Regrowth 3.0: The New Hotness

It’s no secret that the nerf bat has hit restoration druids hard. Perhaps it was even a rabid nerf bat!

However, we are left with one shining ability whose awesomeness might just help fill the gap left by a formerly useful Lifebloom and the once-OP Flourish, the much-overlooked Regrowth.

This spell, once a joke, shines in 3.0 and beyond because of a perfect storm of talents that all combine to buff it into a surprisingly spammable Flash of Light equivalent. So it seems that priests are going to mix Flash Heal into their rotations now, but we healers of the leafy persuasion will be going one step farther. Regrowth will go from being an extra hot on a tank to a high-frequency spell for druids, no matter what their healing assignment.

Talents that Affect Regrowth

Improved Regrowth
Living Seed
Moonglow
Nature’s Splendor

With Improved Regrowth, and with Natural Perfection for extra credit, Regrowth simply crits all the time. Add that to the crit on level 80 gear, and a crit on Regrowth will be practically guaranteed. Living Seed will almost always be active for us, which is an exciting prospect.

In addition the Glyph of Regrowth makes the spell even more spammable. I suspect that we’d spam it anyway, but the Glyph sweetens the deal by upping the effectiveness of the spell when the hot is still active. When I use the spell now in live, I’m likely to reapply it on my tank just before the old one drops. This isn’t exactly spamming, but I’d still be getting the effect from the glyph even with my current playstyle. And guess what! If we’re not spamming Regrowth, the extra duration of the hot portion that we’ll gain from Nature’s Splendor will make it easy to reapply before the effect wears off.

It does leave the future of Nourish, druids’ new level 80 heal, in doubt. The devs don’t seem to realize they’ve created a lackluster competitor for Regrowth.

Yes, Ghostcrawler. If values stay the same, Nourish won’t make it onto my spell bar.

Regrowth is simply going to be awesome post 3.0, at 70 or 80, with or without the Glyph of Regrowth. However, most of the druid community believes that a nerf to Regrowth or its Glyph is upcoming–I sure hope not, because we need at least one spell to cheer about!

Build Your Own Guild Part 3: The Dreaded Loot Question


Congratulations, New GM! You have your Guild Charter and Rules ready, and that website is up and running. Even though you’re not raiding yet, your next step is to decide what to do with the funny purple stuff that drops when you kill things. And yes, you must make this call even before you have enough members to stare down High King Maulgar. When I interview new recruits, they almost all ask me how my guild handles loot. If you create a fair means of distributing shiny epix, and you’re well on your way to having a healthy, happy, boss-destroying raiding guild. You must pick a loot system from the beginning and stick with it—the worst thing you can do is vacillate between systems and potentially cheat your members out of their just deserts.

Loot system basics:

Almost all raiding guilds use some variation of one of two types of gear distribution systems. The first is Loot Council, in which the officers or other elected body decide who gets each piece of gear that drops based on a complex ratio of need and merit. The other system is DKP, an archaic gaming term that stands for Dragon Kill Points. DKP systems allow raiders to earn points for killing bosses (or anything else the guild leadership decides is fair) and spend them for gear. There are benefits and drawbacks to both types of systems. Not everyone agrees with me either–based on her own personal experiences, Wyn gives you almost the opposite advice that I will. Listen to both of us and draw your own conclusions.

How do I choose?

Before you pick either DKP or Loot Council, you must decide what you want your loot system to accomplish. The following is a basic guide to the implicit goals of both system types.

1. Loot Council

This type of system is designed to optimize gear drops by placing them in the hands of those who will have most use for them. This may sound like the best players receive every item, but in practice, this is not true. A well-functioning Loot Council uses gear drops both to reward players for excellent performance and to help raise players to the group standard. Sometimes–perhaps often–the Council will reward the weakest player in a class and spec. All decisions are made for the good of the group, and no good items are sharded. Each member of the Loot Council must be extremely well-informed about the loot tables themselves and about the needs, wants, and skills of the player base. If a player on the Loot Council is interested in a gear drop, he or she generally bows out of the discussion on the item in question.

2. DKP

All DKP systems invest their players with “buying power,” and players get to decide what is most important to them. In all such systems, players tend to save for the best drops for themselves, assuming that they can identify them. DKP systems award gear based on attendance–more boss kills means a larger share of the loot. In this way, they can help a guild retain players over the long haul, because they can objectively track the benefits of consistent raiding. These systems are democratic in that they do not distinguish among players based on skill. As such, however, they do not always place items with the player who will get most use out of them. In addition, middling quality items will often be sharded as players learn to prioritize.

Drawbacks: Nutshell Version

Neither of these systems is perfect. Assuming real-life implementation, with no extreme chicanery, shenanigans, or other forms of bad behavior on the part of officers or raiders, here are the typical problems each system type experiences.

Loot Council:

1. The drama llama rears its ugly head

Human nature dictates that each player will be more aware of her own skills and contributions than those of others. This kind of blindness virtually guarantees that some people will not be happy with any given loot decision.

2. Inefficient use of raid time

The Loot Council will probably discuss most items as they drop. This could cost the raid upwards of 5 minutes at the end of every boss kill, which may put the guild in a crunch for longer instances with large numbers of bosses.

3. Inaccurate tracking

Unless the guild uses a mod to track drops awarded, loot may be distributed unevenly. The memory is a notoriously inaccurate instrument. Without hard numbers for attendance or drops rewarded, the Loot Council may unintentionally give more to some and less to others.

4. Bias

Human error plays a large part in the Loot Council system. We are all biased–our thoughts and feelings affect us at every moment, even though we don’t realize it. I’m not talking about malicious prejudice–I’m talking about the little unconscious leanings that occur even when we mean no harm. It would be nigh-impossible for a Loot Council to be entirely neutral toward every raider in the guild.

5. Lack of inherent structure

If you choose Loot Council, you will have to come up with the operating rules yourself. Guilds accomplish this in highly unique ways–poke around some websites and copy good ideas. You will have to determine on what basis loot is awarded, who gets to participate in the decision, and how much time will be allowed for debate.

DKP:

1. Sometimes people don’t know what is best for them

Your players will spend dkp as they like, and some of them will use their points unwisely. You cannot force people to research your loot system and their class drops and come up with the absolute best strategy. People may hoard points, or they may spend them on the “wrong” items. Many perfectly serviceable pieces might end up being disenchanted or given away for off-spec.

2. It won’t stop the QQ

I can almost guarantee that the drama will be less than with Loot Council, but people will still be upset when they don’t get what they want. The complaints will be more intense as the item value increases. Remember that random loot is random, even though your dkp system is not.

3. Inaccurate tracking

If you’re using a pencil-paper system, errors will happen, and they may render the system meaningless. I strongly advocate tracking DKP with a mod if you can. If that is impossible, make sure you deputize one officer to update it, and beat him with your Riding Crop if he misses a day.

4. Every system can be played

Any time you put power in the players’ hands, there will be ways for an individual to work the system to his advantage. Most players won’t try–they will play because they enjoy it, and they’ll put in the exact same amount of participation no matter what loot system the guild uses. Others will find the exact right equation of play time to maximize their drops. It doesn’t mean they are bad people or bad players–sometimes it just goes right along with other types of min-maxing behaviors, which most raiding guilds encourage. For a concrete example, if your guild uses zero-sum dkp, points are only awarded when players take loot. For a certain player, this practice de-incentivizes progression nights, because they may earn nothing at all for a night full of wipes. Alternately, if your guild uses a positive sum dkp system, you might weight progression raids very heavily and in turn de-incentivize farm content.

5. You will have to choose a system flavor carefully

People have been playing MMOs for several years now, and there are many types of systems. In order to choose a specific DKP system, you will have to do a level of research that the Loot Council folks won’t even dream of.

DKP system types

If you’ve thought through your decision, and you’ve decided to go with DKP, here is a basic guide to system types. They all have the same core principles–democratic distribution and rewards that increase with attendance–but they manifest those principles in radically different ways. Each of these systems assumes that the person with most DKP will be offered first choice on items.

Zero-sum DKP

This system is for math nerds only–the basis of the system is that the raid’s total DKP always sits at 0. Points are awarded when a piece of gear is taken. For example, if I take the Thunderheart Helmet from Archimonde, its value will be subtracted from my DKP. For the sake of argument, let’s just say I lost 240 points. The other 24 people in the raid will be awarded 1/24 of the points I just spent, or 10 points each. This is one of those systems that really, really requires a mod to track, because you will have to recalculate after each piece of loot is awarded. The guild will also have to decide how many points each item is worth, because after all, not all pieces are created equal.

Positive-sum DKP: Additive

This system is similar to zero-sum dkp, but it allows the guild to add points to the system for anything and everything, including attendance and progression. As with zero-sum, each item is worth a certain number of points, and when a player receives a drop, the item’s value is subtracted from her total. Players may go below zero. These systems tend to get very, very inflated, and the gap between the bottom of the top can be just crazy.

Positive-sum DKP: Relational

The basic system of this type is Ep/Gp, which I must say is my favorite of all possible systems and the one my guild uses. A person’s DKP is a ratio calculated from her Effort Points divided by her Gear Points. Effort points are typically awarded either for boss kills, with each boss assigned a specific value, or for minutes of participation. My guild awarded points for boss kills in TBC but we’re switching over to an easier, more automatic points per minute system for Wrath. Ratios always stay above zero, and if you implement the system as intended (which I STRONGLY suggest), decay controls inflation. To decay the system, you reduce everyone’s EP and GP by a certain percentage at determined moments. The system designers mention 10% per raid as a good figure, and I tend to agree. The purpose of decay is to shrink the gaps in the list–this practice lets new players move up faster despite lower total attendance. In addition, players who have a long dry spell with no loot will remain near the top of the list even after they take their first item, making things more fair over the long haul. This process, in combination with the decay, also tends to discourage hoarding. The cherry on top of the system is the excellent mod that comes with it. The item values are built-in, and anyone with the proper clearance can update the system during the raid. I’ve been master looting for my guild using this system since January, and it works like a charm. The only caveat is that you must back up the data every week–content patches almost always wipe the system.

Suicide Kings

What would happen if you had 100% decay on Ep/Gp? You’d have Suicide Kings. This sorta-system belongs in the DKP list, but just barely. To use Suicide Kings, random roll all of your members into positions and arrange them in a list with number 1 at the top. Person #1, regardless of attendance, skill, or whatever, will have first crack at anything that drops. When he takes something, he will move to the last position. Suicide Kings is extremely easy to track, even with a pencil-paper method, but you may see extreme problems with hoarding or with raider apathy. Expect some raiders only to show up if their names are near the top.

Other rules:

Any system works better if you have some courtesy rules or guidelines in place. Heck, I’ve even seen random roll work for the top alliance guild on our server, and it’s because their guild has a culture of sharing. All guilds should encourage players to be kind to their fellows and to pass things when they can afford to. In addition, no matter what system you choose, your officers or class officers should not hesitate to give advice on gear choice. If possible, persuade people out of bad decisions. Sometimes you will have to lay down the law. For example, if a paladin wants to spend her DKP on cloth healing gloves that are also a significant upgrade for your priest, don’t let her do it. In addition, some guilds make a special exception for their main tanks and gear them up first. We have never done that, and our tanks are well-geared just because their attendance is good. If you want to move very fast, though, you may need to get that gear on the tank regardless of his DKP. Likewise, if one of your players needs to perform a special role, make sure he or she has the gear to do it. For example, my guild awarded the first Void-Star Talisman to our warlock tank for Leotheras. Every member of the guild was happy about the decision, because we all wanted to get to Leo as fast as possible.

And lastly, good luck. You’ll need it to get through the loot system minefield without life-threatening injury or, at the least, major scarring.

How to Be Evil in 5 Easy Steps

Hello World of Matticus readers! I’m Sydera’s warlock alt, Isidora, and for today only, I’ve locked her in a box in my basement (in case you were wondering, I put her on a shelf next to my collection of Bat Eyes and Gelatinous Goo). While Syd’s out of commission, I’m going to teach you all how to be an eeeeeeevil warlock alt.

There are other guides out there to initiate you into the ways of Evil. For example, I cackled in sheer dastardly joy when I read V’ming’s post on WowInsider a while back on how to cause grief and destruction for others. However, it seems to me that some of his advice is counter-productive. If other players realize how black and rotten my twisted little heart is, they’re not going to want to run me through dungeons any more. And yes, in the depths of my dark little soul, I’m all about the acquisition of shiny new purples, particularly evil ones.

Here are some ways to express your inner demon and take out your frustrations on the PvE world. Be careful! Some of the creatures you’ll be torturing like to bite. The trick is to make sure they bite someone else.

Tip #1: Keep Lots of Jars Full of Nasty Things

Any evil warlock worth her salt will comb through Azeroth’s flora and fauna for the most foul, most hideous creatures to hide in her pockets. I personally find the Imp in a Jar to be quite a hoot at eeevil cocktail parties. I’ve left J’eevee in there so long that he smells a little ripe, and let me tell you, he’s always a crowd pleaser. I’m also rather fond of my Pet Cockroach. Any time I stop by the Pig N Whistle for a cold beer and a grilled chicken caesar salad (it’s the signature food of eeevil), I like to take out Roachybuttons and sit him by the side of my plate. Then I jump up and down and start screaming–I’ve never yet had to pay for my lunch. Other disgustingly evil things in my pocketses include a rabid Worg Pup and a rotten Carrot on a Stick, which I never let my mount so much as nibble.

Tip #2: Always Add Insult to Injury

It’s not enough to blast your enemies into smithereens. The eeevil warlock always does so in style! Terrify the innocents you’ll be slaughtering with razor-sharp wit. For example, you might consider macro-ing a few choice quips to your most destructive spells. With my shadowbolt, I like to use: “Take that, you lily-livered bamboo-snorkeling piddle-drinker!” Don’t be afraid to change it up though. Since you’re an evil warlock alt, you certainly don’t need your macros interface for that cowardly cooperation session known as “raiding.”

Tip #3: Get in Touch with Your Greedy Side

Gold. Your main has it, and you don’t. Every eeevil warlock alt must practice the “I want” speech. This is best delivered while stamping your foot and wringing your main’s arm. Here’s a good example: “But Auntie Syd, everyone else has a pony! I NEED A PONY NOW! And it has to be on fire!” Rinse and repeat for your birdie, that rare minipet you’ve been eyeing, your hawt orange midriff top from the Deadmines, or anything else that catches your evil little eye. Your main will call in favors and get you whatever it is. If she’s anything like Syd, your main is a sucker. Which reminds me…some of my gear doesn’t have epic gems yet. As soon as I let her out of that box, she’s going to make a little trip to the gem vendor.

Tip #4: Pick on the Innocent and the Helpless


Repeat after me: “critters are for killing.” None of this /love stuff. If you see a huggable skunk or a fuzzy widdle bunny, you know what to do. A well-timed Corruption will never go amiss, and you’ll have the added bonus of listening to the poor creature scream in agony as the DoT slowly ticks away. As you grow in eeevil power, take on larger game. Any time you see a majestic animal going about its own business, it’s time to introduce it to the circle of life, demonology-style. As for me, I enjoy helping the polar bears of Winterspring earn their place on the endangered species list. For extra credit, don’t ever skin or eat what you kill. Leave its rotting carcass there to pollute the ground water.

Tip #5: Bite the Hand that Feeds You

Being an eeevil warlock means never having to say thank you. Sure, your main begged all his friends and guildmates to take you to Dire Maul to get your flaming horsie. Just be sure you are never, ever in a position to help them out! That’s your main’s job. Also, take care not to let your legion of demonic fiends get too comfortable in your presence. Yes, they take hits in the face so you don’t have to, but that doesn’t mean you should be nice! Practice kicking them while they’re down and jabbing them in their soft metaphorical underbellies (I’m not certain that demons have underbellies, and if they do, they might be covered in Fel Scales). For example, I like to “compliment” my succubus on her appearance. Every time I need her services, I like to say to her: “Hey Lynva, your butt looks really big in that outfit. Have you put on weight since the last time we did a dungeon together?” Let me assure you that the tears of demons are every bit as delicious as those of mages. They taste like cherry kool-aid.

Follow these five tips, and you’ll be well on your way to becoming the terror of Azeroth, or at least of your main’s character screen. Now if you’ll excuse me, I’ve got to get back to selling 400 individual pieces of Felweed at the Auction House for ridiculously high prices.

Build Your Own Guild Part 2: Rules of the Game

In this second installment of the Build your Own Guild series, I am going to teach you how to establish the rules and policies that will help your new raiding guild run itself. Well, that’s an exaggeration. However, without a clear set of rules, your guild will always be rudderless. Before one person signs that charter, you need to lay down the law in black and white. The post outlines the three types of policy that you should establish before your guild even zones into its first instance. The following tips assume that you will have a guild website (after all, we play an internet-based game, right?). These documents and policies need to be the core content of that website when it first goes up.

1. Guild Charter

In Part One, I encouraged you to meditate on your goals and desires for your new guild. Now you must put pencil to paper and share your vision with your members. In my opinion, the more the guild expects to accomplish in terms of raiding, the more important your mission statement is.

Your charter should answer the following questions:

a. What is the guild’s goal?
b. What is the guild’s attitude?
c. What is most important to us?

I’ll quote for you one of my favorite passages from my guild’s charter. It really shows who we are as an organization:

“We value kindness, fair play, and respect for others over loot or in-game success. Our policies work toward ensuring a positive environment in which everyone can enjoy the fruits of our labor.”

I welcome you all to read the entire charter and even use it as a model, but I will warn you that it’s out of date. Since the original charter creation, we’ve decided that we’re a real raiding guild after all. The long road between Gruul and Illidan changed us as an organization. I should take my own advice and adjust the language to our current practices!

You don’t have to create your charter from scratch. Many guilds make their websites accessible to all, and if a guild is recruiting, sometimes you can even create a user account and view their policies. I recommend doing a bit of snooping around–find guilds you admire and know are successful, and copy what they do. The tone of your charter should suit the mood of your guild. My own guild operates in a rather serious mode. If you prefer a raucous, no holds-barred environment, use irony and humor when you write that charter. For an excellent example in this mode, I’ll direct you towards the hilarious charter of a guild named Dread Lobster, as quoted by fellow druish blogger Runyarusco. I laughed so hard, I (almost) wanted to join.

2. Code of Conduct

Even the most laid-back guilds have certain expectations for their members’ behavior, and you ought to explain them either in the charter itself or in an appendix. Collateral Damage sets a very high standard, and unlike many guilds, we restrict profanity (well, in guild chat anyway) and chastise members severely if they disrespect one another. If you want your members to act in a certain way, let them know from the very beginning. That way, if you need to g-kick someone for a behavioral issue, you cannot be accused of unfairness. On the flip side, if you want to foster an open environment where insults and un-PC jokes fly thick and fast, let prospective members know that.

3. Conditions for Membership / Raider Status

If your guild intends to raid seriously, you need to have some means by which you determine who gets to raid and who does not. This type of policy will not seem important to a start-up guild that can barely scrape together enough tanks and healers for an introductory instance, but as you start to have success, you will have to deal with over-crowding. My guild chose not to put in a Raider Status from the beginning, and I have always regretted it. We have always walked the razor’s edge between being inclusive and optimizing rosters, and I know it’s cost our raid leader hours of frustration and worry.

Raiding guilds typically fill their scheduled weekly raids according to one of two successful models.

Model A

Everyone who is a regular member of the guild is a raider, and a Raider Rank would be redundant. The guild is small and does not recruit beyond the minimum number it needs to do the raid content.

Model B

The guild has members who raid and members who do not. These “casual” members may be friends and family of raiders, or they may be longtime members who have had a change in status. When you have two such different constituencies, it is only natural that at some point, one or more of your “casual” members will want to raid. At that point, the concept of Raider Status comes into play. Raider Status can typically be earned through attendance and performance, and it comes with the privilege of being on more raid rosters. It should also be possible to lose Raider Status through consistent poor attendance, bad behavior, or sloppy play.

Given a choice, I would go with Model B. From a management standpoint, it is more difficult to handle a larger, more complex guild roster, but you have a better chance of running all your raids. With Model A, if two of your players go on vacation, your raid is toast. Collateral Damage has a large number of members, and we have been able to run all of our scheduled raids this summer except for the one the Sunday before Labor Day. That’s a pretty awesome ratio considering the rash of expansionitis that’s been going around.

If you DO set strict conditions for membership or Raider Status, you need to define these specifically. Your attendance policy should require not only a percentage, but also tell how often that percentage will be re-calculated. For example, you might require 75% attendance over any two-month period. That allows your players to go out of town every once in a while. Moreover, never be vague about your raid preparation requirements. Instead of just saying “come prepared,” do as Catal, our raid leader does and spell it out in no uncertain terms:

What you should bring:

– A good attitude – We’re going to wipe… a lot.
– PvP trinket and PvP/Stam gear – The focus will be on survivability.
– 2 flasks of your choice.
– Lots of health/mana pots.
– Lots of reagents for buffing.
– Have decursive loaded if you will be responsible for dispelling Grip of the Legion (curse).

This set of requirements applies to our attempts on Archimonde this week. Every raid sign up comes with one of these, and you may find it useful to have a general set that would apply to every raid.

Conclusions

Phew! Now you have three basic documents that your members will be able to refer to when they have questions about how the guild is run. Believe me, they will hold you to what you say, so always keep your policies up-to-date. For Collateral Damage, things didn’t turn out according to our first design, but they worked out all right nonetheless. However, I should /pinch myself for not updating the charter. These documents are a contract between you and your members and it is in your best interest as guild leader to hold up your end.

For next time, we’ll be looking at the fourth and arguably most important policy that a new guild needs to have in place: the Loot System. You must choose a system early, because the first thing most recruits will ask is how your guild handles loot. Next Wednesday’s post will outline all the sordid details of loot distribution, and I’ll tell you some choice horror stories of loot QQ, I promise.

If you still haven’t satisfied your appetite for information on guild managment, I’ll refer you to Auzara at Chick GM, who is the guru of guild-mastery and all related issues. I always find it beneficial to take into account multiple perspectives on important topics.

Why Druids are the Best (and Worst) Lovers

I’ve decided to take up Matticus’s challenge from yesterday and put in my own personal bid for which class makes the best lovers.

If variety is the spice of YOUR life, then you simply must find yourself a druidic lover today. While I’m sure warlocks, and mages, and priests, can light your fire too, nothing beats a druid for sheer, er, flexibility. However, when things go wrong with your druid lover, they go very wrong. Join me for a look at the the pros and cons of a little walk on the wild side.

5 reasons to take a lonely tree home with you:

1. You’ll never be bored.

We can tank, dps, and heal, sometimes all at once! You want it, we’ve got it. Let a druid draw you in with her Entangling Roots. By the time she gets to Flourish, you’ll be hooked for good.

2. Druids are champion cuddlers.

We may look ferocious (not hard to accomplish while we’re tanking things with our face), but deep down inside, every druid is a fuzzy, snuggly kitten. Especially recommended for frosty mornings and rainy afternoons by a roaring fire.

3. We’re animals in the bedroom.

No really, we are. Let your imagination run wild.

4. Druids are very grounded.

Our roots go deep, and we like to stay where we’re planted. We don’t like to show off either. Even if we have fancy cars and flashy clothes, we’re the same old bear we’ve always been since level 10. That means we’re the ideal candidate for dinners with Mom & Pop or a night out with your buddies.

5. We don’t cause drama.

Animals are a lot less complicated than people, and plants even less so. Your druid lover gets a measure of inner peace from spending so much time in one of his simpler forms, and that serenity will make your relationship much less conflict-ridden.

5 reasons to leave that bear at the zoo where he belongs:

1. A leopard can’t change his spots, and a cheetah is always a cheetah.

Blame it on our bestial natures, but it’s hard for us to shake our natural instincts. If your druid lover has been up to any naughty tricks in the past, you’ll have to keep him on a short leash.

2. Druish grooming habits differ greatly from those of the human population.

Yes, we think that lichen growing on our boughs is attractive. Little bird’s nest by my left ear? That’s an accessory. And don’t even get me started on the bears. What do you THINK they roll around in when no one’s looking? If you don’t enjoy that musky, woodsy fragrance, I’d suggest a druid who specializes in melee dps. After all, kitties at least attempt to give themselves a daily bath.

3. We’ll never be your perfect match.

Druids are hybrids, but if you’re a rogue looking for a melee dps soulmate, or a warlock looking for a partner-in-corruption, we’ll never quite cut the mustard. If you are too much of a purist, you won’t get along with a druid.

4. All druids are shifty by nature.

If we’ve done something bad, you’ll never find us. If we’ve done something really bad, we’ll probably blame it on you and cower invisibly in your closet.

5. And finally, we’re too idealistic.

One of these days, the Emerald Dream will beckon your druid lover, and he or she will be afk until further notice. There’s a reason that most mystics stay single. If you do date a druid, you’ll have to help her keep her paws firmly in the here-and-now.

As for me, well, my dance card is full. Turns out that a tree’s perfect match is a warrior–heh, maybe the low intellect lets him overlook those scratchy branches.