In Defense of the New Tree of Life

When Blizzard first announced the changes they were making to Tree of Life in the upcoming expansion, the Druid community experienced its own mini-Cataclysm. The main gripe seems to be more about the loss of another “true” Druid form, than it is about the mechanics of the talent. The reasoning behind the Dev’s decision  is that being one of the maybe two capstone abilities for Resto Druids, Tree of Life was pretty boring. Yes, it gave you a new form, but the benefits of the talent in its Wrath iteration read like a list of lower tier talents. Assuming the math supports the Blue’s statements, the reduced mana and increased healing it offers only bring us in line with other healing classes. Not really the huge benefit you expect from a must have talent.

The new version of Tree of Life as it is in the beta, including the recent announcement that the snare is probably being removed, provides quite a few situational uses for Resto Druids, and makes the talent far more useful and class defining than before. First, lets take a look at what the new talent brings to the table:

Tree of Life:

Shapeshift into the Tree of Life, increasing healing done by 15% and increasing your armor by 120% but reducing your movement speed by 50%. In addition, some of your spells are temporarly enhanced while shapeshifted. Lasts 45 sec. 5 minute cooldown. Enhanced spells: Lifebloom, Wild Growth, Regrowth, Entangling Roots, Thorns, Wrath.

Enhanced Spells:

Wild Growth: affects 2 more targets
Regrowth: instant cast
Lifebloom: 2 applications of Lifebloom
Entangling Roots: instant cast and increase damage by 200%
Wrath: cast time reduced by 50% damage increase by 30%
Thorns: not yet implemented

The first change may not be apparent in the tooltip. The 15% increase to healing should be a larger boost than what you are currently seeing in Wrath, due to the fact that Druid healing power is being brought closer in line with the other classes without Tree of Life figured in. Because it is now a cooldown, the healing bonus can have more impact than if it was a passive bonus like the current live version. But the most obvious, and interesting, change is the enhanced spells. Not only do some our healing spells benefit from this, but some Balance spells as well.

Where I think that the new version really shines is how many different uses I can see for it. It truly went from a set it and forget it toggle, to a spell that can give you different advantages depending on when and how you use it. I really see it adding

Playing Catchup

The most obvious way I see Tree of Life being used, is as a way to catch up when massive damage or some other raid situation causes you to fall behind in healing. The ability  to heal extra Wild Growth Targets, complete a 3 stack of Lifebloom much faster, and cast Regrowth instantly, all combine for a very powerful boost to your healing when damage gets out of control. This also seems to apply to both raid and tank healing, assuming Druids are healing in Cataclysm the way the devs have been describing.

Healing On The Move

Druids are already known for being good healers on the move, but this makes us even better. By using this cooldown in high movement situations, you will add Regrowth to your instant cast arsenal, while also increasing the effectiveness of Lifebloom, and hitting more targets with Wild Growth. While the design of Cataclysm raids will determine how often you will use Tree of Life in this manner, I am sure there will be plenty of times that you are the only healer capable of truly healing on the move. This should be a good way to make up for other classes deficiencies in this area.

Damage Boost When You’re Not Healing

One of the design trends for healers in Cataclysm seems to be dealing damage when your not healing. So the bump to a few of our damaging abilities is in interesting touch. Now I am not saying this is an effective use of your cooldown in most raid situations. However, in times in which you outgear content, or in 5 man dungeons where it is not necessary to have the increased healing every boss, this can give us a nice DPS bump. I see this as more of a fun way to use the cooldown, but who knows what Blizz has in mind for the new raids.

Arenas/Battlegrounds

Arguably there is no area of the game better suited for situational abilities than Arenas and Battlegrounds. Where this talent truly benefits you in PVP is with its flexibility. Especially with the removal of the snare component taking away the one drawback that would keep you from using it in PVP. Lots of team members taking damage in a 5v5? Pop it and go to town with your raid healing spells. Someone being focused fired? Use it for the extra boost that can often be the difference between winning and losing. Got that last opponent on the ropes and want to help finish them off? This is a perfect time to cast Tree of Life and spam your enhanced Wrath.

In the end the beauty of the new Tree of Life is all its nuances and flexibility. Find the right time and way to use it will be a challenge at first, but in the long run you will gain far more benefit form it than the current design. As far as the loss of a true Druid form goes: Is it really worth it to lose a great spell, just because we don’t want to heal in our ugly caster forms? I hope the answer for most players is no.

Epiphanize is the co-host of the Raid Warning Podcast and is currently leveling a Druid in the Cataclysm beta as well as playing one as his main.

Current Legendaries Don’t Count?

I’m wearing a sad face.

The guild rewards you guys are seeing in game are not hooked up yet. Guild rewards have 3 requirements that must be be met before you can use them. First and foremost, they must be unlocked via a guild achievement. Let’s just say, that for example, you need to complete the new guild achievement "We are Legendary" in order to unlock the Dark Phoenix. That achievement requires the guild to gain access to all 6 legendary weapons currently available in the game. (note that all guild achievements start on Cataclysm launch, so anything you have now will not matter, it must be done with your guild after launch)

Source

It appears my Val’anyr will not count towards that guild achievement. I wonder if it’s because of a technical implementation or what? I understand that players come and go. I’m aware that guilds will rise and fall. Is that alone a valid reason to punish the guilds who are still around who have legitimately worked hard on current content (when its relevant) to earn those weapons?

The Wrath weapons had quests related to it. It would seem easy to simply do a check to see if that player had the quest complete. Otherwise, an inventory check might be needed for older weapons like War Glaives or Thoridal.

Getting Val’anyr took us about 6 months from start to finish. We’re very close to finishing our first Shadowmourne (7 shards away). Knowing that we have to go back and redo or reclear most of the older instances for it even though we already have some of them just so that it counts seems odd to me.

Or maybe there will be 6 new legendary weapons added in Cataclysm.

Or perhaps We Are Legendary won’t end up being an actual guild achievement, but more of a Feat of Strength.

Your thoughts?

Midnight Monday Musings: the Summer Edition

Clock just turned 12 AM out here in the west coast. Finished a roller coaster of an ICC 25 run. We were short 1 DPS tonight and opted to nail ToGC. We were subsequently rewarded with a Solace and a Death’s Verdict. The two back to back Vortexes on the 4th and 5th special abilities really did a number on 4 of the 5 groups in the raid. But we managed to squeak through in the end.

The blog

First, I want to say thank you.

Thank you for continuing to come and read what’s on the blog after three years.

Yeah, it’s been that long. Many of the people I knew as bloggers have moved on from the game or from blogging entirely. There is a high turnover when it comes to WoW bloggers unfortunately. I wish I had the energy and the time to actively go out to the newer ones and say hi, and welcome.

You can bet I’ll continue to blog from here onward. I may be slow at updating at the moment, but someone has to help contribute to the all the Cataclysm stuff in the future. I’m also working on a bunch of behind the scenes stuff. You’ll see it when its all ready.

The raid

Tonight’s raid felt like a slight setback for me. We were putting in a lot of hours into Sindragosa hard mode on 25. Most of the time on Thursday was spent getting an understanding of the different phases and making minor adjustments to positions. It appeared that we would have been able to continually get her into phase 3. It just seemed like we had a regression night. Ice Blocks were broken too early. Inability to hide behind tombs and getting destroyed by bombs. Players weren’t properly getting rid of Unchained Magic before getting pulled in. Ran phase 3 tombs to the wrong side or not fast enough. It seemed a little more chaotic and uncontrolled. I had to do everything in my power to try to keep the team settled and calm. I don’t get mad at the players, but I do get frustrated at the situations.

The senior staff have been utilizing spreadsheets to keep a careful eye on cause of wipes. An encounter like this greatly magnifies what players can do and what players can’t do. We note what happened, which players involved, and how many times. It’s our hope we can notice and trends or patterns and take necessary steps to address it, even if it means replacing players.

To be fair, we’ve only invested 4 hours so far. We’ll see how it goes. Telling players to take a seat never comes easy for me and I suspect it never will.

The wipes were offset by one of the most hilarious moments in the guild though. On Lich King, we’re on the final phase and we’re going back and forth from one side of the platform to the other. All of a sudden I hear a frantic call on vent:

“Taunt! TAUNT! I FELL OFF THE LEDGE!”

Yeah.

Our tank who was on Lich King backed right up over the ledge and fell off. Luckily our off tank was quick on the ball and grabbed him before he could cause any other damage. He died moments later.

But once we hit that 10%, everyone started laughing and choking. The good thing is that I’ll probably never get made fun of for fat fingering Mana Burn on Instructor Razuvious instead of Mind Control (and yeah, I cost us that Immortal run :\).

The guild and me

I’ve re-learned an incredibly valuable lesson over the past few months. Not everyone is going to fit into every guild. I did a particular strong job of making our loot system known to potential players and turning people away who didn’t quite fit what I was looking for. But it wasn’t until the departure of two players did I begin to question myself and my abilities. I spent a good week having a heart to heart talk with as many raiders and players in the guild as possible. My questions all involved:

  • Why are you here?
  • Are you happy here?
  • Do you have any issues with the way me or my officers are running things?
  • What do you plan to do in Cataclysm? Explore free agency or stay? Everyone’s contract ends when the expansion is out and is up for renewal.

The answers were resoundingly positive.

When I realized that the 25+ group of raiders had no issues, were committed, and were happy being here, I ultimately concluded that there wasn’t a major problem at all. In fact, it was simply a culture clash and a significant difference of opinion. After that, the choice was made to let them go. I figured they wouldn’t be happy here and that’s the last thing I want.

Since then, I’ve started undergoing chemistry checks with new players who get into the guild. Week 1 is to see how they mesh with everyone in the guild. The trial period isn’t just for us to see if we like them, but it’s also there to see if they like us. I’ve been a bit a bit more aggressive when it comes to cuts after week 1. If I get numerous complaints from other raiders, I’ll generally cut them. It’s not a good idea to have a person in the guild where no one gets along with them.

That’s just a complete personality clash and it would lead to problems later on down the road. I’ve had to deal with this multiple times, and those players ended up leaving on their own anyway. It isn’t just chemistry that we look at, but skill checks are also conducted to see what their up times and DPS output is like on a regular basis in a raid environment. If they have difficulty with Defile or Frost Bombs or any of that fun stuff, they generally don’t make it past week 2.

And then there’s the “difficult” player.

They’re the ones who just can’t seem to let things go or continue to make life difficult. They question your loot policies and offer strong suggestions even after agreeing to them in the first place. Or perhaps they offer the raid leader and half the raid personal tips on increasing DPS and better performance the first time they’ve ever been to an encounter. Normally, I welcome advice and feedback like the next guy. But I make it known that it should be done on our forums, not during the raid when we’re 3 seconds away from a pull.

It’s always been my personal belief that a new player should never offer unsolicited advice in the first few weeks of their time in the guild. Only until after they get accustomed to their surroundings should they start volunteering any knowledge. At least, not unless its a really good idea that would virtually guarantee a kill on a boss.

Nevertheless, I’m still on the lookout for more players for the present and for the future. It’s going to be challenging to find someone that fits the mold of what I’m looking for, but I know they exist. I have them in the guild already. Heh, it’s funny looking back at all these predictions of having a fail guild that wouldn’t really get far or that would implode. I suppose that will happen after a heroic Lich King kill or Halion or something.

I’m working on a post at the moment revolving around men and raiding. There’s been lots of posts recently about the whole feminism thing and while I respect and understand it, I wanted to write about male raiders and how motivated, angry men can go out and kill bosses. It’ll be an interesting case study, I’m sure.

Without a safety net

For as long as we play this game, no matter how much changes there are things that will always stay the same. Standing in fire is generally bad (there have been very few exceptions to this and the exception does not make the rule). Cleave and Whirlwind are not things you should stand next to. Don’t break the sheep, and my favorite, always blame the hunters. These are simple truths that we have come to accept as we’ve played the game.

I’ve been spending a lot of time lately in the Cataclysm beta recently. I’ve leveled Lodur to the current level cap 3 times now (once as resto, once as elemental and finishing out the one as enhancement) and some of these simple truths are being expanded and brought back to the forefront. In Cataclysm, the developers have a goal to make healing harder and more involved. Our healing spells hit for slightly less than one would expect and mana is at a premium.

You see, previously healers have had an excess of mana either through large base mana pools, stacking MP/5 or getting high returns from intellect and talents. With mana flowing like water, healers have been able to compensate to a certain extent for players who “stand in the bad”. Now, it does not mean that no one died. There are still plenty of things that will kill a person flat out if they aren’t paying attention, but some feel that the game has become far more forgiving than it was in the days of Vanilla WoW.

By making healing harder in Cataclysm, they are doing something they moved away from inadvertently over the course of two expansion. They are placing the burden of living squarely on the entire group, and not just leaving it to the healer to be the sole life-line. I’m not saying healers shouldn’t be trying to heal, but rather just stating that the game is changing. Let’s break it down to the core components in play here as provided to us by the developers;

  • Mana is a concern for healers
  • Healers will be focusing more on triage
  • Fights will be longer
  • Situational awareness will be a factor again with a lot of avoidable damage
  • It will be less about brute force and more about survival and finesse

That is just the short list, since things are constantly changing in the beta.

Mana being a concern and the focus being more on triage is a big thing. Right now healing sort of devolves into whack-a-mole frantically trying to keep everyone up. Come cata however, healers will have to make judgment calls as to how to prioritize heals in order to conserve mana and maximize healing benefit to the group.

Let me give you an example of what I mean. In the Throne of Tides (one of the new 5 players dungeons in the next expansion) the very first boss has a spout / geyser like ability that she forms underneath her. The tank and melee need to move out of this before the ability triggers, or they take a lot of damage. Healing this, I had the tank and a rogue stay in the “void zone”. The tank and rogue both took a massive amount of damage. The rogue was JUST far enough away from the tank to be out of Chain Heal range so I had to decide to drop the nuke heal on the tank or the rogue. Needless to say I picked the tank. The rogue died immediately after my heal landed on the tank (1.7 second cast time for those interested). Had either the rogue or the tank moved out of the ability, neither would have died as I wouldn’t have had to decide who got healed and who did not. A little situational awareness would have gone a long way here.  The boss also spawns adds that need to be tanked and dealt with. One of the ranged wasn’t paying attention and wound up proximity aggro-ing two of the mobs and he was dead before I could even cast a single heal on him. We wiped it after that and tried again, but you can see how paying attention counts for a lot there.

This same fight, at about the 2 minute mark I noticed my mana reserves getting low. The damage throughout the fight was pretty steady, but people not paying attention caused me to burn a lot more heals than I would have liked. The fight in total lasted about 4 minutes or so, but in that 4 minutes I had burned a mana potion, my Mana Tide Totem and ended the fight with around 5% mana. It was a bit of an eye opener. I was forced to figure out which heal was appropriate for what damage in order to conserve as much mana as possible, and had to make decisions on when it was safe to let the tank take a couple extra hits before casting a heal. Spam healing to keep everyone at max just doesn’t work anymore.  Keep in mind this is a normal 5 man dungeon not heroic, and I entered this with ilvl264/277 ICC25 gear. It was refreshing and scary, but not at all impossible. Now this will likely change in the raiding end game, but I wonder how much. The encounters in normal dungeons are already shaping up to be more involved than being simple tank-and-spanks, and one can only hope that the learning curve for endgame will continue along that path rather than decline. After my first run though it got easier, and I ended with more mana, but that is in part because the groups did everything they could to avoid damage and make my job easier. That in turn made it easier to heal through the “oh shit” moments.

Now, what does this have to do with non healers? Well to get to the point of my post, my guild constantly reminds players to “help your healers out”. This means avoiding the bad (looking at you here defile!). We expect the healers to heal and do their jobs well, but we expect all the other players to help themselves stay alive. Use potions or health stones, move out of fire, run to your linked partners on Blood Queen, stay vigilant and react quickly. This is not an uncommon sentiment, but some people seem to think they can stand in the fire and squeeze out one more attack while the healer keeps them up. In Cataclysm if you aren’t paying attention and don’t react to the bad things happening around you, it is very likely you are going to die regardless of how skilled your healer is. With all this going on, it becomes more about surviving for as long as possible in a fight. After all you can’t DPS if you’re dead right? So this means when you see a Healing Rain or Lightwell going down, it will be your responsibility to get to it as much as it is the responsibility of the healer to make sure it is placed optimally. It means managing your threat to make sure you don’t gank and doing things to keep the damage you take at a minimal level even if it means stopping what you’re doing for a few moments to stay alive. You will need to do it. It really seems to be shaping up to have more individual accountability by virtue of taking away what I like to call the “Healer Safety-Net”.

If the trend continues into raids, healers simply will not be able to compensate for bad decisions or poor situational awareness. They wont be able to heal through all the damage being done. Instead it will take coordination of the entire group, people paying attention to their environment and an understanding that the game has become dangerous again. We’ve gone from killing boars to resurrecting gods. The stakes have been raised and we will all have to adapt.

So remember to help your healers out, because it looks like that safety net is going away.

Behind the Scenes: Loot Council

This might end up being one of the longest and most in depth posts you’ll ever read here about the loot council system. I tweeted a couple of weeks ago asking if people would be interested in an example of what happens to go on behind the scenes when loot is being decided. A resounding number said yes!

Took me about 7+ hours to conceptualize, write, and edit this one. Thanks to my guys for their help and suggestions.

What is loot council?

It is basically a group of players who decide which items go to which player when they drop in a raid. And before you say anything, yes it is entirely prone to favoritism. And yes, it is possible for it to be corrupt. Keep in mind though, the effectiveness of loot council is entirely dependant on your loot council. If they are nothing more than sniveling, selfish players who award loot only to themselves, then yes that is a problem. But if your loot council has progression first and foremost in mind, then it’ll work out in the end.

It’s not about being fair

A lot of players make the case that it isn’t fair.

You’re absolutely right.

Loot council is not designed to be fair.

In fact, it is far and away the worst system when it comes to fairness. Fairness is going to very by player and by situation. If a really awesome trinket drops, does it go to the new player who’s still using that 219 trinket who just joined the guild? Or does it go to the veteran who wants to replace his 264 trinket with a slightly upgraded version? Strong cases could easily be made for both. You could argue that that the new player would benefit the most from it as its the biggest upgrade for him (and consequently, overall raid DPS would increase). On the other hand, it could be used as a reward for the veteran for his consistent attendance and performance and that he deserves it (and has a higher chance of it sticking around in the guild as opposed to someone taking it and leaving).

When I pick out my council, I give them free reign on names and selections. They can only pick from the players who have listed themselves. They don’t have to give reasons for their judgments. Ultimately though, the one criteria I instill upon them is to do what’s best for the guild. If it means awarding a freshly minted player who just joined the guild with a trinket, that’s okay. If it means handing it off to a veteran, that’s okay too.

Every case is unique. We don’t operate on precedent because we can’t afford to “handcuff” ourselves in that manner.

Who is on it?

I try to maintain a fairly balanced class composition on the LC. It looks something like:

  1. Healer
  2. Tank
  3. Melee DPS
  4. Ranged DPS
  5. Other (Usually another ranged DPS, but it varies)

For me, the two criteria it takes to sit on it are both:

a) Basic knowledge of other classes and what’s desirable stats for them
b) Actually wanting to be on it

A surprising number of players I’ve approached over the 2 years have said they were hesitant to sit on it because they weren’t sure if they wanted that pressure or that power. I don’t want a player that screams “PICK ME PICK ME PICK ME”, I try to go after players who are willing to do it but are fine if they don’t.

If there’s some sort of bias detected, that council member is restricted from voting. For example, if someone’s fiancé or girlfriend or brother is up for an item, that council member would not be allowed to say anything. They can provide advice or notes, but that’s it. When that happens, an officer steps in temporarily and takes their spot. The same thing happens if it’s an item that a loot council member wants: They’re not allowed to vote (unless they pass). We try to minimize the obvious biases as best as possible.

Confused? Not every loot council member is an officer, that’s why an officer can periodically make a decision to fill in.

Loot council usually rotates after a month to several months depending on a number of things (Where we’re at in progression, boredom, “freshness” factor, etc).

Members have a say too!

In 80% of the loot decisions, we don’t actually have to come to a ruling. Back when we formed, Syd and I added a slight twist allowing our members to decide if something truly is an upgrade for them or not. Check out my macro:

LOOT OPTIONS
Int = You want and is a main spec upgrade
Pass = You want it, but can afford to wait or will not be using right away
Off = Off spec item
Say nothing = No interest in item

Yes, it’s tiered. Saying Interested signifies immediate desire and that it’s usable. Saying pass means you want it, but you won’t be able to use it until you get another piece of gear (like hit rating adjustments) or its a relatively minor upgrade (going from a 251 level item to a 264).

Anyway, I’ll give you a few of the loot scenarios and some of the decisions that I made. Keep in mind, there’s 5 of us. When someone says they want something though, we’ll ask them to link the current item that they wish to replace.

Give you an example:

[Coldwraith Links] has dropped.

Loot Master: 5
DPS warrior: Int [Vengeful Noose]
Loot Master: 4
Death Knight 1: Int [Coldwraith Links]
Death Knight 2: Int [Coldwraith Links]
Loot Master: 3
Loot Master: 2
Death Knight 3: pass
Loot Master: 1
Ret Pally: pass
Loot Master: –

Right off the bat, we’ll strike Death Knight 3 and our Ret Pally off the list. They both want it, but for whatever reason, they’re willing to wait or not able to use it (or are just being generous because maybe they’ve gotten a bit of upgrades that week). This case is one of the tougher ones we’ve had to deal with because all 3 partys’ could make a strong case for themselves.

But it’s easy in that since any of them could use it, the whole guild would benefit anyway regardless of who got it. I’m thinking big picture at this point. If memory serves, I think we gave it to Death Knight 2 because Death Knight 1 had gotten something earlier that night or that week. Honestly, it was a coin toss between the Death Knight and the Warrior.

Let’s do a tier example.

Conqueror’s Mark of Sanctification

Holy Priest – Int (42 badges) – Has no tier piece
Shadow Priest – Int (33 badges) – Has 1 tier piece (Shoulders), 251
Prot Paladin (off tank) – Int (60 badges) – Has no tier piece
Warlock – Int (60 badges) – Has 1 tier piece (Legs), 251
Ret Pally – Int (55 badges) – Has 1 tier piece, (Shoulders) 264

Let’s travel back in time a few months where tier tokens were still relatively new and not many players had tier pieces equipped yet. When it came to tier, we looked at factors like the amount of Emblems they had. We also wanted to know if they already had the 251 level tier pieces. We also had a quick chat with the players to really figure out which set bonuses were okay and which set bonuses were jaw droppingly awesome. Our mindset with tier is that we knew it would be a constant drop rate. We wanted to try to spread it out as much as possible. It was up to the raiders themselves individually to do dailies or whatever they could to get as much Frost Emblems as they could. Over a span of several weeks, our accessibility to tier would increase anyway. It was our job to determine who got what tier first.

Keep in mind, at the time Saurfang was the only boss who dropped tier at the time.

The first thing we looked at was how quick the token could be spent and used. The Shadow Priest would have been able to upgrade their tier shoulders immediately. The Holy Priest would need another week or two to purchase the 251. The Prot Paladin would also benefit and has not bought any tier yet. The Ret Pally already received one from the week before, striking her from the list. It would’ve been a tough call between the Warlock and the Prot Paladin. For me personally, I would’ve awarded it to our Warlock. It gives him immediate access to a 264 piece and a 2 piece with the shoulders.

Conqueror would drop again and it would’ve been pretty easy to “map” out the next few drops anyway.

Phylactery for the Nameless Lich (heroic)

Loot Master: 5
Shadow Priest: Int Phylactery of the Nameless Lich
Loot Master: 4
Warlock: Int Muradin’s Spyglass
Mage: Int Eye of the Broodmother
Loot Master: 3
Loot Master: 2
Loot Master: 1
Shadow Priest: pass
Loot Master: –

Here’s some background information. Both the Warlock and the Mage joined the guild the same day. The Shadow Priest has been around for 9 months as a regular raider. Our Shadow Priest notices the trinkets the other two are using and realizes it would be a better upgrade for the other two and decides to withdraw his name from consideration. Seeing as the Mage and Warlock are new and that extensive notes have been taken so far on their performance. The Warlock has been performing extremely well with top 5 finishes on most boss fights. The Mage is about average to below average (10th-15th with massive fluctuations). Unfortunately, the Warlock was mind controlled on Blood Queen because his target had already been bitten. In terms of drops, the Warlock had received no items that night and the Mage received both a Vanquisher token and a neck upgrade (both immediately used).

It’s now down to the battle of the recruits.

This is one of those “investment” type calls. Who are we most likely to keep? Who is most likely to go? We don’t know. It’s difficult to gauge that especially on a day 1 (a little easier after week 1). Do we give it to the Warlock as a reward so far for his efforts (except for the blown bite)? Or do we give it to the Mage to escalate his gear further? We’re aware that his DPS isn’t as high as the rest and it would really bring it in line. But he already received two items that night.

Those were just some of the questions that ran through my head. Ultimately, the Phylactery would’ve been an upgrade for either of the two. And for me, I would’ve sided with the Warlock just for the sake of even distribution.

Heroic Solace of the Defeated

Holy Priest – Int – Heroic Althor’s Abacus, Glowing Twilight Scale
Disc Priest – Int – Talisman of Resurgence, Glowing Twilight Scale
Resto Shaman – Int – Heroic Althor’s Abacus, Purified Lunar Dust
Resto Druid – Int – Ephemeral Snowflake, Heroic Althor’s Abacus
Resto Druid 2 – Int – Ephemeral Snowflake, Talisman of Resurgence
Holy Paladin – Int – Sliver of Pure Ice, Althor’s Abacus

Let’s try some healing trinkets. They are one of the biggest headaches in the game due to the number of players that want them when they drop. For me, when a player gets two powerful trinkets, I cut them off for the rest of the expansion. Again, I want to minimize the number of wasted drops. No point for us giving a trinket to one person only for them to replace it the week after when another player also could have benefited from it.

Here’s the information:

The Holy Paladin is entering finals for law school. He’s already declared that he will not be able to show up for the next 3 weeks. The Resto Druid received his Abacus earlier that week.

Ugh, tough decisions. The Holy Priest is just being plain greedy, so he gets struck. He’s already using trinkets that will last him the length of the expansion (probably that Matt guy who wants it, greedy bastard). The Holy Paladin could also put it to good use, but it won’t be effective for the next 3 weeks. The Resto Druid already got something that week, he’s out. Resto Druid 2 missed out on 2 straight progression raids without letting anyone know. Now it’s down to the Disc Priest and the Resto Shaman.

Looking across the board and seeing how everyone (and their mother) seems to already have an Althor’s Abacus, I’d award it to the Resto Shaman. The Disc Priest could benefit from an Abacus or a Solace. The Resto Shaman could use the Solace and then be done for trinkets for the expansion. It’s a narrow decision, but it ultimately gets awarded to the Resto Shaman because the Disc Priest trinkets could be completed with any of the 2 above options.

Final thoughts

Generally, most items take seconds to resolve. The ones that take the longest end up being:

  • Weapons
  • Trinkets
  • Rings

Those take the longest because many classes have vested interest. Look at an item like the Ring of Rapid Ascent. It’s one of the top items by practically everyone (casters and healers).

Granted, we do make mistakes. For every 4 or so good loot decisions we make, there’s a bad one that bites us in the ass. A Glowing Twilight Scale was handed off to a Paladin because no other healers wanted it at the time. He left after 2 weeks. We passed a Deathbringer’s Will to a feral Druid who had been a long standing member of the guild before he departed to try his hand at a higher progression guild. Since the inception of the guild, we’ve had over 115 players contribute to the success of our raids and for various reasons, they have dropped out and retired (Getting married, moving, getting yelled at by SO for too much WoW time, school, work, etc).

I have never had a single player leave and cite the reason for their departure as “unfair loot system”. We have a strong recruiting process and players that (we think) are self-centered when it comes to drops don’t usually make it past week 1.

It takes a dedicated and unique organization to make this loot system work. Everyone needs to be onboard with it and absolutely must buy into the system. That’s the reason it works. It’s because players understand it isn’t always about loot.

In the event the council is evenly split or unable to come to a decision (say an item benefits 4 people on the council and they all want it), then any officers present will make the call. If it’s a 5 way split (which rarely happens), another officer is asked to make a pick so that it becomes a 2-1-1-1-1 decision. Lastly, for anything that cannot easily be decided, I invoke what’s called the Matt clause. It usually happens if there’s a number of loot council players or officers who are either absent or unable to vote. If that occurs, I make the decision regardless of whether I can vote or not. If I’m not present, that falls to the raid leader, then the main tank, and on down the chain of command until its resolved.

Remember, we have a raid to run and bosses to kill. We can’t spend all that time debating. Unless it’s a Deathbringer’s Will, it’ll drop again.

We’re not completely infallible. Just like referees, we make bad calls too. But hey, this system isn’t for everyone. But it definitely works for us (we took down heroic Putricide last week on 25 man, and that guy was a nut case).

While I suspect a number of you won’t agree (and will continue to disagree) with this system, I hope this post has at least shed some light on how a guild could do the job. I know of a guild where a Shaman immediately LC’s mail gear to himself for all 3 specs. It’s unfortunate that cases like that happen, but they do exist. I wanted to write this to illustrate that not every guild or loot council is corrupt (at least, not intentionally).