Koralon the Flame Watcher: New VoA Boss

Here’s a first look at the new VoA boss.

This what ultimately VoA is going to look like. We have an Earth boss, a Storm (air) boss, and now a Fire boss. I wonder where the Water boss is going to be situated.

Boss abilities

Not sure if there’s official names for them. That video was shot from the perspective of a Warrior (Arms I think).

First ability is the assorted flame patches that drop around. Stand out of the fires.

Second ability is the flame whirl like thing he does where he spins around and unleashes fire in every direction.

Expect this boss to drop tier 9 level loot.

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I’m still downloading the 1.15 GB file right now for the PTR patch. I should be suiting up and ready to go within the next several hours.

Symbiotic Altoholism

This is a guest post by Saunder, a Holy Paladin from Non-squishy Heals.

Before I start I guess I should say a bit about myself. I have 2 level 80 Holy/Ret dual-specced Pallys (instance as holy, solo as ret), a 73 hunter and a 58 druid. Well I have lots more, but they are the important ones.

Most of you will be familiar with the idea of Symbiotic relationships. One definition of such relationships is that it occurs where both organisms benefit. I see alts as exactly this sort of relationship.

The hunter was my original toon. I leveled him in the blissful ignorance that comes from not reading about game mechanics, and running instances in the totally blithe knowledge that the tank will *always* have aggro, and the healer will *always* keep you alive. After all, a hunter is DPS so all that matters is how much damage he or she can do, yes?

I then rolled a Pally, and enjoyed it. I liked healing and now my Pallys are unquestionably my mains … Can you have multiple ‘main’s? Anyway … And I found out some rather nasty truths. The first one was that Hunters who don’t manage their own aggro, even at the expense of their DPS are very very unpleasant group mates to have for healers at times. I have come to realise that my play as the hunter has been immeasurably improved by playing a healer. You may ask why – well, now I know that DPS isn’t everything. You need to find ways to put out the best DPS *without* pulling more threat than the tank and, if that isn’t enough, sometimes there is no better thing for the group and the run as a whole than for the DPS to fall on their sword and protect the healer, even at the expense of their own life and repair bill. It’s not what you signed up for, but it *is* the hard reality. Not only have these observations led to much improved play as the hunter, I hope that the number of pug members swearing at me behind my back has decreased markedly. I firmly believe that to be a really effective DPS, you need to play a healer, most likely to a high enough level to run some reasonable instances with pugs and learn some of the mistakes that will keep you on your main, and your group mates, alive and happy longer.

The second truth I found was that of healing priorities. In an instance, your first and foremost role as a healer is to stay alive. That may be a very selfish view, but seriously, how much healing can you do dead? The best tank and group in the world will need heals at some point (ok, with a couple of Blood DK’s or a hybrid class that can step in that may not be an absolute, but you know what I mean) and that means you the healer need to be alive and kicking so that you can provide those heals. (It’s also a pain in the behind to have to keep running back from a graveyard if you are the only one who can res but that is secondary). The next priority is the tank. Obviously anyone who is going to keep the attention of the instance denizens away from you and the rest of the group is a good person to look after. And, in case you hadn’t noticed, healers tend to be high up there on the threat table. Second on a threat table is a bad place to be if the first on the table dies, usually leading to the situation above where you can’t heal the rest of the group as you are dead!

So there it is, Healing Priorities in a nutshell. Now, now, now, before I hear all you DPS baying at the moon for my blood (do feral Druids in kitty form still bay? *grin*), I don’t mean that I don’t heal the DPS, far from it. I will heal anyone in a party or raid, players, pets, mind controlled mobs or whoever but I will heal them after I heal myself and the tank. In a perfect world no-one will die in an instance run, but, with the exceptions of DPS-races where the boss enrage-wipes, the death of a DPS is merely an inconvenience. The death of a tank or healer is often disastrous. DPS need to understand that there are times, and that is particularly true if they do something crazy, that death is inevitable. Live with it, and know that we your healers try to keep it to a minimum.

Then there is the very uncomfortable truth that there are players out there who just don’t seem to ‘get’ it. You can tell them that unloading the full barrage of their uber talents and abilities before the tank has established threat is a bad idea until you are blue in the face and they will not change their ways. Surprising how fast they learn when you let them die as a result of their actions. Explain to them the pain they are causing, then if they don’t learn, just practice tough love. They will, and the group as a whole will thank you for it in the long term.

So on the one hand, playing a healer alt really is a good thing for the DPS classes out there, and as a side effect, obviously, some percentage of you will find that you like healing, thus helping with the perpetual healer shortage. Excellent. I can live with that! :D On the other hand, it is just as valuable for a healing class to play the DPS role. Why you ask? As a healer, you need to know as much as possible that will make your runs more successful. After all, rightly or wrongly, the finger of blame is often pointed at the healer when there are problems. That means knowing the mistakes the other classes are likely to make. It can be a general knowledge such as the hunter example above, or it could be something much more specific. When that particular glow comes from the mage’s hands, for example, a LOT of AOE damage is about to happen, and that, in turn, leads to a LOT of threat. So have the big heal part way throughcasting so that if the mage *does* get aggro you might save them from being one-shotted. For those classes where you have emergency buttons, bubbling a mage in those sort of circumstance is not a bad idea. How cool is it to hear the anguished sounds that the clothies make on vent when they get aggro only to find they are still alive! You get to sit back and bask in the adulation of your peers. Ok, they mostly just grunt at you and expect it, but that’s the life of a healer

Really look at the benefits of the different instance roles. Playing a different role is a big way to get fresh enjoyment and experiences. It will keep it interesting at the very least, and you never know, you might actually learn something and make life easier for everyone around you.

For more great rants (and commentary), do visit Non-Squishy Heals and be sure to subscribe!

2 PuG Raid Loot Systems: Performance Based vs Tichon System

I’ve had my heart broken again. You see, I was chasing after this cloak on my Elemental Shaman (yes I DPS too). It only drops from Sartharion with his 2 lackeys up. We were supposed to be together. After the buffs were set out and the strategy explained, we entered the fray. Sarth was pulled and positioned in the corner. Moments later, Tenebron landed. One of the tanks picked him up and corralled him in the back. It was like a synchronized swimming performance. Everyone moved in unison. Every fire wall was dodged. Every void zone, avoided.

Except for one player.

He fell to a void zone early on and swore he wasn’t standing in it. Obviously the results spoke for themselves.

It was a Paladin.

I thought nothing of it. Slowly but surely, the synchronized swimming team started to lose focus. One by one, players drowned in the sea of mobs, walls or voids. The remaining few pressed on. The first drake died. Vesperon landed. He, too, fell at the cost of a healer and 2 hunters.

When the smoke cleared and the dust settled, there were 10 players remaining. The island was littered with corpses. Slowly but surely they were brought back into the land of the living.

The loot was linked. Sure enough, my beloved cloak had dropped.

As it was being rolled off, I rolled an 86. I held my breath. Would it hold?

A 73,
A 81,
A 26,
A 35

Until I saw a 95.

My heart stopped and I stared. The same Paladin who was our first casualty won the cloak.

I was crushed. I bowed my head, accepted my fate and hearthed.

Performance System

If I were to devise my own loot rules for an encounter with multiple difficulty levels, I’d impose a set of conditions.

Just because a player has the achievement doesn’t necessarily mean they’re a good player. While they are a useful tool in filtering out really standout players (who wouldn’t want to invite an Immortal?), achievements only say so much.

So let’s go back to our OS 2 drake example here.

When you link to me your 2 drake achievement, what does that tell me? It tells me that you’ve successfully done the fight. You’re aware of the fire walls. You know about the void zones. You know about the elementals and the mini-drakes. In theory, you should be to avoid those hazards.

What about a tiered reward system?

Let’s say we start out with a free roll system with main specs. If Pennant cloak drops, the casters can go after it. If Obsidian Greathelm drops, all the plate wearing DPS ground pounders can square off for it.

Here’s where we make it interesting and this is where its put up or shut up time.

If you die to a void zone, a firewall, or something else that’s easily avoidable, you forfeit the right to roll the bonus item. You can still take a crack at the tier tokens or whatever the base level items are.

In theory, this should be an incentive for experienced players to become even more extra careful. It emphasizes a lot more on player survivability then DPS since there are no DPS conditions attached.

It would be more challenging to model it into a Naxx pug. But you know, I do get tired of seeing “undeserving” players getting items they should have no business wearing. Is that elitist of me?

Yeah, it is. I’ve got no problems with players getting the best items in the game if they’ve proven that they deserve it. Dying in a fight, and AFKing only to come back and win a roll after every other player alive finished off the encounter does not prove to me that they deserve it. I find that insulting.

But that’s just my take on it. Obviously the downside to this system is that you might not get any players at all in your pickup raid when they find out the conditions attached to it.

Tichon System

This is a slight departure from above. It’s designed to be much quicker in the handling of loot and addresses the main spec/off spec delays. It’s got nothing to do with the performance aspect. In most raids I’ve been a part of, the loot master typically handles an item in a way similar to this:

MAIN SPEC ROLLS

5
4
3
2
1

OFF SPEC ROLLS

5
4
3
2
1

BEG ROLL (anyone)

5
4
*insert 25 different rolls here*
2
1

That usually lasts around 20 to 30 seconds.

So what’s the Tichon system?

I was introduced to this a while ago when I was messing around on the Tichondrius server. Basically the loot rules are even easier then above. It goes something like this:

LOOT RULES

Main spec rolls 1-1000
Off spec rolls 1-100

That’s it.

No questions. What’s done is done. Everything is settled quickly and efficiently. Loot drama only flares up if players allow it. Everyone gets a shot at loot. Off spec players have a 10% chance of winning (I think). The players who need it more (the main spec players) have a higher chance of getting it but for players who the items are off spec still have a shot at also getting it.

But here’s the thing about pug loot drama

I’m of the opinion that the raid leader explains what the loot rules are before players zone in. The moment a player zones in and gets saved to a raid (after a boss kill), then players forfeit their right to complain about the system. By joining the raid and getting saved, there’s an implied agreement somewhere that they will respect the rules and accept whatever the loot gods say without question. But once the loot rules have been explained, its up to the player to decide whether they should stay or to leave.

Obviously if the loot master loots an item to a different player then the winner, then all bets are off.

Anyway, this is just something to mull over the next time you lead a pickup raid. It’s simple, clean and easy to administer.

Save 10 Minutes on Mimiron Trash by Skipping it Entirely

I just discovered this pro tip yesterday from a Resto Druid app. He mentioned to me as we were clearing out Mimiron trash.

If you want to shave some time off in your raid, work the first trash pull and secure a Spider bot as quickly as you can. Then have that player power jump over the rest of the mobs all the way to the tram. He activates the tram, heads over to Mimiron, and then starts the encounter. That player has to die.

At that point, the teleport at the Spark of Imagination should now be active enabling the rest of your raid to enter in.

Some of you guys probably know this. But for the rest of us that didn’t, it’s a neat trick that should shave some time in your raids. We used this method in the last trash pull to gauge exactly how much space was needed. It might take you a trash pull or two to get used to the range. But it can be done.

On a side note, you’ll notice things have been slightly shaky around here. The server move has been complete. A very special thanks to our sponsors (and hosting partner) Byte Me Gaming. The contact forms are not working at the moment and I’m trying to resolve that. So I apologize in advance if you’ve sent in anything recently. Use my personal email for the time being in order to get in touch.

Fixed.

So You Think You Can Raid

header-think-you-can-raid

I caught the Vegas auditions last week for So You Think You Can Dance (and the results the next day). The judges can be so brutally honest sometimes. They possess a level of blunt truthfulness. Sometimes I wish I could be like that. As a guild master and a player, interaction and feedback is a daily occurrence.

Watching this weeks performance show (Bollywood was amazing, cha cha was really good and samba was just wow) and witnessing the judge comments reminded me that negative feedback does not always have to be harsh. It’s how you respond to it that matters.

Making the cut

This isn’t a post about getting through and making the guild (or raid). This is about the leadership perspective. We’re like judges. We evaluate and assess new recruits based on what we see. Sometimes we have to cut people. What sucks for us is that in a game that is dynamic and long lasting as this is the fact that evaluation is a constant.

When a guild recruits a player even as a trial, we do so hoping that the player meets or surpasses our expectations. When the challenges that a raid instance offers goes up (such as the gap from Naxxramas to Ulduar), there is an expectation that the player evolves and grows up in the same direction. Some players are able to do it admirably. Others just can’t. For whatever reason, they are not able to fulfill the level of technical skill that the encounter demands.

I especially want to direct this to struggling players who have been talked to by their leadership or fellow guildmates.

  • We’re not calling you dicks.
  • We’re not calling you morons.
  • We’re not calling you dipshits.
  • We’re not calling you assholes.
  • We’re not calling you humanity’s failures.

But we do recognize that you’re struggling. It would be disrespectful if that was simply swept under the rug and ignored. When you’re cut, it’s for a reason.

Why is it so difficult?

Cutting people from raids isn’t a feeling I take satisfaction from. It’s one of the worse things about this GM role. There’s something heartbreaking about telling a prepared raider that they’re not going to get the call up today. And at this point, I expect the whole this is just a game, stop taking it so seriously argument to crop up. Yeah, I understand it’s a game. But you’re still dealing with real people on the other end of it. It’s amazing how many people can lose sight of that. They’re not simple chess pieces on a board to be sacrificed on a whim.

It gets way harder when a person continues to be benched.

Is it the fact that the guild’s invested time and energy into getting them some gear to help out? No.

Is it because no one likes telling people they don’t get to go today? No.

Then what is it?

I’ve acted as a recruiter in no less than four different guilds. We watch new recruits and prospects. We try and carefully screen them as best we can.

What sucks for me personally is knowing that I spotted talent and potential in a player only to realize days or weeks later when they’re in our raids that I was completely wrong about them and their ability. No one likes to be wrong.

All the upper management types are scoffing. Understandable. They’re seasoned at the whole letting go thing. I’d probably be terrible as a manager or as HR. Heh, I’m still in my early 20s and you know that rule where everyone under 25 doesn’t know what they’re doing. I sure as heck don’t.

There is a limit

I hate to say it, but there’s a ceiling to the amount of effort that will be invested to help a player. Gear can only do so much.

Usually when a player is told that they need improvement and a strategy is devised to help them in that path, one of two things will happen.

Improvement: Player reads strategies, watches videos, talks with other players of that same class. Undergoes a noticeable level of change. Actually gets better and is able to respond to the challenges of raiding.

No improvement: Player reads strategies, watches videos, talks with other players. Does not improve at all. Level of skill stays stagnant. No signs of growth. Nothing happens. Doesn’t seem to care.

If a player improves, great! GM’s job or class officer or whoever’s it is is now complete! Mission accomplished! Congratulations! You helped Joe Mage get better!

But what about the alternative? What if they don’t?

You see, no amount of video watching, strat reading, image diagramming, peer discussion, or gearing up can make a player better. A player has to not only learn from what they’re absorbing but they have to act on it. I can watch any number of healing videos or read all the stuff on EJ’s. But if I don’t noticeably improve somehow, then there is no amount of anything in the world that can help. You have to find the way to battle through and prove that you can raid. If you can’t meet that threshold even with all the resources at your disposal, then there is nothing more that can be done. The onus is always going to be on the player to get better.

Not everyone can. Not every player is fit to raid. Hard mode is hard. Not every guild can successfully do it. I can’t arena for crap.

The next step after that is entirely up to you and your guild. Either they find a new role for you or you start shopping for a new guild or accept being permanently benched. I’ve had to reassign players before. They weren’t meeting the expectations that were set for them. Sometimes a change of scenery or position works wonders and they just so happen to fit in.

Negative feedback is hard to give. But it’s even harder to receive.