Oh, hello, again!
It's been a while. Two or so months, now? I had a lazy summer, but I still managed to complete and publish a small anthology
of stories with some friends, and that was a very gratifying process,
we're going to continue and do a much bigger book in the spring. You can
read about it here on my writing (and general interest) blog (where I
will probably be writing more often, if you're especially hungry to read
my stuff.)
Unable to help myself, I tipped my toes back into raiding as well, with some friends, or tried to, but it didn't work out very well. My dear, long-suffering friend Thistleberry and I were aching to do some heroic raiding and when our old group of friends splintered (it never really jelled in the first place), we decided to shop around. Finding space for a Protection Paladin and a Discipline Priest isn't easy, let me tell you.
But we lucked out and Nephilim of Hyjal was rebuilding their team and we happened to fit into their gap. Two weeks of rather intense catching-up to heroic-raiding later, we find ourselves ready to enter Orgrimmar with a new team.
I don't know how motivated I was to start writing again, until I found out last night that one of the new healers who joined about the same time we did was none other than Kare of Ysera's Daughter, and after a few whispers about blogging and bloggers (yes, we might have talked about you) mid-pull, I found the itch for the old Warcraft blogging community returning.
Raiding with Ophelie back at the start of the expansion was a lot of fun, and I liked that feeling of reading her posts and seeing the raid through her eyes, getting her impressions and chatting in vent (which we didn't get to do as much as I'd have liked!) And while I was raiding with Aliena, it was again, really fun to be part of her videos and contributing to the community in some way. It's a fun feedback loop, to raid with other members of the Warcraft creative community at large that motivates one to enter the fray again.
Thus, the title, blame Kare for motivating me to write again.
Tonight, we'll be going into the massive, the daunting, Siege of Orgrimmar for the first time, and while I'm quite excited to wreck Garrosh's house, I'm sorely disappointed that I won't get to do it under a blue banner, because Nephilim is a Horde guild. Alas, my beloved Lion of Stormwind won't be cresting my armor as we cleave through rows of Orcs but I suppose I have my warlock and flex raiding over on Proudmoore Alliance, and that will give me a chance to plunge my sword into that narcissistic bastard's throat.
Symbolically, of course.
Showing posts with label socializing. Show all posts
Showing posts with label socializing. Show all posts
Tuesday, September 10, 2013
Thursday, April 18, 2013
And then, a break in the storm....
I haven't raided in about 3 weeks.
After killing Lei-Shen (one of the all-time great fights in Warcraft history - seriously amazing), I lost my flex-time at work and couldn't raid anymore with my guild. Finding myself in a position of having to go through the applications, interviews, introductions, and assimilation, process again just proved too much.
Maybe my heart just wasn't in it as much, which makes the decision easier. Honestly, my heart broke when Tidal broke up and never really mended. From Ulduar-onward I only ever raided with people I felt like were my actual real-life friends. People whose phone-numbers were in my cell, and people I met in real-life and knew on a first-name basis. It took years to build some of those relationships, but the Occasional Excellence/Tidal people were just so genial, warm, and welcoming that the months of courtship took weeks.
That's an impossible standard to hold any guild up to. Methodical is an amazing group of people, some of the best raiders I've ever known, and yet I never felt like a part of the team. No fault of theirs, they're very warm people as any, but I think my heartbreak kept me from committing.
And finding myself having to find another group... I just couldn't do it again.
Playing this game and not raiding would be like living real life without listening to my favorite music again - an impossible task. I've decided to uninstall WoW from my computer for the time being, and replace it with real-life raiding.
Or as close as real-life gets to it anyway - I've re-joined a table-top RPG group that I had stopped playing with after my son was born. It's so nice to be back among old friends and in familiar surroundings, rolling dice and scribbling on character sheets with pencils. Well, not that I've started yet, but next week will be my first session back.
I've also begun to work on my writing career again, breaking out my old novel to re-work it for the marketplace and really giving it the old college try to sell it this time. I'm playing the Piano again and thinking about doing a bit of recording with my guitar and synths. I've begun to study a new mode of programming to get some mobile application building skills under my belt to shift careers in a year or two, and maybe move into video game programming.
In short, I've re-structured my life in the last few weeks to compensate for the loss of raiding. Yes, raiding took up enough time in my life that I sacrificed things as important to me as my writing, music and furthering my career. No, I don't regret it - raiding is the finest e-sport I've ever played, and if I had a team of friends and the time to play, I would dive back in it. But it's more than just the game itself. My character - my avatar in this world - has come to meat much to me.
My avatar's successes were my own. I took some meaning from their existence, and their glory in game was mine in some thin, yet material way. I took pride in their achievements, their accomplishments, their victories, their impeccable standing in gear and especially in my own ability as a player (if I might be so bold).
Innana - my main character, the paladin, has meant much to me. Her success in Azeroth has helped me see that success is possible in reality. The confidence in her role was both inspired in her faith (that I lack more-or-less completely as an agnostic), suicidal in its vulnerability and bold in the courage it required. I see her - and will see her - always as a human paladin, no matter her temporary race or allegiance,walking the canals of Stormwind, in simple white robes, unarmed. Her hands strangely empty for the want for a weapon and shield, her shoulders free from the grip of pauldrons. In the lack of the materials of her office, she found the peace she was fighting for.
That I never got to roleplay as much as I wanted to is my great regret. Her previous incarnation as Joachim cut very close to me in all his roleplay, and his death was written in the moment he was conceived in my mind, I think, but I didn't know it at the time. His arc was always morbid, fearful and corrupt. It consumed him in the end. But Innana was stronger than that, there was a vein of steel in her that kept back the corruption if not the melancholy of being no more than an instrument of something greater than herself, and I wish I had gotten to know her as well as I knew Joachim.
Anyway.
I've realized that if I want to spend hours and hours online, I want to do it with friends. And I want to do it in less time than I've devoted to raiding in the past. Now that nearly so many of my friends have left the game, I will also let it lay quietly. For a while. This is not an adieu, but it is, probably, a fairly lengthy break.
As for this blog? I don't know. There are so many half-written guides, incomplete posts that will likely never see the light of day...
But firstly, I want to thank those of you who have continued to read for months, or years, and those who have asked me about the lack of posts lately. Your readership has given sail to my writing over the last three years of writing block and it means a lot to me that I was able to write at last something during that period of drought.
Secondly, I love blogging. I don't intend to stop, and I don't really see the point of starting a new blog when this one already exists - maybe I can acquire it for my other "raiding" goals as it were, the new activities I mentioned above, but maybe I will start writing in a new blog just to keep this apart as a chronicle of my Warcraft experience, and return to it, if and when I return to the game. I don't know yet. I will make another post if I do start writing elsewhere, so those interested might follow.
I always thought my last days in Warcraft would be somewhat dramatic - I'd do this or that, park my characters in thematically appropriate places, dressed for their civilian life, but I think I'm just going to leave them where they are. Mid-step in their military careers. Frozen in amber, as it were. Waiting for me to come back to them, one day, and to pick up where I left off.
Well. This has gone on long enough, and I know when I'm stalling.
Rest easy for now, my friends. Until we meet again... in this life or another.
After killing Lei-Shen (one of the all-time great fights in Warcraft history - seriously amazing), I lost my flex-time at work and couldn't raid anymore with my guild. Finding myself in a position of having to go through the applications, interviews, introductions, and assimilation, process again just proved too much.
Maybe my heart just wasn't in it as much, which makes the decision easier. Honestly, my heart broke when Tidal broke up and never really mended. From Ulduar-onward I only ever raided with people I felt like were my actual real-life friends. People whose phone-numbers were in my cell, and people I met in real-life and knew on a first-name basis. It took years to build some of those relationships, but the Occasional Excellence/Tidal people were just so genial, warm, and welcoming that the months of courtship took weeks.
That's an impossible standard to hold any guild up to. Methodical is an amazing group of people, some of the best raiders I've ever known, and yet I never felt like a part of the team. No fault of theirs, they're very warm people as any, but I think my heartbreak kept me from committing.
And finding myself having to find another group... I just couldn't do it again.
Playing this game and not raiding would be like living real life without listening to my favorite music again - an impossible task. I've decided to uninstall WoW from my computer for the time being, and replace it with real-life raiding.
Or as close as real-life gets to it anyway - I've re-joined a table-top RPG group that I had stopped playing with after my son was born. It's so nice to be back among old friends and in familiar surroundings, rolling dice and scribbling on character sheets with pencils. Well, not that I've started yet, but next week will be my first session back.
I've also begun to work on my writing career again, breaking out my old novel to re-work it for the marketplace and really giving it the old college try to sell it this time. I'm playing the Piano again and thinking about doing a bit of recording with my guitar and synths. I've begun to study a new mode of programming to get some mobile application building skills under my belt to shift careers in a year or two, and maybe move into video game programming.
In short, I've re-structured my life in the last few weeks to compensate for the loss of raiding. Yes, raiding took up enough time in my life that I sacrificed things as important to me as my writing, music and furthering my career. No, I don't regret it - raiding is the finest e-sport I've ever played, and if I had a team of friends and the time to play, I would dive back in it. But it's more than just the game itself. My character - my avatar in this world - has come to meat much to me.
My avatar's successes were my own. I took some meaning from their existence, and their glory in game was mine in some thin, yet material way. I took pride in their achievements, their accomplishments, their victories, their impeccable standing in gear and especially in my own ability as a player (if I might be so bold).
Innana - my main character, the paladin, has meant much to me. Her success in Azeroth has helped me see that success is possible in reality. The confidence in her role was both inspired in her faith (that I lack more-or-less completely as an agnostic), suicidal in its vulnerability and bold in the courage it required. I see her - and will see her - always as a human paladin, no matter her temporary race or allegiance,walking the canals of Stormwind, in simple white robes, unarmed. Her hands strangely empty for the want for a weapon and shield, her shoulders free from the grip of pauldrons. In the lack of the materials of her office, she found the peace she was fighting for.
That I never got to roleplay as much as I wanted to is my great regret. Her previous incarnation as Joachim cut very close to me in all his roleplay, and his death was written in the moment he was conceived in my mind, I think, but I didn't know it at the time. His arc was always morbid, fearful and corrupt. It consumed him in the end. But Innana was stronger than that, there was a vein of steel in her that kept back the corruption if not the melancholy of being no more than an instrument of something greater than herself, and I wish I had gotten to know her as well as I knew Joachim.
Anyway.
I've realized that if I want to spend hours and hours online, I want to do it with friends. And I want to do it in less time than I've devoted to raiding in the past. Now that nearly so many of my friends have left the game, I will also let it lay quietly. For a while. This is not an adieu, but it is, probably, a fairly lengthy break.
As for this blog? I don't know. There are so many half-written guides, incomplete posts that will likely never see the light of day...
But firstly, I want to thank those of you who have continued to read for months, or years, and those who have asked me about the lack of posts lately. Your readership has given sail to my writing over the last three years of writing block and it means a lot to me that I was able to write at last something during that period of drought.
Secondly, I love blogging. I don't intend to stop, and I don't really see the point of starting a new blog when this one already exists - maybe I can acquire it for my other "raiding" goals as it were, the new activities I mentioned above, but maybe I will start writing in a new blog just to keep this apart as a chronicle of my Warcraft experience, and return to it, if and when I return to the game. I don't know yet. I will make another post if I do start writing elsewhere, so those interested might follow.
I always thought my last days in Warcraft would be somewhat dramatic - I'd do this or that, park my characters in thematically appropriate places, dressed for their civilian life, but I think I'm just going to leave them where they are. Mid-step in their military careers. Frozen in amber, as it were. Waiting for me to come back to them, one day, and to pick up where I left off.
Well. This has gone on long enough, and I know when I'm stalling.
Rest easy for now, my friends. Until we meet again... in this life or another.
Labels:
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Monday, February 11, 2013
Looking For A Guild Made Me Happy
I know my last post was super-mega-ultra emo and sad, but I'm honestly not that broken up about it. While I miss my guildies dearly, I know I'm in the vast minority of players to have been in not one but two fantastic raiding guilds full of mature, awesome progression oriented people that killed Heroic bosses in current content. That's a victory if I've ever heard of one. And the fact that I still talk to people from both guilds off-line is just icing on the cake. I play this game to make friends apparently.
In addition, the last two weeks have been really intense. First, I was nervous when my posts on the recruitment forums got no replies. Then I was overwhelmed with replies, and spoke with a lot of awesome people and began to eye offers as they came rolling in. Frankly, I was astonished at the response and felt obligated to reply and at least speak with everyone who contacted me because, well, it doesn't happen very often.
And because it's nice to play the part of being the courted one instead of courting all the time. :-)
After a few fantastic offers, I took up with Warfare of Frostwolf (Horde side) and transferred in to raid with them. If you're in the market for a guild, I would look there - they have some amazing leadership at the head, and the crowd is amazingly progression oriented with very efficient raids that waste no time. I spent two nights with these guys, progressing on Heroic Tsulong and it was a lot of fun, even if the fight is hectic as all Hell on 25 Heroic. Then, the third night was used to knock out no less than 6 heroic bosses between Terrace and Heart of Fear, including first time kills of both Amber-Shaper and Lei-Shi for me. That speed clear was one of the best runs I've been involved in - fast, efficient, and clean; even if I did cause a wipe or two.
Unfortunately, they raid 3 nights back to back but don't stop till 1:30am my time - which was kicking my ass by the end of the first week. I wrote a very long and polite letter explaining why I needed to keep looking but wound up explaining it all over BattleNet anyway, as we caught up in game before the GM had read the letter.
During this time, I'd been talking with a couple of people from Methodical over game chat as well as e-mail and Twitter, and when I realized Warfare wasn't working out for me, they were the next guild on my list. Another transfer of faction and server later, I wound up running in to do a couple of bosses last night in the tail-end of raiding week. What should've been a quick and easy clean-up kill on Heroic Elegon wound up taking about a half-hour because I was so nervous from first-date jitters that I kept wiping the group. They were very polite to not t just swap me out.
So, here I sit, waiting for Tuesday to see how this goes.
But - and here's the thing - if that was all, it would've been awesome enough, but instead, I also had a couple of folks contact me outside of the recruitment thing just to chat and talk about various ideas, being old and raiding, finding the right guild, all from reading my last post. This is the first time that has happened, that people searched me out to talk about something I'd written. Thanks to those of you who reached out, both in-game, or over-email; it meant a lot to me.
Anyway. Tomorrow is the start of a new raid-week. My hopes of getting a second Feat of Strength are now all but vapor, since we have 2 weeks of raiding left to us, it seems, but so be it.
Tier 14 - you have been a bitch of an experience. Messy, needy, annoying, frustrating, tantalizing, teasing, infuriating and at times, downright cruel - but you know what? You're one of the top Tiers I've ever raided. I'll miss you.
In addition, the last two weeks have been really intense. First, I was nervous when my posts on the recruitment forums got no replies. Then I was overwhelmed with replies, and spoke with a lot of awesome people and began to eye offers as they came rolling in. Frankly, I was astonished at the response and felt obligated to reply and at least speak with everyone who contacted me because, well, it doesn't happen very often.
And because it's nice to play the part of being the courted one instead of courting all the time. :-)
After a few fantastic offers, I took up with Warfare of Frostwolf (Horde side) and transferred in to raid with them. If you're in the market for a guild, I would look there - they have some amazing leadership at the head, and the crowd is amazingly progression oriented with very efficient raids that waste no time. I spent two nights with these guys, progressing on Heroic Tsulong and it was a lot of fun, even if the fight is hectic as all Hell on 25 Heroic. Then, the third night was used to knock out no less than 6 heroic bosses between Terrace and Heart of Fear, including first time kills of both Amber-Shaper and Lei-Shi for me. That speed clear was one of the best runs I've been involved in - fast, efficient, and clean; even if I did cause a wipe or two.
Unfortunately, they raid 3 nights back to back but don't stop till 1:30am my time - which was kicking my ass by the end of the first week. I wrote a very long and polite letter explaining why I needed to keep looking but wound up explaining it all over BattleNet anyway, as we caught up in game before the GM had read the letter.
During this time, I'd been talking with a couple of people from Methodical over game chat as well as e-mail and Twitter, and when I realized Warfare wasn't working out for me, they were the next guild on my list. Another transfer of faction and server later, I wound up running in to do a couple of bosses last night in the tail-end of raiding week. What should've been a quick and easy clean-up kill on Heroic Elegon wound up taking about a half-hour because I was so nervous from first-date jitters that I kept wiping the group. They were very polite to not t just swap me out.
So, here I sit, waiting for Tuesday to see how this goes.
But - and here's the thing - if that was all, it would've been awesome enough, but instead, I also had a couple of folks contact me outside of the recruitment thing just to chat and talk about various ideas, being old and raiding, finding the right guild, all from reading my last post. This is the first time that has happened, that people searched me out to talk about something I'd written. Thanks to those of you who reached out, both in-game, or over-email; it meant a lot to me.
Anyway. Tomorrow is the start of a new raid-week. My hopes of getting a second Feat of Strength are now all but vapor, since we have 2 weeks of raiding left to us, it seems, but so be it.
Tier 14 - you have been a bitch of an experience. Messy, needy, annoying, frustrating, tantalizing, teasing, infuriating and at times, downright cruel - but you know what? You're one of the top Tiers I've ever raided. I'll miss you.
Labels:
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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
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:
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.
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.
Labels:
boss order,
hardcore,
mists of pandaria,
progression,
raiding,
ranking,
server,
socializing,
win
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.
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.
Labels:
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class,
faction,
faction pride,
hardcore,
horde,
mists of pandaria,
race,
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socializing,
spec,
win
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:
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.
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
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.
Labels:
hardcore,
mists of pandaria,
professions,
raiding,
socializing,
win
Wednesday, December 7, 2011
My Attitude Sucks
My attitude in raids lately has been just total crap. My attitude in game is also a reflection of my attitude out of game, I've been going through a bit of a bad patch but that's really no excuse at all for my behavior.
Maybe it's because of my expectations of play - and sometimes I feel like my willingness to bring up points about performance is almost a detriment. I hold my play to a fairly high standard. If I let myself get killed, that's a problem, I look at my logs, I try to see what's killing me and I prevent it in the future. If I'm causing a wipe, I try very hard not to repeat my mistakes.
In the same way, if there is a difficult portion to a fight, I'll do my best to take it. I want to do the heavy lifting, I want to take the responsibility of failure if someone has to do a high-stress job, but as a tank, that's not always possible. Sometimes it's the healing and sometimes it's the DPS and sometimes it's one role that one person has to fulfill that I can't do as a tank and that's when my issue kicks in.
I begin to hold that person's performance to the same standard that I hold for myself, and that's just not fair. That person might learn some things faster or slower than mine, maybe I would take a week to figure it out and they'll get it in an hour, or maybe it's the other way around, but the point is - they have a role, and I have a role, and we're both there to perform it to the beset of our ability.
But when that doesn't work, I begin to get frustrated.
Ultraxion is a good example of this. It's a fight that sits in the hands of the DPS. If the healers can 2-heal it and get the raid to the 5 minute mark, that requires from the raid, counting the 2 tanks as 1 DPS, an average DPS of 27k.
Or 24.5k to finish the fight in 5.5 minutes which is about how long the raid can stay alive with 2 healers after the 5 minute mark.
That's a lot, even for a Patchwerk fight, which this essentially is, outside of the Hour of Twilight and Fading Light mechanic. That's expecting people to be just about perfect with their rotations, using every cool-down in the most efficiently lined up way possible, and limiting their time outside the Realm of Twilight to 2 seconds at worst. Factors having a say about this include such thing as Latency where the time you pressed your button and got to the other realm might be long enough to kill you, bad string of procs where you don't get any, a bad string of RNG rolls on your crit chance and any other number of things.
We were able to kill it last week, with numbers both above and below that average. Some bursty classes and better-geared people pulled ahead, and hit the 25k, 26k mark and others were in the 20k, 21k range, but the overall damage balanced to eke out a kill, and yet last night, we pulled a couple of times and couldn't get him to drop, wiping in the 3% range sometime after the 5 minute range.
And I was kind of loosing it with the wipes. Which is absolutely ridiculous given it's the second week and the gatekeeper boss to the hardest content in the raid.
I think there's a difference between assigning blame, and dissecting the fight. I'm always ready and willing and able to take responsibility, and do my best to improve. I might get testy, true, especially when I'm frustrated with myself, but I'll take feedback, even negative feedback, over silence any day of the week. And while we're not a hard-core guild by any measure, we do have a commitment to progression and that means we're going to dissect and fix our problems.
But I'm not dissection fights anymore.
I'm afraid I'm drifting into crazy-old-man grumbling about them DPS not pulling their weight territory instead of doing a proper analysis of the encounter and coming up with solutions.
The conflicts are getting all jumbled in my head and affecting my attitude in raids tremendously. I'm just super glad I'm not the one making calls and calling shots right now.
If I was my raid leader, I would've fired me by now.
Maybe it's because of my expectations of play - and sometimes I feel like my willingness to bring up points about performance is almost a detriment. I hold my play to a fairly high standard. If I let myself get killed, that's a problem, I look at my logs, I try to see what's killing me and I prevent it in the future. If I'm causing a wipe, I try very hard not to repeat my mistakes.
In the same way, if there is a difficult portion to a fight, I'll do my best to take it. I want to do the heavy lifting, I want to take the responsibility of failure if someone has to do a high-stress job, but as a tank, that's not always possible. Sometimes it's the healing and sometimes it's the DPS and sometimes it's one role that one person has to fulfill that I can't do as a tank and that's when my issue kicks in.
I begin to hold that person's performance to the same standard that I hold for myself, and that's just not fair. That person might learn some things faster or slower than mine, maybe I would take a week to figure it out and they'll get it in an hour, or maybe it's the other way around, but the point is - they have a role, and I have a role, and we're both there to perform it to the beset of our ability.
But when that doesn't work, I begin to get frustrated.
Ultraxion is a good example of this. It's a fight that sits in the hands of the DPS. If the healers can 2-heal it and get the raid to the 5 minute mark, that requires from the raid, counting the 2 tanks as 1 DPS, an average DPS of 27k.
Or 24.5k to finish the fight in 5.5 minutes which is about how long the raid can stay alive with 2 healers after the 5 minute mark.
That's a lot, even for a Patchwerk fight, which this essentially is, outside of the Hour of Twilight and Fading Light mechanic. That's expecting people to be just about perfect with their rotations, using every cool-down in the most efficiently lined up way possible, and limiting their time outside the Realm of Twilight to 2 seconds at worst. Factors having a say about this include such thing as Latency where the time you pressed your button and got to the other realm might be long enough to kill you, bad string of procs where you don't get any, a bad string of RNG rolls on your crit chance and any other number of things.
We were able to kill it last week, with numbers both above and below that average. Some bursty classes and better-geared people pulled ahead, and hit the 25k, 26k mark and others were in the 20k, 21k range, but the overall damage balanced to eke out a kill, and yet last night, we pulled a couple of times and couldn't get him to drop, wiping in the 3% range sometime after the 5 minute range.
And I was kind of loosing it with the wipes. Which is absolutely ridiculous given it's the second week and the gatekeeper boss to the hardest content in the raid.
I think there's a difference between assigning blame, and dissecting the fight. I'm always ready and willing and able to take responsibility, and do my best to improve. I might get testy, true, especially when I'm frustrated with myself, but I'll take feedback, even negative feedback, over silence any day of the week. And while we're not a hard-core guild by any measure, we do have a commitment to progression and that means we're going to dissect and fix our problems.
But I'm not dissection fights anymore.
I'm afraid I'm drifting into crazy-old-man grumbling about them DPS not pulling their weight territory instead of doing a proper analysis of the encounter and coming up with solutions.
The conflicts are getting all jumbled in my head and affecting my attitude in raids tremendously. I'm just super glad I'm not the one making calls and calling shots right now.
If I was my raid leader, I would've fired me by now.
Monday, April 18, 2011
Time In Game
I had originally planned to write about all kinds of productive stuff, like the guides I've been putting together for raids or my recently discovered love for my Warlock or something else that is good, but the last week has been just difficult in game. And I should probably not post this but I keep going over it in my head so I don't want to sit on it and hope that writing about it in public will help me sort it out.
This kind of emotion only comes up when we talk about our Guilds of course, and that's what I'm going on about. Our raids are doing well and I'm very happy with them. I love my raid team, I love the people who show up week after week, we have a great time talking and killing bosses, Tuesday and Wednesday nights are fantastic. But then, the guild just dies.
This kind of emotion only comes up when we talk about our Guilds of course, and that's what I'm going on about. Our raids are doing well and I'm very happy with them. I love my raid team, I love the people who show up week after week, we have a great time talking and killing bosses, Tuesday and Wednesday nights are fantastic. But then, the guild just dies.
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