Us v. Them: What can I do when guild members disagree?

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Yes, I’ll admit it. I’m writing this article as an excuse to showcase Conquest member Lagniappe’s amazing stick-figure artwork. In the midst of other business, Conquest is currently working on a new logo. In my mind, nothing is better than dead stick figures, except for maybe hungry stick figure kitties. Or stick figure vampire kitties. Anyway.

On Guild Drama

Inevitably, even very healthy guilds experience moments of dissent. An organization can easily split into factions, especially when the issue at hand takes on personal importance for the members involved. Right now we’re having some discussion and debate in Conquest over the role of achievements in raiding.

Syd’s Patented Disclaimer

Usually when my students want me to bend the rules, I blame “the department” and claim that I’m “neutral” towards their request. Sometimes it’s a way of hiding my real opinion, but usually it’s a cover for “deviating from standard procedure is a pain in the butt and I’d just rather not.” There’s a window into my personality, I think. I’m going to repeat it again. I’m very pleased not to be the final authority in my guild, because I don’t have to be the one to make this decision. However, that’s not going to stop me from writing about it!

The Achievement Drama

So what’s going on in Conquest? As we get closer to Ulduar and time runs out to complete the Glory of the Raider achievements for the Black Proto Drake reward, some disagreements have arisen among the raiders as to whether the harder achievements are worth trying for. I’ll go on the record saying that I’m “neutral”: and this time I mean that I understand both points of view. It can be very cool to get achievements, and they do require the raid to work harder. However, as implemented in the current raid content, most achievements are a little irrelevant. They don’t award better loot, and there’s no vanity reward either without going for the meta-achievement. For some players, there’s no incentive to extend the raid week for achievements’ sake.

The Allure of Achievements

The main argument for achievements is that they train the guild for harder content. Some people care about the vanity reward, but most of the overachieving guild members are just striving after perfection–there’s not a lot of obsessing about mounts or titles going on. Part of me understands this need for perfection. I think Larísa of the Pink Pigtail Inn is much more eloquent on the subject than I could be, so I’ll link you to her thoughts here.

The Downside

The question here is not “why aren’t we good enough to do achievements?” but rather “are achievements worth our time?” Conquest isn’t the most hardcore guild out there, but we’re capable of doing anything that we 1) plan for and 2) really want to do in the first place. When we fail at a certain achievement, I’m more likely to look at motivations than the skill of players as the cause. We’ve lost some players recently, and we’ve had others take a break. There’s a good reason for this–it happens any time the content goes “stale.” At the individual level, interest wanes, and the die-hards in the guild have to scramble to hold the house of cards that is any guild together until the pendulum swings in the other direction. The moment is coming when our old friends will return and good recruits will be easy to find–and it will coincide with the release of 3.1. However, it will be too late at that point to get a Black Proto Drake.

Pushing the Limits

While I’m sympathetic to the achievement-hungry players, the feats we have yet to accomplish are the very hardest: 6 minute Malygos and Immortal for everyone, and maybe a couple others. To push ourselves to do that now would be to complete those achievements while undermanned and while training new raiders. Our raid leader, who I have come to like and respect despite his caustic attitude, thought we were doing pretty well considering the team we were able to field. I concur. But I will repeat: if we can’t get 6-minute Malygos down now, it doesn’t mean we suck. It means that if we had wanted to do it, we should have started trying while we still had our best team on the field. We’ll do better at the Ulduar hard modes because there are built-in loot rewards for each of them. I know from my day job that it’s pretty much impossible to get people to do something for nothing.

Setting Goals

I think that a raiding guild should always have a goal. Maybe the leadership of Conquest (who are all, interestingly enough, in the we-don’t-care-about-achievements camp) should have made those clearer early on. If I were steering the ship alone (thank goodness I’m not), I would have said let’s work on one achievement per week. I don’t think we need to push ourselves to raid 4 days a week and wipe over and over when we could clear the content in 2. I always believe in the Middle Way–and that might mean one day set aside to Achieve, but not two.

Abstracting from the Situation

I’ve been sidelined from raiding–or doing anything at all–for the last few days, as I injured my cornea (ouch). I had a lot of time to think, and one of the things I thought about was the achievements issue. The bottom line for me is that my guild is important to me. I’ll do things to make them happy that I wouldn’t do otherwise–that darned no-spore Loatheb kill included. I’ll go along with the achievements and I won’t gripe about it. However, I’m going to take a more active role in governing the guild at moments like this. I can’t just defer to Matticus and our raid leader every time. They’re great, and they usually know what to do–but sometimes Professor Syd could be useful. I’ve had to mediate between factions in the classroom and faculty meetings, and if I’m not participating in the decision-making process in game, I’m shirking my responsibilities. In my last guild, I took on too much–I wanted to fix every problem myself, and it backfired big-time. However, now I have to be more active, and at least get involved in the debates. “Out to Lunch” is not a leadership philosophy–so I’m putting in my two cents, both here, on Conquest forums and in-game. Both for myself as an officer and for my guildies, moderation is the key lesson gaming has to teach us. If I have to print “The Middle Way” on a T-shirt and mail one to all the raiders, I will do it. It will also, by the way, have a cute kitty on it, so they can all think of me when they use it to wash their cars.

So, dear readers, how are your guilds dealing with achievements?

Stocking Up for Ulduar?

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Do you find that you have time on your hands lately? Have you been checking on the Ulduar news every hour from work?

If you have extra time in the game, there are things you can do to prepare for the release of 3.1. Stockpiling a few little goodies can distract you from the suspense and even–potentially–improve your raid performance when 3.1 does hit. In addition, I know from experience that prices on many commodities change–in one direction or another–whenever a patch alters their relative value.

As a caveat, though, I’ll tell you that I am directing most of my efforts toward stockpiling just one thing–gold. I’m making as much as I can right now off the sales of flasks, herbs, ore, and bars. Gold is the ultimate stackable quantity, and I don’t have the bank space for some of the other goodies I’ll mention here. As an added plus, gold will let you buy what you need when you need it–quickly. However, there is a potential to make more on some of your auctions if you can wait a bit. I’m no WoW market expert, but based on the information we have about 3.1, here are some of the things whose values stand to change at the release of the patch.

The Winners

The following things, by my best guess, stand to rise in price after the patch. New recipes and profession changes along with an influx of new gear will make some things more coveted than they are now. In addition, everyone’s consumables bill will skyrocket as guilds take on new and challenging encounters.

Titansteel bars
Saronite ore and bars
Blue-quality gems
Arctic furs
Heavy Borean leather
Frostweave cloth
Flasks
Buff food
Potions (Health, Mana, Speed, Indestcructible)
Uncooked meat
Glyphs
Enchanting materials

The Losers

These things will experience some change at the patch. I would expect their price to go down, either a little, in the case of fish (as more people will be driven to fish their own with shorter cast times and the chance at a mount) or a lot, in the case of BoE epics. Many of these items, like Je’Tze’s Bell and the Greatness trinket, will go from being an enormously high-priced item (8,000-12,000g on some servers), to merely outrageously priced (5000 or less). A former best-in-slot will never be as coveted as a true best-in-slot, and I have every expectation that some Ulduar trinket will dethrone these two.

Herbs (nodes will soon yield more flowers per gather)
Raw fish
Nobles cards
Je’Tze’s Bell
BoE Naxx epics
BoE crafted epics–item level 200

So, long story short? Sell your Nobles card now, and buy your Bell later. As for me, the only thing I’m stocking is a few flasks. My guess is that the Flask of Pure Mojo will overtake the Flask of the Frost Wyrm for healers, and I have some that I made for cheap ready for the new market. A further word to those in the Inscription business: I suggest researching commonly-used glyphs now and preparing several stacks for sale at the release of 3.1. Competition will be high among scribes, so prices might not be as astronomical as you think, but the business will dry up quickly as people pick up their second spec. You’ll no longer have repeat business from frequent spec-switchers.

Did anyone see anything I’ve missed? I’d love to see your financial predictions for 3.1.

When a Bonus is More than a Bonus

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Thanks to MMO Champion and it’s data-ming ways, we now have access to a preliminary version of the Tier 8 set bonuses. It’s anyone’s guess whether these bonuses will actually go live. The bonuses for Resto druid appear to be excellent, though there’s one catch: the 4-piece bonus for Tier 8 is much too good.
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Here we have a classic example of a good set bonus and a “bad” set bonus. Lest you grow angry at me for complaining about buffs as well as nerfs, I’ll explain what I mean.

What makes a set bonus good?

The two-piece Tier 8 bonus, which gives a 10% boost to the throughput of Swiftmend, will be nice to have. Swiftmend is a spell almost every healing druid talents for, and it can be used by both raid healers and tank healers alike. The bonus doesn’t conflict with or double the Glyph of Swiftmend, which is a different and even stronger throughput increase which allows Swiftmend to be applied without consuming one of the druid’s HoTs (either Rejuvenation or Regrowth). Moreover, if I had one piece of advice for most Resto druids, it would be to use Swiftmend more. Many forget all about it because it’s a two-step spell–HoT setup plus instant top-off. I find that I perform much better if I use it whenever it’s up. Still, this bonus will never be overpowered, even in combination with the glyph, because Swiftmend continues to be on a cooldown. Druids will get this bonus and enjoy it, perhaps giggling to themselves over their WWS reports. However, it will be a set bonus that the druid can bear to leave behind for whatever Tier 9 gear has in store.

What makes a set bonus bad?

We’ve all seen set bonuses that are lackluster or unusable. The Tier 6 4-pc Resto druid bonus to Healing Touch comes to mind as a particularly useless one. I passed on Tier 6 pants in favor of badge pants because this bonus simply wasn’t one. However, a bonus that goes in the other direction, becoming so good that it overshadows all other gear upgrades, is actually more harmful to the class and the game. Take, for example, the much-lamented 4pc Tier 5 mage bonus, which entirely changed the functioning of Arcane Blast, greatly upping its damage output at an increasing mana cost. I still /spit on this bonus. It caused the four raiding mages in my former guild to hold onto 4-pc Tier 5 until they were able to equip 4 pieces of Tier 6 at once. The consternation this caused them probably cost my guild several extra hours of loot debate. The mages also faced accusations of DKP hoarding as they waited to buy the early Tier 6 pieces. They had much more DKP than they could spend because of their need to hang onto T5. Moreover, the mages themselves didn’t always pay the increased mana cost. Instead, the druid healers Innervated them. We didn’t mind, exactly, because mana was plentiful for healers at that point, but I couldn’t Innervate all four of them, and I always felt bad when I didn’t have any juice left for a player who asked. However, the most pernicious aspect of the bonus had to do with play style. It pigeon-holed mages into an arcane spec and a set rotation, turning three trees into one for a tier and a half of content. I know one determined fire mage who switched to her warlock in Tier 5 because she didn’t like the arcane playstyle. In the end, the T5 bonus was judged to be too strong, nerfed, and finally taken away.

Ghostcrawler has actually said in the past that a tier bonus should be just that–a bonus. I wholeheartedly agree. However, the 4 pc T8 bonus isn’t going to just be a bonus–it’s going to radically change most druids’ rotations.

Rejuvenation has always been a good spell, but its limiting factor is that it doesn’t tick for 3 seconds after it is applied. In essence, that turns it into a HoT with a long cast. Rejuvenation is probably the druid’s most over-written spell. Thankfully it’s also our most efficient. With the bonus, I would get a tiny burst of healing–1997 in Syd’s current gear–when I cast the spell. That’s less than a Holy Shock, but it has a huge impact. With even a small initial heal, Rejuvenation would be “fixed.” It would go from being something that some druids don’t cast, preferring the faster-ticking Lifebloom and Wild Growth, into the raid healing spell. I think this is a very innovative and necessary addition to the spell; however, it doesn’t belong in a set bonus. This “fix” would get druids away from using Lifebloom for every situation, and that’s great. However, if this change is truly imagined as a “fix” to the spell, it needs to be made permanent through talents. Hell, I think it’s worth 5 of my talent points–or even the entire space in the tree occupied by Revitalize and Living Seed. This one little set bonus would give druids what they’ve always wanted–a tool to keep others from sniping their heals.

“Sniping,” for the uninitiated, is the practice of going outside one’s own healing assignment to heal someone else’s target, particularly a target that already has a ticking hot or a slower-casting incoming heal. Typically, players snipe with quick heals–Flash Heal, Flash of Light, Chain Heal, even Nourish or glyphed Healing Touch. As I’ve explained before, healers will never stop sniping–in any case, not until the default UI shows incoming heals and HoTs, mana is as scarce as roses in the Alaskan winter, and healing meters go extinct. Druids are incredibly vulnerable to heal-snipers as most of our healing takes a bit of setup before it starts to work. Ghostcrawler has said in the past that heal-sniping is a valid concern, but it’s not going to be fixed through nerfing mana. Other tools have to be used against it, and the new Rejuvenation is a perfect fit. Healers who play without any incoming heal data will be able to see that the target is covered and consequently will turn elsewhere, even (gasp!) back to their own assigned target.

The change to Rejuvenation needs to be either a talent or a glyph–and I would prefer talent, because then it would correspond to priests’ new talented Renew, which just got a similar front-ended burst. Renew has never been as good as Rejuvenation in the past, but with a small initial burst, it might just be better than Rejuv post-3.1.

In any case, if this tier bonus remains unaltered, druids will wear their Tier 8 until they have 4 pc of Tier 9–and maybe even beyond. This set bonus is more powerful than any one gear upgrade–and I would say, probably more powerful than four. It steps beyond what a bonus is supposed to do. At maximum, I’d say the set bonus for a previous tier should maybe give a player pause about equipping just two pieces of the new tier or item level, as it may be. Not all the best pieces are part of a set. However, when it gets to three upgrades over the stats on the old tier, players should be happy about making a change.

I’m concerned, Blizzard–very concerned. Thinking as both a raiding druids and a guild officer, I’d rather not wrestle with this particular angel, as good as that set bonus may seem when we’re sitting at the beginning, not the end, of Tier 8.

On Min-Maxing Professions

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Ever since her creation, Sydera has been a dual crafter. She toiled not, and neither did she spin. I’ve changed the specific crafting professions a few times for one raid advantage or another, but in late BC I decided on Enchanting and Alchemy. I took on Alchemy–without an herbalist alt–then for the Alchemist’s Stone, which was a best-in-slot trinket at the time. I still love Enchanting and Alchemy for raiding. They combine a raid advantage with convenience. The self-only ring enchants continue to be strong, and I love being able to disenchant my old gear and turn it into a useful commodity. Moreover, I always raid with a flask or dual elixirs, and I enjoy the boost to those consumables when it counts. My favorite raiding advantage, though, would have to be the four-hour flasks. The psychological effect is quite positive, and I would say that the boost to morale counts more than the actual gold saved.

However, the big disadvantage to Sydera has always been that she can’t extract anything useful from the game world while she’s questing. Lately I’ve been buying herbs and selling the resultant flasks on the AH. I always make a little bit of money, mostly because of the procs from being elixir-specced, but it’s nothing fantastic. The bulk of my gold earning in Wrath has been from selling the BoE Emblem of Valor bracers. However, it wasn’t quite enough for me.

Min-maxing for raiding is always my priority, but I need money too. The primary reason has nothing to do with me. Rather, the recent discussions of relative tank health among the four classes coupled with the imminent release of a more difficult raid dungeon prompted my A#1 Tank and Significant Other, Briolante, to make a plan to level jewelcrafting to replace his herbalism. The problem? My flask business and his glyph business didn’t make enough money to support a profession change, especially with Ulduar and its higher repair bills looming. So, enter Part B of the min-maxing plan: my under-utilized, underprivileged paladin alt, Marfisa.

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Marfi was my second WoW character, but she was the first one to leave her starting area. I raided with her in Classic, back when I didn’t know what I was doing, and I healed through Kara with her in early BC. She’s been Retribution since mid-BC, but I didn’t really do much with her even when Ret was the Flavor of the Month (for about 10 minutes at patch 3.0). In the last three weeks, however, Briolante and I tag team-leveled her up to 77, and she has a brand-new shiny fully-leveled herbalism to go with the mining she’s had since Dire Maul was a cool new place to go. As for Brio’s jewelcrafting, the last I checked, it was at 200, so we’re moving right along.

Now, I know I could have gone about this differently, focusing on earning money through the AH to buy ore and herbs, but I chose to level an alt for gathering because it’s a solution that will work not just for now, and for this profession change, but future ones should we choose to do so. In the next expansion, Marfi might be leveling skinning instead of herbalism, but now that she’s close to max level, she’s in a good position to be a helper-gatherer over again should things change. With Crusader Aura to help out and the movement speed increase for Ret, she’s an excellent choice for a hunt-n-fetcher as well. My warlock would have been a poor choice in comparison.

For me, leveling an alt just to service my household’s two raiding mains was an extreme move. Now I’ll use Marfi to provide herbs to Syd and herbs and ore to Brio. I have to say, I’m liking the convenience of it. I’ve already made some flasks on Syd just on the herbs I used to level, and I can tell you, I’m not going to be hoarding Frost Lotus anymore. But who knows when poor Marfi will hit 80! Probably in 6 months, when she gets there purely through killing those pesky mobs that like to stand next to my Icethorn.

Here’s what I told my guild when I dinged 450 herbalism. They were teasing me about my ambition to buy a Je’Tze’s Bell, which sells for about 8,000g on my server.

I said: “Now that I’m a gatherer, money is like dirt. There’s always more lying around on the ground.”

I’m proud to say that I came up with that truly terrible pun on the fly.

My question to you, dear readers, is this:

How far will you go to min-max your character?

Further Thoughts on Lifebloom Changes

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Here I am, drowning my sorrows in a glass of Miracle-Gro at my favorite Dalaran tavern. Why all the tragic tree tears?

For those of you who have been under a rock for the last week, the news from the developers is that Lifebloom is about to get a heavy nerf to its healing per mana (HPM). In 3.1, Lifebloom will cost twice what it does at current and return 50% of its cost when it blooms, adjusted for the number of stacks on the target.

What does this mean, you might ask?

Ghostcrawler tells us that the intent is to end the practice of rolling Lifebloom–efficiently–on two or more tanks. Unfortunately, the nerf hits a “good” practice just as hard–rolling Lifebloom on just one tank.

I’ve been following Elitist Jerks and the official Healing Class Role forums, and amid the insane drivel and endless whining, I’ve been able to discern a few things.

What Druids Want

#1: Overwhelmingly, druids want a Lifebloom we can use.

Lifebloom has come to be a spec-defining ability, and its rolling mechanism makes it unique. My own worry, and that of many raiding druids, is that the practice of using Lifebloom as a rolling buffer on one tank will be over. We want reassurance from the developers that Lifebloom will continue to work for us.

#2: Druids want consistency in the way we time the spell.

Most druids agree on one thing: the new bloom mechanism is awkward. A reward for blooming and a punishment for refreshing contradict the mechanics we’ve grown up with. In this topsy-turvy Lifebloom world, what’s good now will soon be bad–you’ll want your Lifebloom to fall off whenever you can afford it.

#3: Druids want a raid role, and we want it to be consistent with what it has been in the past.

Every player, of course, wants to be useful. After all, we want to play the game, and rerolling isn’t a realistic option for most of us. I’ve seen priest and shaman and paladin threads about their raid role as well, and now druids are feeling that anxiety. I’ve also seen the devs reply to these anxieties in dismissive and condescending ways. They always say that they conceive of raid roles differently than the community does. To that, I’ll reply that perceptions matter. Raid invites are based on them, after all.

Druids overwhelmingly believe that their raid role is to add a buffer, a bit of insurance against disaster. Our HoTs are like the priest’s Power Word Shield or the Shaman’s Earth Shield: useless when the content is easy, but essential when the content is hard. If cushioning the MT goes the way of the dodo, many druids may start to feel like the poor man’s paladin. I think Blizzard needs to pay attention to the druid’s historical raid role and make sure it remains intact. In order for a buffer to work, it needs to stay up. Rolling LB will always be the best thing–for the tank. And that’s what we want to think about, right?

#4: Druids want to be less dependent on timers

Druid healing is already very rigid. Unlike other healers, we have a true rotation, and it’s every bit as ugly as an Affliction warlock’s. We have four different HoTs, each of which has a different duration, and one of which stacks. We’re already tied to 3rd-party mods to manage these spells, particularly Lifebloom. Right now, though, all we have to do is roll, and the penalty for refreshing early is slight. However, in a mana-constrained environment, with Lifebloom being our most expensive HoT, we absolutely will not be able to refresh early. The penalty will be huge. In addition, we’ll be having to make a decision about whether to let Lifebloom bloom every 9 seconds or so. That’s a lot of mental bandwidth dedicated to timing one spell. Many druids would rather drop Lifebloom altogether than micromanage the bloom. As it stands now, it looks like we will be more dependent on timers post 3.1 than we are now, and that’s a scary thought.

Alternate Solutions

Everyone has their pet fix for the Lifebloom problem or their favorite way to mitigate the impact of the nerf. I’m going to repeat here a couple of my favorites. I’ve seen each of these ideas posted several times by different posters in slightly different iterations, but here’s my take.

#1. Buff Lifebloom’s HoT slightly and reduce the bloom. A gain in HPS on the part of the spell that’s most useful in PvE would cushion the impact of the nerf somewhat.

#2. Limit the number of active Lifeblooms to 6 per druid. I personally love this solution, and I’d even like it if the limit were three. This would keep multiple stacks of Lifebloom from dominating the healing meters, and even though a raid could ostensibly stack druids, most probably wouldn’t. After all, Lifebloom works best as a sort of damage cushion on the main tank. This is the use of rolling Lifebloom that I’d like to protect.

#3. Remove the stacking mechanism. I’m also in favor of this solution for simplicity’s sake. Lifebloom causes a ton of problems because of its stacks. Why not buff the value for a single Lifebloom and remove the stacking capability? It’s the stacking that causes such rigidity in a druid’s rotation. I doubt many druids will be brave enough to single stack it in 3.1, but that’s looking like a mana efficient way to go. Why not make the decision for us?

I’m interested in knowing what readers think about this problem. As for me, I think I understand why Lifebloom is a target right now, and it’s not a pretty thought. I think that–correctly or no–the developers believe that the 40% nerf to OOFSR regen won’t hurt the druid enough. Right or wrong, it’s seen as a nerf that will hurt the priest more. As such, they’ve changed both the cost and the mechanics of druids’ signature spell in order to force us to run empty. My feeling from reading the comments of PTR testers is that the change is too dramatic. Combined with the new, underwhelming Innervate, the expensive rolled Lifebloom may just not be sustainable even on one target. I’m not looking forward to standing idly by mid-fight with an empty mana bar. Far better than that would be to do without Lifebloom, but I sure would miss it.