Monday, November 2, 2009

Goodbye!

Sorry folks.

We're done.

Likely, you've noticed that our blogging has been non-existant for several months now and that's largely due to my waning interest in WoW. I've been playing here and there, but 8 months ago, I embarked on a journey to fix up my life and since then, I've lost about 40#, gotten better sleep, and have achieved a much better outlook on life.


It's a win.

Don't feel sorry for my languishing Arena ratings. I don't.

All that means that I don't have much time to really get fully invested in WoW...which I've realized is the missing ingredient to become and stay competitive in this e-Sport. More on this later.


So what have I been doing?

Well, I have replaced alot of my interest in WoW with fitness and diet health. I've been getting my workouts from the great folks at Crossfit and have cut alot of junk from my diet. I've pretty much cut out all wheat, corn, potato, rice, sugar and pasta products and gone from a near size 38 waist to a 30-31. I even signed up to run a Marathon in January, 2010 with the Leukemia & Lymphoma Society. Before this life turning point, I had never run more than 5 miles, and that was in highschool.

Here's the shameless self promotion link for those that might care to read about the training progression and possibly donate to help the LLS out:

http://pages.teamintraining.org/nca/pfchangs10/chucifer

So why did I quit?

Well, the big issue was time and energy as aforementioned. With so many new things to think about, I naturally had less time on my hands. Coming home to cook/eat healthy takes time. Exercise takes time. But most importantly, an active lifestyle begets an active lifestyle. You want to go do stuff. You want to try new things. You want to spread the word about how awesome your new experiences are.

The smaller issue behind quitting was the immense amount of time staying competitive in WoW required. This season started off with a whimper and the honor grind pretty much killed any desire of mine to keep playing. Endless BG's sucked. Poor comps sucked. Poor class design (reliance on Mortal Strike debuffs) sucked. It all combined to literally suck the life out of my WoW experience.

I won't hide it: I like to play with smart players. Sitting in a BG where 90% of the players are both undergeared and underintelligent is frustrating at best. If you've ever been on Ventrilo with me, you'd likely be familiar with the torrent of cursing that usually comes with my Honor grinds and that usually preceeds my sudden logging out of WoW in utter frustration and disgust.

For me, the Battleground or Arena experience should be the reward for your effort. Not the gear. And this is where I believe that Blizzard has ultimately finally & successfully created something that is unsustainable. The reason why an e-Sport is sustainable (Starcraft, CS, etc) is because the reward is the feeling of accomplishment, not something that is only relevant for the current Arena season. I can take my feeling of hitting 2200 in 3's with me forever, but will I remember my Furious Shoulders? Well, that's pretty unlikely.

So, will I be back?

Well, to be honest, I already tried coming back. With some generous help, I was able to level my Warrior from 70-80 and do a little bit of Honor/Arena grinding. It was fun in a way, but ultimately more of the same old, same old. The feelings of frustrating kept coming back and because of them, I haven't been back in the game for a while.

Will I come back with Cataclysm? Maybe. I'm not entirely sure. If Blizzard gets rid of the stupid Honor grind then there's a good chance of that happening. If I break my leg before my Marathon, then it's likely as well. (stay away, all you would be Tonya Hardings) I am looking forward to Starcraft 2 and a little Diablo 3, however, so you might see me pop up there.

So what of the blog?

In some ways, I wanted to be the next Resto4Life or the next BRK, and get widespread acceptance as a go-to person for my class, but my general distaste for raiding and talking about what I view to be mundane (anything not associated to PvP) didn't exactly make me a popular destination with the general masses. I think

As such, It's unlikely that there was -THAT- much traffic here, but from a casual writer, it was a good exercise in expression. I was able to give a bit of info, get a sense of level of effort that some of the more prolific bloggers output, and vent a few frustrations all in one outlet. Hopefully, I was able to do it in a easy to read and readily consumable form. So, thank you, reader(s), for giving me the space to be creative.

I'll probably leave this as the last post until I come back or move on to another MMO or competitive video game.

Any regrets?

Nah. Things are better now from a macro perspective.

Actually, scratch that. I do have a regret.

I regret that by leaving, there will be one less PvP healer willing to subject themselves to the mindless paintrains and that my friends who are still playing this game will be forced to find other healers to help them out.

Because, in the end, it's about the people, not the game.

Cheers!

Wednesday, August 12, 2009

3.2 Is Here! Thoughts about Resilience Changes...

And without a doubt, this new patch has generated the least amount of hububb amongst my group of friends than any other patch.

Rest assured, I haven't quit the game, nor have quit this blog, but the game hasn't changed very much to warrant any real substantial thought provoking posts. For me, while content is good, meaningful content is far more desireable. I'm acutely aware of the level of distaste among the general blogosphere readers towards "we cleared this boss this week! Yay us!" type posts, and since I don't enjoy reading that type, I refuse to post such drivel.

Substance is key!

It's like the difference between a hookup with a non English speaking trick and a one that not only speaks English, but can hold their own when discussing ways for Blizzard to overcome the disparity between Arena and Battleground gameplay and their corresponding reward lists. After the deed is done. Of course.

Whatever. Make up your own bad analogies.

I will, however, briefly mention a few things of note: First, I'm finally full Furious on both of my characters, am starting to piece together a Shadow Priest set and have obtained [Just the Two of Us: 2200] as Prot Pally/Resto Druid. Secondly, from recent Blue posts, it's likely that Season 6 will end on August 25th (2 week notice) and Season 7 will begin a week after; August 31st... just in time for all the nerds who don't go anywhere for Labor Day to apply SPF 5000 sunblock in anticipation of monitor burns.

Anyways, let's talk about the Resilience change and how it affects gear and why I have mixed feelings about the change.

Keep in mind that with 3.2, there were two Resilience changes:
1) Resilience affects all damage, not just crit damage
2) You need more Resilience to make up the same amount of mitigation. (15% more)
For the average player, the first change seems huge as playing in full Hateful gear (or even full Deadly if they run enough heroics for Badges of Conquest) isn't often enough to prevent getting gibbed. But, in reality, is this change really that game changing for the average player? Maybe...

Maybe not.

From a personal observation perspective, the majority of the players that I see in BG's are either wearing a smattering of Hateful pieces, a bunch of Naxx 25 stuff and maybe some crafted blues. Titansteel Destroyers are a very common commodity. Going forward, I'd imagine that while the ilvl 200 BoE's will be omnipresent, the ilvl 219 ToC epics will be abound. Regardless, survivability will still be terrible, especially against top geared players in either full ToC25 gear or Relentless (Season 7). Will this new change help players save themselves because they're taking less damage and have a couple extra globals to use their abilities? No. Not in the least for average players.

As a point of note, I often recommend to PvE DPS (ie: Guildies) that are trying to get into PvP to wear their full Uld25 gear and go for the quick gib. Non-Pally PvE Healers get a different recommendation from me and usually that is to spend badges for PvP gear and stack Stamina so that 15k noob Ret Pally doesnt two shot them in a HoJ. For many of these average BG participants, gimping either their damage output or healing ability/longevity for a tiny bit of resilience isn't worth it. They're going to die anyways, so they might as well DPS/Heal as much as possible before they go down.

Let's look at the second change from an average player's perspective: This change, which requires a player to add 15% more Resilience to achieve the same amount of crit reduction, is definitely not going to help the average player, who is often wearing much PvP gear in the first place.

The rationale behind this change is a good one, and that is to encourage players to wear more PvP specific gear to increase personal survivability as opposed to stacking PvE gear. However, when players are sporting marginal amounts of Resilience in the first place, this change won't encourage casual players to start working towards PvP gear. The survival difference between 0 Resilience and 300 Resilience (arbitrary amount) is very small. On top of that, to achieve the same amount of crit mitigation as 3.1's 300 Resilience (which is still a pittance when you consider that many DPS are rolling with 500+ and healers with 900+), players will need an extra 45 Resilience, which is another piece of PvP gear.

So, if these changes are limited in their effect to promote PvP gameplay to the average player, then who do they primarily affect the most? The answer there is: mid to top level PvPers. Top level PvPers are affected by these changes the most as top players will do anything to obtain the best gear to help them succeed. In previous seasons, many top players were mixing and matching PvE gear because they had enough Resilience (at no risk of exploding), creating a gear gap that was often unsurpassable to players who only had access to PvP gear. These changes promote a balanced playing field.

So what about the average player or the starting PvPer? Unfortunately, they're completely up shit creek because they need everything and are at a severe disadvantage from the get go in their efforts to obtain such gear. Off the top of my head, I'd estimate that they need approximately 5 billion honor to get PvP offset pieces and some mainset pieces, rating to be eligible for current/previous season offset/mainset pieces, and/or hundreds of Emblems of Conquest to buy Deadly gear, which will be 2 seasons old once Season 7 comes out. Throughout this time, they're getting crapped on in the BG's and crapped on in Arenas. By the time they get all their stuff in order, Season 8 will be upon them.

Isn't there a better solution to getting people gear so they don't just implode when someone merely contemplates attacking them? To the many players last night who melted to zero, just from my 3 dots (I was playing Shadow), I'm sorry that Blizzard hasn't implemented a system for you to even have a chance to succeed.

I believe, that to get more people into PvP, Blizzard must make PvP gear easy to get... especially if there is PvP specific gear. I propose that Blizzard incorporates PvP rewards with the achievement system. Win 10 3v3 Arena matches? Here's a pair of Deadly Gloves. Win 30 Arena matches? Here's your Deadly Legs. Turn in 10 'For Great Honor' mark turn in's? Here's your Deadly Bracers. Turn in 30? Deadly Belt. 60? Deadly Feet. Ad nauseum.

The rewards are 2 seasons old with Season 7 coming and if Blizz is afraid of Deadly gear becoming ubiquitous outside of PvP, they can make the gear usable only in BG's, Arenas or BG zones such as Wintergrasp. Speaking of which, WG marks are such a poorly implemented function. If you're a new 80 trying to get a full PvP set, not only do you have to grind BG's and Arenas, but you have to be online at specific times to get enough marks to buy pieces of PvP gear that don't even contribute to your main set bonuses. Who has that kind of time?

Intrepid readers might wonder why I'm so concerned about the average player or the starting PvPer? The reason is as such: For anything to be successful, it needs participants. The more players that use the BG's or the Arenas, the better the competition and gameplay. It also stands to reason the Blizzard will spend more development dollars on something that is more widely utilized than someone only a small percentage of players even acknowledge. Right now, the barrier of entry is just way too high to become competitive.

Also, I now have a 62 Shaman and I'm already dreading the gear grind.


Thursday, July 23, 2009

Q n A

8thDragon, a reader, recently asked me this:

My situation is this: I have a fairly well geared priest, but my 2v2 partner is a ret pally that has trouble tracking debuffs and using freedom / cleanse on me. This results in lots of CC chains that leave one of us dead. I tried 3's with him and an enhance shaman, only to get frustrated by how
easy it is to get tunneled to death by 2 melee on the other team.

So I started leveling a druid myself. She's up to 72, and I'm starting to question my decision. It seems to me that a druid is better able to self-sustain in 2's and 3's, but giving up on my 5/5 deadly priest (with all the furious off pieces) makes me want to start breaking keyboards.

What do you think? Find a rogue (or a mage, or both) and profit?

Response:

8thDragon, my initial gut response here is that the problem is two fold, as these kinds of issues are often unable to exist with some mistakes on both sides. Let's address each of the scenarios and point out some things that you and your partner(s) can adjust to make playing your Priest more enjoyable.

2v2: Ret/Priest. Before going into what your Ret buddy is doing, ensure that if you're playing a comp that's trying to kill your Paladin before you, utilize LOS as much as possible while trying to get your Psychic Screams off whenever you can.

Ret Paladins are quite mana sensitive if they spam Cleanse and so they need to pick and choose when to use their GCD's to cleanse you to stop a cc chain or when to play defensive. Recognize, first, that Cleanses weakness is that it can affect three different types of debuffs: Magic, Poison, and Disease, and that it only removes one application per Cleanse. That acknowledged, there are two scenarios in which Cleanse could benefit: If the CC effect is protected by alot of magic/poison/disease debuffs or if the cc is not protected by many debuffs.

The first situation comes when you are playing against Warlocks, Ret Paladins, good Frost Mages, Unholy Deathknights, or Mutilate Rogues who like to sit on you. As these classes can easily and quickly apply debuffs, it may not be worth the GCD's, mana, and time for your Ret Pally teammate to cleanse as their likelihood of hitting that cc debuff is quite low. In such cases, if it looks like your partner is going to die while your trinket is down and you're getting chain cc'd, your partner needs to play defensively to try to interrupt the cc chain with Hammer/Repent and/or your partner needs to learn how to get out of LOS of the opponents so that he can pick up a heal once you get out of the cc chain. It's cruicial for DPS to avoid the tunnel vision syndrome in order to recognize when they need to gtfo.

The other situation comes about when you're playing against Priests, Survival Hunters, Frost DK's, who are not paired with one of the classes from the first group. In this case, the likelihood of snagging the CC on the first or second Cleanse is very high and as such, should be a priority for your Ret Pally buddy to remove. I highly advocate creating separate macros that auto-target teammates for both yourself and your buddy for dispel purposes. A simple /cast [mod:shift,target=partnernamehere]Cleanse;Cleanse macro is a great way to quickly dispel your partner without having to manually target them.

Additionally, I would recommend practicing calling out every cc that you get hit with or specifically asking for a Cleanse. Optimally, your partner should be dispelling the moment he sees the cc land on you, but that can be difficult to see unless he a) uses a mod to tell him when you're cc'd or b) is expecting it. It seems as though he isn't expecting it, so I would recommend having him configure a mod or two to help him keep track of things. This is especially cruicial for Hand of Freedom as it can save you from many a Kidney Shot or Hammer of Justice.

In 3's, tunnelvisioning melee cleave teams are currently plaguing many battlegroups. The weakness of 2 hybrid melee teammates is that you have neither a Mortal Strike effect or multiple chainable cc's. However, you should have superior mobility with both Earthbind Totem and Hand of Freedom to help you remove snares so that you can escape. Your Shaman should Frostshock to help peel stuff off you and your Paladin should force defensive play through swaps. Force your teammates to save their Freedom effects for you as you will need them for every Rogue, Warrior, or DK that likes to sit on your face and take a big steaming ... yeah you get the picture.

With respect to your DPS teammates, since their damage is healable, they need to prePurge their swap targets and swap quickly and often. Repentence, Hex, and Psychic Scream can be and should be chained as much as possible, and depending on opposing healer, can be either used offensively or defensively (Tree's can't be Repented or Hexed). If your swap target is a healer, dump your cc's into their main peeler. If your swap target is a DPS, dump your cc's into the healer and try to pull out a Trinket. If you can get that healer to pop his trinket, either immediately swap to him and cc the DPS or play super defensively and wait until the cc chains comes back up and do it all over again.

What about the Druid? Well, if you have spare time, level her up. Druids have a very, very, very different game play from Priests and with the right classes can be a super easy faceroll to whatever rating. However, some people prefer the offensive power of a Priest and the safety of defensive dispels. Go with what feels right to you. I will say that both classes are incredibly fun when played correctly, so either way, you can't go wrong there.

Monday, July 20, 2009

Another Milestone

A funny thing happened on my way in today... somehow, we hit 100 posts.

...and while every writer wants their milestone posts to be insightful, funny, helpful and memorable, I've got nothing.

It feels like doing stand up comedy without a prepared set of jokes...

But, in an effort to keep our posts marginally weekly and to break through the drought of posts due to wanting to create an uber 100th post, today I'm going to touch upon where I'm at in the game, some reflections of the current season and my future prospectives.

My Priest and Druid are both well geared, fun to play and primarily specced for healing. My Priest has predominantly been involved in the 5v5 bracket and sporadically through the smaller brackets. The Druid has been mostly just been playing 2v2 with my Warlock buddy. In previous seasons, breaking 2k was a milestone, but this season, it hasn't felt quite the same. I can't put my finger on it, but I believe that part of it has to do with the new rating system. I don't particularly like it when new teams are created and have nothing to lose, because they don't have any real rating. Since they have no real rating, all it takes is for a lucky streak of wins to ramp their MMR up to the point so that when they do fight me, I have a huge risk of losing alot of points if I disconnect or make a bad call, to their zero risk (real rating <>

With regards to my future PvPing through WoW, I'm really looking forward to competitive Battlegrounds. Hopefully, Blizzard will make good on their plans and not take forever to make them a reality. The new Battleground should be a good time and it seems reasonably complicated. However, I hope there are no aspects of it that make a mockery of mentally challenged players like the Flag does in EoTS... I swear that flag is the biggest noob magnet in the game.

Looking at my Priest, I don't think I'm that great of Disc Priest yet, as playing the Priest class to it's utmost potential has been a difficult learning curve. I am slowly picking up Shadow gear as my hope is to play a little bit of DPS with the next patch. Healing all the time can get pretty old and since I've completely cut out raiding from my schedule, another distraction will likely be a positive experience. I'll still heal with both classes with 3.2 and Season 7, but I need to mix things up a little bit. Blizzard, please give Triple Specs. Dual Specs just isn't enough!

As for my Druid, it will always be Resto. I'm not a fan of Feral, although I do swap to kitty to complete dailies quickly and Boomkin largely escapes me as it has very few tricks beyond Cyclone and Typhoon. I'm hoping to find a strong 3v3 and 5v5 team next season that can use the strength of my Druid. We'll see if that comes about.

I do have some alts on their way up: a 76 Mage (will probably go Fire PvP) and a level 50 Shaman (will probably go Resto). Recruit a Friend is an amazing tool if you want quick alts. Definitely worth it if you have a few extra bucks and a few less hours to level.

Last point: It looks like the
Egotistical Priest is closing their doors and with that, another blogger is leaving my 'Blogroll'. Sad times, but moving on is a part of life. Hope they find enjoyment wherever they go.

Well, that's it, folks! Thank's for sticking with me for 100 posts and cross your fingers for a few more (and Pandaren in the Expansion!).

Thursday, July 9, 2009

Just a Couple of Thoughts

Re: 20% healing debuff on Permafrost and Improved Mind Blast:

Healing debuff effects (a la Mortal Strike), even if it's only 20% for casters doesn't address the issues of melee consistently trumping casters in the Arena or in BG's. Limiting healing effects on players strains healers and their mana pools. It doesn't make casters any more viable than they currently are. For anyone thinking that this will improve casters or move casters further into the limelight in the 'cleave' dominated Arena needs to think again. Warriors, Rogues and Hunters are all far better at applying the debuff, which, coincidentally is also far stronger.

Re: Caster viability

Making changes to allow for all casters to become more viable from an average player's perspective needs to center around instant AOE snares/slows and movement abilities, both on a reasonably short cooldown. The snare needs to be an AOE because multiple melee can truly lock down a caster now that nearly every melee has an interrupt, pushback and/or other forms of cc. In addition, movement abilities need to also be on a reasonably short cooldown to allow for escape. I'd argue that movement abilities should also almost guarantee a reasonable distance gained strictly because of the need for casters to actually cast.

Blizzard has already taken steps to move in this direction, but there are a few issues that need to be resolved, also coincidentally to classes that are very under represented in the Arena: Shadow Priests, Warlocks (Affliction/Demonology), Boomkins all need AOE snares. These classes have virtually no escape options if multiple melee get on them. Shadow Priests also do not have any short cooldown movement abilities that guarantee distance. Fade is not a solution.

While I realize that some classes are designed differently and function differently in combat, there needs to be a bare minimum with caster class parity or even homogeneity when it comes to dealing with melee. With classes scaling differently with gear/abilities as we move through the various expansions, it becomes more and more important that the bare minimums are met throughout all of the caster classes purely for survival, if nothing else.