Theme Songs of Conquest

Daniel Whitcomb wrote a breakfast topic this morning about theme songs. The minions in Conquest are extremely aware of my diverse taste in music. Sometimes I’ll play various fast upbeat songs to help pump myself up. Other times I’ll play slower pieces to help calm myself down.

What are the theme songs of Conquest?

Joe Esposito – You’re the Best Around

This is actually Stop’s theme song. But that doesn’t mean it can’t have multiple uses! One of the epic scenes in Karate Kid is when Daniel LaRusso works his way up the tournament bracket into the finals and Joe Esposito is blaring in the background,

Just remember that when it seems like the deck is stacked against you, you’re the best… arooooound!

Power Rangers Theme Song

Power Rangers was the Grand Theft Auto of violence blame back in the day. I remember rushing home from school when I was really young just so I could watch the show on TV. How many violent incidents did Power Rangers spark across schools in North America? I have no idea. There was so much controversy about TV violence and it’s influence. I looked it up on Wikipedia. 17 seasons, 15 series, and two theatrical films. Wow, really?

Chariots of Fire

One of the most cliche’d songs in existence. Whenever victory comes down to one person, I cue this song right up and starting playing it over vent. For example, several weeks ago when we were testing Ulduar, I had a guy constantly disconnecting. The rest of us were already inside the zone. But he was caught in Storm Peaks trying to work his way to the instance portal. Another example is Warsong Gulch. As our group was carrying the flag across the zone, we were slowly getting picked apart one by one. Conquest sharpshooter Amava had the flag. One of our mages dropped. The Ret Paladin gave Amava freedom before dying. I lit up Pain Suppression and a Psychic scream before my last breath. And it was all that Amava needed (and Vangelis) to make it to the finish line.

Rocky Theme – Gonna Fly Now

Oh my god it’s Rocky! And he’s being chased by the masses! Go, go, go! The clip shows Rocky literally running through the entire series. As he runs and trains he is cheered on by literally the entire city! This movie must be way older than I am. But the song is no less inspiring. The guy jumps over park benches and sprints across everything. Damn.

Journey – Don’t Stop Believing

I confess. I’ve never heard of this song until I saw it on that episode on Family Guy. Since then, it has been converted into a ringtone for my phone. I challenge someone to come up with a Warcraft rendition.

What surprised me most is the hair. Man, did people really have hairstyles like that back then?

Europe – The Final Countdown

Did you just kill the third Drake of Obsidian Sanctum? Enter Phase 3 of Malygos? Does Kel’Thuzad have less than 15% health left? Congratulations. It’s the final countdown. You’re on to the final stretch and moments away from victory!

Any Final Fantasy – Victory Theme

Yay! Boss down! Loot and you’re all set!

Isaac Hayes – Theme from Shaft

If I had my own entrance theme song, I believe the theme from Shaft would be it.

Can you dig it? You damn right.

Enjoy the rest of your Sunday!

More Shaman 3.1 Changes (With Edit!!!)

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Lodur back again with more Shaman changes on the PTR. There was a recent patch and it looks like this is what we got changed

Restoration

  • Healing Stream Totem range increased from 20 to 30 yards.
  • Mana Spring Totem now restores 91 mana every 5 seconds at max rank. (Old – 34 mana every 2 seconds)
  • Nature’s Swiftness changed to – When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. Nature’s Swiftness shares a cooldown with Elemental Mastery.
  • Restorative Totems now Increases the effect of your Mana Spring and Healing Stream Totems by 4/8/12/16/20%. (Down from 5/10/15/20/25%)
  • Healing Grace has been moved from Tier 3 to Tier 2.
  • Ancestral Healing has been moved from Tier 2 to Tier 3.

Totems

Nature Resistance Totem, Stoneskin Totem, Fire Resistance Totem, Frost Resistance Totem, Strength of Earth Totem, Flametongue Totem, Wrath of Air Totem, Windfury Totem descriptions have been changed to reflect the latest changes, they now affects all raid members. ( But will not Stack with some class buffs)

Healing Stream and Mana Spring totems will not be combined at this time.

So, what do we think about all this?

The Healing Stream Totem range increase is nice, I’ll give them that. Not going to really elaborate on that one.

Mana Spring Totem change brings it to 109 MP5 with talents, making it the exact same mana regeneration as Blessing of Wisdom. To be honest, we knew this was coming since BoW and MS no longer stack. This goes hand in hand with the Restorative Totems Talent

The Natures Swiftness change is more PvP centric. It seems to take down the Hybrid spec people were running around with letting them get Elemental Mastery and Natures Swiftness and then have an “I kill you now!” button.

Healing grace and Ancestral Healing Swapping places does not really affect us, that’s more just housekeeping. You still spend the same amount of points in the tree to get what you want without having to take anything you really don’t.

Totems tooltips were updated, that’s about it for the top part there. The big news here is the decision to not combine Mana Spring and Healing Stream totems. With them tweaking MS, I’m not surprised. As much as I would love to see that combination, I personally think it wont happen, at least not till they figure out how to handle mana regeneration for everyone.

Playing around on the PTR (when the world server is active) Nothing really feels different in the play style. I’m hoping to get into an ulduar group (hopefully the raid invite goes through this time =P ) so I can test it out on some heavier content.

What do you guys think ?

*EDIT*

Restoration

  • Mana Tide Totem: This spell no longer costs mana.
  • Restorative Totems: Reduced to 3 points, down from 5. Increases the effect of your Mana Spring Totem by 7/12/20%, and increases the amount healed by your Healing Stream Totem by 15/30/45%.

There it is. Was waiting for the shift in restorative totems. Could be quite nice.

Image from wikimedia

Hymns Updated to 2.0

Looks like updated Hymns were snuck in with the recent PTR build. The big news? Hymn of Hope is back and flashier than ever!

Divine Hymn redesigned: You recite a Holy hymn, summoning the power of the Divine to assist you in your time of need. Heals 3 nearby lowest-health friendly party or raid targets for 4960-5208 every 2 seconds for 8 seconds, and increases healing done to them by 15% for 8 seconds. Maximum of 12 heals. The Priest must channel to maintain the spell. Cooldown increased to 6 minutes, up from 5.

Hymn of Hope redesigned: You recite a Holy hymn, restoring hope to those in despair. Restores 3% mana to 3 nearby low mana friendly party or raid targets every 2 seconds for 8 seconds, and temporarily increases their total maximum mana by 20% for 8 seconds. After the effect expires, the mana is lost. Maximum of 12 mana restorations. The Priest must channel to maintain the spell. Cooldown increased to 6 minutes, up from 5.

Well? What do you think?

Shamanism

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Shamanism will be a regular (as I can make it) posting comparing real world Shamanism and Shamanistic ideas to the Warcraft universe and will also point out how Shaman’s throughout the history of the Warcraft universe have been key players in many of the events that have unfolded. This will be a journey into the lore that brings us to our present class.

Shamanism has always been something that has fascinated me in real life. A shaman’s role in society was always varied and always important. They operated as Mediators, Healers, Leaders, Diviners, Warders of Spirits, agents of fertility among many other roles. We covered Shamanism in real life a little bit in the last post. I’ll recap them real quick.

From Wikipedia:

  • Spirits exist and they play important roles both in individual lives and in human society.
  • The shaman can communicate with the spirit world.
  • Spirits can be good or evil.
  • The shaman can treat sickness caused by evil spirits.
  • The shaman can employ trance inducing techniques to incite visionary ecstasy and go on “vision quests”.
  • The shaman’s spirit can leave the body to enter the supernatural world to search for answers.
  • The shaman evokes animal images as spirit guides, omens, and message-bearers.
  • The shaman can tell the future, scry, throw bones/runes, and perform other varied forms of divination

Shamanism is based on the premise that the visible world is pervaded by invisible forces or spirits which affect the lives of the living. In contrast to organized religions like animism or animatism which are led by priests and which all members of a society practice, shamanism requires individualized knowledge and special abilities. Shaman operate outside established religions, and, traditionally, they operate alone, although some take on an apprentice.

Well with that in mind, lets take a look at how blizzard blended this into Warcraft. Let’s first cast our gaze on the Orc race. We were introduced to the Horde way back in the days of Orc Vs. Human or the First War. They were a slovenly bunch of blood thirsty mongrels, but before that they were a nomadic shamanistic people who worshiped their ancestors and the spirits of nature. Lets take a look at the first major Shaman we are introduced to, Ner’zhul.

Here’s an excerpt from wow wiki:

Ner’zhul was the chieftain and elder shaman of the Shadowmoon clan and one of the most popular figures in orcish society. He was admired, respected and venerated by all for his deep connection to the spirits, and was the closest thing the orcish race had to a single leader prior to the foundation of the Horde. However, deep within, Ner’zhul craved a power he did not have…

One day, Ner’zhul was contacted by the spirit of his dead mate, Rulkan (with whom he had a regular correspondence), who warned him about the menace of the draenei, who were plotting to destroy the Orcs. After several moons, she introduced him to Kil’jaeden, the “Great One”, who began to instruct him in the ways of warlock magic and the treachery of the draenei. Though Ner’zhul was elated that he was saving his people (and finally getting the power and respect he deserved), he was puzzled why the ancestors would no longer speak to him, and why the spirits grew more distant.

Ner’zhul managed to get the rest of the clans to begin attacks on draenei settlements, supposedly by order of the ancestors, but, as he saw more and more of the draenei, he gradually became puzzled; apart from his horns, clothes, and skin tone, Kil’jaeden bore an odd resemblance to the draenei and possessed a hatred of Velen unbecoming of a divine being. Seeking answers, he attempted to commune with the ancestors in Oshu’gun, the “Mountain of the Spirits.” He was horrified when the ancestors greeted him as a monster, and the real Rulkan revealed the truth: Kil’jaeden had been lying all along.

Ner’zhul’s shamanistic ways were used against him to trick him into selling his people’s souls to the Blood Lust. His connection to the spiritual world was turned against him. He used his position to unite the Orc Clans and began the foundation work for the first Horde. He believed that he was doing what was best for his people. Without him being Shamanistic, Kil’jaeden would never have had the opportunity to manipulate Ner’zhul like he did, which would have made it much more difficult for him to create the bloodthirsty army that he wished the Orcs to become.

Ner’zhul was also panged by guilt, fueled by his sense of honor and duty to his people that he had ignored for so long. Eventually he decided to rebel against Kil’jaeden, and as a result was stripped of his Warlock powers. When he discovered the plans of the Shadow Council to make the Orc people drink the Blood of Mannoroth, his honor and duty bade him to attempt to save his people, but only one Chieftain would listen, Durotan of the Frostwolf Clan. Ner’zhul’s warning was one of many factors that lead the Chieftan to speak out against the corruption of the warlocks and attempt to bring the Orc people back to their Shamanistic roots. The actions of this leader caused him and his family to be assassinated. The only survivor was his son, who grew to be the figure known as Thrall. One Shaman set so much in motion that affected so much of the Warcraft universe.

Today’s is a brief post, but there will be more to come next time.

Till next time, happy healing!

~Lodur

Matt Answers Your Questions

As surprising as this may sound, I don’t often get a lot of email. Most of them can be easily answered with a few lines and a link. Some of them require much more detailed responses and get turned into posts. The emails that deserve more than a few lines and don’t require posts, I’ll compile together. I’ll end up doing this once a month or so with emails that either myself or the rest of the WoM team don’t get around to answering.

I got into a discussion with a friend the other day about what is easier/harder to play: a tank or a healer – specifically priests and warriors?

He’s convinced that its harder to play a priest (holy/disc hybrid) and I said playing a warrior tank is harder (I have played a disc priest and prot warrior all thru the Wrath Beta and my live priest just hit 80 a few days ago due to tank shortages). I was wondering if you could propose it out to the general community on what they think is harder to play.

Thanks 🙂

My gut instinct here says a tank would be harder. But then again, that’s because I’ve never really played a tank. I think if I logged around 72 hours on a Warrior or something I might be able to get the basics down. Tanking and healing are on two separate ends of the spectrum that there is just no comparison at all whatsoever. Both call upon different sets of skills. One guy has his eyes glued to his raid window while the other guy is glued to cooldowns and boss cues.

But I’m sure there’s a few players out there that can tank and heal effectively. What’s your take?

I am the Paladin class leader of my guild and main holy paladin. I have been reading the post about healing Sartharion 3-drakes. One suggestion involved having a holy paladin use righteous fury to help pull threat on whelps. It’s not something we have tried yet, as we have been using 2 add tanks and 1 drake tanks. However the idea is definitely worth investigating to see if it could work for us as well. However, I am unsure of the spec used by the paladin healer to survive the adds. I have some ideas, but i would like to see a definite spec that has worked, without gimping the healing output. I think that healing output is less, which is why it was mention, that the add tank healer will need help, but i would like to be clear on the extent at which you sacrifice healing talents, for survivability.

Also did the paladin use any pvp gear for increased stamina?

From,
Psychotaz

I can’t exactly offer much help here. All I know is that the spec did reduce healing effectiveness slightly but not enough to warrant a panic. I believe it involved picking up Divine Guardian (the bubble spec). To really make use of Righteous Fury, the Holy Paladin needs to pair up with and stand on top of the add tank. The first time we tried it, we used it with a couple of PvP pieces to see if it would help increase survivability. But we quickly found out that it was simply unnecessary. Any Paladins want to jump in?

It’s times like this I wish I had a Holy Paladin on retainer somewhere for a consult.

In our guild we have 2 raider ranks:

  • Noob
  • Raider noob

The standard for raider noob in BC used to be that if someone had 90% attendance for 2 months and solid performance in raids, they would become a raider noob. However, since the release of wrath all of our recruits have been of exceptional caliber, now probably 23 or so of our 28-29 raiders all have very good performance and 90%+ attendance. This has been wonderful but leaves us with a problem with promotions, we can either promote almost the entire core of our guild to raider noob (as almost all of them have been here for 2 months+), but that would severely alienate the few who don’t make it up to raider noob.

We could increase the duration (which is what we have been doing), but that would only be a temporary solution. The last option I can think of is to increase the standard for raider noob (only our clutch healers, top 5 dps etc), but this would require demoting some of our existing raider noobs, which hardly seems fair as well (they are all good players). Any advice you have would be much appreciated.

Well, you’re in a bind. There’s no doubt about that. There is a way but it’s going to involve a lot of heart to heart talking with your raiders. Let them know that the time has come to restructure the guild ranks. Be honest with them about it. The good ones will understand and won’t mind the change in title anyway. A rank is a rank is a rank. It’s just a label. It’s how you treat the players that count. Let your guild know what the problem is. Heck, you could make a third tier rank that says Ubernoob that’s nothing but the best and the brightest. But then you’re just adding on another layer on top of that, right?

Are you sure about the alienation problem or is that what you would feel? Remember that no WoW players are exactly alike. How one person could react to an event can be completely different to how someone else reacts. You can either axe all the ranks entirely (and set one unifying rank), set the ranks based on seniority (length of time in guild), or availability of raiding (my preference). A player that can’t make all raids is automatically a sub for me or if they’ve demonstrated inability to make all raids (or have disappeared for extended periods of time). Otherwise, everyone’s a raider. I run a tight ship with 3 other senior staff and a loot council.

At the end of the day, remind your guild about who they are and what they’re made of. You said it yourself. You have 28-29 skilled raiders with an impressive 90%+ attendance rate. A lot of guilds would kill for that. If they’re married to their rank and title to the point where they’re willing to quit over it, then maybe it’s time that they walk (which also solves your rank problem anyway since it’s one less person to worry about).