With a Little Help From My Friends…

Thank you!

As many of you know this blog has been around for over 2 years now. We could not have done that without you, the readers. With a love for the game we all play, and your continued readership we remain one of the oldest blogs on the subject out there, and we are not showing any signs of slowing down. So I’d like to take a second and thank you, all of you for continuing to come to the site, and our sister sites of PlusHeal and NoStockUI and sharing your thoughts and offering ideas.

Now for a little announcement, as of today I am submitting the papers to be considered for the Official World of Warcraft Fan Site program. My thinking is that Matt has put so much work into not only this site, but many others, that I believe it’s about time to be added to the list. That brings me back to you, our readers. Today I have a question for you.

Since we’ve been around for over 2 years, we’ve quite an archive of posts and conversations. So I ask you the reader, What is your favorite thing about World of Matticus? This can be a post, or a series of comments, or an idea that was discussed. Did WoM help you down a boss or provide any tips or tricks that helped you out? Anything at all really, I just want to know your fond memories of this site.

Feel free to share, I look forward to seeing your comments on this one.

Sig

Image Courtesy of http://4.bp.blogspot.com

State of Chain Heal 2:”Hail to The King, Baby!”

ash2es_phixr

Alright you Primitive Screwheads, listen up! You see this? This… is my boomstick! The twelve-gauge double-barreled Remington. S-Mart’s top of the line. You can find this in the sporting goods department. That’s right, this sweet baby was made in Grand Rapids, Michigan. Retails for about a hundred and nine, ninety five. It’s got a walnut stock, cobalt blue steel, and a hair trigger. That’s right. Shop smart. Shop S-Mart. You got that?

I simply can’t resist making Army of Darkness references, especially with all the WoW movie talk  and everything circling Sam Rami. This also mirrors a conversation I had with a guildie the other night on the current state of Restoration Shamans and where we are after this most recent patch. For some reason it always makes me think of Army of Darkness and Bruce Campbell, each time I chain heal I feel the urge to yell “THIS. IS. MY. CHAIN HEAL!”

Patch 3.2 brought with it not only a new instance in the coliseum, but a slew of Restoration Shaman changes that helped bring our healing up a little bit. Back in May I responded to a very lengthy thread with my own thoughts on chain heal, and in truth shaman healing as a whole. A lot of people thought we were broken in a bad way and were QQing about how it was time to re-roll. I stood up for us and said, yes we need tweaking but we aren’t broken. Patch 3.2 brought us that tweaking. In 3.0 and in 3.1 Shaman were given a slew of other spells to round out our healing and move us further away from the Haste / MP5 Chain heal spamming model of the Sunwell days. Blizzard did an amazing job doing that… but swung a little too far and inadvertently took Chain Heal down a few pegs to the point that we were having a very difficult time keeping up with AE damage in hard modes. Many Shaman were getting passed over to bring in other healers, that was bad news and quite frankly made me a sad Shaman. Then the man himself Ghost Crawler chimed in and said that changes were coming but they had to ride the knifes edge to not over power Chain Heal and make it the only spell we cast. Congratulations sir I dare say you guys did a fine job!

Lets take a look at what made the cut, First let’s look at Chain Heal.

Chain Heal: First of all, the Range between target was increased. 12.5 yards between targets is pretty good. It’s better when you consider that this is a smart heal and directs itself to a healing priority list and makes sure those who need it get it. This gets even better when you add in the Glyph of Chain Heal which lets it hit another target for a grand total of Four at a time! Now add in the change that between jumps the amount healed only is reduced by 40% (down from 50%) and you have yourself one sexy heal again.

But wait, there’s more!

Chain Heal was made very attractive again, but there were some other changes that compliment this as well.

Improved Water Shield: Not only does this give mana back on crit heals from LHW, HW and Riptide, but now it includes Chain Heal! The other good thing about this, is when you gain the effect, it doesn’t burn an orb. This is great news because that means it’s one less GCD you have to burn, which means that much more healing. This helps fix a lot of shaman mana problems, and ensures we can hang with paladins and disc priests for that near infinite mana.

Tidal Force: Another change that included chain heal. This now gives, HW, LHW and Chain Heal 60% additional critical strike rating. This also goes well with the next change

Nature’s Swiftness: The major change here is the Cool down. It’s been reduced to 2 minutes down from 3. This is huge in fights where you’ll need a fast chain heal or a fast healing wave more often (Hodir comes to mind). Having this available 1-2 more times a fight is a big boon to us.

Tidal Waves: Again this was changed to give a different bonus to LHW. When you cast riptide or chain heal, this bad boy procs. Before it gave a haste rating to LHW, now it gives it an additional 25% crit chance. That again is pretty huge considering everything we have that procs off of critical healing.

Healing Way:  This change was bigger then a lot of people I believe have noticed. Prior to the patch it placed a buff on your target that increased healing from Healing Wave. No other target benefited from it except for the one with the buff. This made the spell primarily a nuking tank heal spell. Now however it adds a flat increase to the healing output of the spell. A 25% bonus is nothing to scoff at. This allows you to work it into your spell rotation and make sure everyone you hit with it gets the added bonus of the talent

Ancestral Healing: This used to add armor. Now it adds a 10% physical damage reduction on any person you critically heal. This procs off of every crit, including Earth Shield crit heals. Look at the other above changes. The increased crit rate, the talents that add crit and make your heals faster combined with this? You could be rolling that 10% reduction over almost the entire raid with some smartly placed chain heals and liberal use of your talents. This is huge because it helps take environmental damage and even it out for the rest of the healers. This means less mana consumed trying to catch up and top people off and overall greater raid survivability.

Putting it all together, you get a rather complex and complete toolkit with which to heal your raid. We solidify our position as one of the games best swing healers, we can put out some very very good AE healing, or can spot heal on the fly. We can take over tank healing duties, or simply roll between them all. The changes to the spells make sure we are competitive in hard mode raids, but aren’t limited to casting a single spell over and over again. Personally I think the devs did a great job with us this patch. I feel they did a great job balancing Chain Heal out while not letting it overshadow all the other spells we have at our disposal. The synergy our class has always enjoyed is still there. Personally I’ve seen somewhere between a 350-450 hps increase in throughput, which puts us on par with the other healers, I’ve been able to keep up better with area effect damage and have been able to nuke heal a tank as needed. Healing is still challenging and fun, but I don’t feel underwhelmed by the shaman’s ability to keep up.

How about you? How has your healing been since the patch? Do you think they did a good job with the changes? What would you change, add or remove that the devs didn’t? Do you feel confident to head into a hard mode encounter and give it your all?

That’s it for today, Until next time Happy Healing

Sig

Image courtesy of Universal Studios

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Archetypes of a Guild: The Guild Egoist

veruca-salt

Some of you may remember my article about the 5 Archetypes of Healers back when I was still a guest poster here.

I was watching a conversation on twitter between a few of my friends and it got me thinking. Like every social clique a Guild has certain roles or social archetypes that people can be categorized as. This post series will explore some of the more common ones you may encounter in your travels through MMOs, as well as offer suggestions on how to deal with some of the less savory. These posts come from a request made by Valkrierisen and Firewillow. I’ll add a disclaimer here, this is based on my observations over many years of multiple MMOs and pen and paper tabletop groups.

Today I’d like to talk about one of the bad personalities that people sometimes adopt, the Guild Princess. A Guild Princess is for all intents and purposes a  Prima Donna. This role is not gender specific in the sense of the player(both men and women can and do fit this role), but it’s almost always a in game female toon being played. The princess can be a destructive force in a guild, they can undermine authority and leadership, hold raids from starting on time, and can cause guild drama that can become something akin to Jerry Springer.Keep in mind this is an extreme, but it is something I’ve seen many times.

Now there are a few different varieties of a Guild Princess, lets take a look at them shall we?

The Prima Donna

This guild Egoist will usually attach themselves to the vulnerable player base of the guild, usually honing in on the more socially awkward ones first. They can often be found grinding or questing with this person and talking to them late night either in chat messages or even ventrillo/teamspeak. Prime targets are officers or people with power within the structure.  Once the person is enthralled enough, they move onto the next person. Sometimes they will find the other females in the guild and begin to cultivate friendships. They will often hide behind “solidarity” and try to build a  bond between the players, often times using a sob story or tear jerker to cement it. As with the first point, females in power or who are married to/dating someone in power in the structure is primary target.

This leads to two paths. First the person can and will usually try to use these relationships to get themselves elevated to a position of power, maybe a class lead or lower officer. If they can’t obtain the rank, they will settle for using the friendships they’ve had to get what they want, be it a raid spot, loot or the shunning of a guildie. If someone disagrees with them or doesn’t give up a raid spot or loot the princess wants, they will often times complain or cry to friends about how unfair they were and thus begin a social shunning of the “offender”. This same person will flirt with multiple males in the guild and sometimes throw them at each other when one has outlived their usefulness. They also have a tendency to think of their raid performance as above reproach and when presented with numbers indicating the level of improvement needed or that they are causing wipes, will often have a million excuses that are not their fault. They will often have long periods of being absent, especially during new encounters, but will still expect full loot rights.  Watch for canned responses, vague answers or sometimes even re use of an excuse.

How to Deal With the Prima Donna

This brand of Egoist is in the game for power. They want it, they want to be the center of it. There are a few ways to deal with it. If you notice the behavior above, tell your GM or a trustworthy officer right away your concern. The biggest thing for this one is to be proactive. Point out their behavior early so it gets noticed is key, this puts people on guard and allows officers to intervene if needed. This also helps to guard the rest of the guild from this behavior. Warn your close friends too, point out their interactions with other people as examples. Don’t get sucked into the sob stories that they lay out.  The worst thing you can do with this one is to do nothing at all.

The Vapid Vixen

This one is used to getting their way because they are a “female” in game. They use their sexuality to get what they want, be it loot, raid spots or whatever. When they don’t get what they want they are prone to pouting or tantrums. They are pretty much the spoiled brat of the guild. During raids they will often talk over encounter instructions, they often die to void zones, possibly even wipe raids all the while chatting away. They are used to being the center of attention and do everything they can to keep it, be it causing drama, holding up raids, talking with anyone that listens or even spouting random snippets or comments in chat or on vent. Anytime the lime light shifts away from them they try to do something to get it back, negative or positive it doesn’t matter as long as all eyes are on them. They are a disruptive force but often times it’s not intentional, they are just used to everyone dropping everything for them and expect it to continue on no matter where they are.

How to Deal With the Vapid Virago

If this behavior is proving disruptive quite simply, ignore them. They make an offhand comment not pertaining to the conversation? ignore it and continue on. They make a comment in vent or talk over instructions? stop talking. When they ask what’s wrong say nothing and continue on with the instructions. They throw a tantrum? After a short while they tend to learn that acting out gets them no where and they settle down. If they don’t settle down they tend to leave to find another stage to perform on.

The Wolf in Sheep’s Clothing

First of all I’d like to say that I respect any man capable of role playing a female accurately. I myself play a female toon, but I’m not certain I could ever accurately portray that in an RP environment.

With that said, this category is for the guys who play females toons and pretend to be female to get what they want. Their main motivation is usually one of the two aforementioned items (see Prima Donna and Virago above). Either they want power, or they want attention and they are using the pretext of a female toon and supposed female player to get them. Pretending to be female lets them prey on the socially awkward of the guild and fill the role of a Devious Diva or Vapid Vixen. They tend to be very open about sex and sexual conversations and will launch into graphic detail if prompted. They tend to be a bit more flirty, refuse to talk on vent (usually with an excuse of shyness or no mic), and tend to be promiscuous in the guild.

Dealing With the Wolf

The same rules for the Virago and the Prima Donna apply here with an added items. If they are being disruptive and causing issues and you want to get rid of them, catch them in the lie. Get them to talk on vent or make a comment that outs them. Usually they disappear shortly after they are found out to start over again somewhere else. It’s not easy but once it’s done they are 99.99999% likely to leave and be gone for good.

The guild princess can be a very disruptive force in your guild. Identifying them early can save your guild a ton of drama and keep things together. Letting them run rampant can splinter the guild and potentially the friendships that you’ve built up. I’ve seen it happen, and it’s not pretty. Find your guilds “Bad egg shute” and help direct them towards it.

Have you had to deal with a Prima Donna in guild? Have any interesting stories or experiences to share about a Guild Egoist?

Until next time,

Sig

Image of Veruca Salt from Willy Wonka courtesy of Paramount Pictures

Shaman Tier 9 Aesthetics

WoW.com did a little post comparing the Alliance to the Horde Shaman tier 9 pieces, I’m sure you’ve seen it by now, if not it’s worth the read.

The tier 9 stats are good so far, but I really think they dropped the ball on looks. Lets take a quick peak at them

Alliance:

mmocwow-t9a_shaman

Horde:

mmocwow-t9h_shaman

Just look at them, it’s nothing to write home about. The alliance one though just makes me very sad. If you go back to my old post Why Play a Shaman? I posted a picture of a bunch of  the tier sets up to Tier 7, add in Tier 8 and we’ve had a hell of a good run with some nice looking gear. (with in my opinion one exception, but more on that in a second). I was excited for the new tier set and was interested to see how they would do the faction specific gear. Let me share my opinion with you.

Alliance Set

I’ll be honest. I don’t like it. I’m kind of ok with the helm, but the rest is just…. blah! Looking at the set it reminds me of another odd set we had back in the day, the Stormcaller’s Garb (also known as Tier 2.5).

Here’s a picture of it:

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In a time where Tier 2 and Tier 3 sets were around, this set just seemed out of place. Thats how I feel with Nobundo’s set for alliance. The set lacks anything distinctly “Shaman”, honestly to me it feels more like a Druid set look-wise.

Where is the power of the elements? Tier 1, 2, 3, 5, 6, 7 and 8 all have very obvious signs of elemental power coursing through it. Tier 4 was a little subtle with its touches of elemental power but it was still there (the water orb effect of the shoulders). So you have Stormcaller’s Garb and Nobundo’s gear which both lack anything that is distinctly “Shaman”.  Give me lightning or caged fire! Something! Anything that says “The spirits of the elements flow through me”! The color scheme as well is something that is lacking. Teal, orange and Purples? blech! Give me a color scheme that makes sense! Also, my faction symbol is a lion’s head roaring, why not make it more prevalent then two small icons on the shoulders?

Horde Set

Horde fared much better then alliance here. Very clear Elemental influence, Color scheme is solid with Blues and Reds worked into the metal coloring. Faction symbol dead center on chest (just like the old Tier 2 set!). The set might be very similar to the Cataclysm Set (Tier 5) but I’ll forgive them that because it looks pretty cool still. My only gripe is it doesn’t seem horde enough. Now I’m sure I’ll get flamed for saying this, but to me the height of Shaman gear was Tier 2. That set was amazing, particularly going to talk about the shoulders. Carved Wolf faces with lightning crackling over them? Not only did that scream shaman it screamed Horde (at least to me) I would have liked to have seen some animalistic reference in there. All in all though, much better then the alliance set.

I think this was an ok effort, but I find myself lacking any motivation to wear the pieces. Sure I’ll get them and use them during raids, but I think I might have to resurrect a “vanity” set for general use when not raiding.

How about you? What do you think of the sets? What do you like or don’t like about them? What would you like to see?

Until next time,

Sig

Images courtesy of mmo-champion

Of Heroes and Villains Part 3

daredevil109

In Part 1 we took a look at hero classes and made some speculation as to the next expansion. In Part 2 we took a look at how the Death Knight hero class was introduced into the game. In part 3 here I’d like to talk a little bit about the hardest part of the hero class, balance.

When designing classes for any game, balance is always an issue. Even years after classes have been established sometimes things need to be tweaked. The goal is to make sure no one class is so powerful that it becomes the only one anyone plays. Essentially trying to keep the class from becoming a “Mary Sue” of the game. We’ve seen this over the years with balancing and re-balancing of all the classes, as well as in burning crusade giving the faction specific classes to both factions (Shaman and Paladins playing for both teams). When you add a hero class to a game it’s really hard not to make it into the favored child. At the same time a hero class should add a new mechanic or do something in such a way that people stop and go “oh, that’s just cool” . With Death Knights this was the addition of Runes and Runic Power.

When Wrath of the Lich King beta went out, I could not get my grubby hands on a key fast enough, I was dying to try out the new Death Knight class. I rolled my toon and found myself climbing the levels. Each build of the beta Death Knights got what some of us refer to as “Flavor of the Month” builds. In these builds one tree was emphasized over the others to test that tree out. The idea is if you make the first two sub-par, everyone will play the third. This is an old technique in beta testing to gather data. For example, in one of the Wrath builds Scourge Strike was hitting for close to 6k damage at level 65. This happened several times and each time players dutifully left their feedback and devs took it all in.

When wrath went live, Death Knights were good. Scary good. They had superior mitigation, better cooldowns and better DPS it was hard not to love them. As a healer I loved healing them, it took a lot less effort then the other three tanking classes. But therein lay the problem. When listening to all the feedback and launching it’s first hero class, Blizzard arguably made them too good. Look at all the patch notes from Wrath’s launch to now. Death Knights have been revised several times in an effort to bring them closer to the other classes, including recently where the cooldown on Icebound Fortitude is being increased to match other tanks.

It’s hard to find that sweet-spot. You want the class to feel epic and new and shinny, but you don’t want people to stop using the ones you’ve already made. It’s a very fine line to walk and it’s very difficult to do it right. With Death Knights even after they’ve been normalized I still love playing them. I love the way the Runes and Runic power system works. It’s incredibly intricate and allows for a free flowing rotation that let’s you be reactive rather then just spam a key sequence or a one button macro. It’s fun so I’ll always like to play it.

If Blizzard introduces another hero class, they are going to have to be careful to make sure it’s properly balanced. Let’s say they introduce a new healing class, it would have to be balanced so that it did not over power the other four healing classes. At the same time the mechanics of it would have to be something innovative or new to keep it fresh and exciting. Same goes for another ranged physics DPS class. If one was added it would have to be balanced as to not overshadow hunters, and at the same time provide a new way to deal that damage that is fun. (for the record I really like the idea of another ranged physical DPS class!)

It’s a tough to add new classes without overlapping or overshadowing the ones you’ve created before, but I have faith Blizzard will be able to do it again and will do it better then they did Death Knights. Death Knights just had the bad luck of being first out the gate =D

So what do you think? Do you think they can balance another class in? What would you like to see as a new mechanic?

That’s it for today, Until next time,

Sig

Image courtesy of Marvel.com