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Entries from July 2009

Tin’s Hunter/DPS Naxx 10 Guide (Part III)

July 31, 2009 · 2 Comments

Part III – The Plague Quarter

Following Anelf’’s excellent Plague quarter run thru for healers, here is the DPS versions (especially for all you hunters out there).

Patchwerk

patchwerkPatchwerk is a simple tank and spank, where you can stand still and really test your max. DPS and perfect shot rotation.  The only thing you need to watch out for is your aggro, ensuring that the tanks remain no.1 and no.2 on the aggro list for the entirety of the fight.  Patchwerk has a frenzy at 10% so if you have trinkets or other cooldowns you can use you may want to time them with the frenzy to help the healers and tanks out, but this fight is about maximizing your DPS through the entire fight to bring him down as quickly as possible.  Although you may have been using Aspect of the Wild for the trash pulls, you don’t need it for Patchwerk, there is no nature damage to worry about, so make sure Aspect of the Dragonhawk is on and have fun.

Grobbulus

GlobbulusA hunter definitely needs Aspect of the Wild for this one.  You will be given one of two roles, either to focus DPS on the boss, or to assist the off tank with the adds.  If working on the boss, stand in the middle of the room and DPS from there, moving when needed as the tank kites him around the outside of the room.  If you are working on the adds, stand in the middle of the room with the rest of the DPS and misdirect the little slimes onto the off tank, help DPS them down, but you should also be able to put some DPS onto the boss as well, and I usually keep my pet on the boss (although if the tank is not kiting him quite fast enough the pet may need a heal as he can take some poison damage).

When you get mutating Injection make sure you move quickly.  You need to move to the edge of the room, either behind the boss, or opposite where they are now, before you explode.  When you explode you leave a posion cloud on the ground.  DO NOT exlode in the middle of the room, where the healers and range DPS are standing or you will wipe the raid.  DO NOT explode in front of where the tank is about to kite Globbulus, or you will wipe the raid.  Try not to stand in any poison patches, but its better for you to die thanfor you to wipe your raid.

Gluth

GluthWhen I first heard of level 80 Naxx, I heard people talking about needing a hunter to kite the zombie chow for Gluth.  I am highly skeptical that a hunter could do this successfully.  We always use a plate wearer or bear tank for these.  In the early days, we tried a shammie, boomkin and frost mage at different times, but none worked out well.  I would be interested to hear from people about classes they have seen do this successfully.  The zombies need to be kited around the back of the room.  If they hit the kiter they stack a nasty debuff that reduces the healing done on the target.    Since you need to collect them all up and make them interested in you, and since you don’t really want them to hit you, I think this is not a good role for a hunter.  (I have wondered about a BM tanking specced hunter with a thunderstomping pet on passive, running after the hunter, while the hunter controls the growl, taunt, and thunderstomp, drops frost traps, and heals the pet.  Might work, but I haven’t been called on to experiment).   Also, you should have at least one hunter on the boss, because we have a very useful spell in our arsenal for this fight… Tranquilizing Shot … yes I will say it again …. Tranquilizing Shot.  When asked to use this shot on the fire elementals in OS the other day, a new raider friend of mine in her first raid said, “I don’t think I have that one”.  Not surprising, she probably hadn’t used it since Black Morass (you do all hunters have it, its in your spell book on the Markman tab).  It’s on my toolbar for two fights, the fire elementals in Obsidian Sanctum and Gluth.  When Gluth enrages (as he does periodically throughout the fight) tranquilzing shot will remove the enrage, helping out the tanks and healers.

So here is the fight from my perspective.  First, before you run down the pipe to Gluth’s room, dismiss your pet, he will get stuck at the top of the pipe, and you won’t be able to use him in the fight, otherwise.  Jump down, MD Gluth onto the main tank, summon your pet.  Get into position and start your rotation on Gluth.  Use tranquilizing shot to remove the enrage every time he grows big and red (or DBMs or BigWigs tells you he is enrgaged).  Keep an eye on any loose Zombies, MD these back to the kiting tank, if they are chomping on the healers or DPS.  Keep an eye on the decimate timer, when it is close keep your frost trap cooldown current (this means not refreshing Black Arrow in my shot rotation, though in 3.2 I will be able to do both).  When decimate hits place a frost trap between gluth and the zombies, and volley them down for all you are worth, trying to do everything you can (with the rest of the group) to stop them getting to Gluth.  If they get to Gluth, he eats them and regains lots of health.  He has an enrage timer, so if he eats too many zombies, you are likely to wipe.  BTW you don’t need Aspect of the Wild for this one.

Thaddius

thaddiusFor the first part of the fight the group splits into two and works on Thaddius’ two minions, these guys need to die within a couple of second of each other.  If you have Deadly Boss Mods or similar, it should show you health bars for each so that you can see how you are doing.  DPS in each group may need to take it in turns to hold back on DPSing, if the health of the adds is going down unevenly.  For this you can either turn away, so you cannot shoot him any more, or do as I do and have a hot keyed macro to target yourself.  I find /tar Tinuviel works well in lots of situations when I need to turn off DPS quickly.

You do need Aspect of the Wild for this fight – the lightning damage from the adds and the boss is nature damage.  I don’t use my pet for the first part of this fight, but have him dismissed.  This is because, when the two adds are dead, you have to jump from their platforms onto the bosses platform, and I have found my pet does not jump, and does not dismiss automatically, but gets stuck so is out of the boss fight.  I have also missed this jump a couple of times :(  A hint use aspect of the cheetah helps, run straight and jump just at the take off point.  As soon as you are on the platform, make sure you turn aspect of the cheetah back off – and Aspect of the Wild on if its your job to cover the raid with it.  You need to be on the correct side for the polarity buff you have (your raid will have agreed beforehand which side pluses and which side minuses are to stand).  If you mix polarities you wipe the raid.  You need to try and stand as close to the boss as you can, while still being able to shoot from range.  This is because the similar polarities stack, giving you a damage increase, plus when polarity changes you need to run quickly to the other side of the boss, if you are too far away you might not have time and will hurt yourself and the rest of your raid badly.  Don’t worry about your pet, he doesn’t seem to be affected by the polarity shifts.

If for any reason you miss the jump, you will need to run onto the platform and jump again.  However, by this time the fight has started and you will be either positively or negatively charged.  Make sure you jump from the appropriate platform.  If you leap to the wrong side you may kill your team mates.  You may be able to shoot the boss from up on the platform (especially if you have Hawk Eye), however you will not get the increased damage buff that you get from standing next to other people with the same polarity, so best to make the jump.

Congratulations – you have completed another quarter!  Next stop – my favorite quarter – the Military Quarter.

Categories: Naxxramas

Anelf’s Resto Druid Naxx-10 Guide (Part III)

July 27, 2009 · 1 Comment

Part III – Construct Quarter

Previous episodes:

Part I – Arachnid Quarter

Part II – Plague Quarter

I consider the Construct Quarter to be the hardest Naxx quarter, and that includes the central Frostwyrm Lair. The Gluth fight in particular is made a lot easier if you have a third tank. (Maybe that’s why we find it hard – we don’t always have a third tank available).

Patchwerk

Damage:

Only physical – only on tanks

Patchwerk is a simple gear check. You can keep both tanks fully hotted up for this one. (Just keep Regrowth and Rejuvenation up on the tank you’re not assigned to if you’re tending to go OOM).

Be ready for the Frenzy at 10% health. Have your hots stacked and be ready with Swiftmend and Nourish.

Grobbulus

My least favorite fight. Turn your graphics card settings up to make sure you can see the gas clouds.

Damage:

Nature – Ask a Hunter for Aspect of the Wild. (Shammy totems aren’t so good, because you’re moving around a lot).

Main Tank:

Just follow the main tank around as he slowly kites Grobb along. The main tank won’t get hit with Mutating Injection, so you don’t have to worry about that, but you might be – so be ready to tell your fellow healers to take over on the main tank as you run away to explode.

Apart from your own Mutating Injection, the fight is a bit of a tank and spank from the main tank healer’s perspective.

Off Tank:

The off-tank will get hit by Mutating Injection, and will drag the slimes with him as he runs off, so you have to be ready to run after him to stay in range. As for the main tank healer, be ready to tell your fellow healers to step in when you get the Injection.

Raid:

When raid healing, cast a Rejuvenation on Injected players (including yourself) as they run off. That will tick their health back up after they’ve exploded.

When a tank healer is Injected, one of the other healers will have to heal his assigned tank until he returns.

Special:

  • Ask the raid leader to put a raid marker on the off-tank so you can see where he is if he runs out of range (i.e when he runs off with Mutating Injection on him, or if you do).
  • If you have slightly low DPS in the group, and a coupe of people are dead, then Mutating Injection gets cast very frequently towards the end of the fight. Healers can end up spam healing everyone because at least one healer always has the Injection on him.

Gluth

Damage:

All physical – Tanks receive a stacking debuff to reduce healings. Zombie Chow stack a debuff that increases physical damage on the kiter with every hit.

Main Tank/Off Tank:

Tank healing is pretty easy for this fight. Just make sure the tanks tell you they’re about to taunt so you can get your hots stacked on the tank who’s about to take aggro. A reasonably geared Resto Druid can easily heal both tanks because only one is taking aggro at a time. Be ready to Swiftmend the tank with aggro when decimate hits.

Kiter/Raid:

Kiter healing can be hard. The Zombie Chow stack a debuff every time they hit the kiter that reduces healing. If something goes wrong, have your Rebirth ready so you can get them back into the fight really quickly. Used at the right time, allowing the kiter to die and quickly rezzing is a way to reset the stacking debuff – not the ideal tactic though.

When Decimate hits, stack a couple of Hots on your target and join in the DPSing. Casting Hurricane in the Zombie Chow’s path can help a lot. Using Entangling Roots can help too, but I tend to leave the crowd control to players who can slow down multiple mobs at once.

The good news is that, if the kiter does his job, the raid doesn’t take any damage – except in the Decimate phase. Cast Wild Growths and Rejuvenates around after Decimate is over to restore health. The kiter will be restored to full health by the stack of hots you had on him, so you just have to get your stacks renewed before he starts the next kiting round.

Special:

  • During the Decimate phase, you can help DPS the zombies by casting Hurricane in their paths. Every bit of DPS counts if it stops Gluth having a snack. You can use Entangling Roots too, but your cast time will probably be too slow.
  • This fight can be easily be done with two reasonably geared healers. So if you have a bear tank off-spec, you might want to volunteer for the kiter role. Bear Druids have a lot of health, which makes them a lot harder for the zombies to kill.

Thaddius

Thaddius is two fights in one – the mini-bosses together and then the big guy.

Damage:

Nature – and Feugen casts AoE damage on group fighting him.

Mini-bosses

On the mini-bosses, be ready for the tanks being flung from one platform to the other. Its polite to send your tank on his flight with a full stack of hots on him. The mini-boss on the right (Feugen) casts AoE damage, so be ready with the raid heals too. Assuming two healers for this fight, you’ll each be healing your own 5-man team, so there’s no distinction between tank and raid healer (and both tanks are main tanks).

Thaddius

On Thaddius himself, just heal your assignment (pre-agreed before the fight, of course :-) ), and watch your polarity like everyone else. But if everyone watches their polarity, then its very straightforward healing – keep the tank alive and keep the raid topped up.

__________________________________

That’s it. Congratulations on another achievement. I hope Thaddius dropped a tier token for you. Through the portal and back to the middle again. Just one more quarter to go before you can say hi to Sapphiron and Kel’huzad.

Next time: Part IV – Military quarter.

Categories: Anelf's ramblings · Druiding · Naxxramas

Hunter Q&A

July 25, 2009 · 3 Comments

Ghostcrawler and the WOW Community Team have been publishing Q&As for each class.  The questions are supplied by the players, the responses by the game developers.  Let’s have a look at the hunter one. Developers comnents are in blue, questions in bold, my thoughts in normal black text.

As with all the Q&A sessions the answers are pretty sketchy on the details –  ”safe answers to safe questions” anyone? (quote Randy Deluxe, The Instance Podcast).  At times they throw in some interesting tit-bits, or oft repeated but not yet implemented promises.  They also throw in a couple of things that if implemented could be good for the class, or could completely change (read break) the class if implemented incorrectly.  Worrying there are a couple of answers that suggest the person answering does not know the hunter class very well (survival hunters using arcane shot – d’oh) – this is very worry if these are the same people designing, changing and balancing the class.

I am also concerned that a fair bit of this was pvp centric.  Yes we have real problems in PVP, but I want reassurance that my DPS is going to stay at the top of the DPS charts with the other pure DPS classes, so that there will be a reason to bring me to high end-raids.  I still feel hunters do not appeal to other players enough as raid partners (like a mage does for instance), for them to think they are a must have in a raid, unless it is because of excellent DPS if well played.

We’d like start this Q&A off by asking a question that players of all classes often ask in regard to the very purpose of their class. In this case, we’re looking specifically at the hunter.

Q: Where do hunters fit into the larger scope of things currently and where do we see them going from this point forward?

A:  We solved a lot of perennial hunter problems in Wrath of the Lich King, from the shot clipping problems of Steady Shot, to bringing Survival back to life, and making pet choice and training a lot more meaningful and hopefully enjoyable. Going forward we have several objectives we still want to accomplish. We want to make sure hunters in PvP are as good in Arenas as they are in Battlegrounds. We think their damage is sufficient, so we want to focus on their survival and crowd control. We want to make sure their PvE utility is as good as their dps (especially making traps live up to their potential for crowd control). We want to resolve what a hunter is supposed to do in melee (Raptor Strike? Disengage?).

I would question whether they have really ‘bought survival back to life’.  Yes they have made it the top DPS tree for raiding, and many hunters like myself have turned to it.  But in the process they have broken it’s trapping abilities and removed its previous signature raid-wide buff.  I am glad they wish to make ‘traps live up to their potential for crowd control’ – there was a time I used to chain-trap throughout the entire Moroes fight in Kara, whilst still being top or close to top on the DPS chart.  Currently, with Black Arrow sharing a cooldown with my Freezing Trap, I cannot even use an emergency trap to save my healer (yeay for Wyvern Sting.)  As a hunter who almost never PVPs, I rarely have my melee skills on my toolbar, be happy for them to give me a reason to find space for them again :)

We want to clean up some of the clunkiness that still exists around pet control (both the UI itself and what the pet does on the battlefield). We think hunters have a good niche as the only real ranged damage-dealer that focuses on (mostly) physical damage based on a weapon rather than cast-time based spells. We just want to make sure they live up to that niche.

I agree about the pet control, although they seem to be thinking pvp again here, I need more pet control or AI in pve, so that he can survive fights like OS and Heigan.  It’s interesting they think of us as a ‘(mostly) physical damage’ dealer rather than have ‘cast-time based spells’.  Most of my damage comes from fire damage (explosive shot), shadow damage (Black Arrow), and nature damage (serpent sting), yes there’s a chunk from auto, steady and my pet, but with steady’s cast time, many shots not been true auto casts and so many cooldowns, I think this is an interesting perspective.

Q: It was stated that we had intended to remove consumable ammunition from the game for patch 3.1.0, However, due to certain functionality not being ready in time, the change was put on hold. Is there any new information in regards to the functionality of non-consumable ammunition, and also a possible estimate as to when hunters may expect to see these changes implemented?

A:  From a technical standpoint, what happened is that the quiver is considered a bag just like other bags on the character but also, most critically, those in the bank. In order to remove ammo we would have to move the location of all of a character’s bank slots on the database that stores all of the World of Warcraft characters, which would be a risky thing to do in the middle of an expansion, and could result in “missing stuff” issues if something went wrong. It was just one of those last-minute show-stoppers.

We still want to make ammo more of a gear choice than a consumable. We’re not sure if this would be as simple as getting the 125 dps arrows to upgrade your 120 dps arrows, or if you would do things like swap between your fire and poison arrows??? but that kind of thing is definitely on the table.
I’m not sure when we can do it right. It’s not going to be for 3.2 unfortunately.

A lot of feedback on the forums seems to indicate that hunters would very much like to see different types of arrows in the game.  People mention crippling poison arrows in pvp, in the way rogues can apply crippling poison to a weapon.  This is a carrot they keep dangling, please sort it out Blizzard.


Q: On the topic of hunter ammunition, currently, it becomes quite expensive for hunters to purchase Mammoth Cutters and Saronite Razorheads, especially given how much many hunters use in a given week. Are there any plans to reduce the cost, by potentially looking into the materials required to craft both types of ammunition?

A: The problem with upgrading hunter ammo currently is how we work the progression. We don’t want to drop ammo on bosses for what I hope are obvious reasons so long as they are consumed. We need to have ammo improve as other gear improves, however, or the hunter overall starts to fall behind. Therefore there has to be some barrier that stops freshly leveled hunters from getting the best ammo while letting cutting-edge hunters procure it. In Burning Crusade, we handled this through a reputation grind, but it still wasn’t a very satisfying answer. In Wrath of the Lich King, we went with Engineer-crafted ammo and more recently changed the way ranged weapons scaled so that they would keep improving even if the ammo did not.

This answer makes me very angry.  Ghostcrawler recently acknowledged that ammo was too expensive and as you see below they are fixing it.  But its obviously they deliberately price fixed the ammo at this high price for so long, to attempt to keep fresh hunters away from the best ammo.  By doing so, they made hunters the most expensive class by far to raid with (don’t disagree warriors, I have compared prices with my tank friends, my armor bills aren’t that far behind, when you factor in ammo costs my raiding costs me significantly more).  And actually, as a new raider, I also when out and bought the best arrows, I felt I had to do what I could, perhaps even more so when my gear was sub-optimal.

Oh and on a side-note, can you please put some more damned ranged weapons in the game.  I have been raiding for over 6-months at end game, and the range weapon I have now has the same DPS as the one I started with.  The only other one that could have dropped for me in 10-mans has not dropped.  You are telling me ranged weapons are scaling, but I am not scaling as I can’t get my hands on another one until either Kel Thuzad plays nice or I get further into Ulduar.  Yeah, yeah, you might say I should do 25-mans (there aren’t too many ranged weapons there either), but at the beginning of the expansion Blizzard promised me I could be a 10-man raider if that’s what I wanted and progress that way.

For 3.2 we lowered the cost of the ammo quite a bit — only 4 gold for a stack to manufacture. If you were paying 50 gold a night, that should drop to say 16 gold a night. Long-term this won’t be a problem because arrows won’t be consumed.

Err, by my reckoning my armor bill is around 10G behind my tank, that still makes me more expensive to raid with (plus I chug mana pots, and drink like nobody’s business.)  Get on with it Blizzard.

Q: While we had previously reduced the range of the hunter’s dead zone, it’s still brought up as a concern. Is it possible to remove the dead zone completely? If this is not something under current consideration, what are the current design philosophies and balance reasons behind keeping this particular mechanic in-game?

A: It’s possible to do so technically, but something we aren’t likely to do. Personally I think calling the current implementation a dead zone is just confusing and trying to sell the problem as worse than it is. Back in the day there was an actual distance at which neither ranged nor melee attacks would work – it was a dead zone. Currently there is just a minimum range for most ranged attacks. The way we want the hunter to work is that when you get into min range with the hunter, then the hunter needs to switch to melee, or more likely escape back to ranged distance again. We certainly don’t want the hunter to unload with both melee and ranged attacks at once – that might make them operate better at melee than range. Casters by contrast don’t have to do this, though it is often in their best interest to do so since their cast can get delayed or even interrupted by melee attacks. You can argue it’s goofy to be firing bows or rifles at point-blank range, but really it gets more into how we want the hunter (and all ranged weapon attacks) to work.

I think the small death zone is an interesting mechanic and I am happy with the way it works, even if it means that in my occasional forays into pvp I might sometimes meet with a good frost mage who knows how to play and can keep me frozen while dancing around me just inside my dead zone – hats off to him.  In pve it means I sometimes have to risk taking a little more damage than the group when everyone is told to stand on top of the tank, but that’s fine too – I’m a sniper not one of the crowd :)

I’ll add that the melee attack issue for hunters themselves is something we keep discussing. While we are unlikely to go back to a melee-focused build for hunters, we might consider a model where hunters don’t run away most of the time but switch to melee attacks – perhaps even a single punishing attack on a cooldown before the hunter Disengaged or whatever. This would be one of those things that helped hunters feel more different than actual magic casters, and might make them care about melee weapons as more than stat sticks. Additional feedback from the community on this sort of thing would be appreciated.

I don’t want to stand and melee, I do want to get out to range.  A single punishing attack, which perhaps also stunned the target would be neat.  Also something that allowed me to get out of a stun lock and back to range would be even better (even if it was on a long cooldown).

Q: Would we consider allowing auto-shoot to work while moving? If there aren’t plans for that specific change, is there anything in the works that will assist hunter dps in fights where a great deal of movement becomes necessary?

A: Moving should feel like a penalty. We don’t want ranged attackers constantly circle strafing FPS-style because it confers a defensive advantage without giving up an offensive one. Moving is supposed to be bad and how you handle it is a test of your skill. We do give instant cast spells to some classes, but it should always be a dps loss when they have to focus on these exclusively. We would consider giving hunters another way to pull off an instant shot or beef up their dots, but we would want to make sure these would only be used in true long-distance movement situations. What I mean by that is we think we’ve possibly already gone too far towards balancing the Arena around instant attacks that can’t be countered before they go off.

I would like to auto shoot while moving, it makes sense from a mechanics point of view (although perhaps there might be a penalty, say higher miss rate and slower rate of shots), but I can see why implementing it might give them a balance problem.  On the other hand, we suck in arena, so I am not sure why they are worried about buffing us in arena.  However, I am not sure this is a game breaking change either way, hunters have a few instant shots that can use on the run, and if you have a swing timer, you can run, stop and briefly auto shot, before running again.  For high movement pve fights an MM spec works well as it has more bigger-hitting instant shots available (or so it seem to me).

Q: Are there any long term plans to possibly removing the need for hunters to rely on a different resource system then mana?

A: I hate to do this to you, but this is a great BlizzCon question. For these Q&As, we’d like to keep the focus on each class’s current status and short-term plans, but at BlizzCon we’ll be happy to go into some more detail on our long-term vision for them.

This sounds like a yes.  It also sounds like it might be something we don’t see for a while, maybe the next expansion.  It also makes me panic a bit.  It would revolutionize the class, it could be great, I have bigger mana issues than other mana users, but it could also be class breaking if they screwed it up.  And I don’t just mean making the class uncompetitive, I mean making it so that hunters who love their hunters do not like the new mechanic and no longer want to play them.  It could be exciting, but I do hope they give it the attention it needs and get it right.

Doing it right, also means re-itemizing all the gear correctly.  It annoys me intensely to level a paladin through the Outlands and find all this Paladin plate mean for ret  and prot paladins, which still has spell power and/or int on it along with strength and stamina.

Q: Are there any plans to increase the benefit hunters gain from haste?

A: There are two ways to answer this question. The more general one, which applies to all classes, is that we want haste to be a useful stat. Rogues, warriors, and some casters like it currently, and we need to get it there for everyone. As I have said in several of the Q&As, some stats have just fallen away from some specs even though they routinely appears on your gear. Sometimes this happens because talents prop up other stats so much that instead of being more attractive, they feel mandatory, and the ones that aren’t supported go from sub-optimal to junk status. We need the ability to put a variety of stats on your gear. We don’t want there to be an uber stat for anyone that trumps everything else to the point at which you don’t even look at the other stats. Gear is supposed to be a choice. I’ll say again that I think the online community sometimes focuses too much on the best-in-slot mentality, to the extent at which they consider everything except those BiS items to be worth skipping over. Remember, if it improves your dps, it’s an upgrade, even if another item would improve it more. That sounds so obvious, but I think there is a tendency for some players to stop thinking that way.

Now for hunters specifically, we think the class is just too cooldown limited, which creates problems with haste. We’ve driven in that direction in order to give hunters a more interesting rotation, and to be fair, we feel like we’ve done that. But being cooldown limited isn’t necessarily a fun way for the class to play and we think it’s one of those things that makes hunters feel more like casters than like ranged-weapon users. (Hunters are casters in the sense that they’re ranged dps, but we still want the emphasis to be on the gun or bow.) More on this at BlizzCon, too.

The second paragraph sounds interesting and encouraging.  I agree that for Surv and MM hunters that have made the shot rotations much more exciting that the old method of spamming Steady Shot or a shot rotation macro.  I also agree that the cooldowns are frustrating, and that one could still have an optimum DPS shot rotation without so many cooldowns, which might actually make more research you class more, because you might need to know that just because something was off cooldown, it didn’t mean it was a good idea to use it.  I also think that less cooldowns might give me more flexibility to change my shot for the situation, if I need to move a lot I might be able to use more instant shots for instance, even though that might be lower DPS than my optimal standing still rotation.  What I wouldn’t like though, is something like the DK rune system, which is what I worry they might be considering.  Maybe it’s just because I am a newb DK, but I find that overly complicated.

Q: How do we feel about the current state of stings? Are there any improvements planned for the way stings work, such as removing them from a shared global cooldown (GCD)? Are there current plans to improve individual stings?

A: The best way to describe stings is we want them to feel like warlock curses. They should be a meaningful part of your rotation and something you should want to keep up. We understand that some of the stings are much more attractive than others (though to be fair, curses have a similar problem) and we need to make the less-popular stings more useful or just end up cutting them. We aren’t likely to remove any damage-dealing ability from the GCD and we’ve even taken a second look at whether we have removed too many defensive abilities from the GCD. It’s there for a reason, particularly in a client-server based game with inherent Internet lag.

At the moment hunters need a very good reason to use any sting other than Serpent Sting.  I don’t even know why I have the others on my toolbar.  It might be better to allow hunters to put up multiple stings, but to escalate the mana cost for stings 2 and 3 as they go on the target.  So you could use both serpent and viper sting on a target but it would be very expensive mana wise for you.  Just a thought off the top of my head, may be a stupid one, but I can’t see how else to make me stop using Serpent Sting – I’m a pure DPSer after all – I am in a raid to primarily do DPS and need to maximize that where I can.

Q: Beast Mastery falls behind Marksmanship and Survival in regards to DPS, especially when the pet dies, due to how much damage comes from the pet when specialized in the Beast Mastery talent tree. Do we have plans to bring the potential damage the Beast Mastery tree offers to be more on par with what’s currently possible with Survival and Marksmanship?

A: Ideally, we want Beast Mastery to be able to do competitive damage with Survival and Marksmanship. Realistically with dps classes, it’s a math problem, and one tree nearly always edges out the other ones in most situations. That doesn’t mean we stop trying, but it also means we have to be realistic about what it will take to really get the specs to within 1% dps of each other, which is sometimes the point I fear we’d need to hit.

This is not what they said a while back.  When they made the nerf to BM, Ghostcrawler explained it saying BM had an easier rotation than MM and Surv and they generally rewarded specs that were more difficult to master (or something like that).  I kind of agree with this, and I was a die-hard BM, until they forced me to switch.  However, there is an art to keeping your pet alive which should also be considered.  But when a pet does over 50% of your damage, its a very forgiving class to play.  Your shot rotation (which is easier anyway), can be very sub-optimal and the DPS drop will not be so great (as it only affects half you DPS, you pets rotation is not under your inexpert control) as if you were playing a mage or even an MM hunter, where the pet is a much smaller part of your DPS.

I would be happy to see the three spec fairly close but not the same, so that for casual raiders they could raid BM, but that for serious raiders, that might not be an optimal choice.  BM is a great choice for leveling, soloing and tanking, and also maybe pvp.  It would be nice to see the specs differentiated more – A druid has specs that are obviously for caster dps, healing, tanking and melee DPS, why can’t a hunter have optimal specs for raiding, pvp, soloing, off-tanking?  Why do we think each tree should be capable of the same damage output in a raid?  It might be good to have a couple of raid spec choices to suit play styles, situations, or complement raid make ups, but I don’t want three homogenized trees.  I am OK with some specs doing less damage, if they have more functionality in other areas. but I do want at least one clear pure DPS raid spec that is going to make me competitive with any other DPS class in the game for raiding.

The buffs to Catlike Reflexes and Wild Hunt were intended to boost Beast Mastery a little without causing every hunter in the game to swing back to Beast Mastery the way they all swung to Survival a few patches ago.

…err you made us swing to Surv.  This sounds as if it was a deliberate choice on our part, it wasn’t, it was a deliberate move on yours, and many of us moved very reluctantly.

We don’t necessarily like buffing Beast Mastery through the pet all the time. However, Beast Mastery also doesn’t have a signature attack like Chimera or Explosive Shot. At the same time, we don’t necessarily want to give them one because then Arcane Shot risks just vanishing from the hunter rotation. But, we can’t just buff Arcane Shot (unless it is very deep in Beast Mastery) because Survival and Marks use that too. See the problem?

…err when do Surv hunters use Arcane Shot?  It is not even on my toolbar, as it shares a cooldown with Explosive Shot.  If you want it to be the signature BM shot, make it share a cooldown with Chimera shot, and then either give MM another instant cast to replace it, or allow them a shorter cooldown on aimed shot or something.

Alternatively, perhaps you could replace a lesser talent in the BM tree like Invigoration:  ”When your pet scores a critical hit with a special shot you have a 100% change to fire <insert special shot here>” or something.

Ultimately the tree is supposed to be about pets, so we would rather make the pet easier to control and give the hunter ways to get the pet out of trouble so that they don’t face the profound dps loss of pet death. And even then, having a pet that is 50% or more of your dps is always going to have design problems, so we can’t go overboard. Beast Mastery and Demonology (and even the Unholy death knight) are going to be at a greater loss when their pet dies. That’s just the cost of having a more powerful pet.

Q: In regards to the survivability to hunter pets are there plans to make additional improvements? The resilience change should help somewhat in PvP, however in end-game PvE environments, the hunter’s pet can die pretty easily, especially given the specific encounter. One suggestion made by many hunters was to add a passive ability that healed the hunter’s pet when the hunter received a heal from a party or raid member.

A: Honestly, we aren’t happy with some of the current solutions to keeping pets alive. In particular, the area damage avoidance mechanics just don’t work well. They are frustrating for other players in a PvP setting when Bladestorm or Arcane Explosion can’t really hurt pets, and they don’t keep pets alive on a 5 million damage Mimiron missile. What we really need is a system where certain PvE attacks just don’t hurt the pet (maybe they can’t set off Mimiron mines for instance). We don’t want players to have to pay the price because the pet AI is in fact just an AI. This is something we’re working on.

We’d rather not have to come up with additional mechanics needed to heal pets or keep them alive. We’d rather just the pet didn’t die in situations where a player that can make intelligent choices wouldn’t have died. Hunters do have abilities to heal or rez pets, and those ideally should be sufficient.

BRK came up with one solution a while back that would help somewhat…give the hunter the ability to choose where the pet would attack from.  There are a number of fights, where the melee DPS cluster around the tank, or on the flanks of a mob rather than behind it, being able to tell the pet to do this too would help keep him out of void zones, poison clouds, and tsunamis as the tank kites the boss around.  On a similar theme, why couldn’t the pet be made afraid of certain things when cower is on, as a real animal would.  So he would run out of the way of a fire tsunami in OS for instance.

Q: As a follow-up to the previous question, do we have plans to make it easier for the hunter to bring a dead pet back to life, such as reducing the casting time of the base ability?

A: We talk about this a lot, but the trade off would be a much more fragile pet. In some ways we think a system might work better where the pets were easy to kill, especially in PvP, but the hunter (or warlock) could bring them back say every 30 seconds or so without a huge loss to personal dps. But in that situation, we would nerf pet health quite a bit so that the pets would crumple quickly when focused. The death knight (especially with an unglyphed Ghoul) works a little more like this currently – they have like 12K health without the glyph. But to make this change we would have to solve the PvE pet-gibbing mechanics referenced above.

To be clear, this is a hypothetical different model than I’ve been talking about in the rest of this Q&A. I don’t want to confuse anyone by saying pets should both be hard to kill and hard to rez, and easy to kill and easy to rez.

It’s called Heart of the Phoenix people.  I talent my pets with this talent, at the cost of one DPS talent point.  If I was a pvper I would want the cooldown shorter than 10mins, but for pve it’s not too bad.

Q: The Cunning pet-type was originally designed to be optimal for PvP use, however, most hunters feel that the Cunning pet-type falls short. How do we feel about the current state of what Cunning pets are offering, and are there any current plans to make improvements?

A: We made an effort in 3.1 to get the Cunning pets up to speed by giving them talents like Roar of Sacrifice, and normalizing all of the pet stats so that Cunning pets had the same stats as the other two types, modified by pet talents. Crabs are still fairly popular and they probably should be a Cunning pet given their crowd control ability, but the carapace also made them feel like they should be able tanks. And selfishly, I had no problem with seeing a lot of crab pets. (No, I’m not serious.)

This is something we would love to see more feedback on. Hunters in the online community tend to focus a lot on overall PvE dps or overall PvP survival and not get too much into pet comparisons. Someone theorycrafts the best pet and then hunters just go and get it instead of discussing what the other pets would need to be more competitive. To be fair, there is some of that discussion, but it’s not always easy to find, and I have looked. It’s not super high priority given some of the other hunter design issues we’re looking at, but we do want pets to be a choice.

It’s good to have so many pets, with so many different family talents to choose from now.  However, the problem I think with cunning pets is that for most of them, the talent might be good against one particular class, but it is not good against others, so that people will go for a generic pet, that does something against all classes.  Some cunning pets clearly have their uses in pvp, silithids, crabs, spiders, and hyenas all seem pretty popular, but maybe it might be better to have just one or two clear winners for the min/maxers and for the general population to know what to choose from.  For raiding everyone knows wolves, devilsaurs, cats and raptors are all pretty good (pretty much in that order), for soloing your bear, turtle and croc are up there, but are there clear winners for pvp?  Praps I am just a pvp newb.

Q: Due to the number of abilities available to hunters, many level 80 players have expressed concerns in regards to placing all necessary abilities on their action bars. Are there any improvements coming that will assist hunters with this particular issue?

A: We recognize this as a problem. We need to get more buttons off of the bar. We made some progress with streamlining say tracking and aspects, but we’re not there yet.

I couldn’t agree more.  I tried going back to the vanilla bars, even using macros to consolidate many things, keeping my food in an open bag, and keeping some things off the bars, there just is not enough room for everything.  I have to use bartender.  There are many spells (e.g. viper sting, tranquilizing shot, snake trap), I rarely use, but occasionally I do, and I need quick access to them when I need them in a hurry.

Q: Additionally, do we plan to expand upon the number of pet action bar slots? Due to the current number of slots available for pets, hunters frequently have to swap pet abilities in and out of their spell/ability book.

A: Yes, we definitely want to do this. The whole pet bar needs a little work. There are still some bugs relating to which abilities can be moved on or off the bar and whether they default to autocast or not. We want the bar to work much more like character action bars.

In addition, the pet bar should allow you to place macros on the bar for pet actions.  Currently if you want to macro a pet action (e.g. masters call cast on yourself or your healer), you need to place it on one of your action bars.  Another annoying one is the pet talent Heart of the Phoenix.  Its a rez for the pet, but I can’t put it on the pet bar, because when the pet dies the pet disappears.  Pet talents cant be dragged onto your bars either, so you either had to find it in your spell book, or make a cast macro and put that one your own action bars.  Yet, another thing to try and fit on my already over crowded bars.

Q: Are there any plans to allow Tranquilizing Shot to play a larger role in the hunter’s arsenal?

A: Consider that on the one hand this ability just used to be for Magmadar, and on the other hand I just acknowledged above that hunters have a lot of abilities to manage. Given that, we don’t really want Tranquilizing Shot to be in your rotation like Steady Shot or even Kill Shot. It’s a bit situational, and we’re fine with that. We did make some recent efforts to make Enrages feel more like a major mechanic that you’d want to dispel the way you dispel magic and other effects. Enrages aren’t fully realized that way yet, but we like the way that overall design could potentially work.

This was a bit of a non-question, not really sure why they added it in afterwards.  It’s good that it now has a use at all.  I don’t need it in my shot rotation.  It’s nice to have something that’s situation and I need to remember to use (Gluth, enraged fire elementals in OS, for instance).

Q: Do we have plans to increase the number of stable slots available to hunters?

A: Obviously we increased it a lot in Wrath of the Lich King. We want to try and keep the pet as some kind of decision — they aren’t supposed to be like mounts or titles where you just collect as many as you want. We expanded the size so that players could have say a Tenacity pet for soloing and a Ferocity pet for raiding, but we don’t want every hunter to have every family available here. Now one potential problem are the Spirit Beasts, which are collected by hunters and not trivial to replace. We have also discussed expanding the Spirit Beast concept to have rare skins of other pet families (that otherwise don’t convey a combat bonus). If we do that, we’d probably have to expand the stable slots.

I would like to see more rare skins in Northrend, I was only thinking yesterday (when I went back and trained Sian-Rotam – the white male lion from winterspring) that all my pets are now from the old world (I have Old Cliff Jumper, Sian Rotam, a Vemonhide Raptor, and Ursius – yes I know he looks the same as a Northrend white bear).

I would have dearly loved to have room to keep some of the rare or unusual or just plain loved pets I have tamed in the past and had to give up because of stable space (e.g. Shy-Rotam , a lost torranche, Humar, a scarlet tracking hound, a devilsaur….there’s a pretty long list).

We’ve also considered a model where the hunter doesn’t even need a stable and can work more like a warlock where they can just summon their pets whenever they want — with the remote stable ability from the dual-spec feature, we’re pretty close to that already. If we went this route then maybe the stable could just become pet storage in the same way your bank has all those Invader’s Scourgestones and Zul’Gurub bijous that you don’t use often but can’t bear to part with.

Bring it on :)

OK now it’s over to you.  What do you think of these Q&A.  Do you agree with my comments, do you have your own ideas, suggestions, concerns?  Get posting.

This also got me thinking, there’s so little here, what questions would I like to see answered, and what improvements would I like to see for my class.  Watch this space, I might be writing a post on this shortly.

Categories: Hunter changes

Guild Mastery for Dummies Part 1 – Starting up a guild

July 24, 2009 · 3 Comments

Starting our own guild gives us the opportunity to learn a new aspect of the game. Its something we’re approaching with a modicum of trepidation, because as a guild leader your guild stands and falls by your actions. Nowhere to hide, no-one else to blame.

Are you sure you want to do this?

Before you even buy your guild charter, you need to think very carefully about what you expect to get our of guild leadership. Are you absolutely positively sure you want to do this?  Being a Guild Master sounds cool, right?  But it’s actually not all swaggering around as top dog and having everyone else do your bidding.  In fact, there is almost none of that.  It a lot of hassle and hard work. Our old Guild Master would be constantly getting whispers and in-game mails from guildmembers: moaning about something or someone, asking for help with things, complaining about some guild rule they felt they should be exempt from, or other trivia.  You will hopefully be able to model your Guild in the way that you would like a guild to be run, but you will also spend a lot of your in-game time either doing things for other people, or dealing with administrivia, when you’d really rather be killing stuff.

OK, so if that hasn’t put you off, lets look at what you need to do and know to start up a guild.

In our case, our old guild master was quitting the game and no-one was taking over active leadership.  We had been raid leaders for some time and active officers in this large guild.  We had a great group of people we ran raids with, whom we wanted to continue running with and wanted to offer a home to.  We had also had some bad experiences with other guilds and pugs, and had been told by people joining our guild (who had tried out several other guilds) that they appreciated our fair and mature way of doing things, which they had found nowhere else.  Since this is absolutely what we wanted, and if that was hard to find elsewhere, we decided we would just create our own guild and carry on being fair and mature and hopefully running with our friends.

What kind of guild do you want to be?

There are different types of guild, you need to decide from the outset which you are going to be.  It is possible to change a guild from one type to another, but its easier to start in the direction you mean to go on.  Some of the main types include:

Social/Family/causal guilds

These guilds usually have no restrictions on entry, everyone is welcome, the guild is a relaxed place to hang out with friends.  There may be grouping and organized events, but no serious raiding.

Raiding guilds

Raiding guilds are usually focussed on progressing through end game raid content (e.g. Naxx, Ulduar).  They will often have entry requirements like minimum level or gear limits.  They will also often have expectations on how often players attend raids, etc.

PVP guilds

Where players are mainly interested in player versus player content including battlegrounds and arena.

Twink guilds

A PVP guild focusing on players who want to own the lower level BGs by uber-equipping toons at the n9 level (the best known twink being the level 19 rogue you were pawned by when you first went to Warsong Gulch).

Roleplaying guilds

Usually, but not always, on role playing servers.  Members will usually play and talk in-character.  There may be restrictions on invites e.g. some may be all dwarf and gnome guilds.

Guild of one

Some people set up a guild just for their banker and/or their alts.  This way you can have your own guild bank, which costs less per slot than filling several mules bank slots with bags. (Anelf wrote about private guild banks last September).

Some guilds will be combinations of these.  Sometimes combinations work well, sometimes not so well.  Our old guild, Soldiers of Fortune started as a family/casual guild and developed a raiding component within that.  This worked well for a time while the guild was working on the first tier of raid content (Kara and then Naxx). However we found it hard to recruit and retain enough good and committed raiders in this casual setting to break through into harder raid content.  Rather, we found ourselves an excellent training ground for more hardcore raiding guilds – something I am sure they loved, but something we didn’t – as time and time again people we had geared up and taught to raid left to join raiding guilds.

Deciding on a name

What are you going to call your guild?  Are you going for a fun name, a serious high-brow name, or something else?  Think, you are going to have this name under your character for as long as the guild exists.  You have to live with it.  You also have to recruit to it, so make it something other people will want to have under their name label too (or at least not something they’d be embarrassed to have hovering over their heads).  And for god-sake make sure you spell it correctly! (You may know you deliberately mispelled the name because the proper spelling was already taken – everyone else on the server thinks you can’t spell).

You cannot change a guild name.  The only way a guild name is ever changed is if that guild name is reported to Blizzard as being offensive.  Sometimes you see people selling guild banks from defunct guilds, you can buy these (at your peril: they’ll probably want your cash before they make you Guild Master; and are they selling the guild because it has a bad reputation on the server?), but you will be stuck with the guild name.  A friend bought a guild bank from someone.  To her surprise – maybe she should have checked the armory – the guild came with a lot of dwarves and gnomes – who were also somewhat surprised.  They all got on well though, and most moved voluntarily to my friends main guild with her.)

For ideas, you can look on the forums where there are posts of people’s favorite names, look at the names on the armory or in your battlegrounds.

Anelf, Neo and I batted a few names around – we thought about – Renaissance, Tribe, Phenomena, SETI, Malestrom, Cataclysm, Kel’Thuzad’s Left Foot, Murloc, I am Murloc, Evolution, Decimate, and Casually Hardcore.  In the end we went with CIPHER.  CIPHER is actually an anagram of the code we want people to sign up to in our guild charter.  It’s a simple one word guild name, that has a meaning behind it, but is not too pretentious.  We liked it.  We were nearly I am Murloc, but we thought we might get tired of that after a bit :-) .  We also have The Matrix jokes now, as Neo is in the guild CIPHER.

Getting a charter and creating your guild

You’ve decided on a name and checked its not already in use on your server (someone my have a guild charter with that name, but that’s relatively unlikely). Now buy a guild charter from the guild master NPC in a major city.  Ask a guard for his location.  The charter costs 10 silver.  Next, you need to get 9 other players to sign your charter.  These must be 9 players from separate accounts, they cannot be alts on the same account.  Also, a player can sign another guild charter before you hand it in, and you will lose their signature, so be quick to complete it and get it registered.

What not to do.  DO NOT spam your guild charter under the nose of any un-guilded player you see without speaking to them.  This is one of the most annoying things in game (and there are a lot of annoying things).

Hopefully, you already have 9 friends waiting to sign your guild charter.  But if not (e.g. you want a guild for your banker alts, or like us you’re too impatient to get things up and running), here’s how to do it:

Buy your charter, and have some money – 25G should do it.  Now take yourself off to a low level starting area where there are lots of new un-guilded players without much cash.  Have some text ready so you can politely whisper each player you target.  I put my text in a macro, but couldn’t work out how to send a whisper to my target with the text, so I just targeted someone, whispered, them and d pasted some text I’d already written and cpied to my clipboard.  I said something like this:

“Hi, would you mind signing my guild charter so I can set up a guild for my banker alt?  You wouldn’t have to be in the guild, and I will pay you 2G now as a thank you.”

Mine is quite a mature server, so most new players are alts, and know about the practice of setting up a guild for a banker alt.  This was easier than explaining that I was setting up a new raiding guild (especially since I was on a level 1 char, all my others still being in SOF).  I whispered the player, ran up to them and then waved or bowed to show I was standing next to them and not a bot sending them a random whsp.  I waited till they responded positively before requesting a signature with the guild charter.  To do this right click on the charter in your backpack, target the player, and click the request signature button.  At the same time, I opened up a trade window and put the 2G in to show I had it, but I did not press trade until I had the signature.  A couple of people tried to get the money without signing.  Most people though responded really well to this and I got my signatures quickly.  I bowed and thanked them and ran on to find someone else.

As soon as you have all 9 signatures high-tail it back to the guild master and register your charter, as there is a nasty loophole.  There is nothing to stop one of your signatories signing someone elses charter after they have signed yours, in which case you lose your signature, and you paid 2G for nothing.  That’s what happened to me in one case, just as I got to the guild master, so I had to run out and find another quick. (I wish I’d made a note of the names as I was collecting them so I knew who it was :-) ).

Once you have registered the guild it becomes active, and the charter signatories automatically join your guild. You can now thank all the people who set it up, and if you were not intending that they should stay in the guild, tell them that you are now going to remove them and wish them well.  A couple of my people knew the drill and left as soon as it was signed. Yhe others all said bye and thank you for the money very cheerfully.  It was a much pleasanter and less painful experience than I expected.  A bit of politeness pays :)

Creating a guild tabard

CipherTabardOnce you are a guild master you can create and buy a guild tabard.  In fact, anyone can go and play with the tabard designer. I’ve done this before, but only the guild master can buy the tabard.  The tabard vendor is in the same shop as the guild master.  It costs 10G to register, and then 1G (reduced with rep) to buy tabards.  You can choose the background color, icon design, icon color, border design, and border color.  You cannot design your own icon, although there are quite a lot to choose from.  You can change your tabard if you wish for another 10G.

Again, think about designing something your guildies and potential recruits are going to want to wear.  While a lot of level 80s don’t wear guild tabards anymore – there being so many other cool tabards to choose from – you’ll still want one you are proud of.  A tip –  some of the tabards look bad on certain genders or races.  A number of icons have hands or other designs that look like they’re clasping a female toons breasts.  While that may look funny to you, a lot of people aren’t going to wear it on their female toon (though I guess some teenage boys playing girl toons might :-) ).  Some icons get very distorted on female dwarves or others with rather, shall we say, curvaceous chests.  We almost chose a key icon, as we though it was kinda in keeping with the name Cipher (locks, ciphers, codes, etc).  Then I tried the tabard on my male toon (I had been designing them on my female toon).  It didn’t look right at all, this big upright key, with a long shaft and a circular handle pointing upwards – enough said, you know where I’m going with this.

I thought I should definitely go for a black tabard, black is cool right, everyone looks good in black (well gnomes are still gnomes, but its better than a gnome in yellow).  But the black is actually not a deep black, especially not on the top front.  I found that the dark blue and white made a sharper contrast, so that’s what we went with.  (Being an Oxford University grad, I also realized these are my old college colors, so hey even better lol! )

In part 2 we will look at guild banks, ranks and charters.

Categories: 1 · Guild Management

Raids to the power of eight

July 23, 2009 · Comments Off

cipherSorry for the terrible pun in the title – I just couldn’t help myself :-D .

Last night was our first raid as CIPHER. We’re still quite small, and the raid was scheduled at quite short notice, so we only had eight raiders available. We really didn’t want to bring pugs into our first guild raid, so we decided to go for the OS Less is More achievement by eight-manning Sarph and her Drakes (we were about to start seven-manning, but we had a late arrival :-) ).

I’d turned my nose up at those kinds of achievements before, but that was partly because I always felt mean having empty raid slots when someone was online who wanted to come – even if they were so badly geared they were a carry through. I’m glad we did it because it was a lot of fun. The OS achievement turned out to be incredibly easy, and the raiders we already have in the guild all showed they know how to play their classes and put out decent damage – even though some were on their alts who still needed gear and EoHs from there.

OS was so quick that we decided to do a quick 8-man Naxx wing as well. Not quite as smooth, because our 2nd healer realized at Heigan that he’d never done the dance before – and you know people always die on their first dance :-s . Good job we had a Shadow Priest to take over dispelling the disease. Other than the disease single healing the dance is pretty straightforward for a Resto Druid.

So we’re one Naxx wing into our The Dedicated Few achievement. Shame its not quite the instant gratification you get with Less is More. Now I’m keen to give Malygos A Poke in the Eye.

(Congrats all to Eyecandy, Nebakanezar, Anelf, semajtseirp, Neombra, Sarcastic, Keyras, and Tinuviel.)

Categories: Achievements · Instances and raids

CIPHER

July 22, 2009 · 1 Comment

CIPHER is nothing to do with his guy.

CIPHER is nothing to do with his guy :-)

We wrote on Sunday about our guild leaders’ (Entrigan and Carys) decision to cancel their WoW subscriptions. This put our old guild (Soldiers Of Fortune) into maintenance mode.

Had our old guild leaders continued playing, we would have stayed with SOF and continued to run its raiding program. But with their departure we wanted to be able to adopt a slightly more serious (but still not hardcore) attitude to raiding. SOF was founded as a casual family guild, and still has that at its heart, so we felt there was no way to move it to a primarily raiding-focussed guild without upsetting a lot of people we respect.

We’ve really enjoyed organizing our guild’s raiding program over the last six months, so (rather than try to find an existing guild that meets our needs) we’ve decided to start a new guild – taking those raiding members of Soldiers of Fortune who want to continue raiding with their old friends. (We were really happy to receive our old guild leaders’ blessing for this endeavor – they’ve even made an extremely generous donation our guild bank. Thank you again Ent and Carys).

And so CIPHER is born, with Tinuviel’s level one alt (Cipher) as its guild master. (The guild leadership is actually being shared by Tin, Anelf, and our good friend Neo). Our goal is to progress our 10-man raiding through the current content and into the new 3.2 instance. Maybe we’ll move up to 25-man content in time, but we’ve always preferred 10-man raids. They are more intimate, and (in some respects) more challenging (by which I mean that there’s less room to hide in 10-man content – there’s less redundancy to make up for one of the team making a mistake).

We hope that having a guild membership based on raiding from the get-go will help us recruit and retain the kind of people we want to raid with – people who know their class and take their raiding seriously but don’t want the strict attendance requirements of the more hardcore guilds. But we’ve not chosen the best time to start a new raiding guild – during the summer lull, and just before a major new content patch. CIPHER may be very short lived if we’re unable to recruit a critical mass and appropriate class mix of players to schedule regular raids and to make significant progress.

However, if nothing else, it gives Tinuviel more in-game experiences to write about as she learns the ropes of guild management. Even getting a new charter signed gave us a few surprises.

And if you know anyone on Antonidas-US who is looking to work their way through the 10-man end-game content in a mature friendly guild, then send them our way :-) .

Categories: Diary · Guild Management

Part II – The Plague Quarter for Hunters and DPS

July 21, 2009 · Comments Off

Following Anelf’s guide for healers, here is the hunter/DPS version.  Remember we are talking about 10-man Naxx, some of the strategies for 25-man are different.

First, there is an awful lot of poison and other nature damage in the plague quarter.  A hunter should be using Aspect of the Wild (or if not a shaman should be using a nature resistance totem or poison cleansing totem).

gargoyleBefore you even get to the first boss you have to clear some trash including the gargoyles.  When the gargoyle gets to 30% health you have 6secs to kill him.  If you don’t he will heal to full health and you will need to DPS him down again.  At the same time he is stacking acid volley on everyone which cannot be dispelled.  If you fail to kill him on a couple of attempts, chances are most of you are nearly out of mana and the acid debuff is really hitting your health.  Best to run out and reset him and try again.  Save you trinkets, cooldown and big hits for when he hits 30% and then blow everything.  First two gargoyles you meet are singles, then you get two pairs as you travel down the corridor to Noth’s room.  They are still and untargetable till you approach.  We have the off tank grab one, and the tank grab the other.  All DPS and pets must be focussing all DPS on the same gargoyle, if you split DPS or try aoeing them, its unlikely you DPS will be high enough to bring him down in the 6secs after he hits 30%.  If you make sure you understand and do this, they are not a big deal.  Otherwise, they are a pain in the butt.

Noth the Plaguebringer

172px-Noth_the_PlaguebringerThe main tank grabs Noth and drags him into the opposite corner of the room from the entrance.  Most of the DPS follow him and work on Noth for most of the fight as a simple tank and spank.  The off tank and one DPS (usually a hunter) remains in the centre of the room.  Periodically, Noth will summon adds from the bone skeletons at the back of the room, they will run to help Noth.  The off tank and his assistant must pick these up and stop them beating on the group, they burn them down, while the group work on Noth.  We use a hunter to help the off-tank because of misdirect.  The off-tank will pick up 2 of the adds, and I will misdirect the other on to him, then I will help him burn them down with volley, dropping feign deaths to manage my aggro, and saving my MD for the adds as they spawn.  At certain times during the fight, Noth will teleport to a balcony and become untargetable, he will summon more adds.  Now the tank and the rest of the group can help the offtank and his helper with the adds and burn them down before the next round.  Rinse and repeat.  I usually keep my pet on Noth.  Also, when Noth is low on health I will leave the off tank to tank his adds, and turn my DPS on Noth, just throwing an MD if needed.

Heigan the Unclean

169px-Heigan_the_UncleanI love this fight.  If you have never done it before, watch a video like this one before attempting it.  Most people die on their first dance, just because you need to experience it or watch it to understand what is going on.

Heigan stands on a platform.  When the tank engages him he runs off the platform to meet him.  Hunters and other ranged DPS run onto the platform.  During phase 1 the tank moves him about the room trying to avoid the waves of lava that spring up from the four quarters of the room.  Your pet is likely to die here, as it is hard for the tank to position Heigan to keep himself and the pets, who are behind Heigan out of the lava.  Tanks need to try and remember the pets are there, and pull Heigan further forward than they otherwise need to.  Melee DPS should stand in front of Heigan with the tank, or slightly to the side, not behind him.  In part 2 of the fight, Heigan teleports to the platform and will kill anyone on it.  Everyone has to jump off quickly, jumping to the right hand corner near the entrance.  The waves of lava now come much faster, and you have to run, or dance between waves, across the room and then back again.  As a hunter you can continue to shoot Heigan while running, however I have stopped doing this as it resulted in my dying a couple of times due to the massive aggro I built up.  When Heigan transports back down, the tank has to pick him up and the DPS run onto the platform again.  If the tank taunts and I can get onto the platform and then feign death before DPSing again, then I can DPS on the run, otherwise I am a dead duck, as Heigan runs straight for me as he comes off the platform.  I have found it better to regen mana and concentrate on staying alive during the run.  There is no enrage timer on this fight, we have finished Heigan off with just me, a tank and two healers before.

Managing your pet in Heigan fight: This is one of the most pet unfriendly fights I know.  Perhaps readers know some better trick, or are just better at it than I am, but my pet dies just about every time.  A couple of suggestions though.  I have taken the pet talent Heart of the Phoenix for this and a couple of other pet unsafe fights.  That gives your pet a self-rez with full health ever 10mins.  I usually let him run with the tank for the first part of the fight and then when he dies, I rez him next to me, and put him on passive, using him just for the buff to my DPS (he’s a wolf).  However, I still find he often dies on the dance, as he doesn’t run exactly at my side when he is on follow, so if I am close to the lava and he is a little behind or in front he will catch it. Obviously, you could look at respeccing him to give him more resistance at the expense of some DPS, make sure he has some stamina food, and throw him some heals, but I suspect whatever you do, he is going to become crispy wolf kebab.

Loatheb

200px-Naxx2This is Anelf’s favorite fight.  I find it one of the most boring.  For a hunter it’s basically a very long and dull tank and spank, with the exception that you need to watch for the spores spawning and run to stand next to them, so that when they are killed you get the buff that massively increases your critical strike rate and therefore your DPS.  As a replenishment class, whose replenishment relies on crits, I find that if I keep the spore buff up, that I can keep my mana up at over 50% for most of the fight.  However, if the buff falls off, the long fight soon hits my mana and I have to take a pot or go into aspect of the viper.  The spores’ buff also reduces your threat to zero, so you don’t have to worry about your massively increased damage leading to you pulling aggro.  The big DPS numbers are nice, but otherwise its a fairly unexciting fight for a DPS with good healers who have got their back.

Parts 3 and 4 cover the construct and military quarter – harder but much more interesting fights – yeah :)

Categories: Naxxramas

Anelf’s Resto Druid Naxx-10 Guide (Part II)

July 20, 2009 · Comments Off

Part II – Plague Quarter

Continuing my Naxx-10 passnotes for Resto Druids, we move to the Plague Quarter. Part I was, of course, the Arachnid Quarter. Refer back to there for my introductory notes.

Our raid normally hits the Plague Quarter first. If you have the DPS to down the gargoyle’s at the start, then I find its a better warm-up wing than Arachnid (because Maexxna can be tricky if you’re not fully into your raiding state of mind).

Noth the Plaguebringer

Damage:

  • Shadow – From Noth’s curses if not dispelled
  • Arcane – Arcane explosion from summoned Plagued Guardians

Noth himself is a pretty straightforward tank and spank. Until he teleports, when it becomes an AoE tank and spank. The two hard parts are the curses he casts and the Plagued Guardians he summons during his teleport phase (2nd phase onwards) that cast Arcane Blast – this causes a lot of raid damage if they get in amongst the raid.

Main Tank/Off tank:

Whichever you’re healing, just keep your usual hots up. Try not to let your lifebloom stack expire as you’re decursing (see below). There’s really nothing unusual about this fight.

Raid:

Be ready for the arcane blasts from the second teleport phase onwards. Keep the raid clustered together well away from the tanks and apply Wild Growth liberally, along wih whatever else you prefer as raid heals.

Special:

You have to dispel all three curses Noth casts within 10 seconds, or the cursed player causes massive AoE damage. Ask a mage to help you decurse. I like to ask the mage to prioritize one group in the raid while I focus on the other. (E.g. If I’m in group 1, I decurse those and put the mage in group 2 to decurse them. Not that being in the group matters – it just allows us to decurse ourselves :-) ). Assuming one Druid in the raid, then you will be decursing, whatever your assigned role is. Its really not that hard – just make sure you setup Grid to display curses.

Heigan the Unclean

We don’t really have a clear tank/raid healing split for this fight, and the off-tank is DPSing (although he may want to stay in tanking spec in case the main tank dies).

Damage:

  • Nature

Main Tank:

Main tank healing means keeping the main tank alive during phase 1 (the slow waltz). Its the usual stack of hots – nothing special, unless the tank gets his timing wrong, when you’ll have to Swiftmend or Nourish to get him back to full health quickly.

You’ll mainly be using Lifebloom and Rejuvenation for your hots on phase 1, and not Regrowth. If the tank brings Heigan too close to the platform during the tanking phase, then his debuff will massively slow down any non-instant casts. I get through this fight only using Lifebloom, Rejuvenation and Swiftmend, and the odd Wild Growth if we have a lot of melee DPS following the tank around.

Raid:

The ranged raid members won’t be taking damage during the slow tanking phase – except for the disease (Decrepit Fever) cast on one player as you run back to the platform after your dance (but you’re a Druid, so you have to leave someone else to dispel that). The raid can take AoE damage from Heigen if they’re too slow getting off the platform when Heigan returns.

The melee DPS may take damage if the tank leaves Heigan positioned so they are standing in a different quadrant from the tank (or if they just screw up their positioning).

During the dance phase, you need to be able to heal as you run. This is where being a Druid makes you shine – and where you should be raid healing even if you’re the tank healer for phase 1 …

… Someone in the raid is bound to get caught in the lava, and will take a lot of damage because of it. They’ll probably die if they get caught twice in a row, but you can top them back up as you run. I tend to use Lifebloom (sometimes adding Rejuvenation) during this phase to quickly bring them back to health as I run. Use Swiftmend too if you think they’re going to get caught a second consecutive time. In this way, someone can get caught out a few times and not die.

Make sure your keyboard is setup so you can run and heal at the same time, and you’ll be the star of the show.

Special:

  • Heigan has a debuff that increases cast time by 300% is he’s within 20 yards of you. Scream at the tank if he gets too close to you. Although, with Rejuve, Lifebloom and Swit=ftmend being instant cast, you won’t be too worried about that debuff.
  • One of the other healers will have to deal with the disease Heigen casts on one player as you return to the platform for the next tanking phase.
  • Don’t waste your battle rez on someone you know is a bad dancer. Save it for the tank, another healer, or your best DPSers/dancers. There’s no enrage in this fight, so you can down him with just a tank, a healer, and one DPS (if your mana lasts).

The gauntlet

Not a boss fight, but the run through the room separating Heigan from Loatheb that no-one tells you about. Put a tank front and back to grab the maggots, and stop by the plantpots to temporarily beat down the eyestalk things before moving on. If you just try to run all he way through, you’ll have too many lasers shooting at you, and someone in the raid will die. Use your hots on the raid as you run, and be ready to Swiftmend someone who’s taking a lot of damage.

Its really hard to go back and rez someone if they’re in the middle of the room and the raid are at the finish. The whole raid has to go back to the start of the room to run them through again.

Loatheb

Damage:

  • Nature and Shadow

Even more than Heigen, this is a fight where there is no traditional tank/raid healing split. You just heal whoever needs it most. You could arrange with the other healers who will heal who, but we tend to just catch as catch can.

Loatheb (an anagram of Healbot) is my favorite Naxx fight. Loetheb casts a Necrotic Aura that only allows healing for three seconds every twenty seconds. This suits Resto Druids really well because we can cast Lifeblooms on two or three targets in advance and time them to bloom during those three seconds. With my talents and glyphs, my Lifebloom lasts 10 seconds, so I start casting when DBM shows 10 seconds of aura left. As the timer ticks past 2 seconds left, I cast a Regrowth (or a Nourish slightly later), once into the three second healing window, I cast Wild Growth on someone to heal them and the four other people standing near them.

If someone is really low on health, pre-stack Lifeblooms on them so they get a triple bloom in the healing window.

So, although your first thought may have been that a three second healing window is really bad for hot healing, the bloom mechanism of Lifebloom turns you into the god of the 10-man Loatheb fight.

Special:

  • The ranged DPS and off-tank will be chasing the Fungal Spores around the room. You may have to chase them a bit to keep them in range, but don’t crowd the Spore. The buff doesn’t do anything for you, and you being close could give you a buff at the expense of a DPS who does need it.
  • The fight has a soft enrage, with the raid damage rising until your healers can’t cope. If the fight does go on too long, make sure you prioritize the tanks, healers and highest DPSers. I.e. let the guy at the bottom of the DPS list die first.
  • If you know someone isn’t going to get a heal in time, tell him to drink a health potion.
  • Don’t put Thorns on the off-tank – they can kill the spore before the DPSers reach him.

_______________________________________

Congratulations on completing the Plague Quarter. Go through the portal back to the center of the instance and get ready for Part III – The Construct Quarter.

Categories: Anelf's ramblings · Druiding · Naxxramas

Good bye Entrigan and Carys

July 19, 2009 · 3 Comments

entandcarys

Ent, Anelf, Tin, and Carys - after farming Brewfest, Fall 2008, we finally got a Kodo drop :)

Yesterday was a sad day for our guild – Soldiers Of Fortune on Antonidas. Our guild leaders – Entrigan and Carys – announced that they would be canceling their WoW subscriptions because of a number of real life issues that were making it impossible for them to spend any significant time online.

Its very strange when someone you’ve spent so much time in-game with, but have never met in real life, stops playing. You tend to identify people you know in-game as their in-game avatars, so this almost feels like I’m writing an obituary for Entrigan and Carys (a Draenai Paladin/Mage  team), even though I know the RL husband and wife team who play those characters are are just making a few necessary re-prioritizations.

Entrigan and Carys founded Soldiers Of Fortune in February 2007, which was about a month after I’d managed to get Tin addicted. We can’t remember exactly when we joined SOF, but we remember we were on our level 40 primary alts when we were interviewed. That was probably the latter half of 2007. When we joined, most of the guildies were still leveling their mains or leveling a serious alt, so we had a lot of events aimed at lower levels. I still remember my first carpet party in the Wetlands when the higher level guildies (greater than level 40) rampaged through the area killing everything in sight while the lower level players filled their bags with the loot. (I was so proud to be a level 40 killer, rather than a collector :-) ). Such carpet parties were a staple in the early guild days, when a bag full of wool or silk meant a lot to a new player working slowly towards their first mount.

The guild continued to go from strength to strength, reaching the 500 member limit with about 300 different accounts at its peak. For quite some time we were the largest guild on the server.  There was the odd drama along the way: Before we started raiding, end-game players would leave for raiding guilds; and when we started raiding some players left because they considered raiding to be ‘elitist’. Entrigan’s and Carys’s strong leadership guided us through each setback.

Very few people have the leadership skills required to keep a large guild running for so long. Entrigan managed this by being incredibly patient and forgiving most of the time, but he was quick to act when decisive action was needed. (Ent once told me that almost all his time online he’d have someone from the guild whispering him – asking for help, or advice, or complaining about some small issue that had gotten their hackles up. I think I would have gone mad in the same position). And Carys was the perfect complement to Entrigan – kind, helpful, and a great recruiter. (If someone asked for quest help on guild chat, it was almost always Carys who offered to go and help – even if the person was at the opposite end of Azeroth).

So goodbye Entrigan and Carys – you will be missed :-( . Although we hope its really just au revoir :-) .

A message to SOF members reading this

Although Ent and Carys are leaving the game, they will not be disbanding the guild. Entrigan announced yesterday that Soldiers Of Fortune will remain a home for you as long as you like. However, Entrigan will remain Guild Leader. This means there will be no active Guild leadership for the foreseeable future. You are welcome to remain in the guild with your friends, or you may prefer to move to an actively managed guild.

And if you are reading this, please join us in wishing Entrigan and Carys well by adding a comment to this post and tell us your favorite memories.

I have added some of my memories in the photos below:

Entrigan on his headless horseman mount, Fall 2008

Entrigan on his headless horseman mount, Fall 2008

prince2

SOF conquer Kara - downing the Prince - note Ent's typically great positional sense ;)

Soldiers of Fortune celebrate clearing Naxx

Soldiers of Fortune celebrate clearing Naxx

Categories: Diary

Tin’s Hunter Naxx-10 Guide (Part 1)

July 14, 2009 · 1 Comment

Anelf did an excellent job on his resto druid Naxx guide.  I thought it might be useful to those of you who are raiding with a hunter for the first time, to see the hunter perspective.  I will stick to the same format, so you can compare the two.  Some of the hunter information will also be relevant to other ranged DPS classes, although hunters bring some special tricks that are all their own – notably Misdirection and Aspect of the Wild.


A quick note about pet control. I have pet attack and pet follow hot keyed.  On the trash in Naxx, I usually have my pet on defensive (except in the military quarter).  Most of the trash pulls are aoe fights, putting him on defensive lessens his downtime, meaning he will move to the next mob when his target is dead when I am volleying, rather than returning to my side and having to be sent in again.  I have him on passive for fights when I need to pull him back to heal or keep him out of aoe damage for portions of the fight.


Part 1 – Arachnid Quarter

This quarter probably has some of the least interesting fights for a hunter, but is is where most raids start, and the final boss, Maexxna drops the lovely Wraith Spear.

Anub’rekhan

I used to love this fight, before, that is, they changed Aspect of the Pack to make it a raid wide buff.  In those good old days, Anelf and I would be in the same group as the tank, with 2 other raiders who could handle being dazed while under Aspect of the Pack, if hit by a scarab (i.e. not the off-tank).  During Locust Swarm I would hit Aspect of the Pack and the three of us would kite the bug around the side of the room.  Now that Aspect of the Pack dazes the entire raid if they are damaged, we no longer do that, and my job is that of the rest of the ranged DPS – DPS the boss until the Crypt Lord add appears, kill the add (which the off tank is tanking), then return to the boss.  For this fight, I have the off tank as my focus, and use my mis-direction macro to misdirect the Crypt-Lord add to the off tank as soon as it appears, to help him establish aggro.  I may also use misdirect and a volley to throw any lose scarabs onto the off-tank if we have too many of them beating on the healers and DPS.  Because I am not using Misdirect onto the main tank, I have to watch my aggro more than normal, and throw in a couple more feign deaths than I might otherwise.


Because of the nature damage during locust swarm, it is useful (although not essential in a well geared group) for a hunter to use Aspect of the Wild during this portion of the fight, if no shaman totem is used.  If more than one hunter is in the raid, discuss who this will be.  It should either be the hunter with the lowest DPS or the hunter who does not have talents/glyph in improved Aspect of the Hawk/Dragonhawk.

Throughout this fight I have my pet on passive.  When Locust Swarm hits, I call him to heel or set him on the Crypt Lord adds.  He should not be attacking the boss during locust swarm – the aoe damage could kill him, and his body spawn scarabs.

Grand Widow Faerlina

For the standard fight, focus your DPS and your pet’s DPS on the boss, until she goes into a frenzy, and you are told which of the adds to switch to.  Kill the named add (the raid leader should have marked the adds, and should tell the raid preferably just before frenzy hits, or just as, “kill green triangle”, etc.)  The adds die so quickly its probably not worth switching your pet, leave it on the boss, just switch yourself.  Then return to DPSing down the boss, until the next frenzy and you are told to kill the next add.   Do not do any damage on the adds at any other time, they need to stay alive and they have little health, so don’t think you are helping by aoeing near them or dotting them or setting your pet on them.  The boss hits really hard during her frenzy; in 10-man, killing the add dispels the frenzy.


Don’t stand in the firestorm (or Anelf will yell at you).  I know you have sniper training and want to stand still, but you can take a couple of secs to strafe out of the fire without damaging your DPS too much.

Aspect of the Wild is useful as she uses poison, although you can get away without if you are a well geared group and someone is dispelling the poison.

Maexxna

Usually on Maexxna I am assigned the role of freeing people from the Web Wraps.  Throughout the fight, Maexxna periodically wraps a player in webbing and throws them against the wall. To free them you must target the wrapping and attack it.  It makes sense to have a ranged DPS on web wrap duty as they don’t have to run so far to get to the wrap (although a DPS warrior with a charge could work well too).  I would think a mage is best suited to this role, with blink to get in range of the wraps quickly, and some quick burst damage to free people quickly.  Boomkins are also good because of their high ranged burst damage.  Hunter’s are probably third choice, but more important is someone who has good situational awareness, reactions, and target switching abilities.  Deadly Boss Mods will help telling you when the web wrap is coming and who is wrapped, but you need to note where the person is thrown, along the wall, and get to them quickly (they take damage while they are wrapped; if you leave them in the wrap they will die).  You also need a back-up, in case the person dealing with the web wraps is wrapped themselves.


When you are not dealing with the web wraps concentrate on the boss.  Have your pet on passive and a way of stopping your own attacks (I have a macro that targets myself /target Tinvuiel) hot-keyed in case I need to stop DPSing and auto-shooting quickly.  At 34% we stop all DPS (this includes stopping auto-shooting and recalling your pet to your side – so much easier for a mage to stop DPSing).  Try to ignore the little spiderlings, and hope the off-tank and the person assigned to help the off-tank (which will sometimes be the person also dealing with the web wraps) are doing their jobs and wiping them up.  Be ready to take a health potion, or whatever you have towards the end of the fight, when the healers are concentrating on keeping the tank up.  If you are very quick with a misdirection onto the off-tank you may help save a wipe during the frenzy phase if the tank dies.  Using Aspect of the Wild is very useful to help the tank, who is being sprayed with poison.


Hopefully, you now have bug all over your boots and a Wrath Spear on your back.  Next stop the Plague Quarter – can you dance?

Categories: Naxxramas
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