Tuesday, November 11, 2008

Battleground Suggestions for Newbies. Please take note.

(Author's note: This article was post dated as it's unlikely I'll be writing about BG's for a while once WotLK comes out. May this serve as a reminder as we go into Northrend, possibly fighting the opposite faction for quest mobs, and grinding Honor in Wintergrasp and Strand of the Ancients.)

The litany of curses that my fingers would have typed out during this weekend honor grind count out in the hundreds and while using a blog to continuously rant about the dumb things people do in Battlegrounds could feasibly provide endless material, it's just not fun to read. Also, one of my new guild's rules is 'No Profanity'. And we're trying not to piss people off. But, Lord, it's hard when dumb people join Battlegrounds.

So here's my best suggestion for people who don't PvP very often, and if you're smart, it can make you a better player, regardless of your gear.

Pay Attention, Communicate, and Cooperate.

Everything stems from those three points. If you're paying attention, you can call out incomings to a node and you can see when people are capping a flag. If you have a strategy, you can let people know so others can work with you, instead of against you. If you are a DPS class and you see your healer getting mowed down because the other side has (intelligently) chosen to target your healers first (no way!), you can help better the situation through crowd control and/or selective targeting.

There are a billion more examples I can give to illustrate the merits of the above suggestion, but, really, who wants to read that boring list?

Instead, to the people who don't PvP often, I give you 3 suggestions to help brighten your experiences and those of others when you do choose to join a Battleground.
  1. Mount Up. If you're not fighting and you're guarding a node or you're waiting to see where the opposition will strike next. Mount up. By the time the average call of "inc node" comes through, it's usually too late to mount up and move to support. And if you are riding to a location, take a look at the map before you go. If you see (count them) 10 dots already there, go somewhere else. Go defend somewhere else so that healer can go help deal with your teammates who need healing.

  2. Keep an eye on the flag. No matter how much DPS you can put out or how much healing you can provide, none of it matters if your flag gets taken. Every class has an ability that can interrupt a flag cap, from Moonfire to Rain of Fire to Wanding (you did level up your wand skill right?) so there's no excuse for not tagging the capper except for dying while preventing a cap.

  3. Fight on the node in EotS. It's really that simple. If you don't see a bar that shows the node status, you're in the wrong place.

And for you Rogues and Druids, a special suggestion:

  • Stealthing around does not mean you are doing anything beneficial to the team. If you see an opening, take it. Every second your teammates are getting trained down, while you sit in the comforts of stealth, sipping your thistle tea, is a second of negative participation. You're doing more harm than good. As reference, I had a stealthed rogue sit next to an Arcane Mage for a full 5 seconds, moving back and forth trying to make up his mind, before he decided to cheap shot. During that period, I got Arcane Barraged twice, a POM fireball and 2 Slows applied (I dispelled the first). To survive all of that, I had to pop Pain Suppression, 2 Shields and PI to spam Flash Heals. Angry whispers were exchanged and now he's on /ignore. Before anyone comes to his defense, there's zero reason not to take the opener when your healer is in danger. Need proof? Ask your nearest healer. He'll tell you.

And remember, it's not about gear. I would have rather had a level 50 Rogue who knew how to take the CS into KS into Gouge to save his teammate than the one last night who sported raid gear and the decisiveness of a butterfly.

With WotLK around the corner, if you're on a PvP server like I am, treat each zone as a big Battleground. Save your fellow faction'rs from gankers and travel around in groups. Unspoken truce or not, there's always rogue players who just want to have a bloody good time.

Best of luck!

Monday, November 10, 2008

Disc Vs Holy in PvP: A Comparison and Some Predictions

In the early stages of the game, Priest PvP healing wasn't as much of a specialized spec as it is today. With a game and itemization centered around PvE (pre TBC), Holy was a natural go-to as raiders would just bring their raiding specs to the Battleground and healbot their Dreadnaught clad Arms Warrior buddies after a night of beating back monstrous dragons and their progeny.

However, as time passed, through tweaking by Blizzard, the Discipline tree has been gaining popularity as the default PvP tree for utility and flexibility. Early Arena seasons saw hybrid Disc/Holy specs such as the old standby 28/33 for Blessed Resilience. As gear started to match damage in later seasons, 41/20 Pain Suppression builds started showing up en masse with Priests electing to give up some personal survivability for added situational answers.

To try to predict where all of this will go in the months and Arena seasons to come, it becomes key to understand the natures of the two healing trees, where they excel and where they fall flat. Keep in mind that the Priest is the only class that has two healing trees, so it's pretty unique that there are viable options for a class to spec when dealing with a variety of situations.

There's a couple of overall differences between the functionality of the Discipline and Holy trees in PvP. When comparing the two functions, I find that the best term to describe differences is "Bandwidth vs Throughput". The analogy between the characteristics of these Priest talent trees and the traditional usage of these two terms in the data transmission can be confusing at best, so let's break it down for non-technical people out there.

First, to establish the boundaries of the explanation, there is usually a limiting factor. In data transmission, the limiting factor is usually cost, and to a lesser extent, amount of data to be transferred. Simply, if you're willing to pay for wires that can handle more data, you'll get better performance. To dumb it down even further, we can think of wires as plumbing pipes for data and make the observation that narrower pipes typically cost less than big honking pipes (for proof, go visit Home Depot). So basically, if you have to move .. say .. a large quantity of .. excrement (or Porn), but you're limited in the amount you can spend on the pipes, your options are either one big pipe or several small pipes. The same is with data and (hopefully you're beginning to see the parallels) with healing. (And by using the word 'healing' we're essentially referring to death prevention)

The point, without getting mired in .. crap .., is that these two characteristics are generally proportional. Within the boundaries of cost and amount of data (mana and time alloted to 'save' someone) you can either cast a big heal or several small ones. It stands to reason that the Holy tree is the spec for throughput in that it puts out some really really big casted heals, typically with a higher crit rate, and possibly boosted by procs of additional big heals or even BIGGER heals. By contrast, the Discipline tree represents the bandwidth aspect of death prevention through its effective shields, cheaper dispels, extra haste, shield proc effects and several utility cooldowns.

Interestingly, in PvE, a typical raiding Holy spec can represent both 'bandwidth' and 'throughput' with just a shift of talents, however, this is not really the point of the discussion so we'll leave it for later (if people are even interested in this spec's discussion).

Ok, so where is this all going?

Well, predictions, of course.

Well, as with Arena season 1, the initial set of gear for many fresh level 80's will likely be pretty poor. A mix of PvP and PvE gear will be pretty prevalent and the PvP gear that is present will likely be fairly weak and unable to hit the resilience cap. We will likely see many double DPS in 2's and triple DPS teams in 3's as healing (due to gear) is very unlikely to match up with the potential damage output. In addition, due to poor weapons and low stats, melee is unlikely to perform as well as casters, making caster teams very viable.

As such, with knowledge of past Arena seasons, a Holy spec is likely to be the dominant spec for the variety of 2's and 3's comps where the Priest is the solo healer. I'm not saying that it will be the only spec for solo healing Priests, but it is unlikely that Discipline will have the throughput and personal survivability as compared to Holy to deal with the vast amounts of pure DPS teams out there. Once the healing starts catching up with the burst DPS and more Healer/DPS, Healer/2xDPS and 2xHealer/DPS teams become viable due to better gear becoming available, it's logical that Discipline variants will become more and more popular. This is primarly due to the better efficiency and 'tricks' that are needed to set up a kill on teams that are designed to survive for more than a few minutes

Of course, comps such as Rogue/Mage/Priest or other similar incredibly offensive burst comps would probably benefit from a Discipline Priest over a Holy Priest due to the Haste effects, cheaper Dispels and 0.5 second Mass Dispells for all of those incredibly annoying Divine Shields and Ice Blocks out there. We'll be sure to do a write up on their viabilities once we get to 80 and nab us some gear.

As for right now, we still have 30k honor to grind.


/Groan

Friday, November 7, 2008

Scrod

A woman is in NYC for a business trip. She hails a taxi and steps in, hungry for fish. She tells the cab's driver, "Take me to a place where I can get scrod." He says, "That's the first the I've heard that in the pluperfect subjunctive."

Ever since the end of S4 and the general miserable-ness of the Arenas due to the incessant lag, my friends and I have been predominantly spending our time PvE'ing or BG'ing. Now that the lag is gone (you have noticed that right?), there's been some more time spent trying out comps and such in the waning days of TBC.

My Warrior buddy asked me to help him get to 1800 again (all ratings lost on server xfer) so he could get the points and rating for the S3 axe for leveling in WotLK and within 24 or so games, we had the rating, even though the absurd number of Ret/Arcane teams out there made every game a nailbiter.

/StartRant

Let's just make this clear: If you're not a burst team and you get caught against one in the Orgrimmar or Ruins of Lordaeron map, you'd better pray for RNG your way because one of you is going to die... and quickly. I sincerely hope that Arcane Mages are brought under control even though this amazing quote from GhostCrawler made me choke on my Earl Grey:
If Arcane is overpowered at all, it is nowhere near to the level that
Retribution was. Sorry. This isn’t a contest to see who can get the least or
most nerfs.
Right.

He's absolutely right.

If you're stupid enough to only use Arcane spells to try to kill someone, Arcane isn't overpowered. Arcane Blast (AB) and Arcane Missiles (AM) are mediocre filler spells. But the fact remains is that Arcane Mages don't just use offensive Arcane spells to rip people apart. Let's count the offensive damaging instants that can be used instead of queuing up a stupid AB or letting people run away while you channel a set of AM:
  • Arcane Barrage
  • Cone of Cold
  • POM Nuke
  • Arcane Explosion
  • Fireblast
  • Icelance

(If you've ever played City of Heroes, its basically like playing an Ice or Fire Blaster, where you spam instants and win)

So the question is, why would anyone use AM or AB when they can do instant damage and protect their spellschools for when Polymorph needs to hit? Answer: Only if they want to proc a Missile Barrage or if their target is cc'd and stuck in line of sight. Which is why every Arcane Mage is playing 2's with a Rogue or a Ret Paladin (the stun King and QQueen of WoW) or another Mage for pure ridiculousness.

So what's the solution to toning down Arcane Mages? Well, it sure as hell isn't what Blizz is planning to do, which is to buff Arcane Blast. No. No no no. Nononononononononono.

Buffing something with a cast time in PvP isn't going to make people want to use instants less. Mobility is king in PvP (eg: Druids), and unless pillars are removed from the Arena, instants will still be far more coveted than casted nukes. Seriously, when was the last time you saw a Destruction Warlock or a Mage hardcast a Fireball in a competitive arena match?

So what's the fix that helps an Arcane Mage with their PvE Rotation? Simple: increase the cooldown. I don't care if the damage scales up or if Blizz improves the damage of Arcane Blast, but there should be no reason for someone to eat back to back to back instant cast Barrages in the span of an Imp Counterspell or a Hammer of Justice or a Kidney Shot.

Break it down by caster? Sure!

  • Boomkin: Starfire has a cast time. Even if the Druid is lucky to get Nature's Grace and Wrath of Elune, it still has a cast.
  • Fire Mage: Blast Wave, FireBlast, Dragon's Breath all have longer cooldowns. None do nearly as much damage.
  • Frost Mage: Shatter Combo 2 hits max unless you combo it into other casts. Brain Freeze Fireball (due to lack of fire talents) doesn't hit very hard.
  • Shadow Priest: MindBlast/SW: Death Combo has a much longer cooldown. No third nuke.
  • Elemental Shaman: Bolts have a cast time, Shocks have longer cooldowns and deal less damage and NS Chain Lightning is once every 3 mins
  • Warlocks: Only instant nuke is a Nightfall proc. Good luck even getting back to back procs. Is Shadowfury/Nightfall possible? If it is, would it be viable? Computer says no.

Wake up, Blizzard!

/EndRant

Anyways, we found out that Blizzard is wiping all Arena Teams and Arena points during Maintenance on Tuesday. This means that if you have Arena points saved up, you must spend them before Maintenance.

Which means my Warrior buddy won't get his axe.

And that's what we call scrod.

Thursday, November 6, 2008

WotLK almost here! I has a sad.

I'm waiting with unbridled anticipation for the arrival of our newest shiny overlord (7 days to go!), but in actuality, I will not have much free time after it arrives. You see, the day after it drops, I will be going on a long weekend vacation out where there's no phone, no Internet, and no computers.

And this break from humanity is greatly needed.

Then, for several days during the Thanksgiving time period, I will be overseas on another vacation, again, without my computer. So while I'm incredibly excited for something new and different to immerse in (likely multi-hour stints), I can't help but to feel a bit jealous for those who will be paving the way to 80 without me.

So, what am I doing these days to pass the few days left before our game inexorably changes (and the 'oldschoolers' will be qq'ing "OMG WotLK sucks, I wish we had TBC back. Bliz, give us TBC only servers!)? Well, I'm short about 40k honor on my Druid and about 55k honor on my Priest. I'm determined to make the Priest my main for WotLK, primarily because Arena Resto Druid healing has become an incredibly one dimensional class, especially in any composition besides 2's (where it is even quite the same as 3's and 5's). Simply put, there's only so much "Sit in Tree of Life and spam heals" that I can endure before I get bored of the class' only viable healing options.

We'll see how that goes, but for now, we are on a quest for Honor, Gold and modest amounts of Glory.

Ok, maybe not glory, but we'll take a nod of recognition...

Tuesday, November 4, 2008

Hooonnnk! Pewpewpewpewpewpew!

"Resto's really good now!"
"Riptide is amazing. You should give it a shot"
"Holy cow! We're getting destroyed in BG's without a healer"

With some finagling and some encouragement, we finally got our resident Enhancement Shaman to give the new Resto a try. He used to be a full time Resto, but lost interest as the old Resto only really worked in two comps War/Sham and Shadowplay (Spriest/UALock/Resto Sham). However, through some encouraging, we snagged ourselves a pretty darn good healer last night for a set of BG's. Healers make everything so much better, even if you're somehow stuck with a team of all fresh 70's.

"Why are you all dead? The BG just started!"
"Why do you all have less than 7k health?!"

We may try to get an article out of our Shaman buddy, but sadly this isn't it. However, since we had a healer at our disposal, the agenda for the evening was to spec Deep Balance on our Druid (4/5 Brutal, Veng Shoulders/Weapon) and run around in BG's bringing the pain.


For those of you who have never yet experienced the pain brought by a Balance Druid (aka: laser chicken, boomkin, owlyak, moonchicken, oomkin, fat feathered freak, etc.), I'd recommend a reading up a bit on them as they're going to be quite abundant come WotLK. Why? 'Cuz Bliz screwed Resto's ability to efficiently deal with/mitigate Burst damage (aka, Lifebloom nerf and reallocation of Feral Charge).

"Oh god, I just got intercepted in caster form. Here comes the Ret pally. Yep, I'm dead."

So how did we spec? 58/0/3 was the tested spec, taking the anti pushback talent in the Resto tree as well as every Balance damage/crit boosting talent and Brambles while skipping Dreamstate and Eclipse. The concept behind this spec (usually an Arena spec) is to put out a ridiculous (take note, kiddies, that's how you spell this word) amount of damage in an incredibly short amount of time, especially if cooldowns are up. The cooldowns in question are Force of Nature (aka: Trees), Starfall, and Typhoon and the proc's to look out for are Celestial Focus Stun, Nature's Grace and Wrath of Elune (4/5 Wyrmhide set bonus).

If all of the cooldowns are up, it's possible to wade right into a battle and start to wreak havoc, dropping Trees, Starfall and making space for your fat feathered butt with Typhoon. However, my typical habit is to start at max range and bring the pain. Getting into melee these days is just asking to be focus fired. Starting a fight off with a Starfire, if possible due to the long casting time, is generally preferred as a crit or a Celestial Focus stun can be very devestating. If that's not possible, a couple of Wraths are the next best thing, especially to stack up Earth and Moon. I equate this to a fire mage stacking Scorch debuffs to prep for a big Pyroblast or Fireball. If you feel comfortable with being closer than max range, Pounce into a cc/nuke chain is very strong as well.

At this point, if there are several opponents on you, it is entirely feasible to pop Trees and Starfall and try to bring as many targets down, but if the opponents have yet to close the distance, Wrath spam can be a very efficient killer. At any point during the Wrath spam, if Wrath of Elune procs and if you have time, crank out a couple of Moonfires to hopefully proc Lunar Grace from the incredible Idol of the Unseen Moon. In addition to this 140 spellpower proc, Moonfire has a 10% greater chance to crit than Wrath or Starfire, possibly proccing a Nature's Grace. What you end up with, if all of the proc's align, is a 1 second Starfire on crack. I procced one last night in AB, while we were pinning the Alliance in their starting area, on a crafty Warrior in greens who almost got past the blockade. 6400 crit to the dome and he made the next rez a few seconds later.

As much fun as big crits are, lets talk about the new shiny spell that's our 51 point talent: Starfall. Typically used in a crowd of opponents, this talent is one of Balance's most amazing PvP talents as it not only has a 15% chance to stun per star (assuming you took 3/3 Celestial Focus), but it also has a 20%+ (assuming 5/5 Wyrmhide) chance to crit per star. Each crit will proc Nature's Grace (assuming 3/3 Nature's Grace), making your cast time's a half second faster, so, if possible, stand and cast as much as possible while Starfall is raining free 'haste' procs. Use it. Love it. Laugh at mace warriors. Mace stun what?

Sadly, looking into the future, there are few talents that a 70 Balance Druid will be able to get at 80 that will further change the gameplay. Intensity, Dreamstate, Omen of Clarity only add some longevity to the PvP Boomkin. Master Shapeshifter and Eclipse will further add a bit more damage, but that's about it. I'd personally like to see Nature's Swiftness affect Arcane spells, too, for some Starfire-NS-Starfire burst, but that's honestly not very likely. At some point, a Pounce into Lockjaw into a nuke chain combo may be viable, but in all reality, the base gameplay has been set. Regardless, we're looking forward to it and hope the nerf bat swings a different way!

/cast Moonkin Form
/dance