Thursday, April 22, 2010

Moving right along

Last night our guild had a sit down and we decided it was time to stop raiding. Some people are going to move on to larger 25 man raiding guilds, but I think for the most part, I feel that our guild had reached a logical conclusion to the progression we started about a year ago.

I just haven't felt the drive to log on lately, and I know I wasn't the only one. Getting on for raids was feeling more and more like a chore; in the past few weeks, when other guild members had other engagements and raids were getting cancelled, I felt relieved, not irritated.

I do regret not downing the Lich King, but I am pretty proud of what our little scrappy guild was able to accomplish during its run.

So I'm paid out through July and I may still log on for pvp and such, but for the most part, I think I'm pretty much on an official WoW break until Cataclysm. Looking forward to it!

Wednesday, April 7, 2010

Cataclysm Class Preview: Shaman

Saw these notes on MMO Champ today. Just going to break down the resto changes:
  • Healing Wave will be split into two direct heals, a larger nuke heal called "Greater Healing Wave", and a medium heal with the current name.
    Not sure how I feel about this. I really am skeptical that they'll be able to make 3 levels of heals individually viable, but we'll see. With the larger health pools they've promised in Cataclysm, I can see how finer granularity could potentially be necessary
  • Unleash Weapon Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable. Earthliving Weapon – Heals the target slightly and buffs the shaman's next healing spell by 20%.
    Umm, cool ability on a short cooldown, gives us another instant heal
  • Healing Rain An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.
    VERY NICE. Kind of like a wild growth/tranquility spell. As the only heal with no limit of targets Could be crazy OP in 25 man situations. Gotta wait on numbers to see this one
  • Spiritwalker's Grace When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.
    A really nice buff that will give us some great mobility on a cooldown.
  • Dispeling Shaman will be able to remove magic defensively and offensively, and remove curses. Cleansing totem will be removed from the game.
    I'm a little disappointed with the dispel changes, but they are so closely tied to encounter mechanics, we'll have to see how those look
  • Spirit Link The idea is that you will be able to link targets together so they share damage. When we had previously tried to implement Spirit Link, it was hard to balance and a little confusing. However, we really liked the concept -- and so did players -- so we are trying to bring it back.
    This could be very interesting, but I do remember when they tried it at 70 and couldn't get it to balance right
  • Mastery Our passive talent tree bonuses are Healing, Meditation, and Deep Healing (increased healing to players at low health).
    No surprises here- I think these are going to be the boilerplate masteries for all healers


Looks like some really exciting changes coming up for Shaman. It looks like devs are addressing our issues with mobility and group healing, and have some good ideas for new mechanics to make cataclysm interesting. Can't wait to hear more!

Wednesday, March 31, 2010

First dance with the Lich King!

So, just yesterday I was fretting on another shaman blog that I feared we had hit a wall with Sindragosa. I don't know if it was the new 10% ICC buff, or just improved raid coordination, but we got her down in just 3 tries last night!

We got to take a peek at the Lich King encounter, which incorporates some unique encounter mechanics, feels dynamic and fun, and has an epic feel to it. I like that his fight seems to incorporate little elements of other WOTLK fights: his Necrotic Plague ability is kind of similar to Rotface's Mutated Infection; healing up a raid after an Infest is similar to healing a target of Lord Jaraxxus's Incinerate Flesh (In fact, I'm thinking of trying to fix up my broken GridStatusRaidDebuff so I can actually make sure the raid is getting Infest taken off).

We got in about 10 attempts last night, and were comfortably getting him into phase 2. Though we're not going to have any more raids this week due to the Easter break, I'm pretty confident that we'll be able to get a hang of those Defiles down, and I'm hoping to see Phase 3 next time I'm in there.

From a resto shaman perspective, I found the healing intense. It's not constant AOE like BQL or Sindragosa, but instead it's sudden bursts of intense raid healing. Maybe it's because it was my first night on the encounter, and maybe I was a little paranoid, and overhealing a bit, but I found myself burning through mana like crazy. I am gonna try to set up my shaman_hep parse for my log to just look at the LK encounter, but as it's such an intense fight, and so much longer than the other ICC encounters, I am thinking I'm going to have to rethink my stat weights and trinket choices for that fight, and I may go back to the mana restore meta gem.

So excited to finally get a crack at this guy!

Monday, March 22, 2010

Patch 3.3.3 for the tunnel-visioned Shaman

By all accounts, patch 3.3.3 drops tomorrow. As a shaman, what do you need to know about? Not much!

Quote from Zarhym
PTR Patch 3.3.3 Notes - 03.15.10
Shaman
  • Flame Shock: The damage-over-time component of this ability can now produce critical strikes and is affected by spell haste.
  • Elemental Oath: This ability is now always on as a passive aura.
  • Unleashed Rage: This ability is now always on as a passive aura.
  • Shaman Tier-10 4-Piece Elemental set Bonus: This bonus has been slightly adjusted to account for the fact that haste now modifies Flame Shock's periodic damage ticks. The bonus now makes the shaman's Lava Burst cause Flame Shock to tick at least two additional times before expiring.
(Source)


Really nothing much going on for resto shaman, but some interesting changes for ele. The flame shock buff is nice, and considering that when I play ele I have a ton of extra haste from the resto pieces I can't replace, I'll get a ton of use out of it I'm sure. I'm still not crazy about the ele t10 set, and considering it's my second spec, I'll probably never see it anyway.

Other interesting notes? Daily battlegrounds being revamped, a hidden mechanic in wintergrasp that will handicap factions that win wintergrasp more than 3 times in a row. But as a resto shaman, the note that probably I found the most interesting?

Quote from Zarhym

Dungeons and Raids
  • Blood-Queen Lana'thel: Pact of the Darkfallen now applies damage twice as often, but for half the damage. This change will make the removal of the spell a bit more responsive.
(Source)


NOM NOM NOM, MOAR MANA FROM WATER SHIELD!

Friday, March 19, 2010

Is mp5 irrelevant on progression fights?

I've run into some very strange gearing issues lately. The main problem for me is that the value of mp5 fluctuates wildly from fight to fight. The main reason is that for most of the progression fights, there is either so much raid damage that our Water Shield makes gearing for mp5 on these fights completely inefficient (Putricide, Blood Queen, Sindragosa), or there are mechanics that make mp5 irrelevant (Valithria).

To give you an idea, Water Shield procs every 2 seconds on Blood Queen, which combined with Improved Water Shield gave me about 540 mp5. On Sindragosa, Frost Aura causes Water Shield to proc every 3 seconds, and combined with the forced throttling of Unchained Magic, I never need my mana tide on either of these fights unless I die unexpectedly. Some shaman will carry multiple sets for different fights, and for these fights would opt out of mp5 entirely; I'm too lazy to gem and balance multiple sets myself, but I have to figure that if I'm going to min-max for any fight, it should be the hard progression fights, right?

In my combat log parse last night, my Insightful Earthsiege Diamond got a distressingly low HEP value of about 40 HEP. While most shaman agree that The Revitalizing Skyflare Diamond is the best choice when you have double solace, I'm thinking of switching to this even though I don't even have those. In addition to gaining the crit heal effect, I will be gaining a little haste by replacing the one mp5 gem I have to meet my blue gem requirement with a yellow haste gem.

So I think I'm going to start moving away from mp5 entirely, starting with my meta gem, and then replacing my boot enchant with Tuskarr's Vitality (which I should have done a long time ago). I'm hoping it's not going to be super painful when my guild gets to heroic modes, for fights that won't have these contstant damage mechanics, but I guess we'll see.

Tuesday, March 9, 2010

The Broken Vote to Kick system

The Dungeon Finder system introduced in 3.3.0 was in many ways a revitalization of the casual dungeon system, and allowed players with only half an hour to play each day an effective way to get a measurable amount of progress toward new loot every day.

However, one aspect of it that is deeply flawed is the Vote to Kick system. I was really excited when I read a blue post a few weeks ago saying:
Quote from Zarhym
It's not mentioned in the notes, but the Vote Kick option no longer has a 15-minute cooldown. Enjoy. :) (Source)

However, last night we got into Occulus, and 2 pulls into the dungeon, our rogue happily announces that he has to go afk to eat dinner. We immediately attempt to kick him and get the frustrating message "You cannot kick this player for another 14 minutes". I don't know if the change got reverted, or if this was a bug, but we had to go through the already annoying trash and early bosses of the Occulus with only 4 players, and then when the timer was about to run out, our rogue returns and says "Ok ready!". Naturally, because we're not idiots, we still just waited for the timer to run out and then kicked him anyway, but it still was an irritating reminder that there are still people in this game who know that it is possible to get something for doing nothing.

I have had so many conflicting experiences with the Vote to Kick system that I really don't know what to expect from it at any given time. At present though, it is not a reliable way to keep lazy players from leeching effort from regular players just trying to have fun and playing the game as it is intended. In that regards, it is very similar to the well-intentioned, but ultimately useless "report player AFK" option in battlegrounds. I have to say that I've never seen this deter any afkers from happily going about

Thursday, February 25, 2010

The largely unnecessary strategy guide for the Rotting Frost Giant!

I was jealous of Kae's amazing illustrated strategy guides and wanted to post something of my own, but I forgot that:
  1. I have no artistic talent and
  2. All raiding content that I have seen has been covered to death by other, better blogs and strategy forums


With those 2 limitations in mind, I present to you my entirely unnecessary strategy guide for the optional weekly boss in ICC, the Rotting Frost Giant!

Background


There are 4 randomly generated weekly raids for Icecrown Citadel. Somewhere in the instance, you will find one of these questgivers. In my opinion, the easiest one is the quest "Securing the Ramparts", which asks you to slay an optional boss in the area before the Gunship battle.

Fight Mechanics and positioning


The Rotting Frost Giant has 3 abilities you need to know about.

The first is a Stomp ability that hits everyone for about 12k damage, and throws you up in the air. This will interrupt casting and generally just sucks. Not anything you can do to avoid this damage so keep everyone topped off.

The second is a randomly targeted Arctic Breath ability which will stun and damage all targets in a cone, exactly like Icehowl from TOC. To avoid this, the raid should be grouped in a circle around the boss. This will do about 15k dmg over 5 seconds. This is why it's important to keep everyone topped off, as a combination stomp, breath will nearly kill clothies. It is also important to distribute healers so that no more than one healer gets stunned at a time.

Here is what our positioning looked like for a 10 man raid.


The last, and most complicated ability, is the Death Plague. This will affect a randomly targeted raid member. It lasts for 15 seconds and does a minimal amount of damage and cannot be dispelled. After 15 seconds, it will explode, doing 8k damage to you and all other raid members within 8 yards. All members hit will become infected with new copies of the Death Plague, and the person who just had it receives a debuff called "Recently Infected" which prevents them from receiving the Death Plague for another 30 seconds.

To combat this mechanic, we used a "Hot Potato" strategy. First, dps the boss as normal until someone becomes infected:


The infected person would find someone next to them that does not have the recently infected debuff and hug them until the disease expires. Make sure you are only infecting one other person (this is why you spread out 8 yards apart initially).


After passing the disease, go back to your original positioning, and keep passing the disease every 15 seconds to new people.


That disease is then passed onto a third person, with the original infectee's immunity about to wear off:


Keep passing it around the circle among your range and healers in this fashion. Eventually there will be 2 copies of the disease going around, and this should be managed in the same fashion. It may be a little tricky distributing the buffs accordingly, but you eventually want the passing circle to look like this:


You should not need to manage more than 2 copies of the disease in 10 man mode.

Rewards


The Rotting Frost Giant drops no loot, but he does reward 250 rep with the Ashen Verdict, and turning in the weekly quest will get you a Sack of Frosty Treasures which has 5 Emblems of Frost, some gold, and a chance at a 264 BOE epic.

Alternate Strategies


After I made these slides, I read online that there is a simpler, although probably unintended strategy. You can pair up, and when someone gets infected, they will pass it to their partner after 15 seconds, and then if you stay up, supposedly the partner will pass it back to the original infectee, and the debuff will simply go away (the aoe damage will still occur). I have not tried this strategy, but if it is true, it is much simpler, and trivializes this encounter. Maybe I'll try it next week...