standing on the platform. Tanks takes their place on the beacon, enveloped in a protective halo of light - evocative, if sentimental. The light guards everyone from the worst of the Sha's corruption while outside the beacon, we can see his twisted minions writhing about, and the corrupted Pandaren on their distant platforms. Then, we ourselves are contorted into Sha and sent to be killed by the Pandaren who we must defeat in turn to be returned to continue our fight.

And then that repeats, over and over again. Other than clearing the Crossbow men and the adds on the platform, this is a tank and spank fight.

Where is the flow? Where is the story? What do we learn from this encounter about the villain that we didn't already know?

Blizzard is capable of incredibly good storytelling in raids. We know this, from Ulduar and Karazhan cohesively, but also on a smaller scale. Consider the tight narrative of the Plagueworks. Or, if you want a single encounter, take Nefarian as an example in either incarnation or the Lich King. Each phase transition tells a story, it evokes a feeling, it progresses the arc of the character and shows us an aspect of that personality.

One of the problems here is that the Sha has no personality. By definition, it's a one-dimensional creature, and thus is incapable of presenting complexity as an individual. The only way to make the Sha personal, to give it gravitas and any sense of depth, is to imbue it with some purpose.

And that is exactly why Empress Shek'zeer in the Heart of Fear works brilliantly as the crowning achievement of this raid tier. She is the true end-boss in every way. Besides the fact that Heart of Fear as a whole is tuned perfectly (except maybe for Amber-shaper where Discipline priests are perhaps a bit over-powered) and the entire raid instance as a whole tells a story in addition to the individual bosses who have their own narratives,

Here, you can feel the Sha of Fear in all the rooms, you can smell him in the walls, see the corruption left behind and when you get to the Empress at last - she's mad with paranoia. We know, through the Klaxxi quest line how the ascendance of a new queen happens, and gnawing at that thought, that fear, the Sha has infiltrated her and made her this thing, crawling with shadows, overflowing with dark energies.

She begins in a rage, screaming stories of her own glory to deaf ears, and when she doesn't get the reception she wants, she summons her subjects to tear her audience down. Deprived of her coterie, she returns, deaf once again to her own doom, repeating her aggrandizing song. When death at last is evident, she panics and the fear grips her with both hands, furious for survival, she fights like a cornered animal, raging for life, throwing everything she has at us until we grant her the only mercy we can.

That is a story. That is a narrative. That is what makes a raid boss interesting.

And that is why the Sha of Fear is a terrible end-boss.

Monday, November 19, 2012

Change is constant

"What we experience in [game] ... belongs in the end just as much to the over-all economy of our soul as anything experienced 'actually'; we are richer or poorer on account of it."
- Nietzsche, Beyond Good and Evil

I had been in the new guild for three months, feeling comfortable and at home, when I discovered on Wednesday that it was going to dissolve. After going through denial, anger, and sorrow, I arrived at bargaining and realized that I might be able to continue raiding if took the offer dangling in front of me, and without thinking twice, I grasped it.

Today, I know my decision wasn't the most ethical one, but I had also just spent three months taking a huge step from my family of friends into a new environment, I had just begun to feel comfortable, I had just come out of my shell, and to find it all evaporating around me with no prospects in sight was a daunting one, and I clung to the offer I received. I'm not proud, but neither am I ashamed.

There are a lot of bitter and angry feelings on both sides, least of all the leadership that split off, and I can completely empathize with both sides of the coin here. I've been the person who logged in, raid night after raid night, making phone calls and sitting in Trade for hours trying to fill a group to get off the ground, I've been the one asking, "Why did we wipe?" and faced a wall of silence, I've been the one to deal with people showing up not prepared, not ready, not aware of strategies, not willing to play a certain way, and try to keep the group going and get kills - and I've said, "I'm done, I can't do this anymore." I know what that's like.

I also know what it's like to be on the receiving end of being abandoned, logging in one day to raid and find most of the team and guild just leaving in droves and you're left there trying to figure out what the hell just happened.

After being in both of these situations, there is only one thing I know for certain - and that's the fact that ultimately, you have to play this game for yourself. If you're playing to keep other people happy, you're going to make it poisonous for yourself. There are ways of making things more or less contentious, ways of trying to explain yourself or not, doing it in the middle of the night or in the stark light of day, trying to avoid hurt, for yourself or others, whatever - there are a million reasons, a million ways, a million things and at the end, we're just pixels on a screen.

And we're more that that. We're people, we're friends, we're voices over Mumble and names on a screen, we're jokes and stories and extensions of identity, our avatars are our personality-fingers wiggling about in the soup of social interaction - and when self-interest, stress, conflict, unresolved desires, frustration and fear combine, people act irrationally. They make decisions that are safest for themselves, and while people do get hurt in the process, maybe ripping off a band-aid is better than picking out stitches one at a time.

I don't know.

Faced with a situation, I picked a side that was best for me. Three months is a blink of an eye in the face of years of Warcraft. But a blink of an eye is enough to leave flash-images in your brain for a long, long time. Names and voices and faces and stories that stay with you, and guilt is the weight that lets you know that maybe you didn't do everything right, maybe there was something better that could have been done.

After being left in the dust once, holding the ruins of a guild in my hands, I didn't want to be in the same place again. So, I left before that could happen, and in so doing, I allowed others to endure what I could not.

I spent the money, I transferred my characters, and I raided last night.

Beyond that, I don't know.

Wednesday, November 14, 2012

Raid Engagement

A raid is defined by its bosses, the complexity of encounters, the design and scale and scope of the place, how it guides us through the space and gives us a new environment to explore - but does a raid have to engage us emotionally? What part does that play in our enjoyment of a raid?

While browsing YouTube at work during lunch (as one does), I found along the list of "see also" videos on the side, a link to a Lich King kill video. It has been a long, long time since I did that fight, and much longer since I really thought about it, but I thought - what the hell, I'll watch it again. And man, it really brought everything back in spades. The feeling of hopeless despair, the anguish and anger that Arthas brought out in me, the frustration of seeing him slip away time after time, while waiting to get a chance to take our own crack at him.


And we did, eventually, and we did kill him. I remember how jubilant and exhausted and satisfied I was after the ordeal, how happy to be done with a whole story, it felt like an arc was complete, a resolution was reached. That's what made Wrath the best expansion to date - it was about the god-damned story. That's what people remember, that's what got us engaged, and that's what the game resolved - it gave us a full-stop, at the end of the book. Close it, it's done. But of course, this is a franchise, and it needs to continue, so it did.

Cataclysm's failure I think, had more to do with following up Wrath. There was no way that they could personalize the terror of Deathwing the way the Lich King was personalized for us through the RTS games. We had (most of us, anyway) walked in his shoes, as a Paladin, then as a Death Knight. We came out the other side, and committed atrocities with him, killed Uther with him, raised Sylvanas as a Banshee from her dying breath - we did all this, and now we were back for vengeance. There was no way Deathwing could live up to that.

There is no raid in all of Cataclysm that comes close to Ice Crown Citadel in terms of emotional impact. Nothing carries the weight or gravity that the Citadel had. Even now, thinking of it, I feel nothing but melancholy as if I really did go to war there, even though I was just playing a video game. I left a piece of myself there, and I wrote a story to cement my relationship with the place.

Now, we have Pandaria, and I'm trying, so hard, to engage with the raids here as emotionally as I did the raids in Wrath - and I just can't do it. Part of it is the scope of things - it's just smaller in a lot of ways. We're raiding a tomb in Mogu'shan Vaults. That's it. Nothing noble or heroic about it, there's the thin veneer of trying to save Pandaria from the Guru'bashi as they try to get a weapon to use to regain the Thunder King but face it - we're mercenaries and treasure hunters. It does not inspire the hand-shaking awe of the Citadel.

Take then, the Heart of Fear - a lovely construction and a wonderful raid to explore and fight in, grand cathedral like rooms and lovely work all-around. But the stakes aren't there - we have only the most tenuous grasp of the Empress and while the Sha is a terrifying enemy, the engagement is recent. The ending of Jade Forest was amazing, but man, that didn't inspire me to lust after killing the Sha, especially after killing another Sha over and over again in Kun'lai.


Don't get me wrong, I'm loving the Hell out of these raids - some of the best fights in the game since Tier 11 and I'm super excited to kill them all. I just wish I felt for them the way I did for Arthas. Does anyone else need this kind of emotional and personal impact in the raid to really enjoy it on a visceral, sub-dermal  level? Can Blizzard put out another raid with that level of emotional impact?

I hold out hope.

Tuesday, November 13, 2012

Where have I been?

Buried up to my neck in raids, is where I've been.

Almost a month since I last wrote, and it's a bit of a shame - much of the normal-mode progression is already done, and I failed to document it. Ah, well. Still only about half-way through the tier, so there's more stuff to talk about.

Paladin Tanking
This is the best state the class has been in a long, long time. One of my biggest complaints throughout Cataclysm was that Vengeance had made Hit and Expertise irrelevant for tanks but with Active Mitigation, we've got a reason, not just to soft cap Expertise, but actually get up to 15% so we can skip Parries as well. That's unbelievably awesome.

For one, we put out tons and tons of damage. Seeing 200k+ DPS isn't unusual for me on certain fights, like Heroic Stone Guard, or Wind Lord. Even on Will of the Emperor I can manage to squeak into the top three for damage done and not to mention the unbelievable healing numbers I get from Light's Hammer, Sacred Shield and Seal of Insight. Word of Glory becoming a cool-down has lowered its overall numbers, but it's certainly a life-saver at times, healing me for nearly 50% of my health with a 5-stack of Bastion.

And I hope I'm not the only one swapping glyphs and talents in and out just about every fight to optimize my play-style for that particular boss. Suffice it to say, paladin tanking is unbelievably fun right now. I have half an article written as an introduction to Paladin tanking that I'll be posting shortly.

Progression
The raids continue apace, bosses die, they drop purples, and we move on. Heart of Fear continues to impress, though the bugs (get it?) are frustrating, especially when they keep us stagnant when we should  be progressing. Last night, Wind Lord kept enraging because Recklessness failed to stack on the boss despite a number of different things we tried, and we finally gave up and went to bed only to find a blue post on the bug-report that it is, indeed, a bug.

It's one thing for a raid to fail because we misunderstand a mechanic or lack the gear, or whatever, but to fail to a bug after hours of attempts is just plain frustrating on a helpless level. Especially since it's a new bug introduced after a number of guilds had already killed the boss so we're working with a handicap at this point.

To further the point, there is the humiliation - hyperbole, to say the least, but I can think of no better word -  the embarrassment of having to go in and clear the second half of Heart of Far on LFR before I've even gotten to see the Empress or the Amber-Shaper on normal-modes. It distresses me - but it also motivates me to push ahead and try for more this week. Though, of course, this week, we venture back into Mogu'shan for some Heroic raiding, but I hope we'll be able to make things work in Heart of Fear as well.

We'll see.

Heart of Fear
Despite the bugs (heh) mentioned above, the raid itself is quite fun. Vizir and Blade Lord are both good fights and continue the strand of personal responsibility and execution that Mogu'shan began. If you as a raider are asleep at the wheel, it's going to be difficult to carry you or to kill the boss at least in this phase of the tier. Garalon took a bit of doing, but we did kill him twice - coming excruciatingly close at times before wiping to the enrage. My favorite wipe was the one where he went immune with a single hit-point left on a leg while he had less than 2% health left. Did you know his enrage Crush goes through immunities? Heart-breaking. He died the next night without too much of a bother.

That's two out of three excellent raids already and tonight, Terrace opens up. I'm disappointed not to be going in there at 7:00pm server tonight, but such is the way of things. Perhaps next week if we manage to kill the Empress this week - though that seems remarkably optimistic. This staggered release was excellent, but for this two-week buffer between Heart of Fear and Terrace - I feel that another four-week gap would have been excellent, and it would give guilds the time to kill all normal modes and get a couple of heroic kills in before focusing on Terrace.

Content is coming too fast - and 5.1 is on the horizon! Perhaps I'm getting too old for this.

Guild
And lastly, I was made a full member about a month ago. I don't know if I mentioned it or not, I don't think I did, but there we go. It might seem amusing, but I was a bit nervous - I know I'm a good player, but I don't know that I'm great and part of the nerves came from knowing that I had nowhere to go if I didn't cut it here. Regardless, I'm very glad to be in Occasional Excellence, and very glad that I made the cut. One of the big reasons for this change was that I had issued a challenge to myself - could I play well enough to be in a hardcore guild and remain, if not on the cutting-edge, then in the vanguard of raiding guilds? The answer, I suppose, is that I can. It's gratifying.

As one of my favorite Sandman comics said about falling from mountains, "Sometimes you wake up. Sometimes the fall kills you. And sometimes, when you fall, you fly."

Tuesday, October 16, 2012

Mogu'shan Vaults Clear

This is the fastest I've ever cleared a tier of content.


It's not like the content was trivial either - Elegon and Will of the Emperor in particular are pretty demanding fights. But clear it we did (thanks to some extra nights). The Elegon and Will of the Emperor kills were on 10s, but still. I'm glad we got through everything. It means we can start heroic modes tonight and I hope we can get through at least one boss this week to climb up the ranking ladder.


So far, this is the most fun to tank content I've seen in Warcraft.

There have been other tiers with fun to tank fights - Ulduar had Firefighter and Yog-Saron; Ice-Crown Citadel had Blood Princes, Valethria and Lich King; Bastion had Sinestra and Cho'gal; Blackwing Descent had Nefarian. I honestly don't have very good tanking memories of Firelands and Dragon Soul but they still had Baleroc, Rhyolith, Ragnaros, Zon'ozz, and Spine.

But man, look at Mogu'shan Vaults - Stone Dogs and Soulbinder might be simple but tanks play a vital role there; Feng depends on your tanks to make or break the fight; solo-tanking Spirit Kings is awesome; Elegon is a hectic fight and demands a lot from every role, and is downright gorgeous to boot - and Will of the Emperor is the best tanking (and melee DPS) fight in a long, long time.

This is the kind of tier I've been waiting for. And I'm very happy to be raiding it with a dedicated, hardcore guild driven to succeed and progress in hard-modes.

Not much more to say about it now, except that I'm exhausted after the last two weeks of more or less continuous raiding. Here's hoping for more!

Wednesday, October 10, 2012

Gear Priority For Tanks In Mogu'shan Vaults

Yep, another tanking gear post.

As we trudge through Mogu'shan Vaults, one of the things we need to keep in mind is that we're going to be short some gear that doesn't drop in the vaults at all. For example, there is only one tanking trinket and ring that drops from the raid, and there are in fact, no tanking cloaks, helms, or legs that drop from the raid at all.

With the addition of the Charms of Good Fortune, I don't imagine that getting all the drops will be difficult by the time we get access to Heart of Fear and Terrace of Endless Spring; but we won't be able to replace the dungeon blues from Mogu'shan Vaults alone. However, we will have 3,000 valor at the end of this week and about 5,000 valor by the time the new raids launch, and I think we can be smart about where those points go to maximize our gearing strategy. Let's take a look then, at what we do get from the raid.

Item Source Slot Type
Chestguard of Eternal Vigilance Boss Drop Chest Armor
Sollerets of Spirit Splitting Gara'jal the Spiritbinder Feet Armor
Shoulderguards of the Unflanked Boss Drop Shoulder Armor
Star-Stealer Waistguard Boss Drop Waist Armor
Bracers of Six Oxen Feng the Accursed Wrist Armor
Beads of the Mogu'shi Boss Drop Neck Amulet
Band of Bursting Novas Elegon Finger Ring
Vial of Dragon's Blood Egeon Trinket Trinket
Elegion, the Fanged Crescent Elegon One-Hand Weapon
Steelskin, Qiang's impervious Shield Boss Drop Shield Shield

That leaves us with a few gaps and here is where we can fill them out.

Item Source Slot Valor
Gloves of the Overwhelming Swarm August Celestials Hands 1750
Yi's Least Favorite Helm Shado-PanHead 2250
Kovok's Riven Legguards Klaxxi Legs 2250
Yi's Cloak of Courage Shado-Pan Back 1250
Alani's Inflexible Ring Golden Lotus Finger 1250
Lao-Chin's Liquid Courage Shado-Pan Trinket 1750

That's a net sum of 10,500 valor points which is 10.5 weeks of capping valor, which is six weeks into the opening of the next two raids. Assuming you don't get lucky with drops from Sha or, like me; are willing to swap in some DPS pieces as long as they don't have Crit on them. Hit, Expertise and Haste are all great for Paladins right now.

I'll go into the why of it a little bit more in another post, but Theck has covered it plenty over at Sacred Duty. But briefly - with the way Active Mitigation works, keeping Bastion of Glory stacks up through Shield of the Righteous is our highest priority and the best way to do it is to hard-cap Hit and at least soft-cap Expertise for Holy Power generation, and any Haste you can get will reduce the cooldown of Crusader Strike and Judgment letting you get HP that much faster.

Anyway, if you are willing to use Haste items and reforge the crit away, your options broaden a bit, but please be fair to the plate DPS in your raid, and let them get their main-specs geared out before you roll on that gear. Yes, Haste is very good for us but any good raid will prioritize DPS over Tanks on actual DPS gear.

Item Source Slot Type
Starcrusher Gauntlets Elegon Hands Armor
Nullification Greathelm Feng the AccursedHead Armor
Jang-xi's Devastating Legplates Boss Drop Legs Armor
Cloak of Peacock Featehrs Feng the Accursed Back Cloak


So, there you go. Hopefully it helps you plan out your Valor purchases and be in the best gear you can get before Heart of Fear comes out in November. If I've missed anything, please let me know! I deliberately didn't go into the crafted gear and such as it's ridiculously expensive right now.

Personally, I've been very lucky and got the tier tanking legs and the PvP gloves from Sha so that's two less items I have to purchase. I picked up the ring first as I was still using 450 item in that slot, and I'll probably grab the helm second (next week) and the trinket third leaving me with the hands and cloak to upgrade when Heart of Fear launches. I think I'll be okay to wait on those items till then.

Good luck on those Good Fortune rolls! :-)

Tuesday, October 9, 2012

First Week of MoP Raiding

The rush of facing down a brand-new boss for the first time with shield in hand is an absolute joy and I'm so glad I'm back in the tanking seat. I can say I pulled the first boss in the first raid of MoP as a tank, and the raid killed him. Well. That alone would be enough, but thanks to the overzealous Seal of Truth damage and stacking Censure 100% of the time with a healthy bit of cleave thrown into the mix, and an uncapped Vengeance stack I... topped the damage meters by a fair 2%. And, well, while that would also usually be enough to make me more than happy, I even managed to rank fairly high for Protection Paladin damage on World of Logs.


The DPS QQ was particularly delicious. Here's a video of the kill.


I also used my Charm of Good Fortune and received the tanking belt, along with the Amulet the boss was kind enough to cough up, and along we went, happily clearing trash.

The second boss, Feng, is more dangerous, and challenging, but we made very good progress regardless, getting the first phase and then the second cleared up only to get repeatedly demolished in Phase 3 for two nights, but we came back on Friday, split into 2 groups of 10s because we were missing some people, and thanks to some tanking tier pants from the Sha of Anger, there was another dead boss and the tanking bracers. Ignore my aborted-pull there, I was spectacularly tired by that point.


With the dim possibility of a fourth night this week, I ground out the Valor for the tanking ring from Golden Lotus and we killed him after only about an hour of work, collected my boots, and then, we had some words with the Spirit Kings and left after a brief night, promising to come back tonight to extract vengeance.

Did I mention my exceptional good luck with gear this week? Well, perhaps it'll be a consolation to know that I'm still using 450 iLevel quest-reward mace as I've had no luck with weapon drops, as I predicted.

Regardless.

And may I just shake the hands of whoever designed these bosses? Thank you, designers, for making fights where tanks do more than just eat damage as meat-shields. While Stone Guard might not be brain surgery, it is engaging to have 3 tanks coordinate positioning, proximity, and add-shuffling pretty much continuously through the fight. Feng actually gives both tanks unique abilities that have to used at crucial moments to mitigate the damage and redirect his abilities back onto him. Spiritbinder isn't nearly as thrilling, but our ability to push big, big numbers in the Spirit Zone can be a big help. Spirit Kings is like every Council fight on crack; just so much juggling and fun, but it might be a single-tank fight, I don't know. I'm finding it hard to understand why you'd bring two tanks to this, even in 25 mode, except for the security. The movement and awareness heavy fight makes me realize why I love council fights that build up in complexity as the fight goes on and the abilities pile up.

One of the things that I keep having to remind myself is that we're doing this in dungeon blues and in some cases, a few quest greens. A few of us barely scraped past the 440 iLevel requirement for Heroic dungeons before stepping in to kill these bosses - and we're having some success with it.

What can I say? The week was fantastic, with everyone contributing, pooling resources, and having a really patient and professional attitude about progression (we probably wiped at least 30 times, if not more, on Feng alone) more or less for 2 nights straight.

I'm super excited to go back tonight - this is the most fun I've had in terms of really engaged, heads-down, nose to the grindstone, raiding in a long time.