Friday, March 19, 2010

I got gonged and I liked it.

Gong Show took me in, gave me some loot and then shat me back out. Although I thought I did an acceptable job as a DPS paladin, they thought otherwise. Halfway through my trial, another paladin came in and eventually took my raid spot after about 3 bosses worth, and I thought he was a friend of an officer but I could be wrong. It was a pretty shady transition and after talking with the other paladin. I guess he applied to GS before I did, but couldn't join because he still wanted to raid with his previous guild. He had better gear than I did before I joined, and did more DPS than me on those few encounters, but not by a very big margin. My exodus from the guild may not have been entirely performance based, especially since these world ranked guild go through recruits like kleenex.

Gong show keeps a thread where raid members make comments about your raid performance, and here is how mine read:

Poor communication skills
Popped tons of ghosts on DW
Pulled aggro on beasts on Saurfang
Got hit by an extra block on Sind p3
Almost faceplanted an orange slime on a Putricide hard attempt and said he was fine when I asked him about it because he had rocket boots
Pretty bad at princes
Overall just dies a lot to random shit it seems, and a ret should be able to pull a little bit better numbers

Any criticism is good criticism so let's break this down.

-Poor communication skills.

I am still scratching my head about what this means, but I think this means in raid communication, i.e. raid chat and vent chat. I started to speak more towards the end of my trial as opposed to the beginning, but that's how it goes when you join any guild.

-Popped tons of ghosts on Lady Deathwhisper (HM).

Tons of ghosts apparently means 1 per attempt, and just as much as the other melee were failing on them. Granted recruits are under a microscope, but if it is happening as much as the other member melee, isn't the bar set there?

-Saurfang Beasts.

There is a bug where if you have Avenging Wrath active, it will bypass the AOE reduction buff that the beasts get. My AW buff was expiring heading into the beasts phase and I got hit by a blood beast, which in Hard Mode is a big deal; the raid is trying very hard to starve Saurfang of runic power in any way possible (BoPs on boiling blood raiders, tight taunt transitions, efficient killing of blood beasts.)

-Got hit with extra ice block on Sindragosa P3 (HM)

I never ever ever got hit with an extra block unless we were already wiping. In fact I never died to a phase 2 ice bomb, or screwed up a block position. I am scratching my head on this one as well.

-Orange Slime (Putricide HM)

This one aggravates me more than any other. I was trying my best to be proactive at killing the orange slime when the raid leader says he wants some initial damage on the ooze, and I had the foresight to use my rocket boots if the ooze picked me to chase. It did, I did. Is wiping to a bomb going off a more preferable option than using a cooldown to prevent it?

-Pretty bad at Princes (HM)

Guilty. It took me a few kills to get this one right. Shadow Prison is pretty tricky especially when there is nowhere to go when a non-empowered shock vortex goes off in the middle of the raid, or when all the melee gets a movement speed debuff right before an empowered one; this formula equals a huge pile of melee corpses and usually the ranged had to finish off the fight.

-Overall just dies to a lot of random stuff

I don't think I died any more than anyone else during attempts. The only two preventable deaths I could think of are:

1. Standing too close to the choking gas bombs a couple times when they went off

2. Vile spirit spawning right on top of the melee, waiting about 5 seconds before using any sort of AOE and promptly getting punched in the face. 5 seconds is more than enough time for a misdirect or a taunt.

-Low DPS

I was consistently in the top 5 in fights where you had to stand still and kill stuff, just what DPS paladins are good for; we have a severe penalty for switching targets. Fights where target changes happen often (LDW, Putricide, Blood Princes) I was usually hanging in the low middle range of the other melee in the raid.

Taking this criticism for what it is worth, I know where I need to improve. I also know how thin the line is between acceptable and unacceptable mistakes in world class raiding guilds. Part learning curve, part raw deal. GLHF Siqwence.

Wednesday, March 17, 2010

Posting topics

My brain is full and I want to put some of this in the cloud.

-Getting kicked out of Gong Show
-New Guild - Big Crits!
-Economy WTF
-US political system
-Entitlement inside and out of WoW
-The aversion to original ideas or why the remake/reboot is so comforting.

More as I get time to write.

Monday, February 15, 2010

The End?

My old raid guild died. Eden. It was a super fun place to raid with amazing cool people, but the management just fell apart. Kudos to Serenity, and her husband but in the end they created a place that needed infinite upkeep from them and it was too much to handle. I guess they brought it on themselves with a complex set of policies from everything to recruitment, gear audits, four DKP systems, scheduling each and every raider to each raid ahead of time, and even a policy of how to logout to Eden standards. Pretty damn anal, but to each their own. I applaud them for realizing they needed to shed the yoke while they had the chance, even if it meant that all their raiders would no longer have a home.

My new guild, Gong Show is pretty awesome too. The players are great, and they are very knowledgeable and skilled. I like to think of myself as a good player knowing strats, knowing how to gear, spec, gem, play, be aware, and all of the things that a good raider should be, but I am still learning stuff from these guys. Great fun.

The raid/guild leader is really impressive as well. He knows the fine line of positive and negative reinforcement very well and can motivate the raid very effectively, which is great considering he content we are learning (Heroic Putricide is going to eat shit tonight)

I really hope we kill Lich King on heroic soon, and I want to give everything I can to ensure that we do. 5 nights a week sounds a lot more fun that it is, and I really would rather be doing something with Erin on a few of those nights, but once farming hits 2 nights is all I would really like to spend doing this crap. Even then I will just be feeding Blizzard just to grind.

I think my time with this game is getting close to done. I don't agree with Blizzard's current model of providing content. I don't like this expansion at all, with the exception of Ulduar and Icecrown. Everything else has just been a loot padded house of farts. The only conflict I have right now is a sense of loyalty to the guild I play with. They brought me in and I feel that I owe them a debt that I need to repay by being useful to them. For now I want to help them get to the end goal, Arthas.

I guess the game has been challenging up until now because I have been trying to carve out a place for a Ret paladin in the grand scheme of things, and I feel like I have accomplished this. Not that I have single handedly accomplished this task, but that I have shown the people I have played with that Paladins can do as good or if not better than any pure DPS class. Ret paladins are accepted now and people realize their usefulness and have been accepted into the mind of a raid leader instead of shoehorned in by Blizzard because of the buffs they provide. PUGS can look for a DPS and a paladin can stand on their own feet.

Blizzard's WOLK formula is starting to show it's age, and I think Cataclysm will be a bandaid. It was a slippery slope shoveling gear down people's throats so that they can experience the content. The gear is why a lot of people played, to see how much they could perform and be able to upgrade their performance with better numbers. Now, people have the expectation of easy gear, and when it finally reaches the parity where everyone has the same gear as everyone else through nerfing and retooling, subscriptions will plummet.

It is the paradox of homogenation. I felt a sting when I learned that the uniqueness of my class was going to be shared with everyone else with the raid buff changes that accompanied WOLK. I understand why it was done and I enjoy not having to seek a elusive 1 raid member to make the raid machine perform. Nonetheless, this meant that raid members and classes were now interchangeable to a degree and some classes were at a comparative (dis)advantage. With the gear and stat changes coming with Cataclysm, it feels like more of the same. Blizzard is going to shoehorn you into the stats they think you should be using and leave no wiggle room in terms of how you gear.

I might be eating my words when I see the final changes (Talent tree overhauls, new mechanics, etc.) but I feel the same sting coming. My question to myself is, do I want to keep funding this type of homogenization, or swallow my concerns and have marginally less fun. Time will tell.

Wednesday, January 27, 2010

Chinese Food

Jill likes chinese food. It's not something that she could eat everyday, but I don't think I could either for an extended period of time. I am pretty sure that I like chinese food more than Jill, which leaves me wanting sometimes when I want some good chinese food, but Jill doesn't find it all that appetizing. I also find that when I ask Jill what she would like, she hardly ever mentions that she wants chinese.

Jill's temperament is also very finicky when it comes to eating chinese; sometimes she doesn't feel well, sometimes it's too late to eat chinese, and sometimes the chinese isnt very good and that will put her off about eating it at a later time. We both know that I like chinese, 2-3 times a week would be my preference and then trying different dishes and flavors as well. I definitely have my dish preferences, but sometimes I like to deviate and find something new to try.

Jill knows I like chinese, and she can empathize when we haven't eaten it in a while and knows that I miss eating chinese. If anyone is denied something they want for an extended period of time for no identifiable reason, I think their moods become significantly affected. Mine is no different. I get moody and bitchy if a lot of time goes by where chinese isn't a part of my day.

I can't blame Jill for not wanting chinese with me. I could go get chinese by myself, and it might be nice to eat alone, but that isn't a long term solution as I like sharing chinese with Jill. If I ate alone, I would have to be discrete about it, because I don't think Jill would like the idea of me having chinese without her. I think she would feel bad because she doesn't enjoy chinese as much as I do.

I want there to be a solution where I don't simply want chinese food less, or Jill must force herself have chinese just to make me happy. I wonder if I just have a lot of bad chinese food, then I will not want to have it as much.

I don't think I am helping the situation at all by playing WoW three nights a week with my buddies. I come home, have about an hour to eat and talk, and then play late. There isn't enough time on those days to have chinese and enjoy it with someone else. When Jill wants chinese, there needs to be time devoted to it, and it can't be rushed. It is a meal to be enjoyed, and eaten together.

I feel like I have put myself in an impossible situation, wanting something that I am unwilling to commit time towards. Three nights a week are locked out from having chinese, which leaves four days left in the week. I could have chinese all of those days, but it is a crap shoot if Jill feels the same, and with her tolerance for chinese there comes maybe one day in those four that chinese actually might present itself as an option.

Friday, January 22, 2010

Posting more.

I just use my blog mainly as a springboard to all the other ones I am watching, but something postworthy happens once in a while.

I decided to go into work late, so I could sell my TV to some guy after work. Rather than get up and do something productive, I think I made a conscious choice to stay in bed and dream. Not because I was tired, but because my dream felt like it wasn't being dreamt to it's satisfaction.

I had a dream where I was floating around a city. It was a very urban place like Paris or NYC. It was me going home after work, through a crowded market, a plaza, up and down stairs, just kind of cool. I got home and immediately my conciousness was transferred to another person, who then started the trip in reverse, and a slightly different route. This dream has happened a few times and I want it to return so I can examine this place closer.

I also had an idea for a short story the other day. A person that celebrates the birth of every day, and mourns the death of every day.

Friday, May 15, 2009

Tanks Side by Side

I will break down each tank individually in time but I need to understand them first. I have a pretty good idea on Paladin and Warrior tanking and their pro's and con's. DKs and Druids I have very little knowledge about how a 3.1 tank works let alone the in's and outs.

I made a little chart weighing the strengths and weaknesses of the four classes in several catagories:



  • Damage Mitigation: The more damage you can avoid taking, the better it is for your healers, and you will stay alive longer. This is typically melee damage. Paladin's typically take the least damage overall with blocks and high armor. Druids and Warriors take similar amounts of incoming damage depending on the uptime of a druid's Savage Defense; Druids have higher armor, so I would assume their damage intake will be lower. DK's are made to be avoidance tanks, so they will get hit harder when attacks land as they typically have less armor than the other classes.

  • Total Health: The more health you have, the bigger hits you can take before you die. This stat is most useful for bosses who deal large blows very slowly. After 3.1 DK's and Druids got big HP nerfs but they still have the largest health pools of all the tanks. Paladins are next since their stam coefficient is higher than Warriors.

  • Avoidance: How often the boss Misses/Dodges/Parrys when he tries to attack you. Avoidance is typically a secondary category to gear for as it is based on random chance. If you fail to avoid several attacks in a row, this could end up killing you if you cannot mitigate the damage or if the incoming damage is more than your total HP. DK's win this round, followed by Druids with their crazy high dodge rate. Paladin's typically have more avoidance than warriors ceteris paribus as agility gives us more dodge than warriors, although I don't see much plate with agility on it. I need to get some data for the warrior/pally avoidance.

  • Cooldowns: If you can use cooldowns to prevent/mitigate a large incoming attack, the less likely you are going to die. The more cooldowns you can use, the better your chances of surviving. Warriors have some of everything including their buffed shield block. DK's have short cooldown but potent abilities, which edges them out against warriors. Druids have a couple tricks. Paladins have one talent, with one glyphed not as good cooldown (Hand of Salvation).

  • AOE Tanking: Sometime or another you will need to tank more than one angry at a time. This may be 2, or may be 20. The less GCD's you need to use to keep them under control, and not get eaten by them, the better. Paladins shine in this category as we take less damage from many angrys beating on us while maintaining threat. DKs have very good/best AoE threat, but take more damage due to being avoidance tanks with not as much armor. Druids have swipe spam, and can take less damage with higher armor. Warriors have a lot more going for them in terms of AoE tanking than they used to including Damage Shield, Shockwave(Long CD), TClap, as well as Deep Wounds on crits (Thanks Warriors for the info)

  • Threat: The tank needs to be the most threatening person in the raid to an angry. If you cannot keep more threat than the DPS, they will be taking hits instead of you. Paladins have the highest threat due to our threat abilities being magical in nature and not mitigated with boss armor. DKs have some magic damage, Druid/Warriors bleed which is reduced by armor.

  • Moblility: A tank needs to be able to intercept incoming new angrys as well as get away from bosses when they become too dangerous to tank. The ranking is very tough as each class excells in a various movement type. Warriors take this one as they can charge angrys and friendly players. Druids have have the ability to charge. Paladins and DKs have passive run speed talents; DKs can also bring angrys to them instead of intercepting them.

  • Raid Assistance/Buffs: Some tanks bring raid buffs and can cast spells to assist your raid in completing your tasks better. Paladins edge out warriors as we have Hands of XYZ, Divine Sacrifice, and BoSanc. Warriors can Intervene, Sunder Armor, Vigilance, and have a few more tricks to help out the raid (Shouts etc). Druids have a buff (MotW, Leader of the Pack), and DKs do very little to provide additional raid support.
Hopefully those categories are sufficient to rate how well your tank performs. I will be updating this table as I research more about the abilities of other classes.

Tuesday, May 12, 2009

What's in a Tank?

So, Blizzard has given us four flavors of tanking other than gimicky encounters that have mages/locks/hunters soak damage. We have Death Knights, Druids, Paladins (yay), and Warriors. The next few posts will be commentary on the styles of each tank and where their strengths and weaknesses lie. I will also be posting on how these tanks interact with boss encounters in Ulduar. Each will be prefaced with a brief overview. For a more compresensive look at each tank, there are lots of resources found online which get into fine detail about the nuances. Elitist Jerks forums are some of my favorite places to go when I need maths.

Since I know Paladins the best, let's start there.

Paladins are tanks that rely on plate armor, and a huge damn shield to mitigate damage. We utilize Righteous Fury in concert with holy damage in order to generate threat. We have several ablities to use to generate threat: Judgement, Hammer of the Righteous, Shield of the Righteous, Holy Shield, Consecration, Avenger's Shield, and Exorcism. The first five are used in the basic 969 rotation, and the last two are great for ranged pulling of mobs. Paladins have two taunts in their arsenals as well, single targets with Hand of Reckoning and up to three targets (shotgun taunt) Righteous Defense.

The general philosophy behind paladin tanking is rely on your shield for damage mitigation whether it be single target or AoE tanking. Paladins excel at taking a steady intake of damage with each attack blocking a good chunk of the incoming damage using Holy Shield; more steady and predictable damage means that there is less pressure on the healers as healing you is generally easier.

Generally paladins do not have as many "Oh Sh*t" buttons as the other tanking classes, but that is the trade off for our ability to soak steady damage. Paladins in general have one damage reduction cooldown: Divine Protection. Basically a carbon copy of the Warrior's Shield Wall (50% damage reduction for 10 sec). We can glyph for a 20% reduction effect to Hand of Salvation, but this has a dangerous downside for threat sensitive fights. We don't get a Last Stand, or a Frenzied Regeneration type cooldown. A paladin tank can compensate with healer cooldowns, like Pain Suppression, Guardian Spirit, or Divine Sacrifice but these can't be always relied upon.

I would argue that paladin tanks take less damage than any other tank, but handle spike damage very poorly. Fight's like Loetheb, General Vezax, and any other boss that deals steady damage are ideal for a paladin tank.

Another strength of paladin tanks is AoE tanking. We have some of the best multi-target threat abilities in the game and when you couple that with the ability to block a good chunk of every incoming attack, AoE tanking becomes the hallmark of tankadins. Often it is better to put a tankadin on boss adds than bosses due to their ease in dealing with multiple enemies.

That's it for now, next up Warriors.