BlizzCon 2013!

Two years between BlizzCons is such a long time! Our regularly night guild LFR group was temporarily halted. We opted to run part 4 of LFR first. Ultimately we wiped to Lei Shen at the end (largely because we didn’t have a full guild group, oops). Right about the time we wiped, my cellphone alarm went off and we told the raid that we were going to take a quick break and pause attempts while we attempted to purchase tickets to BlizzCon. Of course, several of the pug players were pissed off. But they could either wait 15 minutes for us to finish or wait 30 minutes for the queuing debuff to wear off. This one rogue in particular was so pissed off that he pulled Lei Shen and wiped everyone again before rage quitting.

Oh well.

All that time spent in League of Legends clicking and using skill shots paid off. I managed to get in line at position 1702 (and using the drop down box to select 4 tickets simultaneously *flex*).

My guild mates were also able to secure tickets. The Conquest contingent will consist of around 20 players (at least)! This is going to be our largest meetup yet! It’s going to be damn tough to find a place where we can simply relax and lounge around at. I figure everything within walking distance of the convention center’s going to be snapped up anyway (or really difficult to accommodate). Next thing I need to do is get some shirts made for everyone. Remember how in school they created printed hoodies for every year’s graduating class? Might just do something like that annually. Speaking of which, any shrewd GMs out there that are looking to recruit should consider making some business cards. Conquest recruited some solid and steady players just by networking there. Someone suggested Conquest branded shot glasses, but I think that statement was made as a joke.

Even though it’s months away, I’m already stressing out about the event. I’ve already met a number of players from the guild in previous events. But we’re going to have some new faces this year. Are we going to be able to get along in real life as we do online? Am I going to get overwhelmed with a bunch of guild business about ideas on how to improve the guild? Are they going to sneak sedatives into my drinks so they can sharpie my face when I pass out?

I’m almost tempted to put together a disguise actually. Every joke and remark I’ve made at a guldie’s expense is probably going to come back and haunt me when I run into these clowns at Anaheim. I’m pretty sure no amount of asskissing I do is going to offset whatever beatings may come my way so I may as well keep making said remarks. I mean how much worse can it get, right? Even though I’ll never admit it to them directly, they’re a good crew to have and I’m happy to play alongside such an excellent team. The players that have left for various reasons will always be considered my guildies to me regardless of what tag they have and they’ll always be welcome here.

I still hate them all though.

In all due seriousness, BlizzCon is such a short time. I wish an extra day were added just so I can see more people from the community. I remember meeting Ceraphus and Xia (she has way too much energy) last time from The Sundering podcast. Looks like Fimlys from the Twisted Nether will be there too! And of course, all my friends and colleagues from WoW Insider. We’ve all attended these conventions year after year and it’s virtually the same crew. We’ve started with greeting each other with handshakes and have since moved on to hugs. If my understanding is correct, I’ll also get an opportunity to run into Medros from All Things Azeroth, one of the longest standing community members around. I’m also looking forward to meeting Twizz (from the Twizzcast).

Anyone else going? It’d be awesome to meet even more people this year! I promise, my guild won’t bite if you run into them (but they have a hell of a bark).

Here’s My Nerdy Guild Trying to be Funny

My guild has a peculiar sense of humour. After we killed Jin’Rokh last night, we move up to the bridge of doom. There’s all these ghostly adds floating on the sides and the wind just blows people off in different directions off the bridge. It’s a complete gong show but eventually we figured out how to do it. The trick is to grab each ghostly add from each side and tank them at the beginning. A raider noticed something about the wind textures.

One of my players remarks, “ Doesn’t that wind pattern look like the sine symbol?”

An officer responds, “Or the cosine symbol.”

Another player shoots back, “It’s certainly integral to what we’re doing.”

Not to be outdone, a different player pipes up, “I don’t think it’s a major factor.”

At this point, I rolled my eyes and flatly stated, “You’re all being irrational.”

Sigh.

Apparently, that’s my guild on a patch night. We were able to take down Horridon and put in some shots on the Council fight before we called it a night. I don’t know about you, but I’m already getting tired of the trash.

How was your patch day and what do you think of the new raid?

Devise Your Own Strategy: Jin’Rokh

Ever wanted to come up with your own raid strategy instead of relying on videos and write-ups from people in the community?

Here’s your chance.

One of the recent raid tests on the 5.2 PTR was for Jin’Rokh. He’s the very first boss of the instance. He serves as the DPS and mechanics check for the  Throne of Thunder. In today’s post, I am going to show you Jin’Rokhs abilities. I won’t tell you how to beat it. You’re going to put on your raid leading tactics hat.

I want you to tell me how your team is going to beat it.

There are four statues in the corner around the room. Jin’Rok will throw a tank against the statue (Thundering Throw). The tank takes 250k+ in damage. Nearby players within 14 yards will take 200k and become stunned temporarily. The impact of Thundering Throw creates a pool of water on the ground. All players standing in this gradually growing circular-shaped pool gains Fluidity (40% increased healing, 30% increased damage done, but 80% nature damage taken). The pool increases the damage of any nature damage dealt by the boss to anyone standing within it.

jin-1.jpg

Every so often, Jinrokh spawns an orb close to him (Focused Lightning). The orb will target a player and slowly travel toward them (Note the eyes above the player). When the orb reaches a player, it detonates and creates a mini-lightning spike (called a Lightning Fissure).

jin-eyez

If a player kites an orb into an existing Lightning Fissure, it will explode for lethal, raid-wide damage on contact. If an orb contacts a player inside the water, all players will be hit for 150k+.

After the pool expands to a quarter of the chamber, Jinrokh summons a lightning storm inflicting 70k damage per second to all players for 15 seconds. In addition, this storm electrifies the existing pools rendering players unable to use them for appropriate buffs and taking massive damage.

jin-2.jpg

The question remains.

How is your raid going to defeat Jin’rokh? Where should they stand? Where does the boss get positioned?

Thunderforged: Will it Breathe Life into 25 mans?

The new Thunderforged item concept adds another two levels of items into raids. Only available to items that are non-tier. Not sure how the slight stat allocation of Thunderforged compares to the set bonuses that tier provides, but that’s not the object of discussion here.

Much of the feedback Blizzard received was around 25 man raiding and how to proportionately reward those who eagerly go through the logistical challenges of organizing them (y’know, hopeless idiots like myself). 25 mans are gradually diminishing. Top guilds Vodka and Exodus merged resulting in the loss of another prominent 25 man guild.

Coming to the PTR in the near future will be a new designation of item type in Normal and Heroic raids for non-tier pieces. Each 5.2 raid boss will have a chance of dropping this new designation of a particular item that’s 6 item levels higher than their counterparts. These higher quality versions will be called “Thunderforged”. This means that there will be five variations of some items. You’ll now see a 5.2 raid item of LFR quality at item level 502, the same item in Normal quality at item level 522, the item in Normal Thunderforged quality at item level 528, the Heroic version of the item at level 535, and the Heroic Thunderforged version of the item at level 541.

[…]

We’ve also received a lot of feedback regarding 25-player raids, and have been looking for ways to address some concerns. Ever since we changed 10-player raids to drop the same item level as 25’s, we’ve seen a steady decline in 25-player raiding. This isn’t surprising. A 25-player raid takes an extra level of logistical commitment for the officers of those groups. It’s unfortunately easy for a 25-player guild to collapse down into a 10-player guild, but very unlikely for the opposite to happen. However, we like 25-player raiding and don’t want to see it go away. Like many players, we love the epic feeling that comes with banding together more massive groups to battle powerful foes, we love that there’s opportunity for those groups to try out new players or unusual comps without causing a huge burden, and we want to support the larger raiding guilds. That said, we’re also concerned that over-rewarding the 25-player guilds-if, for example, we went back to a higher item level across the board for 25’s, as was the case for Icecrown Citadel-would feel like a slap in the face to the many 10-player raiders out there, who are the majority of our Normal and Heroic raiders.

To attempt to navigate this minefield, we’re going to try having Thunderforged items drop more frequently in 25-player raids. They’ll be somewhat rare in both cases compared to the standard versions that’ll drop, but they’ll be even rarer in 10’s. Overall, a 25-player group will be more likely to end up with a slightly higher item level after several weeks of raiding.

This isn’t going to have much effect on the guilds that already run 25 man raids. Conquest has survived some of the worst ordeals in it’s history. 10 man raiding has never been a long term solution in any fashion and it never will be as long as I continue to run it. The players and the leaders have no interest in it all and that resiliency has helped us.

Have to admit, reward incentive here with the Thunderforged is cool. It’s a neat compromise to the whole suggestion of adding a completely different level of gear between 25s and 10s (the Wrath style). I’ve seen cases of 25s dropping down to 10s but I have never seen a 10 man raid step up to a 25 man raid which continues to be active. If you happen to be the architect of such a move, give me a shout!

More importantly, is this going be enough to influence players to make the switch from 10 to 25? I don’t think so. My guess is no. The interactions I’ve had with the 10 man players is that they have no interest in the logistical maintenance that’s required at the 25 level. There’s a strong preference for the closer intimacy that’s offered.

This change seems to be targeting the players that like having the best stuff available. They raid a set amount of hours a week and they want to really maximize their return on their time investment.

What about the leaders? As I said, it’s a cool reward for the few that brave the logistical nightmares. But if you’re a 10 man raid leader, is it enough to consider to make that shift? I’m not sure about that. Seems to me that the players already comfortable where they are don’t want to take that leap. I gather there’s large number of players that aren’t raiding purely for the gear level (but I acknowledge that there are some who do).

During Wrath, 25s were the dominant raiding force. The challenges there offered undoubtedly better geared compared to the 10 man counterparts. With this in place, 25 man raiders have a better chance of securing better gear compared to the 10 man raiders. The 10 man players won’t be shut out. They’ll still have a chance at it but it won’t be as strong. We’ll have to wait and see what the frequency of the Thunderforge drops are going to be.

I took a quick poll on Twitter to see what other people felt.

Here’s what you said:

Yup, I figured that was going to be the case for quite a few players. What else?

Also understandable. Doesn’t matter how good the rewards and incentives are. Sometimes there is no price that’s high enough. next?

So not exactly eager to look for a 25 but won’t resist if the current leadership decides to go that route. That’s fair. It does lower the barrier slightly. And this change does seem to go after the players that are either on the fence or virtually indifferent.

Oof, I hate hearing about situations like that. Players joining a guild expecting one kind of experience only for that to be abruptly changed soon after. It’s crappy.

That’s unexpected. So in the grand scheme of things, there is an extremely slight chance that it’s enough to split a 10  man (maybe not break it).

What are your thoughts on this addition? Is it enough to give you a reason to start looking around for 25s? Are you or your raid leaders suitably incentivized to give 25s a shot or look for a guild to merge with? Or does nothing change and the status quo is maintained?