Stop Covering for Other’s Bad Play!

The other day, I wrote a post on BlizzPro outlining the problems I had with people comparing themselves to others and that it compromised their own performance.
Today, I want to write about actually covering for someone else’s mistakes.
In a word, don’t.
Let them fail. It’ll be the only way your guild can grow stronger. If a player in raid consistently fails to execute a given role, one of these outcomes must occur.
  1. The player successfully learns and succeeds at a given task with enough time.
  2. The player fails and is subsequently replaced by someone who can.
Either way, the boss phase or mechanic that was inhibiting the raid from moving forward is no longer a problem. Now the raid can progress and deal with the next obstacle and repeat as needed.
Survival of the fittest, right?
If you find yourself constantly interrupting or CC’ing someone else’s assignment because they missed it, stop.
If you find yourself consistently sprinting to one of Malkorok’s puddles to prevent a raid explosion when it’s not yours, don’t.
Weaknesses in raids have to be exposed and identified in order for the group to grow stronger.
As a healer myself, I am extremely prone to not listening to my own advice. I will shield players who are standing in fire. I will Leap of Faith anyone who’s about to get destroyed by a Malkorok breath.
The thing is that I’ve ingrained myself to bail people out. The hallmark of a good healer is to be there when your team needs you. What I must continue to instill in myself is that it isn’t possible to be there every time. If the same player keeps failing to the same type of mistakes or sloppy play, the best thing I can do for them is to stop covering for them. My problem is that this is a habit I picked up in my younger years as a goalie. It was literally your job to help your team and make up for a defensive lapse.
It’s even worse for a GM or raid leader. You want so desperately for the raid to move on to the next boss and get to the next fight. You don’t want to wipe to the same thing repeatedly because you know if you do, morale is going to sink lower. Wiping to fights that were previously on farm? What a joke. What a waste of everyone’s time. We all want to wipe to the new stuff not the garbage that has been consistently cleared. So the GM puts everything on their shoulders. They find a way to put the raid on the back because it’s success at any cost and that’s the bottom line. Because if there isn’t success, it could eventually lead to a cascade of failures and a chorus of frustrated and annoyed players leaving for greener guilds.
In this day and age when recruiting is akin to fighting for scraps, GMs have to do everything they can to try to keep the veteran players around as much as they can and as long as they can. It often means doing some behind the scenes raid work and hiding the mistakes of other people from time to time. But there’s only so much that can be done.
I have watched guilds ahead of us disintegrate simply because their leaders and veteran players did everything they could to give their underwhelming players a chance to flourish. Whether it was due to a lack of caring or skill, the ones who tried just couldn’t do it. For whatever reason, they could not rise to the challenge. Seven years ago when I started this guild, I would’ve said I didn’t believe it. I would’ve said every player has the chance and the capability to succeed and match what was asked of them. Now, I’m not so sure.
Maybe I’m just getting bitter with every passing day. I was too blind to the reality that maybe, just maybe, some people suck. Call it a crisis of confidence. Not everyone can be a heroic raider. For the first time in my stewardship, I just don’t have a damn clue. Maybe the problems start at the top with me. Maybe a fresh change in vision in leadership is needed. Sports clubs undergo GM and coaching changes. It started off as just a whisper. Something tugging away inside in my head that maybe I am the problem. I just don’t know.
Anyway, back to my original point: Give your players the chances and opportunity to excel. But you can’t always be there to pick them back up.
Patch 6.0 can’t come soon enough.

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5 Killer Priest Changes Coming in Warlords

Good gravy, so many new changes coming with the alpha notes! Instead of going through all of them, I’m just going to summarize my favourites. You can turn to BlizzPro later in the week for a more in-depth analysis.

Atonement nerfs

Don’t tell me you didn’t see this coming. For almost the entire expansion, Discipline Priests were considered top tier and a virtual must have in progression focused guilds. It wasn’t so much the temporarily healing buff from Evangelism, but the Archangel ratios which made us a force to be reckoned.

Let’s deal damage with any of our main DPS nukes. On top of that, a portion of the damage done is going to also heal. Oh and it’s a smart heal!

In a way, I’m disappointed that it’s lowered but I can’t help but think it’ll help equalize the state of healing classes a little more. At the very least, maybe it’ll lower Discipline representation some and allow us Holy Priest guys back into the fray as a better alternative. There was nothing really wrong with Holy (well, there was but we’ll cover that in a moment), but Holy just wasn’t quite as well sought after.

That’ll be different in the future largely because of…

Chakra changes

Remember when Chakra came into play? It was almost two expansions ago during the start of Cataclysm. It essentially functioned as a stance for Holy Priests. Certain spells would become stronger depending on which Chakra you had active and you’d gain access to a Holy Word spell that corresponded with that stance. It was intended to provide flexibility and allow Priests to select the role they were going to perform in a raid: Single target healing or multi-target healing.

If you were in a Chakra stance and wanted to do something outside of the benefit, your spells wouldn’t make quite as an impact. The alpha notes said it quite clearly: The buff from being in a certain Chakra “felt like a penalty for being in the wrong Chakra, rather than a bonus for being in the right Chakra”.

Chakra: Sanctuary provided a strong buff to Prayer of Healing which was great when I was covering groups but it was lousy if I needed to spot heal the tank for a few moments. Lowering the bonuses attained in Serenity and Sanctuary are a start. Saying “I’m only losing 10% of a healing boost instead of a 25% bonus” is much more reassuring. Instead, Holy Word: Serenity and Sanctuary are receiving more of a healing bonus. I suspect our normal baseline spells will be adjusted and balanced accordingly.

Removal of Mana Hymn

Gone.

Just like that.

How else am I supposed to get my mana back? One of our healing utilities is out the window as a victim of Blizzard’s crackdown on ability bloat. Now they’ve promised that mana regeneration rates and spirit will be monitored to offset the loss of Hymn of Hope. Now I’m really at the mercy of my own healing spells. I can’t heal full throttle and rely on Mana Hymn to provide me with a cushion anymore. I’m going to miss it.

New glyphs

To be more specific, I’m giddy with Glyph of Restored Faith. It can be used as an escape or a closer or if I just want to get next to someone. Maybe it isn’t that killer, but I really do like the fun I can get with this. I can pull myself out of harms way if I’m caught standing in a fire! It’s like a pseudo defensive cooldown!

Level 100 talents

You can find the new talents at the recently updated WoW Head calculator. I liked that old talent with Void Shift where you could use it as many times as you wanted but I guess that one was tossed.

Now there’s healing talents when you reach level 100 like Words of Mending. Every healing or absorb spell generates a stack of Word of Mending. Hit 5 stacks, cast a free Prayer of Mending! Worried about Prayer of Mending overriding itself? A minor change was introduced where Prayer of Mending from multiple Priests are able to be applied on the same target. Not only that, one Priest can have multiple applications of Prayer of Mending on more than one target!

I mean, yo dawg! I heard you like Prayer of Mending! So I put a Words of Mending on your Prayer of Mending so you can Prayer of Mending while you Prayer of Mending!

Holy Priests gain access to another talent called Clarity of Purpose. It replaces Prayer of Healing with a new spell called Clarity of Purpose. We know that smart healing spells are getting dumber. But if healing spells were given an IQ, I’m certain Clarity of Purpose would take home the smartest heal ever award. It’ll heal players within 10 yards of your target. Not only that, it splits the heal so that weaker players receive more of the healing pie.

Now that’s legit!

This is going to be a fun beta testing period. Warlords needs to come soon! I’ll do my best to keep track of any pertinent Priest changes and updates as we progress through the development stages of the expansion.

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Cast Times on Instant Spells Highlights Warlords Healing Changes

A new week means a new Dev Watercooler! Today, Blizzard looked at healing gameplay. Cataclysm was the last expansion where there was a true healing “reset”. Mists of Pandaria largely preserved that same model. Now we’re entering Warlords where the healing model is getting changed again. The Watercooler can be summarized in three points:

  • Health and resilience
  • Smart heals getting “dumber”
  • Instant casts getting slower

Raiding realities going into Warlords

The Mythic size raid group is dropping from 25 to 20. Less players overall which means slightly less healers to bring in so I can understand the dumbing down of some of the spells. More difficulties and the ability to scale the number of players you bring in also allows raid groups to control for that. Keep this in mind as we go down the list of changes. Lots of the freakout is taking future expansion plans and applying it to the current game.

What’s happening to the mana regeneration? That’s going to go up. At the start of Cataclysm and Mists, I’ve had to chug pots and burn cooldowns just to keep up with running the heroics. To be fair, this was a time when there wasn’t that much information on how to do the bosses. Much of our time was spent working on staying alive not so much killing the boss fast. Everything leveled off weeks later as we acquired more gear and crafted more stuff.

If I’m interpreting it right, it means our healing style shouldn’t change that much between doing heroic dungeons and heroic raids.

The downside is that now we’re losing out on our low-throughput healing spells (Nourish, Holy Light, Heal, and Healing Wave). I’m not afraid to see them go. Let’s be real, we’ve only ever used these spells twice ever in an expansion: Once at the start of it because we couldn’t afford to cast Greater Heal and at the end of the expansion when we run out of mana on a long and dragged out boss fight.

… Oh, you guys never ran out of mana? Must be nice!

Our smart healing spells are getting dumber. Instead of striking the most wounded player, the spells will now hit any wounded player. Healers can also jump on the blame RNG bandwagon! A reduced raid size does mean higher odds that our spells will hit intended targets at least. No more using Circle of Healing without abandon anymore.

Absorbs are being looked at. They’ve always been incredibly strong dating back to Wrath. Discipline has been so dominant compared to Holy. Not much information was offered as far as what specifically they plan to do with it other than tuning the strength of absorbs. Can’t see that problem going away though. Doesn’t matter if Power Word: Shield absorbs for 50000 or 10000. That’s still an additional layer of health going on top of players.

There’s a nice summary at the bottom of that part on what the devs plan on hitting.

That’s a lot of big changes for healers: reduced throughput, more triage, less powerful “smart” heals, weaker absorbs, fewer spells, and a new focus on efficiency decisions.

Okay, let’s look at instant spells. Not so instant anymore are they? Cascade, Divine Star, Halo, and Prayer of Mending are being given a 1.5 second cast time! To be fair, other classes are seeing reductions in their instant spell arsenals. Wild Growth and Uplift have cast times tacked onto theirs.

Hey remember when Prayer of Mending didn’t have a 10 second cooldown?

Pepperidge Farm remembers.

I can understand Divine Star and Halo getting cast times. But Cascade? It’s not exactly appealing in the current version of talents. Maybe that’s just how the encounters are setup. Cascade actually takes time to travel around from player to play so I’m not sure why that cast time is needed.

Hang on, these are PvP nerfs? Hrm, okay. Not what I wanted to hear. What I’m more concerned about is what those spells mean for Shadow. Divine Star and Halo are one of the few spells we can cast on the move and that’s being slowed down slightly.

Speaking of more questions, what’s going to happen to Atonement or the Monk version of it?

Decision Making

Maybe I’m just hitting a point of mental fatigue. I liked having smarter heals around. I liked having one less thing reduced to chance. When I’m not busy dodging a meteor, dispelling a silence, and deliberately taking damage for my Prayer of Mending to fly off, I was reassured that my smart heal would always hit the most injured player without any thought. Now I have to take extra time and carefully consider a choice between using a single target heal or a multi target heal. Granted, I’ve already been doing that since vanilla. But over the years, the small incremental changes to healing and rendering them smarter helped cut down on burnout rates. Healing the dark shaman top side and taking care of the Iron Tombs and the like was pretty darn engaging.

Healers think and decide way more than any other role in the game. Tanks, granted, have it fairly difficult. They have to consider boss positioning, direction, and their own cooldowns. One wrong choice and it’s an automatic wipe and that’s a ton of pressure. But at least those mistakes can be corrected quickly on the next-go round and aren’t as dynamic (as in, the boss shouldn’t face this direction or this defensive cooldown has to be used at this time).

Healing is a little more dynamic. You’re not always going to see the same situation. A different person might receive a debuff. Instead of a rogue standing in fire, it’s going to be a mage and are they shrewd enough to Ice Block it? Who needs the dispel in the next 5 seconds when that debuff goes out? Now I have to gamble with my spells. I have to hope that my Prayer of Healing will splash onto that really wounded guy and not the one who is at 90% health. Because if that RNG dice goes against me, I better follow up fast with a Penance or else that really wounded guy is going to wind up a dead guy.

Current: A small group that just took more raid damage than others? No problem, I can respond fast with a Circle of Healing and they’ll be safe.

Future: A small group that just took more raid damage than others? I can use Circle of Healing that might hit all of them, but I better be prepared to follow up with a few Flash Heals just in case it doesn’t.

I love choice in games. I like the ability to pick and decide my fate and that of others. I just wish that those dynamic choices be from the encounters more so than from my tools. Now there’s one more thing we have to actively think about all the time instead of simply relying on reaction.

Bring on the beta!

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Which Warlords of Draenor Racial Would You Want Now?

A few days ago, Warcraft Technical Game Designer Celestalon dispensed two hours worth of information on Twitter. One specific topic caught my eye. It’s no secret that racial bonuses in the game are a little skewed and slightly imbalanced. Many of the top tier raiding guilds are Horde and I’m fairly certain much of it is due to the min-maxing bonuses that the racials provide. So come Warlords, they’re mostly getting overhauled. While nothing has been finalized just yet, here’s where the racials stand right now.

WoW Head’s Perculia did a phenomenal job hunting down and assembling the information in an easily digestible package right here. You can check out the official blue post about racials here.

Alliance

  • Draenei Heroic Presence is now +X to your primary stat. Gift of the Naaru heals for the same amount but over 5 sec. 
  • Dwarf: Lost  Crack Shot and  Mace Specialization. Gained Might of the Mountain, a passive which adds 2% Crit Damage. Also… A change to Stoneform: Also removes Magic/Curse. HOWEVER, it still cannot be used while CC’d. (It is still NOT a CC-break) 
  • Gnome Escape Artist dropped to a 1min CD (from 1.5min), and  Shortblade Specialization became Nimble Fingers, 1% Haste. Also- A tweak to  Expansive Mind. Was +5% max Mana. Now +5% Max Mana, Energy, Rage, or Runic Power. 
  • Humans lose the Mace/Sword racials.  The Human Spirit becomes +X to two secondary stats of your choice.  Every Man for Himself, we’re still evaluating. Itemization changes may mean no nerf needed. 
  • Night Elves Quickness also increases movement speed by 2% passively. They also got a new passive which is quite unique… (Remember, no more haste breakpoints!) Touch of Elune, a new passive which grants 1% Haste at night, 1% Crit during the day.Shadowmeld is unchanged. 
  • Worgen: Darkflight is staying unchanged. 

Horde

Pandaren, of course, will most likely not see a change and retain their Epicurean bonus.

The Draenei racial bonus is much more appealing. Too bad we don’t know what the +X value is for the primary stat. It’s going to go right to Intellect for priests of all kinds. Gift of the Naaru will heal 20% of a target’s health over 5 seconds (instead of 15). It’s another healing spell you can add to your bar and you can save it for emergencies (every 3 minutes).

My first Priest was a Dwarf. I miss Stoneform and the ability to shrug off poisons. Now it functions as a secondary self dispel since it can remove magic debuffs and curses. The extra crit damage is handy for the Shadow and the Discipline Smiters though. May not be as helpful for Holy.

What about the Gnomes? There’s still the bonus to mana but it’s been expanded to include the energy of other class types. The natural 1% haste is new and useful for all priest types.

Humans gain a rather unique spin to their buff. They get to select which two secondary stats get a bonus. I imagine one of those will be Spirit and the other will be Haste, Crit, or Mastery — Whatever your priest is short on. An interface is being worked up right now allowing you to pick. The ability to pick and choose offers some neat flexibility.

Night Elves. Sigh. Really? Server time makes a difference now? Blah. I hate randomness. But it looks like there’s not much that can be done about that.

Horde side, Blood Elves continue to be the winner. The crit bonus passive is second only to Arcane Torrent’s innate mana restoring capability.

Goblins? The ability to Rocket Jump is huge in heavy movement fights. Now you get a flat 1% haste instead of a bonus to attack and bast speed.

Orcs can’t play priests so that point is rather moot.

Tauren Priests are already benefitting from a slight stamina boost allowing them to withstand a little more damage than usual. But the new Brawn bonus is a solid boon for priests of all types.

The first iteration of the Troll’s Berserking was pretty overpowered. It was like a mini-Heroism on demand. Now it’s been nerfed to a flat 15% Haste bonus instead of the 20%. Not quite as good but still reliable for burst healing your way through stuff.

Huge nerf to the Undead’s Will of the Forsaken with the cooldown going up. No other changes.

So let’s assume that you’re rolling a new Priest. You have all these excellent racials available to you. No more of the junk bonus to hit or expertise or any of that stuff.

Which one should you go for?

If you plan on playing Alliance, I would favour the Draenei bonuses. Hard to say for sure without knowing what the X value is. If you’re PvPing, Dwarves or Gnomes are a good bet. I like Gnomes though since Escape Artist is handy (and the fast cooldown).

If you plan on playing Horde, I’m leaning towards Blood Elves. That mana restore is so nice to have especially on progression fights when you’re tapped out. Berserking is another trait you’ll find attractive and is great if you’re playing either shadow or healing.

Personally, I’m staying a Pandaren. Can’t get enough of that food buff.

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Heroic Council Down!

hcouncil

Here at Conquest, we have a habit of making our own hard modes. We’ll often ace (or get a boss down reasonably quick) before wiping on trash due to overconfidence. We had just finished Heroic Horridon the other week and we had some time left in the raid. Why not make a push for Heroic Council and see what we can do with almost no homework or preparation?

Our raid group pushed further than expected and the call was made to start prepping for him next day because it seemed like the entire council of trolls was within striking range. So with a little over two and a half nights of progress, we managed to get him last night. Arguably the hardest part of the encounter was not dying to Kazrajin. The Blanka look-alike kept doing us in towards the end until we were able to carefully balance our DPS and healing to live just long enough. Our main DPS focused on Sul first so that we wouldn’t have to worry about Sandstorm. We ended up with around 2 or 3 Kazra Empowered phases. We managed to push the remaining trolls to under 10% before mercilessly cutting them all down.

Heroic Council is supposed to be a boss a raid group works on later in the progression. Something like 8th or 9th. But what the hell, we did it backwards. In theory, this would suggest that we have the DPS and healing capacity to get through the other easier bosses. Right now we’re just aiming for kills more than gear especially since we have such a limited window before the expected 5.4 release.

I’ve outlined a new schedule that’s going to include Flex raiding into the works. We’ll still be raiding Mon, Tuesday, and Thursday. But Wednesday night will be an optional Flex raiding night. Any regular raider that didn’t raid because of group composition or attendance related issues can come and step in for that. This way, those players won’t fall too far behind in terms of gearing and experience. I anticipate that the first few opening weeks will be chock full of players on their mains and once they no longer need the gear out of there, they’ll switch to either their alts or opt out allowing me to start bringing in other friends and players who want to see the content without the fuss of LFR.

How’s your guild doing in preparing for the patch? We’ve been doing our best to continue stockpiling gold and mats. Our forums are thriving with raid strategy, discussion, and videos.

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