Patch 10.1 Day is Here

Glad to see it’s arrived! Now we get to dive underground and meet some new, friendly NPCs. The Niffen are my new best friends. They sound oddly Canadian-ish. Maybe they should’ve been modelled more after beavers instead.

  • Barter Bricks: These seem hard to come by. I’ve been out farming rares and doing some of the events and I still don’t have enough to buy the transmute recipe with only 21 of those bricks.
  • Sniffenseeking: This might be my favourite activity. It’s like a one-person escape room. I love the way I hang on to Myritt and point the nose in the direction I want to smell. LOOK AT IT! Don’t you just want to protect sniffy boi here?
  • Aberrus Preparation: Still ongoing but we’ll have our pre-tier briefing where we outline the general strategy and mechanics for each boss as a unit. It shouldn’t take more than 45 minutes or so. It’s still up to individual players to determine what they need to do at the player level. I’ve picked out all the gear I’d want to get on my Priest from the raid, but I expect there’ll be some strong alternatives out of the M+ dungeons. It does appear that normal raids will be taken off of our scheduled raid times unless we hit a major wall in heroic. Expectation is to run normals when we can outside of raid.
  • Currency Confusion: Between all the crests and fragments, it’s enough to make anyone’s head spin. I’m sure players will get the hang of it after a while, but until then I’m keeping some spreadsheets on a side screen to ensure I know what I need to pursue.
  • Spore Tender Enchant: This has sadly been nerfed. I got to enjoy it for a whole three days. Back to Sophic’s I go.
  • Interfaces and Updates: Reminder to keep updating your addons and WeakAuras daily until things settle down. I expect this to continue for the next few weeks as dungeon and raid WAs get refined further. Updated my suggested addons and WAs page for season 2.

 

Matt’s Misplays: The Vault Farewell Tour

Happy May, everybody!

Welcome to this edition of Matt’s Misplays. This week, we say farewell to Vault of the Incarnates. Not a bad introductory raid for Dragonflight, wouldn’t you say?

But hey, it’s official! I’ve officially received my 8/8 Mythic Vault of the Incarnates achievement. I insisted that really it was no big deal if I didn’t get Dathea down on Mythic. I could always come back to it in 3 expansions. But no, no, no, the raid couldn’t have that. They practically voluntold me in there even though I felt Dathea was worse than Rasz.

Let’s start at Terros.

In hindsight, this grip may not have been necessary. Broccoli over here looked like they were close enough to the portal, but Panda didn’t want to leave it to chance. There’s plenty time before the Annihilation where there isn’t a lot of action going on and range players have to get close and be prepared to hit the portal. Otherwise you run into situations like this where we have stragglers.

In this situation, an all in play has been called. The tanks have been instructed to NOT blow up the pillars because there may not be any defensives left to use and the concern is that Terros gets defeated before the pillar damage overwhelms the group. Unfortunately, this carries a risk. A slam is about to happen and the melee group is trapped. To their right is a wall of pillars. In front of them is a giant hole. To the left is a sea of brown dirt. The only safe move is behind them into that little sliver of safe zone goodness. Good players identify this fast and can move into there the moment the circle appears. Risky players pop a defensive and dodge left before returning to safety.

And then you have Paladins who just don’t care and pop bubble while shrugging off the damage anyway.

Moving on to Sennarth is another set of problems as there’s a greater focus on positional play.

The run up the stairs from platform to platform is often one of the trickier ones. On the first set of stairs, it’s possible for the spider grip to come out and snatch people to their doom. Great Priests knows to look behind and camp at the top of the stairs just to help catch any stragglers. A common Life Grip technique is to target a player ahead of time if you think they’re going to need it. In this example, I managed to fish out the Shaman behind the cyclone and then grip them to safety after they crossed my screen from right to left. If I grip earlier, I run the risk of pulling the Shaman into the cyclone.

Here’s another example but from the perspective of the gripped target. I actually think what happened is that the Paladin was pulled through the cyclone which launched them into the air. But Taurens are huuuuuge! It was easy to pick out a big, jumbo Tauren Paladin in mid-air as they go flying from one side of the monitor to the other. Not that I think they’re too large or anything, but they could afford to cut down on the boba tea.

I’m more amazed about this play myself. The hunter manages to disengage back on, but it might’ve been a touch too early or they disengaged into that tornado. It slowed them enough to fall into the abyss, but this Panda was able to target them quick enough to get them back to safety. I credit thousands of hours playing CS:GO and Call of Duty. Who knew clicking heads could translate to raid, right? Now had that player been a Gnome-sized model, they would not have had a chance.

A Priest who’s able to make player-saving plays like that consistently is going to be an asset on your raid team.

However, any raid leader worth their salt would be disappointed. The most important point my GM has ever drilled into anyone on the roster is to always be in the right position. A great raider knows to never be in such a vulnerable spot to begin with. The Warlock gate placed there is near the inside track close to Sennarth. With timers, players should be aware that there is a pull-in coming soon. Either accelerate your movement so that you’re safe ahead of time or if you don’t think you can make it up the stairs, quickly move laterally towards the outside to buy as much time as possible to fight the pull-in. Staying inside while applying boss damage up the stairs is extremely risky unless you have an out (such as an Alter Time) and can be punishing.

Can’t stop stressing movement fundamentals no matter what boss you’re working on. Players will periodically drop webs. In this example, the Evoker commits an error and just drops webs that cover the narrow portion of the bridge slowing people that need to cross (like our resident Panda). We instruct our players to try to handle this in one of three ways:

  1. Use a defensive and drop it in the same spot
  2. Make a small circle with it so you’re still moving and not taking as much damage
  3. Move in an east-west pattern (facing Sennarth)

What you don’t want to do is move north-south (from the back of the room towards Sennarth), because now you’ve slowed down and cut off the path for anyone looking to advance across the room. Expect more of these types of mechanics in future raids. It’s not enough to ensure survivability when dropping pools of danger. You have to consider how your pools will impact your team. Don’t be the guy that messes with the team and loses them boba tea privileges because you screwed up.

This is a look at the first phase of Kurog where we handle the fire altar. What we’re trying to do is stack together and bait all the fire pools in one area then move. We have just finished recovering from a Searing Carnage and you can see a Warlock coming in from the right desperately trying to get back with the group. Unfortunately, they were a touch too slow and you can see a fire pool does target them. Not exactly optimal for the soak person because now they have to run into that orb after they soak the neatly stacked orbs.

Another big no-no moment is you can see a player taking an early lead off (keep your eye on the range group and watch the left side) and moving to the left before the fire pools actually spawn. We get away with one here because we’re lucky they didn’t get a pool spawn and cutting off the range team. Our Panda should have held left strafe key, but was anticipating a pool drop on the left just in case and responded with a screen rotationg to the right, then strafe right for maximum speed to safety before rejoining the team after. This is the kind of thing raiders can get smacked with a rolled-up magazine over. Do not cheat and pre-move in order to bait puddles because you can screw up the raid. Had we been punished, it would’ve resulted in no boba tea for anyone.

With any kind of soak mechanic, we have a standing instruction. The first player that’s in the soak takes it unless told otherwise. Here we see a lightning pool spawn on Panda and a hunter coming in from right to left. There’s a thought process where the Hunter can take Panda’s pool, and then Panda can shuffle left and take that pool. Luckily, a Warlock sneaks up and soaks that one then it’s a simple step back for our Panda to soak lightning again. Early on in progression, healers were asked to never soak lightning pools because it ran the risk of the Thunder ad teleporting over to it and taking it out of cleave range. But with gear upgrades, that is no longer a factor as the Thundering ad will die before it gets another teleport off.

The double donut during the earth altar is where most groups tend to lose ground. It often boils down to tank spacing and tank timing. Our tanks are able to split the Earth ad and Kurog apart to give the raid optimal space to work with. One donut goes off first, then the other donut. Inexperienced raiders can panic as they attempt to try to process dealing with two donuts at the same time. However, a veteran raider will know to only deal with them one by one. In this sequence, Panda commits to the right side donut and allows that one to wash over before sidestepping into the second donut. Be patient, take these slow, and deal with it as it comes. Trying to do both at the same time is extremely risky and often unnecessary. But credit to the tanks for peeling away from each other and giving the raid maximum space and time to work with.

Intermission 2 ads are straightforward. With the earth circles, Panda made the mistake of going in the same direction as the other two. When dealing with circle drop mechanics like this, and with no better option, try to park in the… uh, crack of the other two so that you don’t risk overlapping. What a heads-up play to get gripped back into the group though (I don’t know who snatched the Panda, but good job). It’s nice to get gripped and panda handled once in a while. Wasn’t expecting that otherwise would have gripped another player who had the earth soak on the outside back in as well.

Okay, last misplay here on Broodkeeper. I actually don’t know what happened here. Evoker just … dashed into a lightning circle?

Hello?!

Evokerbrain?!

Anyway, I thought that was kinda funny so I just had to include it.

That’s it for this week! No raiding for us as we take the week off and prepare for Aberrus. For you raid leaders, there are some new resources to check out.

 

Stop Saying Sorry: It’s Not Helping the Party

We’ve all been there: You’re in the middle of a raid or dungeon in World of Warcraft, and someone makes a mistake. Maybe that mage pulled too many mobs, or goofed an interrupt. Whatever the reason, the immediate response from many players is to apologize, then explain what happened.

But is that really the best approach?

The problem with apologizing is that it can waste valuable time and tie up Discord communication. Instead of focusing on salvaging the pull, players spend time reassuring the person who made the mistake that it’s okay. I understand the desire to be considerate of others, but in the fast-paced world of dungeons, every second counts. I’ve run dungeons and raids with players who felt it necessary to say apologies, then follow up with a play-by-play of exactly what happened that led to the current situation.

Listen, I know you’re sorry but there are 7 bolstered, angry trash mobs about to beat the crap out of our tank. Let’s skip the explanation and help save the pull. While you’re on the floor trying to explain yourself, I’m mentally running through my checklist of how to react.

  • Guardian Spirit on tank? Check.
  • Psychic Scream to buy time? Check.
  • Priest Roots and tell tank to kite mobs away? Check.
  • Instruct the DPS Warrior named Zugzug to stop zug zugging long enough to hit Rallying Cry and get ourselves temporary health? Check.
  • Fervently request Druid to take a few steps away from Volcanic to fire off a Battle Res? Check.

But none of this can happen while you’re rapidly apologizing and I can’t butt in to get a word in!

So, what can you do instead of apologizing? Here are a few alternatives to consider:

  1. Acknowledge the mistake
  2. Offer a solution
  3. Provide important information earlier

Let’s take a closer look.

Acknowledge the Mistake

When someone makes a mistake, it’s natural to want to apologize. But, apologizing can give the impression that you’ve done something wrong intentionally when the reality is most mistakes are unintentional. Try acknowledging the error without taking the blame, then saying what’s about to happen. For example, you could say something like, “Oops, I goofed. Extra pull coming.” Remember what Brad Pitt told Matt Damon.

Don’t use seven words when four will do.

Offer a Solution or Suggestion

In addition to acknowledging the error, it’s beneficial to offer a solution for how to move forward. For example, if someone whiffs an interrupt, you could suggest a strategy for how to handle them. This not only shows that you’re engaged in the group’s success, but it keeps the focus on salvaging the pull attempt rather than dwelling on the mistake.

In Azure Vault, if you’re sitting and watching for Waking Bane, you should mention that you can’t get Ice Bindings and pray someone else in the group can interrupt that cast instead.

Provide Important Information

Finally, you can also provide information that may be helpful for the group ahead of time. For example, if you notice a specific mob that has a particular ability, you could alert the group to this and suggest an approach for dealing with it. This kind of information-sharing not only helps the group to succeed, but it also alerts them on what to expect.

In Court of Stars, I habitually inform my group when we get to Gerenth the Vile that I can handle the first four Hypnosis Bats with a Chastise, a Psychic Scream, a Quaking Palm, then another Chastise. Anything after that needs a stun.

Once the group has recovered, if you feel the need to justify and explain what went wrong, feel free to go ahead. At higher key levels though, it’s often quite obvious as experienced players can recognize what happened or caused the error in play.

Although apologizing after a critical mistake is a natural response, it’s not always the most effective. Acknowledge the error, with a solution or suggestion. By doing so, you can help to keep the group concentrated and save the pull attempt quickly and efficiently.

When is a Good Time to Change Your WoW Main?

I’m sure many of you have experienced the feeling of becoming bored with your main character. I can’t say I understand though since I’ve been playing a Holy Priest since the game came out. Anyway, it’s easy to see the allure of switching to your alt for raids, which is sitting at a lower item level but has the potential to become raid-ready with upgrades.

Or maybe you’re simply not enjoying playing your main anymore because it feels like it’s in desperate need of buffs (or tuning), and you’re not hitting as hard as you used to.

As an officer and a raider, I can understand why players might want to switch their main character in the middle of a raid tier. But damn, it is frustrating for the rest of the raid because gear has already been awarded, and loot council has set aside upgrades for that specific player. When a player decides to switch to a new character, investments made in them will have to be made again. It could compromise the raid’s progression, especially if the new character is significantly behind the one being replaced.

Ideally, there are three appropriate times to request a main change that will have the least impact on your raid group.

Before a raid tier

Since we’re a few short weeks away from 10.1’s Aberrus, this is a fantastic time to make the move. For example, during the opening weeks of an expansion, we have a player (let’s name him Debussy) who might initially commit to playing a Shadow Priest, but after a week or so of playing, Debussy felt that it would be too difficult for them to play for too little performance gain. After that, Debussy reverted back to a Mage instead. In this situation, the player has only lost a week’s worth of grinding Mythic +0 gear, but at least it’s still before a raid opens.

Early stage raiding

After that, you have early-stage raiding which is also an appropriate time for a main change. During the first two to three weeks of raiding, the player in question might fall out of love with their class or have difficulty doing consistent damage or surviving. It is still early on in the raiding season to accommodate a main change. Most guilds are working their way through normal or early heroic bosses, and the initial gear that has been lost will realistically be replaced on the road to heroic or mythic anyway.

Farm stage raiding

Lastly, farm status raiding is the next best time to carry a new main. Progression has ended, and goals have been achieved, the only thing left to do is to fill out any remaining slots for gear or trinkets that might be of value to the next raid tier. During this time, loot can be funneled in, and even if that player’s character cannot survive any unavoidable attacks, the rest of the raid is in a position to defeat the boss short-handed.

Progression stage raiding

Switching mains in the middle of a progression raid is the worst time to do it. It leaves a sour taste in the mouth because it means that mythic-quality loot and weekly Great Vault gear are being cast aside. Now the player has to go through the process of rebuilding their new character and either get funneled loot from heroic raids (if the raid still even runs it) or hopes that no one in the raid needs any loot from any of the earlier mythic bosses. It is best to wait until progression stops before considering a main change. It’s almost impossible at this point if the raid group has decided to do raid lockout extensions. We started our lockout extensions after we killed Dathea. Our goals were focused on Broodkeeper and Raszageth and it was about 6 weeks until we started our reclears. Anyone that wanted to change during that window would not have been able to get raid gear unless they decided to find their own groups or source gear from Mythic .

That being said, I understand that there may be certain situations where main changes (and role changes) are necessary. For instance, a player may need to fill an important position in the raid right away, such as a tank or a healer. Although it’s understandable, it’s still better to look inside the existing raid to find a temporary band-aid solution rather than trying to recruit, which takes time. By keeping the composition of the raid the same, the raid only needs to find one replacement. By having a main change, the raid will not only need to find a replacement for the player who is main changing but also re-gear them at the same time. Players have the right to play whatever class and spec they want, but the raid leader gets final say on who to invite for composition reasons.

Changing your character once during a raid tier is understandable. Twice? Now that just seems greedy.

Matt’s Misplays: Mythic Rasz Edition

I read sports news site The Athletic regularly and one of my favourite post segments is when they do game recaps with gifs that highlight key moments. I want to experiment with that type of format periodically as we step into Aberrus next patch. Think of it as an educational exercise for aspiring raiders out there about what to do and what not to do.

We have some good news and bad news! The good news is I was successful in securing my Rasz CE kill! The bad news is that there is no stream footage of my side of the platforms where I accrued all of my deaths so I have no comical clips to share of the different ways I went down. Then again, if you review my deaths, there’s a common thread:

Ouch. Not exactly my best showing. It’s out of character for me to die to either of those breaths.

For someone who prides themselves in having generally strong movement and awareness, that was not a good day. I haven’t been in any of the Rasz attempts since our first week of progression but I’ve been watching some of the streams. I felt confident with phase 1, phase 2, intermission 2, and phase 3. My suspicion was that intermission 1 would be the challenge. For the substitution, I replaced our Mistweaver Monk. On Intermission 1 platforms (blue side), Monks have this dedicated Divine Hymn sniping ability called Revival that allows them to clear off any healing absorb shields because if that absorb isn’t healed off in time, it detonates.

  • First attempt: Didn’t have Divine Hymn available (it was 15 seconds away because it was used earlier in phase 1)
  • Later attempt: Banked Divine Hymn for Intermission and cast it right when absorbs appeared only to die to a breath
  • Subsequent attempt: Kept one charge of Holy Word: Sanctuary to help spike the absorb and followed up with Divine Hymn. Died to a breath.
  • Follow-up attempt: Kept two charges of Holy Word: Sanctuary then followed up with Divine Hymn. Died to a breath.

On the successful kill attempt, I repositioned to dodge breath, then cast Holy Word: Sanctuary and Divine Hymn. The result? I did not die to breath! Hooray! We moved on to phase 2 and I navigated through the winds, the static charges, and all of the usual stuff. Even intermission 2 went well! I stayed with the group as we moved around to dodge orbs and kept them alive. All the Storm ads died and I was about to be home free!

… Or so I thought.

So much for the attempt at an Undying pull! This Panda has a penchant for snatching defeat from the jaws of victory. Right when I let my guard down, Rasz just appeared behind me and said, “We’re not quite done with you yet!” and proceeded to exhale a blast of Lightning Spearmint breath down the middle. You can see Guardian Spirit trigger once I stopped moving before the red Priest icon appears indicating death. I practically buried my face in my hands because it looked clear in every direction except the one place I didn’t look — Behind me.

That’s alright . All of our Battle Res’s were still available. Once I teleported over to the phase 3 platform, I was resurrected and then we killed Rasz! Yay!

After that, it was time to backtrack and reclear the other bosses. Why don’t we take a look at our old friend Terros? He’s the third boss in Vault progression (usually). A giant rotating rock with allegedly no legs, right? We’ve killed this guy many times and one would think that the mythic debuff clear would have been ingrained already. But not today! Our intrepid hero who normally stands at range (because we typically did 14-6 split) is in melee (my first time with a 16-4 split).

Watch what happens.

Did you catch the mistake?

You’ll notice the incredibly handsome Panda had the mythic debuff and didn’t have anyone to clear with. He failed to recognize that there was no one else to clear with. He should have run out to range for a clear instead of standing in melee, like a dumpling. This is why I prefer playing out in range.

Let’s move over to Primal Council! The spotlight’s going to be on one of our mages.

It’s risky playing in melee range of any boss especially when there’s a whole bunch of effects and abilities going on. Sometimes the tanks have to do something unpredictable like point a boss to the side and then you end up in their line of fire which is exactly what happened here. At the same time, I want to commend the initiative in moving closer and giving the Shaman behind him a path to help clear the storm circle on the pillar. In most situations, melee real estate is already at a premium and if there’s no reason to get up close, don’t get up close. The learning here is to take the safer option and drop back or look for space elsewhere even if it costs you a few seconds of damage time to reposition. Otherwise, the alternative is you just get blasted.

For us, it’s one more week or reclears then we’re off raid for a week before we set foot into Aberrus. How has your guild started preparing for the new raid instance? What steps have your raid leaders (and you individually) taken?