He’s only mostly dead

Some of you may have been wondering where I’ve been and have been pretty curious as to what Lodur has been up to. Ok, well probably none of have been overly concerned at my absence and probably didn’t even notice I was gone =P

Honestly though I’ve been a busy busy shaman. You see I’ve learned a few things from Matt. Chief among them is a love of projects. To that end I’ve been pretty hard at work launching a new site that just went live on September 1st, 2010. I’ve been killing myself trying to fit in filling in content there among my other obligations, and it hasn’t been easy.

The site is called Bow Down To Us, and it is a geek site. You want comics? We have you covered! Want to know more about what games are coming up? We have you covered there! Want to kick back on a gamer forum and just shoot the breeze? We have you covered there too! From general news all the way up to a section devoted to WoW, we are hoping to grow the site into something awesome. So if you get a chance, check out the site.

Aside from that I’ve been doing my normal gig at WoW.com with recent articles detailing Healing Rain, and some Cataclysm updates and Blue posts. When I haven’t been working hard on articles for the new site, I’ve been spending time in the Cataclysm beta. I’ll be honest, I’m hooked. It feels so fresh and so new. Not just the 80+ content, but even leveling from 1 up. I’ve been leveling my Dwarf Shaman (because they are ridiculously awesome and the best shaman ever), and my Worgen Druid. If you have beta access and are looking for any groups or anything feel free to hit me up. Lodurzj is the 83 shaman, Lodurious is the Dwarf Shaman, and Lodurwolf is the Worgen Druid.

I’ve also been spending some time over at Totemspot. If you haven’t heard about it, shame on you! It is the community created for Shaman, by Shaman. All walks of life are present there and there are some awesome people there. I’ve been trying to answer as many restoration questions about the beta on the forum, and in my articles, as possible. That does take up a lot of time.

Things are going back to normal, so you’ll see more posts from me back here again. I’ll be continuing my posts on WoW.com, and you can also find me at BDTU and Totemspot. With things returning back to normal I’m also going to hit some SC2 multiplayer. To that end I still need a 2v2 partner. So if you’re interested let me know!

So how about you guys? What have you been up to? Anything fun?

 

Merging Raids: Step One

So, you’ve got a core team of raiders. People whom you know are dedicated to the same goal that you are, whatever that may be. Despite your best efforts, you’re constantly short a few. You find yourself stretching to find good raiders. In your virtual travels, you come across another team that seems to be experiencing the same dilemma. Is it the Twilight Zone? Are you looking at your own team looking back at you? No. You’ve simply found a common problem amongst raiding teams: coming up a little bit short. A five-letter word starts materializing in your head. You try to fight it, but you start to give it more and more consideration: Merge.

That’s where I’m at. Well, where we’re at. My goal is to walk through the different phases of merging two struggling raid teams. Obviously you’re going to run into some of, if not all, of the following issues:

  • Deciding if merging is right for you.
  • Arranging & discussing the merge.
  • The first raid night.
  • Possible shifts in gameplan (or should I say, “raidplan”)
  • Potential headaches.

Is it the right choice?

As I’ve mentioned before, I decided to craft a 10-man raiding team with some of my closest friends. We all got together and decided that this is what we wanted to do.  We’re part of a slightly larger guild that likes to do whatever anyone feels like throwing together. However, it’s always been this core crew of us that always wanted to progress through raids. Let me introduce you to the crew:

– Arcas, 80 Arcane Mage – Jayme, a good friend of mine that I met while working at a piano bar in downtown Chicago. Similar mindsets, a blast to hang out with, etc. I’ve come to call him one of my closest friends.

– Naryamas, 80 Prot Warrior – Sam, a good friend that we’ve been playing with since we were all level 40s early on in the Burning Crusade expansion. He’s always dedicated to helping out, and is always the first to be open to suggestion. **Solely a tank**

– Discotheque, 80 Resto Druid – Scotty, another good friend since the same time we met Sam. Former Art teacher, now a Graphic Designer in Texas. Engaged to his girlfriend. Jayme and I will be flying down to Texas for the wedding. **Solely a healer**

– Kevorkian, 80 Death Knight – Aaron, some kind of genius when it comes to Nuclear Physics. Yet, when he came to Chicago to visit Jayme and me, we definitely made sure he’d lose some brain cells to some drinking around town. Awesome guy, can play the “bad cop” really well. **Can Tank or DPS**

– Dralo, 80 Paladin – Dave, this is the guy you’d want on your side in a fight. Not only vocally, but physically as well.  Former Army Ranger and holder of random wisdom. Regardless of the actual cause of a wipe, “it’s Dralo’s fault.” **Can be Holy, Retribution, or Prot**

– Jalla, 80 Arcane Mage – Pat is our newest acquisition. A cool guy from Boston, he grabbed a PuG slot one night, and now we can’t get rid of him! Only kidding. He’s become an awesome raider and team member to have around.

-Thespean, 80 Shaman – Me, David. I’m the “politician.” I just want to make sure everyone’s happy. =) **Can be Enhancement or Resto**

That’s who I would consider to be the “core” of this team. We have other members in the guild, but these people are the ones that seem to be the A-Team. I struggle because I know it’s borderline elitist to think of the guild that way, but it’s true. Here’s why:

The Core vs. The Friends

The Core consists of the people that usually show up on time when they click “Accept” on the invite. If they know they’re going to be late, they make someone aware. They’re usually always prepped with gems/enchants for any gear they may pick up that night. They have flasks and their own food at the ready, especially if it’s a Well Fed buff that you can’t gain from Fish Feast (Haste, etc.).  They study the fights beforehand and hold enough wherewithal to know what their classes bring to the fights. This is always key on progression nights.

The Friends are people that, unfortunately, say they want to progress, but they don’t put the level of effort forward that the Core does. Simply put, they show up late (if at all), aren’t prepared for fights, take random unannounced AFK breaks, and need constant re-explanations. It’s not that they’re bad people by any means, but the Core just doesn’t feel that the Friends are on the same level as we are. That’s tough, because we like playing with the Friends a lot. They tire of progression fights easily, which makes forward motion tough to maintain.

Raid in the Mirror

As hard as we’ve worked, we always find ourselves just shy of a full raid. Even though we may reach ten people, one is usually a frequent fill-in or is a Friend that’s not too reliable.  I’ve had friends like Derevka and Avalonna from Talesofapriest.com bring alts over to come help. Lodur has offered his help as well, but once Cataclysm hits, each of them goes back to their respective raiding crew to do the new content. Recruitment on Nazjatar is slim at best. I’ve had great response from people that are interested in raiding with us, but it’s a lot to ask for someone to completely transfer to a new server, especially to a guild that’s not at the breaking edge of content. We’re not World First, we’re not Server First, we just don’t desire to be on the cutting edge. We want to be on our own cutting edge. In general (there are always exceptions), people tend to transfer servers for much more hardcore-style progression. Since that’s not us, our recruiting is harder.

We found another guild on Nazjatar that’s having similar issues. Almost point for point, they struggle with similar problems. Although they have a bigger guild than we do, they just don’t feel they have the roster for the kind of raid they want to do. With Nazjatar recruiting being very slim, they also hit a similar wall.

The Deciding Factor

We had one raid night that just wasn’t pretty. I had to call people to get them online (after they clicked “Accepted”). We started about 30 minutes late. After a good raid the night before, there was just no focus, and the Core noticed it. We were having to explain and re-explain assignments. People had to leave early, but we couldn’t get the group focused to make the best of the time we had. People randomly left because friends wanted to hang out (I’m all for friends, but stick with a committment you made). One of our AFKs ended up being gone for about 20 minutes. Our warlock said she would be 15 minutes late, but she didn’t show up until over 90 minutes later.  In just over an hour of raid time, we got one boss down, and that’s it. Once the raid got called, we were ready to bring up the merge to the other raid team.  Those of the Core that were online all agreed. Putting aside our nights and not having similar dedication from other members just wasn’t fun for us.

And so the conversation began, which I’ll cover in the next post…

Have you dealt with a possible merger? What other issues have you had that pushed you towards or away from the decision?

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.

Second Verse, Different than the First

**Image is text from one of my favorite Shakespeare plays, “A Midsummer Night’s Dream”.

In the week since the infamous post, I’ve been able to see the wide spectrum of responses and views on the topic. I’ve been condemned and praised for it. The praise came mostly because of points made in the post; the condemnation referred to the tone I used. I let the post simmer a few days, and it’s become clear to me that the tone definitely deserves the condemnation. Anyone that has read my posts here before has come to expect different of me (I hope). That’s true. I normally don’t write with vehemence, but this time I let my professionalism go and was wrong to do so.

The Apology

It was unprofessional of me to “attack” Dills as I did. Funny enough, those that know me in real life knew my tone was lighter than it’s been made out to be. That doesn’t excuse it, nor does it allow me to assume that anyone else would be able to tell the playfulness from some letters on a screen.  We talk all the time about how it’s impossible to tell tone from a text message or an email. Something that’s meant as a tongue-in-cheek comment could be taken the complete opposite; something meant as an important conversation could be shrugged off as an “April Fool’s”-style joke. That’s the danger of writing/blogging like we do. Especially with the type of person I am outside of this game, I lost the foresight that I usually exemplify in my posts. It was never meant to be a “lol noob” type of phrasing at all (I’ll explain the Billy Madison quote in a minute). Was it meant to be a sharp criticism? Absolutely. However, the extra teeth–which came across even worse than intended–were uncalled for. I’m perfectly capable of writing a post that reflects my viewpoints and expresses my counterpoints in a clear and concise argument. Well, the argument got lost. My “bridge” comment was never meant to imply that anyone (including me) should jump off it. In Chicago, the Chicago River is actually used to move some of our sewage. People are not allowed to swim in it for fear of infection. I didn’t write the comparison to imply suicide but to simply say, “I could do this, but it wouldn’t be smart because it’s a gross river.”

The Billy Madison quote: I admit that this was a huge mistake. In drafting that post, that quote came into my head–not as a means to further slam someone but as a sort of ironic chuckle. It made me think of a movie that I know I get a kick out of. When I transcribed it, I never thought, “Ha! This’ll really show him!! RAWR!”. I thought it was a funny reference, and WoW!! was I wrong. Since I didn’t realize how my words would be interpreted, I also didn’t see the poor taste of that joke. Matt was right to remove it. I didn’t remove it originally because I was defensive and felt compelled to stand up for what I wrote. I was standing up for the wrong reasons.

Minus the tone, I still maintain the points I made about Dills’s post. It was unfair of me to attack him, but no one should be immune from criticism (even me, of course). In “An Instance of Fail”, there were rumblings of true debate in the comment section. This, to me, signified that there is real discussion in the points and counterpoints that were made. In writing the post, and even in the days following, I continued to read Dills’s entry. With all due respect, I stand by the inferences I made. There is nothing in the post that lead me to believe otherwise. I’d like to make my points in a much more civil way.

Lightwell

I really have no problem with Lightwell either coming or going. I think it’s a very interesting mechanic and can be situationally used. If it were fixed, I’m sure it’d be a great spell. It could be dropped right before a Bone Storm in Marrowgar or dropped behind the ice blocks in Sindragosa. It would be very beneficial during the 3rd phase of Professor Putricide for casters moving out of slime. Just a quick click as they’re running to the closest safe spot.  Essentially, it could benefit any fight situation where the ability to dps is hindered by movement or transition phases. It’s a great alternative to spells like Divine Hymn or Tranquility. With both of those spells, the caster (Priest and Druid, respectively) has to remain still to channel it. This allows the Priest or Druid to continue moving during a transition, put distance between himself/herself and “the bad”, or simply cast spells on others that are nearer to visiting the graveyard.

Although the fate of Lightwell doesn’t really matter, I disagree with the following phrases:

“I know when I’m dpsing or tanking the last thing I want to think about is healing.”

“That’s what the healer is for.”

I remember when I was a lowly Warlock back in SSC/TK, I was excited to start a Priest, because I wanted to be a help to the raid in whatever way I could; healing seemed to be a great fit for me. Leveling to 70 wasn’t instantaneous, obviously. I then looked at my own Warlock spellbook to see how I could help the raid beyond just my Shadow Bolt spam. When it was deemed appropriate, I would put Curse of Weakness on the boss. I was always happy to throw up Curse of Tongues on Fathom-Guard Caribdis (in the Fathom-Lord fight in SSC) to give the Shaman and Rogues enough time to interrupt his huge heal. If everyone was taking a lot of damage, I would throw Siphon Life (when it was a spell) and then Drain Life the boss to give healers some more wiggle room. I would do this even if it was a hit to my DPS. Whatever was the best way for the raid to succeed, I did it.

It’s how I continue to play today. Even when I’m DPS’ing on my Enhancement Shaman, I’ll throw out an instant Healing Wave (via Maelstrom Weapon) to help out the healers when they need it.  When I heal, if I have global cooldowns and mana to spare, I readily start DPSing the boss.  It’s the mentality that I try to encourage in the people I play with. Of course it’s our job to fill our roles, but it’s also our job to help out the rest of the raid where we can. I remember when raid members carried bandages, and used health pots (when you could chain-pot, anyways). It was always more about “us” rather than “you” and “me.” It’s the “us” mindset that helps make our in-game community strong.

Dampen/Amplify Magic

“I know, we use Amplify Magic on the Saurfang fight.  I’m aware of that.  However; one fight does not make a spell useful or necessary.”

Although that may or may not be true for the current level of progression, look at other older bosses that stood to benefit from Amplify magic: Gruul, Patchwerk, General Vezax, Icehowl. Gruul hammers on the tank for physical damage. He doesn’t have a dedicated enrage. With Amplify Magic, you were able to squeeze a couple more Growths out of him. When Patchwerk was the gear check, we worked hard to gear up our off-tank to take the Hateful Strikes. Having Amplify Magic on the off-tanks made our heals hit harder, thereby saving our mana so we could make it to the enrage, if need be. As for Vezax, a fight where mana regen is negligible, any additional help for the healer was welcomed with open arms, especially on heroic when you’re not using the Saronite Vapor mechanic. There’s usually always at least one boss in each tier of progression that uses purely (or mostly) physical damage. If it can be used, there’s really no reason it shouldn’t be cast on a tank (or the raid, for that matter) that’s taking mostly physical damage. It’s hugely beneficial on Valithria Dreamwalker. Cast it on her and heal her quickly to 100%. Makes heroic a lot more manageable (more on this later).

“Dampen Magic is especially useless unless you are in pvp and there are no healers which usually means you will be failing no matter what you do.”

As for Dampen Magic, well of course it’s situational. A lot of mages use it for leveling. My friend Andrew plays a mage. Anytime he’s on his 56 mage and I’m on my 56 warrior, we have Dampen Magic on. It helps us out quite a bit. Some use it for farming. In those situations, less incoming damage means less time bandaging/eating. Like Dills says, it’s beneficial in PvP as well, especially world PvP or certain arena matchups. There’s some misinformation that PvP is pointless without a healer, and that’s actually not the case.  When I’m up against a mage, Dampen Magic (or Amplify, too) is just one more thing I have to dispel off of him to get to his Ice Barrier. PvP is not necessarily who has the heals, but who plays his/her character better. ArenaJunkies.com is peppered heavily with purely dps teams. A team combining a mage with any other non-healing class(es) stands to gain a lot from Dampen Magic. Everytime I see a Mage/Rogue pairing that knows how to play, it’s very tough to beat. All of that CC, and then Dampen Magic makes it that much harder. Especially in PvP, people look for whatever edge they can get, no matter how small. It doesn’t serve the PvE benefit that many would like, but that doesn’t mean it’s useless by any means.

“I do think the idea is solid but in practicality it comes up so rarely that these spells are often completely forgotten about by many Mages.”

My argument: Just because a spell is used only on the occasional fight or on a situational basis, it does not mean it’s useless. People choose not to use it, and that’s fine. However, that doesn’t mean it’s a wasted spot in the spellbook. That’s the fun of the game. Each encounter is different and calls for different abilities. I would find the game pretty boring if I had to do the same thing each and every fight. It makes me sad that interesting abilities like these are being shed.

Mind Soothe/Soothe Animal

I have to admit, I never really knew about the value of Mind Soothe and Soothe Animal until I was in SSC back in Burning Crusade. Those were the days when CC was absolutely needed. Humanoids feared us, Beasts bled us, Dragonkin healed their friends. We had to have Saps, Sheeps, Repents, and anything we could think of. My friend Jayme plays a mage. A nice, squishy clothie. I could tell he’d be nervous stepping up to ready his Polymorph. One wrong step, and that pack comes charging at him. Death would be his likely end. I could even feel the anxiety across vent. A Priest and Druid then stepped up to Mind Soothe and Soothe Animal the mobs nearest to my friend. A sense of ease fell over him. Now, it didn’t need to be so precise where his character was placed. He had a little wiggle room. The pull went as planned, and no one died.

That brings us to Instructor Razuvious, the first boss in the Military Quarter of Naxxramas. Obviously, in 25man, you need to have two Priests to Mind Control two of his Understudies. Because of their aggro range and the range of Mind Control, this pull has the potential to be hectic. The first time I tried this fight, we had to have a countdown on when to run in, hoping that my Mind Control was able to take hold before the Understudy decided I’d be better used as a doormat.  Another tactic was for our tank to run in, grab everything (and run his own risk of becoming a doormat) and possibly pull the mobs out of our range. It got frustrating, and it got frustrating fast, even with a team that I felt confident raiding. Once Mind Soothe was brought into the mix, it made everyone’s lives so much easier. I could settle into my spot, and the countdown was now when to cast Mind Control, not frantically to set up.

How about Zul’Aman? I always was so sad when they removed the Amani War Bear. We never were able to get ahead of the timer after a little while. That raid was full of Humanoids, as well as Beasts. The perfect place to use both of those spells to sneak by mobs and get the edge on that timer. Someone commented on Dills’s post that using those two spells was a great way to solidify that awesome bear for someone in his raid. I wish I would’ve thought of it at the time.

It serves a much bigger benefit than what Dills refers to as “…spells that sneaked in there because Blizzard need to give players something new around level 20 and ran out of ideas” or as a “[d]umb spell with almost no uses at all.” Keep in mind that we’re heading into an expansion that Blizzard wants to have more dependent on crowd control. I know I’d much rather be settled and ready for each pull in the new raids than have each one be a mad dash to gain control. Pulls like those lead to sloppy wipes and wasted raid time. As my buddy Dralo says, “Slow is smooth. Smooth is fast. Fast is deadly.” I’ve always found that Mind Soothe and Soothe Animal help that.

Thinking Outside the Box

Lodur’s guild, Unpossible, is still hammering proudly through ICC hardmodes. Valithria Dreamwalker is no cakewalk. The Emerald Dream is actually the Nightmare. Each orb applies a DoT to whoever consumes it. Simply being in the Nightmare ticks away at your health. VD’s health decays over time, which means you need more bang for your buck. Your heals need to hit has hard as possible in order to assure victory. Unpossible utilized an unorthodox technique also used by other guilds in order to get the job done. They took a BM Hunter with a bear pet. Tenacity pets have a 2-point talent called Blood of the Rhino. All heals on the pet are increased by 40%. They coupled that with Beacon of Light from their Holy Paladin. Beaconing the dragon and healing the bear resulted in a huge boost in healing. It saved mana and helped counteract the health decay. Needless to say, they won the day. That’s the beauty of this game. It’s not simply point and shoot. Takes some thinking to come up with a strategy like that. Post note: I’m aware that the mechanic was nerfed. Still took some brains to think of using those skills together, which is the point.

There are tons of ways that we can all use different spells in the game to make our playtime more enjoyable and unique. Rather than dismiss certain spells as “useless” and “dumb”, we should look for unique ways to utilize our spellbooks and challenge our minds. If someone new to the game wants advice on how to begin this journey, I try to encourage him/her to think about team before self.  Don’t shrug things off as “my job” and “your job”. Embrace the idea that defeating the raid is “our job”. Look for how your class’s lesser-known abilities could stand to help the group. Read your spellbook; try different things out. I think you might be surprised what you might find. Remember, raiding is a Team Sport. Let’s welcome the newest WoW generation with that in mind.

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

An Instance of Fail

**Image courtesy of Universal Studios**

Matt’s note: After an actual good night’s sleep and further deliberation, I’ve exercised editorial control and removed the quote that was at the end of post as I determined it was unnecessary. The team remains committed to delivering honest and thoughtful opinion on the subject and content around the community, and it is never our intention to go after individuals.

I, like a good number of people that I play with, listen to The Instance, a WoW-based podcast featuring Scott Johnson and Randy Deluxe.  They’re an incredibly entertaining duo, and their show is produced remarkably well. Since their fame, they’ve been able to amass the largest guild in WoW, A.I.E., a Horde fan-guild on Earthen Ring.

Needless to say, they’ve developed quite a following. They score interviews with members of the Blizzard staff, host their own Nerdtacular Expo, and have even coined the famous “Obey Henry!” (a reference to Scott’s Hunter pet) phrase on bumper stickers and websites. They’ve got sponsors galore, and it shows.

A lot of people have been given the oppotunity to contribute to the success of “The Instance”, via the podcast or their blog.  Because of the “bragging rights” that come along with such an honor, it’s expected that people probably flock to get a chance.

Well, just because you get the chance, doesn’t mean you should take it.  Living in downtown Chicago, I have the chance to jump off bridges into the water below. Doesn’t mean that it’s a smart idea.

The Culprit

I try to keep a good grasp on what blogs are out in the WoW world.  A lot of us on Twitter are really good about tweeting and re-tweeting blogs that we think are relevant. I find some great articles that way, and some real duds.  That’s what brings me to “The Instance”.

I came across an article posted by someone named Dills. I checked out some of his posting history. He seems like a fairly new blogger. His posts are succinct (good), and touch on relevant topics (also good). The article I read, however, hurt my soul.

In the “calm before the storm”, we’re learning what spells are going by the wayside.  Some spells like Sentry Totem are easily justified. Their mechanics make no sense. Other spells however, will make a lot of us shed a tear upon their departure. Dills, lacking the eloquence he usually displays, delves into his opinions of what should be on the chopping block.

First Offense

Although in the healing community we beg for the repair of our beloved Lightwell, Dills calls for its demise. It’s not really the call for the demise that bothers me as much as the poor thinking that it’s derived from:

The idea is not horrible but in today’s raiding environment does anyone have time to stop their rotation for a moment to click on something for a heal?  I know when I’m dpsing or tanking the last thing I want to think about is healing.

Wrong, sir. When you gear your tank to 540 Defense (or spec into Survival of the Fittest), you’re thinking about healing. When you gather your 251+ gear for your tanking set, you’re thinking about healing. If you’re NOT thinking about healing when you’re going through your “rotation”, then you’re just a bad DPS.  It is every raid member’s responsibility to contribute to the raid as a group effort. This is why one of the quintessential rules of WoW is:

  • Don’t stand in the bad; Do stand in the good.

When you stand in the good, you’re not just “upping your numbers”, you’re assuring that the fight will progress quickly so the healers won’t run out of mana.  With Blizzard’s desire to make mana an issue for healers, this will become paramount.  When you avoid standing in the bad, you’re doing the exact same thing by saving the heals for those that really need it.

But wait!! There’s more!

That’s what the healer is for.  I’ve got a great idea.  How about we put a little Shadowwell on the ground and the healers can click on it to dps things?  Dumb right?  Right.

Wrong again, sir.  Wrong.  How many times have you been working on a progression boss and you hit that last 5% with an imminent enrage timer, then wipe?  I’m willing to bet money that part of the reason you got to that 5% in the first place is because of your healer(s) Smite-ing/HolyShock-ing/LightningBolt-ing/Wrath-ing the boss when they had the global cooldowns to spare.  I can’t tell you how many times when I raided with Lodur’s guild that the whole raid (healers included) threw everything they had at a boss in the final 10%.  I’ll use Blood Queen Lana’thel as an example. One attempt ended in our guild first, with only 2 people alive, the other 23 dead. Healers DPS’d the boss, too. “That’s what the DPS is for,” right? So does that mean the DPS wasn’t doing their job? Nope. We succeeded, which means the raid did it’s job.

Secondly, it’s obvious that Dills hasn’t been following the new game mechanics, namely that Healers will be nudged to DPS in order to regen mana. In the current build, Priests have the following talents:

  • Evangelism – When you cast Smite, you gain Evangelism increasing damage done by your Smite, Holy Nova, Holy Fire, and Penance spells by 4% and reduces the mana cost of those spells by 6% for 15 sec. Stacks up to 5 times.
  • Archangel – Consumes your Evangelism effect, instantly restoring 3% of your total mana, and increases your healing done by 3% for each stack.
  • Atonement – When you deal damage with Smite, you instantly heal a nearby low health friendly target within 8 yards equal to 15% of the damage dealt.

So, sir. If we can DPS the boss, you can help with healing.

Second Offense

Although Amplify/Dampen Magic is getting tossed onto the cutting room floor, Dills seems to think it’s welcome. His primary reasoning:

I know, we use Amplify Magic on the Saurfang fight.  I’m aware of that.  However; one fight does not make a spell useful or necessary.

How about Valithria Dreamwalker? Ever think about throwing Amplify Magic on her? And Dampen Magic, what about throwing that on your ranged tank in Blood Prince Council? I can think of a myriad of ways that this can be used on a case-by-case basis. Just because it’s not mandatory for each fight doesn’t mean that it deserves to go away.

More you ask? Sure…

I also don’t know a single Mage who is excited when I remind them to please “give amp magic to the raid please”.  They all have the same reaction, “Ugh”.

Wrong, sir. Any mage worth running with (in my opinion), is more than willing to buff the raid, if it’s necessary  or will aid in getting that solid kill.  To any player that gripes and groans because they have to buff the raid, I tell them essentially what they’re saying is “Oh noes! I have to give the raid a (possibly) better chance at downing this boss! /cry”.  It is these people that I don’t like playing with.  Our mage (also our DPS captain) always looks to see what little things the DPS can do to help out the rest of the team.

Three Strikes; You’re Out!

Last, but not least, Dills brings up Mind Soothe and Soothe Animal. These are spells that I’ve become quickly familiar with through my raiding days.  Remember when CC used to be essential to getting through a raid?  Remember packs of mobs that needed to be Slept, Sheeped, Sapped, Hexed, Repented, etc? Does anyone recall Blizzard saying they’d like to see CC brought back in? I do. I welcome it. It actually makes it more interesting than “nuke da mobz wit aoe”. Let’s start at the top:

Priests can Mind Soothe which I guess could be useful while questing but if you can’t kill a mob reliably you got bigger problems than Mind Soothe can fix.

Dills, did you read the spell? Mind Soothe has no impact on the level of damage a Humanoid mob takes. It reduces the aggro range that the mob can detect you. For leveling, this means you can Mind Soothe a mob to grab that quest item you need. For dungeons, it’ll help you sneak by that one mob patrolling right near you or near a party member that was lagging behind.

I’ve heard of Priests using Mind Soothe on the Instructor Razuvious fight but I admit I have never confirmed that it really works.

Here’s some confirmation for you. In the Razuvious 25man fight, you need two priests to Mind Control.  Without Mind Soothe, they have to mash the Mind Control button as fast as they can to grab hold of the Understudies.  Why? Because when the Priest gets into range to cast the spell, he’s already in the Understudy’s aggro range. The mob starts running at the Priest, alerting the other students (and Razuvious) that he’s there. If the tank’s not fast enough, or the other Priest can’t get off Mind Control on time, the Priest is dead.

Now, with Mind Soothe, the Priest settles into this spot, casts Mind Control with ease, and there’s no mad dash to get it done. The tank can run in and get aggro on the other Understudies without fear of them charging after the Priests.

This works for any time you have to set up CC assignments before a pull. With the need for CC coming back stronger in Cataclysm, you’re gonna need Mind Soothe until you really outgear the content.  And guess what? Soothe Animal is the exact same thing, except for Beasts and Dragonkin!

I do like the idea of these spells upping the targets vulnerability to other spells though.

Where, oh where, did you even get that from the tooltips of those spells?  How does “reduces the range” mean “makes more vulnerable”?  Both of those spells are designed to help prevent face-pulling mobs by anyone other than the tank.

Head to the Dugout

In the end of Dills’s post, he says:

Leave a comment with any spells you hate or think should change or tell me how wrong my analysis is.

Gladly, sir. Let me say first that anyone is more than welcome to have their opinion. I encourage it. However, make sure you know what you’re talking about before you open your mouth if you’re looking to spur a debate. The examples provided above show a poor thought process on your part.

Your thoughts on how healing is “not your job” is an insult to the people you depend on to keep you alive. It is your duty to make sure the raid succeeds, however you can contribute to it.

The ability to think outside the box on certain spells is something I highly recommend checking out. Simply because one raid leader said to use Amplify Magic on the Saurfang encounter doesn’t make it useless everywhere else. You’ve got raiders that groan at increasing chances of success? Get new raiders.

I can certainly say that I don’t like apples because they’re fuzzy and blue and taste like feet.  You’d say I have no idea what an apple is. That’s my opinion of you regarding Mind Soothe and Soothe Animal. Try Soothe Animal in Ruby Sanctum. You may be surprised.

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