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Showing posts with label dragon soul. Show all posts
Showing posts with label dragon soul. Show all posts

Wednesday, August 22, 2012

Rusty Shield

The last time I did any serious tanking was the Heroic Spine kill, which was about a month ago.

Since then, I've primarily been playing Retribution, so much so that I've grown quite used to the speed of it. The procs of Divine Purpose and the Art of War, the quick movement thanks to Long Reach, and the near constant stream of buttons to hit has really spoiled me and lacking the need for any gear at this point really, I found myself not even bothering with the occasional LFR or LFG tanking bout.

Last night, a few folks in the guild wanted to go in and kill Heroic Madness, and I went in, as I wanted a shot at the mount, at Heroic Gurthalak, and damnit, I wanted to do something fun and challenging in the midst of this malaise. Plus, quick guild rep. And you know, I wanted to see what raiding with this group of people was going to be like, even if it was just in 10s.

The group decided to go with a 2/2/6 makeup to keep things easy and I volunteered to off-tank. I hadn't tanked this fight even on normal in a very long time, and even then I was solo-tanking on every kill, so I was actually kind of new to the fight in this role, but still. Man, was I sloppy. Somehow, I managed to get myself killed twice, and the other tank once.

Death the first: Pulled aggro, took an unintended impale with no CDs and immediately began to cosplay as one of Vlad's victims.
Death the second: Didn't ask for external cooldowns on the 2nd impale of the 4th platform and exploded into a fine red mist. Bastards hits hard.
Murder the first: Bubbled through the shard landing on the 4th platform causing the other tank to eat a hit from the Corruption because I was slow with the bubble/taunt/dispel, like a dick. Like! A! Dick!

I think he died on the 4th go when I didn't make any stupid mistakes but that meant I had to be very careful with what I was doing, and that, on top of how Protection seems to crawl when compared to Retribution, with dry periods and few procs to respond to and just the lack of movement buffs, the whole thing left me feeling like I was moving in slow-motion at times.

Protection will remain my off-spec in Mists, but the addition of more Holy Power generators and movement buffs in 5.0 will do much to improve the play-style of the spec. Not to mention it reduced my damage to a pathetic little, wet, limp noodle number.

Anyway. Despite all my excuses, it was an embarrassing muck-up and I was ashamed of my performance. The failboat had landed. But as things are wont to work out, in spite of my boorish behavior, I had a blast.

The group was well coordinated, it didn't feel like some of us were raiding together for the first time. There was open communication, people pitched in, and it was a fairly democratic run. Admittedly, it was a 10-person casual night, and I imagine 25s are more rigorously controlled, but I liked the people I was raiding with, and the environment I was raiding in. I hope they let me stick around.

If you're curious, this was kill number 20 on this character alone without ever seeing Souldrinker, on either difficulty. Not that I even really want it anymore, other than as some sick proof that it exists and there isn't some code in the background causing the sword to actively avoid me! Did I make you Blizzard? I'm sorry, I'm a lover, not a hater!

Afterward, I putzed about in Stormwind for a bit, considered doing a quick MC or Kara run, but then I just logged out, actually feeling kind-of good and hopeful about my future in Warcraft.

Tuesday, August 7, 2012

Glory of the Dragon Soul Raider

All done with Cataclysm. I still need maybe 8 or 9 raid achievemts of the 60+ that came out with Cataclysm, but all of Dragon Soul is done at least. That should count for something.


I made a similar post nearly 2 years ago, and looking at it now, my circumstances are very different, and I can chuckle at the naieve enthusiasm I had back then.

Things are so different they're unrecognizable. My son is nearly two, and not a newborn. We're about to sell our aparmtent and move into a proper house. My future in the game was certain and now it's in flux. My job is the same, but it's also different. Graduate school might be on the horizon, and maybe even a completely different side-business when back then, being a brand-new father was an all-consuming thought.

Things change. For the better, overall.

This also marks the end of my raiding with Infinite Turtle Theory on my main character. We sat around after raid tonight, in a circle of dragons, talking about our favorite fights till one by one people logged off. Tomorrow, I'll transfer to a new server and become a cog in the great 25-person machine of a new guild. I don't mean for that to sound ominous, I'm genuinely looking forward to it with a good deal of excitment and nervousness.

It's kind of a heart-breaking end to the expansion. Malencholy and excitment blending to become something more than either. I'll stop waxing (bad) poetry now.

Here's to writing another end-of-expansion post in a couple of years as we say farewell to another act in the Warcraft story.

Bonne nuit, Cataclysm!

Tuesday, February 28, 2012

Interpreting Cataclysm's Ending

I wasn't very happy with the ending cinematic of Cataclysm. The whole thing felt like a re-run, as if I'd seen this movie before. And Ag'ra's pregnancy was just the cheesy center of a cheesecake sandwich. But then, I stopped thinking about cheese and started to try to think of it from an old-god perspective.

What if this was what the old gods wanted?

They put their cards on the table, field their entire army, however feeble it might be, release their strongest lieutenants into the wild and say, "Go. Wreck Azeroth." All the while, they knew full well the army they unleashed, their champions, even Deathwing himself, could not possibly succeed. But success was never their intention.

When the Titans left, their caretakers were the Aspects. It was among their list of charges to keep the old gods in check. How well they did this is debatable, but consider what Deathwing does from an old-god perspective. He creates the Dragon Soul - an object so powerful that it's capable of defeating the Burning Legion - but also an object infused with the essence of every Dragonflight. This diminishes the Aspects, but not enough to matter.

For the old gods to escape, what they really need is to be left alone by the Aspects so they can pursue their agendas.

In comes the Destroyer - who must himself be destroyed if Azeroth is to continue. The Aspects can't do it alone. They need the help of the mortal races - but that's just a distraction. The old gods are still playing this game - and what they really need is for the Aspects to channel their essence into the Dragon Soul to destroy Deathwing, thus diminishing themselves permanently.

Which is exactly what they do.

At the Maelstrom, emerges in full out old-god mode and we were just the catalyst the old gods were waiting for, and at a time when they sensed everything was in place, they played their cards. Nihilistic fool that he is, Deathwing never suspects his true purpose and dies, taking with him the last of what made the Aspects great.

The old gods's hand might look like a mess, but the last couple of cards have yet to be turned and that hand might turn out to be a flush. If you were an old god, you'd be pretty damned happy right now, wouldn't you?

The keepers are gone. There are no more aspects, and the mortal races don't really know or understand the old gods enough to face them down. Without the help of the Aspects, we're on our own against all of the old gods.

We've already seen C'thun come back in the Cho'gal fight. Who knows how quickly Yogg'Saron will return. N'zoth is still out there, and we haven't seen any sign of it at all. Our best hope may lie in the fact that the old gods hate each other almost as much as they hate us, and in that conflict, we might have some hope of victory.

But man, this is a good time to be an old god.

Thursday, February 16, 2012

Various and Sundry

Bah-humbug.

Deathwing, after six-odd weeks of kills, has dropped two rogue axes, not once, not twice, but multiple times.  In addition to the agility polearm and the bow for a raid with no main-spec ferals or any hunters, Deathwing can go DIAF. I'm tired of disenchanting the same goddamned things while pining for a Souldrinker and the rest of the raid is still using crappy 397 gear week after week.

In fact, the loot-tables have been just miserable. I don't think we've seen more than one or two healer trinkets drop and other than Resolve of the Undying (which drops every week like clockwork) we have seen no Tanking trinkets. I could also complain about the fact that this week we saw 4/5 tier token drop for the Hunter/Warrior/Shaman set which we have none of, but that would be just the icing on the cake.

Bah. Normal mode Dragon Soul has gotten super-boring at this point, as we're mostly finished with all of the achievements as well, except for the Gunship and Madness ones. At least we started working on Heroic bosses finally, which has been incredibly gratifying. We're also nearly finished with the Firelands meta achievement, which I'm eager to put behind us, and we're maybe three weeks from finishing the legendary. And then I never have to do Firelands again!


You know what would actually be kind of fun? Going back to T11 and doing the hard Heroics there. These Heroics are still a hold-over of the super-hard T11 tuning and they didn't really nerf this content so I'm kind of hungry to go see it. Heroic Yor'sahj kicked our ass for a while this week though, so working on the current tier isn't a bad thing either, for me.

Other than that, and some mid-level Arena, and occasionally playing my Death Knight, I really haven't had a whole lot to do in game. I wound up almost emptying my bank last night to buy a relatively cheap Deathcharger (60k) and immediately liquidated some assets on the AH overnight to get back up to 35k, so maybe I'll play the AH for a few weeks.

Mostly, I'm working on some off-line writing and programming projects, and I'm excited for MoP to start so we can leave Cataclysm behind for good. I did pay for the year-long subscription, but I likely won't be logging into Beta as I hate spoiling myself, or having to do all that work twice on the same character. I might log in to test the class changes and talent tree stuff and so forth, but I won't do any leveling or dig into the new zones at all.

As far as when to expect the game, my crystal-ball gazing has revealed the following to me:

Alpha: This month
Beta: Mid-April
Release: Mid-August

Unless I'm very wrong and my Insider Source(tm) has been misinformed.

And finally, have you guys seen the new Paladin tree? It's pretty interesting and I want to chew it over and write a full post about it. And for those of you freaking out about Ardent Defender missing from the talents, it has been made a base-line ability under protection. Relax.

Friday, December 23, 2011

HOW TO: Dragon Soul 10 - The First Half

Dragon Soul has been a fun raid to tackle, the early fights are a bit easy, but they do scale up in difficulty as you go on, and while the encounters might not feel particularly original, they let you revisit old content with new skins and the old encounter models feel updated.

It's almost as if the Encounter Team was doing a best-of retrospective release, and instead of just picking old songs, they decided to remaster the sound, fix the levels issue on certain early tracks, and add in demos, alternate versions and extended takes.

I buy a lot of music.

Anyway - for the first four bosses, tanking is super straightforward in the Normal-10 mode. Quick and dirty tips follow.

Morchok (safe and easy with 2 tanks, can be done with 1)
Swap as 3 stacks, and then each time the Armor debuff drops off. When you're not tanking, you can go help soak a crystal so one of the DPS doesn't have to. You can easily solo tank the fight as long as you save CDs for when stacks get high before he goes into phase 2, and they should reset while you're running in and out. But two tanking it isn't a problem, unless you're doing some kind of speed-run. Use Divine Guardian if people are low on health and there's a stomp coming with a crystal up. You can cast Judgement and throw Hammers of Wrath while you're running away from the blood, but don't Exorcism spam or you'll OOM yourself.


Yor'sahj the Unsleeping (2 tanks)
Two tank this to avoid accidental death to Void Bolt. Remember that the adds aren't tankable, they focus random people. You can help with the slime when necessary, but they don't have a lot of health, and the DPS can kill them easily while the tanks just sit and swing on the boss. Use  Divine Guardian as per usual in a set rotation with the healers to mitigate the AoE and voila. This is slightly more difficult for the DPS and healers, what with chasing the Mana Void and getting the adds down in time. We're just literal meat-shields on this one. Yawn.


Warlord Zon'ozz (1 tank)
The trash before this can be solo-tanked, as only the Claw really melees someone specifically. Burn down the eye, then the ranged on tentacles while melee swap to claw. The Claw might fling you away, you can just rush back with a ranged taunt if the Claw is trying to mutilate one of the melee while you're flying.

You also want to solo the boss so that you don't have to worry about the enrage timer as he does have a chunk of health. You want to line up 3 raid markers in a row. You'll be facing the boss away from the raid except for when he's about to cast the Orb. Keep a healer in melee with you, and try to split in a 5/4/1 formation, even if some ranged have to move into the melee clump just to keep the splash damage at a minimum.

Pull the boss facing the raid, let the orb come out, then flip him 180 degrees so his back is to the melee clump and the ranged clump. Try not to use any personal cool-downs until his stacks start to get high. We bounce the orb 5 times, sometimes 7 if melee doesn't get out of the way and the orb gets bounced back to ranged. I wind up WoGing a bit here, just to keep things stable right after a bounce.

When he goes into phase 2, group up, use  Divine Guardian on a set rotation with the healers, and then back to Phase 1. Make sure you're not facing him towards the raid when you clump up.

After the transition, I like to keep him turned away until he casts his life drain, and then very quickly turn him around, but you don't really need to do it if you don't want to. The amount of health is regains can be a lot if he gets the entire raid, but with the amount of extra damage he takes as the fight goes on, it shouldn't be an issue.

If you do try to do this and mess up the timing so he winds up casting the orb behind you in no-man's land, you can run as soon as the cast starts, tell the healers you're moving, and you can catch the orb and bounce it back towards the raid. It's pretty fun to do this! :-) But the healers don't think so. :-(

Hagara (1 tank)
Remind your second tank to swap specs for the trash. You can solo the boss, but it's easiest to duo the trash. The gauntlet in front of her is annoying, just keep in mind that after the first set of adds, you'll get a few waves and these will have two clumps each, one from either side of Hagara's platform. Pick a side, and stick with it, while the other tank sticks to their side. Kill the casters first. Bring them together for an AoEfest, interrupt their casts, Avenger's Shield to silence them, Death Grip, whatever, but just be careful of the Tornadoes and Lightning Storms and Blizzards.

It's probably not your druids, shaman or mages casting those - if they are, ask them to stop and focus down the casters first. At the end of the gauntlet, there's a mini-boss who doesn't really do anything except put up some kind of Deathgripping snowflake thingie. The boss will move in when the mini-boss dies and float to the middle of the platform so pull the dude off to a side so you can prep before pulling.

Another boss to solo - doesn't really matter how you tank her as long as you're the only person in front of her. Watch the timer for Barrage and strafe away at a second or two left and you'll take minimal damage from it. Keep Hand of Freedom handy as she will slow you when you're out of range. When Tombs come out, have the raid clump up right before and that way you can help cleave them with Hammer of the Righteous.

During the Ice phase I don't do much except chase the walls, swing at whatever comes close, throw some Judgments and Hammers, and dodge falling snow. Yawn. The Lightning phase there is slightly more to do - kill the elemental on a node to make it explode, and then just stand there while the rest of the raid chains ahead of you while you twitch spasmatically as electricity courses through your veins.

Good luck!

Thursday, December 22, 2011

More Dragon Soul Impressions

Our first night in DS was very successful as we got through the first 5 bosses in two days, and then got stalled a  bit of Gunship and Spine. For that reason, I didn't do the second half of LFR as I wanted to get all the content down on normal mode rather than cheese my way to the achievements.

We've spent, maybe two and a half nights on Spine to really get it down - and not for lack of effort. It is a fun fight that requires a bit of coordination and planning and the execution is solo-play dependent and at our current gear level and DPS level, we just can't 9-man it, so anytime we lost someone without a possible Rez, we'd wipe. So many wipes on the third plate, it wasn't funny.

It was one of those fights that was dead but didn't know it, and we needed one clean pull to get it done. And we got it last night without much fanfare and wound up on the platforms for Madness.

The first pull was... Madness. I didn't know where the Corruption showed up, I didn't realize there was a facing order to it till it slammed half the raid, and then the Elementium Bolt pulsed and wiped us. It looked like a long training period was necessary... so we came back in, pulled a second time... and cleared up to the third platform where we lost to the Elementium Bolt as we weren't prepared for its speed without Nozdomu. The third pulled cleaned that up as well, and we had a very sub-par DPS with us filling in, and we were 3-healing, 2-tanking it.

To say Madness will take us less time than Spine is a given, though with next week being a Holiday week, I'm not sure we'll have any progression pulls, but soon enough. My prediction of being clear through normal modes by Christmas almost came true, and if we'd been more diligent on Spine, we'd be there now.

Anyway - point being that I enjoyed the ramp-up Dragon Soul had. The first 4 were too under-tuned but they did get more difficult as the raid went on. Zon'ozz can be difficult on 10-man if you mess up the orb bouncing and there have been instances where I've gotten myself killed  by not being on top of cool-downs when the orb winds up bouncing an extra time and the damage buff stacks get very high. There are some dangerous slime combinations on Yor'sahj and Hagara is supposed to be a coordination fight, though for anyone who did Ragnaros, pre-nerf Nefarian and LK, the synergy required seems quite easy.

Ultraxion was the first road-block boss - the real DPS check, though after a couple of weeks of gear, he has become very, very easy. We lost a DPS early this week to Twilight and still cleared it under 5-minutes. To be fair, people are starting to kiss the 30k mark on that fight across the board. Gunship and Spine are both much more difficult co-ordination checks, and I enjoy tanking them a lot, especially soloing Spine. The bloods get nuts at the end of the fight, I love it.

But Madness? The ultimate boss fight?

It just much easier for some reason. And it doesn't really feel like you're fighting Deathwing at any point. I get that we can't fight him, and the feeling of being in the presence of gods is there, but I don't know. There's something missing in the feel of the fight. And with how quickly we were progressing on him, with a very conservatively setup team, it seems maybe too easy.

With our A-team, we should be able to clear the 4 platforms fairly quickly. Of course, Phase 2 could kick our ass and stall us for weeks, but I'm fairly sure I can solo-tank this and if I can do that, then we have 6 DPS to eat the adds that much faster, and honestly, there wasn't that much damage going out either, I might even suggest trying a 1/2/7 combination to see if it's viable.

Anyway. Point being - the ramp up was very nice, but it seems to have dropped off right at the end. And that feels odd. Though if you look at the Heroic raids, KIN stalled on Spine for ages, then killed Madness in one or two night.

Odd to say the least.

Wednesday, November 30, 2011

Patch Day Madness

I was glad the patch dropped when it did - I think I was really bored with Firelands despite the fact that we were on Heroics. With how late we started work on that instance and how the tuning was all over the place with it, I always felt disconnected from the place. There was a lot of confusion about the raid where Blizzard seemed to mid-step change directions and nerf stuff across the board.

One of the things I'm loving lately is how stable the patch days have been. No instance server issues, no authentication server issues, really, no issues at all and you can log in and play. Even most of my add-ons were behaving fine except for a couple of LUA errors from DBM whenever I zoned into an instance. After the nightmarish patches of yesteryear, this is a sweet, sweet dream.

Remember 3.3 when you couldn't log in for two days? Or 3.4 when half the authentication servers were down? Hell, even 4.1 when Omnitron was broken and you couldn't get past him, if you could even get into the crashing instance server gateways? We used to move raid night to non-patch days because we knew we couldn't raid on Tuesday and juts hoped everything was stable by Wednesday night. Kids these days.

Anyway.

I logged in about 10 minutes before raid in typical fashion, ran around with my head cut-off for five minutes and only managed to 'mog my hideous shield and sword away for something better before clicking Accept on the Have Group Will Travel summons into Dragon Soul for the first time.

Where we proceeded to demolish the place. There is a serious tuning issue for 4.3 at least on 10-man normal modes. For better or worse, this is the easiest tier since the first wing of ICC. Even Saurfang and Deathwhisper had slightly more compelling mechanics on 10-man.

With no one having seen the bosses, no one having run the LFR, just based on the dungeon-journal, we one-shot Morchok and two-shot Yor'sahj, and  I was DC'd for about a minute on that fight so my co-tank had huge stacks of Void Bolts but apparently our healers had no problem with it.

Zon'ozz took a little longer, but he died as well once we figured out a very easy way to handle the bouncing mechanic by lining up and turning it into a fool-proof ping-pong game while I jumped back and forth pointing him this way and that. He was the first boss that felt like a real raid boss with scary damage and positioning and an enrage timer that was somewhat of an issue (30 seconds left on enrage when he died, so not really but still).

We made one pull of Hagara before raid time to give our Rogue a chance to pickpocket her and got to work on her ice phase a bit, so we'll go back in and kill her tonight, hopefully and then the one fight that actually seems scary outside of Deathwing - Ultraxion. I'd love to get through both of those tonight as loot-ship looks as easy as the ICC loot-ship and that just leaves Deathwing to kill (twice.)

It could be that the first four are easy and the next four are really hard, or scale up slightly in difficulty as you went further in. Morchok was lolwut, Yor'sahj was an AoE heal, minor DPS check and a are-you-really-here check in terms of picking which add to kill each time, and Zon'ozz was a mild DPS check (he has a tight enrage timer at 5.5 minute/68 million health) and awareness check with more AoE healing. Did I mention there's a lot of raid damage? There's a lot of raid damage. And a bit of bursty tank damage too.

The one nice thing about these fights is that while the tanking isn't particularly difficult so far (I did enjoy solo-tanking Zon'ozz and looks like solo-tanking Hagara will actually require a bit of focus as well), there is a lot of ancillary stuff tanks can do to make the raid run easier. Tanking crystals with two DPS when you're not on Morchok for instance, or helping put out damage on the oozes, raid-walling with efficiency to chain cool-downs with the healers.... there is more stuff to do than just standing there and being a meat-shield.

I was lucky enough to pick up the off-set shoulders and tier legs last night, which was awesome. The weird thing is, despite loosing Mastery on both those items, without even reforging, and going for the set bonus, I was still at block-cap with Mastery food (though I am using two Mastery trinkets.)

Callooh!Callay!

I know in a month I'll be moaning about how boring normal modes are, but right now, man it was satisfying to smash through the instance and kill bosses so quickly and efficiently. Maybe we'll even be in Heroics this time next month. This was something I had known for some time - once we have a regular team of geared people who've been working together and gelled, we have zero problems in terms of progression. We can get this done. And we did.

A rather amusing side-affect of raiding so early in the week after patch is the following image:


It is, of course, an anomaly and a lie, but it is kind of nice to be listed as server first and word top 200, even if only for a day or two. We have a US top-100 guild on our server that killed Heroic Ragnaros back in early October, I think, so we're nowhere near the top, and I'm sure we'll get down-ranked very rapidly as other guilds get ranked (as is appropriate) but still.

Sometimes it's nice to lie to oneself for a minute and take a screenshot! :-)

Tonight: more raiding, hopefully knocking out the two dungeons I haven't done yet, and then mogging up my set, moving stuff into void-bank... so much to do! And so much more to write about!