Stare Decisis in Loot Council

Just about a month has gone by in the formation of Conquest. Loot council continues to be an interesting challenge because the council never knows what sort of situation will present itself.

In today’s post, I wanted to talk about an important concept that’s not only valuable in the legal arena but also in an LC guild.

Stare Decisis

This is a legal principles where judges have to follow precedents established in previous decisions. How does this apply to WoW with respect to loot council? Because the decisions we make in how we hand out loot are expected to be binding. I’ll typically follow the principle of Stare Decisis but ultimately, I won’t hesitate to go a different way in decisions of loot for progressive reasons.

Unfortunately, the reality is that virtually no two decisions are going to be the same. You will have similar cases and they’ll be decided similarly. For example, we awarded a tier piece to a Resto Shaman completing his 4 set (because Chain Heal is still whoa). But if I had my 3 piece and a 4th Priest token drop, I wouldn’t award it to me purely because of the bonus (since I don’t use Greater Heal that often to justify it). It literally is a case by case decision. This is bad in that we’re not following a precedent but good in that we’re willing to remain flexible. Remember that this is a loot council not a court of law. Items will drop again.

Decision to Reward vs Decision to Gear

For guilds that have started progressing through different raid instances, realize that you’re going to come across a dilemma and I guarantee you that it will happen. Every member on your loot council is going to ask themselves the following question when an item drops:

Should I award this item to the player who has run all the 10 mans and done all the heroics or should I award this item to the player who dinged recently dinged 80 and hasn’t had the time to get as geared as the other players?

There are two schools of thought on this and let me tell you what goes through my head every time.

Reward: I like to reward players for their efforts. They hit 80 earlier on ahead of the curve. They’ve managed to work their way into pug groups to get themselves geared. Without their efforts, the guild would not be where it is right now. Their contribution is important and I want to recognize that.

Minimum standard:  The other perspective is to gear up the weaker geared player since that player hasn’t had as much time to get where they should be at. Especially for progression kills, there’s a minimum standard that every player regardless of class has to meet. To make life easier on your raid group, the weaker players have to be brought up to speed.

The past 2 weeks have been a lot of fun for all of us (I hope). Everyone has either reached the minimum benchmarks that have been set in terms of performance (2000 DPS on Patchwerk) or have exceeded it (5000+ DPS on Patchwerk). Now that the minimum standard has been reached, I can further lean towards rewarding players that can use items off of the second level bosses such as Kel’Thuzad and Malygos.

Mind you, I’m still just one person on Loot Council.

Mixed messages?

Following a decision that was made earlier for loot is good, especially when deciding on subsequent items. But don’t chain yourself to it or lock yourself.  Keep your loot council flexible because they have to adapt.

Don’t hesitate to acknowledge mistakes.

Don’t commit.

Don’t promise.

Don’t over deliver.

Don’t bind yourself.

So like Amava says, consistency does matter.

There was a case last week where a tanking neck dropped. Both of our tanks expressed interest. We were at a dead lock. The tanks wore the same neck and they could’ve equally benefited from it. We were taking too long. I gave the instruction to roll it.

I realized later on in the evening after the raid was done that it was a bad idea. Upon further reflection, I doubt I’ll give that order again. The exact reasons that crossed my mind were the same ones that Amava listed. This would’ve been the only time (not counting our first unofficial raid) that rolls were used to decide loot. Our current tiebreaker is an officer who is not a part of the loot council and does not wish to take part in decisions. That’s a temporary fix that I need to address. My options are to elevate another player to the loot council (a DPS cloth wearer, perhaps) or set it so that in the event of a tie, my choice wins (Overlord Matticus, hmm). 9 times out of 10, we do reach a consensus. But things like tier tokens always take a bit longer since they’re useful for so many players.

By the way Amava, yes I do read your blog when I can. I read it so that you can keep me honest. Keep doing what you’re doing. I won’t punish you for speaking out or voicing disapproval.

Some more food for thought for players looking and still deciding upon their loot systems.

10 Guides and Post for the Winter Veil-icious Reader

Did a quick search on Google (reader and the search engine) for any guides or posts related to Winter’s Veil. I would’ve wrote something up like this myself but holiday guides just don’t scream Matt on them. So instead, I linked to others who have already done so!

Of course, for Winter Veil related posts:

  • Destructive Reach: Can Warlocks Even BE Merrymakers? (From my faaaaavourite Warlock, Sar)
  • Game Dame: And here’s GD dancing on her Death Knight
  • Altoholic’s Are Us: A… stripper Christmas? Really? Ho, ho, er *cough*

Spotlight: Loot Council, a New Upgrade Comparison Tool

loot-council-banner

If you’ve ever been in the hot seat during a loot decision like I have, you already know that it’s important to assess the relative value of the upgrade for all interested players before you weigh in on who should be awarded the item. What if there were a tool that you could use to research upgrades for all your guild members and compare them to each other? That would be pretty cool, right?

My friend Bonkers of Vek’nilash has just developed such a tool. It’s name is–not surprisingly–Loot Council, and it will help any WoW player investigate the gear from a certain dungeon and decide when to pass, and when to bid for an item.

How to Use Loot Council

Once you get to http://loot-council.appspot.com/, you’ll find that you have a form to fill out. To get the most out of Bonkers’ fantastic creation, put in the names of two or more characters of the same class and spec in your guild, separated by commas. To test out the LC tool, I used the names of Conquest’s three resto druids. Then, select a ranking type (Wowhead is working best at the moment) and a dungeon. I put in Naxxramas Heroic. Some Naxxramas normal stuff may still show up–I think Bonkers is working on that.

What you will get is a list of all the items in Naxx that might be of interest to a resto druid and a summary of the comparative upgrade for each player. As with all generic rankings like Wowhead, it can’t tell how important spirit or intellect is to a particular player. However, I find Loot Council’s suggestions to be helpful, especially when I know that I personally want an item. What it helps me see is whether someone else on my team would benefit from getting it first.

Sample Entry

Here’s what you will see when you scroll down to the items that you’re interested in. Even though I’d like to have this item, it looks like a pass to Burningpaw is in order the first time it drops.
loot-council-example

Why Use the Loot Council Tool?

Either for Loot Council members deciding how to award prizes or for individuals deciding whether to pass on an item or spend dkp, the issue of fairness is very important. I always urge people to research their gear, and this tool lets you do that–and, at the same time, research your friends’ gear. Raiding isn’t just about loot–or, in any case, it shouldn’t be. It’s also about friendships, and sharing is one of the things that helps build those bonds. I think it’s no coincidence that the opening page of the Loot Council tool features Oliver and Otto, Bonkers’ two cats–or, I should say, two greedy little piggies who happen to look like cats, and who also happen to be best friends. Oh, if only WoW raiders could be like that. No matter how much we want the loot, we’ve got to learn to share our kibble.

Interview: Holy Priest vs Discipline Priest

priest-compare

I had an idea the other day to interview two healing Priests of different specs. I wanted to see what choices they make under similar circumstances. Figured it would be fun to ask them both identical questions to determine where the differences started between them! Hopefully this post will help shed some light for Priests that are still mulling over what spec to select for in end game.

Where did I find my Priests from? The Plusheal forums naturally!

Questions Yaxley (Discipline) Deklen (Holy)
First, a brief introduction about yourself: My character is Yaxley, a discipline priest. I’m an officer of the Apostles of the Phoenix raiding guild. I am an officer and healing leader of the guild Phoenix Rising on Mannoroth (US) in which I play a Dwarf Priest named Deklen.
What is your current level of progression? I’ve cleared Obsidian Sanctum 10/25 (no drakes up), Naxx 10/25, and Malygos 10. Currently working on Malygos 25. Phoenix Rising has successfully completed all 10 man content and has completed all 25 man content with the exception of Malygos (We plan to start attempts on him this coming week).
What factors influenced your choice to pick your spec? I felt discipline was a more challenging spec than holy, and when the new talents were announced for 3.0, I was very intrigued. I liked the concept of almost having a healing rotation with many spells to choose from that integrate well together. I really enjoy the diversity of healing spells available to priests, and holy priests in particular. I enjoy the complexity that comes with having to choose the correct healing spell for the given situation.
What stats are the most important for you? Intellect is my most valuable stat, as it contributes to every aspect of my healing. A bigger mana pool means bigger returns from Rapture, Shadowfiend and Replenishment. It also boosts crit for more throughput and more Divine Aegis procs. Haste is what I look for second, but only until about 10%. After that I feel stacking it is hurting other stats. For the expansion, I have chosen to keep spirit at the top of my priority list when it comes to gear selection and augmentation; however, with that being said, I value Intellect much more so than during BC raiding. I reserve yellow sockets for Brilliant Autmn’s Glow, attempting to maintain some semblance of balance between spirit and intellect.
What trinkets are you presently using and how do they help? Right now I’m using the Egg of Mortal Essence from Emblems of Heroism along with Forge Ember from heroic Halls of Stone. I use the Egg mostly for the raw spell power, though the proc is a nice to have when it goes off. Forge Ember gives a nice hefty amount of crit and I love the proc for a nice spell power boost. I carry around a few other trinkets for different situations; I usually use Darkmoon Card: Blue Dragon for long fights as Disc casts enough spells to make it worth a fair amount of regen. I am using the Majestic Dragon Figurine and the Spirit World Glass. The two trinkets provide excellent mana regen for boss encounters. Spirit World Glass really shines when there is predictable incoming damage in which I am able to pop the on use ability after a clearcasting proc, followed up an Inner Focus + Greater Heal to allow for maximum regen time spent OO5SR. If the full 20 seconds is spent not casting or "cheating" the rule, it usually will return about 35-40% of my 20k mana pool.
Your 3 top spells in order of usage on any given raid are: 1: Flash Heal,
2: Penance
3: Prayer of Mending.
1: Flash Heal
2: Circle of Healing
3: Prayer of Mending
Which raid encounter in the game is your favourite? Kel’Thuzad. There is a lot of action going on with a lot of situations where my quick single target heals and shields help. A lot of tank damage, as well as the ice blocks which require people to be healed quickly for a large amount. Sapphiron. The encounter really tests the healers both on raw healing power as well as their regen techniques/skills. In addition, the fight in particular showcases just how awesome bouncing Prayer of Mending can truly be.
What’s the worse? Heroic Thaddius. Its a boring fight when done correctly, and a painful fight with a long corpse run (with frogger slimes and pipe boss in between!) when not executed correctly. And if it were not for levitate I’m sure the Super Mario jump would make it even worse for me. Heroic Patchwerk. While there is some skill involved in trying to keep your mana going throughout the fight, I find little enjoyment in spamming Greater Heal on the MT/OT and praying they dont get 1 shot from a hateful strike. P.S. Holy Paladins are disgusting for this fight.
How do you handle AoE healing? In a five-man, Prayer of Healing is my spell of choice. In a raid, its not as useful as you need to heal outside your own group. As Disc you need to be more aware of who is taking damage and who is going to need the most help. I usually throw shields around the raid on every cooldown for the Borrowed Time buff, but I try to keep them on the tank and the squishiest members of the raid. Prayer of Mending on cooldown as well, this is especially useful during the Vortex in the Malygos encounter. Before casting an AoE healing ability I first determine what caused this person to be damaged, and if they are in close proximity to other players. If they are alone I usually cast a Flash Heal, if they are grouped up I would obviously cast Circle of Healing. In fights like Gluth and Loatheb though, I use Prayer of Healing considerably more (After decimate and when necrotic aura drops off, respectively).
How do you gem red, blue and yellow slots on your gear? Red: Luminous Monarch Topaz
Yellow: Luminous Monarch Topaz or Brilliant Autumn’s Glow (depending on if I’m losing spell power for other stats in an upgrade).
Blue: Seer’s gems
Red: Runed Scarlet Ruby (I dont believe the +Spirit/+Spell damage gem is in the game yet).
Blue: Sparkling Sky Sapphire
Yellow: Brilliant Autumn’s Glow
Your gut reaction to the Circle of Healing nerf is: I like it, as it brings Holy spec back in line with Discipline, where you need to choose your spells carefully. I’d rather they were more creative than using a cooldown, however, as CoH spam is useful in situations. But as it is now, it is useful in nearly all situations – which lead to one button healing. I don’t think it will be as bad as everyone is thinking it will be. Yes we will loose some AoE healing ability but those who spammed the spell mindlessly never really understood the true potential of priests and instead relied on a crutch. That being said, I will miss it!
What type of healing are you assigned to by your leaders when raiding (tank or raid, etc)? I’m assigned to the main tank or an off tank nearly 100% of the time. I still heal the raid from time to time when the boss is trying to break through my shield! Either myself or the GM are responsible for healing assignments, but I usually put myself on raid healing as we have a healthy supply holy paladins but only 1 restoration shaman and 1 restoration druid.
Do you enjoy playing your spec? Does it satisfy you? I love discipline spec. I’m not sure I could heal any other way. I’ve healed as a Holy Paladin and as a Resto Shaman in the past, and discipline definitely takes the monotony out of healing. Managing cooldowns and being smart about what spells to use used to be something relegated to DPS classes. Yes, I very much enjoy healing as a holy priest. As I said before, the diversity and complexity of healing abilities available to the priest is the reason I choose to heal and, ultimately, is what keeps me interested and entertained while healing.
What 1 piece of advice would you give other players who were to play your chosen talent specs? Don’t ever rely on healing meters to judge your performance. At least until Blizzard adds absorption amounts to the combat log. The biggest problem I have observed with new healers is their inability to observe and react. It is so easy to fall into the habit of tunnel visioning your raid frames that you forget to observe what exactly is happening around you.
If you could make one addition or change to your spec, what would it be? The obvious change would be more AoE healing tools, whether it be talents to modify Prayer of Healing or Holy Nova. But since that would be trespassing into Holy’s niche, I think more talents to make Renew useful to a Disc priest would be good. Perhaps allowing it to crit, or to be included in Rapture returns. I don’t believe I would change anything currently given the present PVE environment…PVP on the other hand is a different situation entirely though.

Special thanks to Yaxley and Deklen for participating!

Image courtesy of mmagallan

A Druid’s Reaction to the Wild Growth / Circle of Healing Nerf

wild-growth

Those of you who keep up with upcoming patch notes and blue posts on the official WoW forums have probably known for quite some time–ever since before Wrath’s release in fact–that both Wild Growth and Circle of Healing were living in the shadow of the nerf bat. A 6-second cooldown has been threatened for both spells since beta testing proved their strength.

Now that the nerf has gone to PTRs, a new wave of complaints has swept over most healing websites. If the comments on Matticus’s recent WoWInsider article are any indication, the nerf to AoE insta-heals draws a passionate response from almost all players, whether they belong to one of the affected classes or not. In fact, what surprises me about the whole discussion is the sheer number of vehement, “L2P nub, don’t spam AoE heals” type retorts. A lot of discipline priests, in particular, seem to feel vindicated by the nerf. On the other side are those that passionately argue against nerfs to any class. I sympathize with this point–such an adjustment to two classes makes us all weaker. When there are less available tools in the toolkit, the game becomes both more difficult and less fun to play.

That said, I find myself having very little personal reaction at this point. Perhaps that’s because I’ve known that Wild Growth spam isn’t a long-term tactic for months now? This is not to say that I’m in support of putting in a 6 second cooldown on Wild Growth and Circle of Healing, just that by now I’ve become accustomed to the idea.

From a certain perspective, this nerf seems necessary. The following series of musings is my attempt to take what I’ve observed through Naxx 10 and 25, Sartharion 10 and 25, and Malygos 25 and try to explain why, from the developers’ perspective, it’s druids’ and priests’ turn to cry.

The State of Healing in Wrath

1. Right now, the risk of dps death during raids is minimal. Healing is relatively strong overall, and three out of the four healing classes have capable raid-healing tools.

2. Right now, the risk of tank death during raids is minimal. Healers can keep up with incoming damage, and tank healers often have time to cast spells on other targets.

3. Most encounters are designed with at least some AoE damage. This kind of damage will always be at least a little challenging for healers because they have to deal with the Interface Boss in order to get heals on multiple targets. However, there is no new Gurtogg Bloodboil yet–AoE damage has not been taken to the kind of extremes we saw in BC.

4. Wrath encounters typically require less healers than BC bosses did. For most guilds, I would take the number that they ran with in BC and subtract one to get their perfect number of healers for a 25-person raid.

5. Smart heals like Chain Heal, Circle of Healing, and Wild Growth are really, really effective. It turns out that (surprise, surprise) a computer is better than a human being at calculating who needs a heal.

6. Mana management is less challenging than most bloggers–including me–thought it would be. It turns out that the level 80 epic gear does a pretty good job of getting people the regen they need, even though some of the old familiar tools (mana oil and chain-potting) are history.

The Behavior of Healers in the Wrath environment

Intelligent players respond to the conditions given them, and the top WoW players will always use a play style that the numbers support. Now, there may be individual differences and preferences, but given free choice, almost all players of the same class and spec will, at the top end of the ability spectrum, make the same decisions. Here’s how raiders are reacting to our current capabilities and to the demands of the current content.

1. Healers are using Wild Growth and Circle of Healing to the utmost. And why not? These two heals do, in fact, make the content much easier. If AoE damage is the challenge (and Blizzard seems determined that it should be), these two spells are the antidote of the moment.

2. Healing has become a competition between healers instead of a mad race to keep people alive. No one is going to die anyway–the content is too easy for that. The best healers are trying to sneak in effective heals against their fellows. Spells like Wild Growth, Circle of Healing, and even the high-HPS glyphed Healing Touch shine in an atmosphere of heavy competition.

3. Healers are not focusing on mana efficiency. When the content is easy and the team can kill a boss quickly, mana efficiency is less relevant. There are no prizes awarded for ending an encounter with 40% mana. The only prize available is for healing output. As such, many players end up healing too much too early and needing someone else’s innervate. This has happened to me a few times, and I’ve been trying to watch it.

4. Druids and priests are, in fact, leaving paladins and shamans behind on the meters. This has only one good effect–that shamans aren’t as necessary any more. I’ve recruited for two different guilds, and the hardest position to hire is that of alliance resto shaman. There just aren’t many out there.

What the Developers Hope the Nerf Will Accomplish

Here is where I really get speculative. The following is my best guess about exactly what kind of “fix” the new 6-second cooldown will be.

1. The nerf will retroactively add difficulty to encounters that guilds have already cleared. Some guilds may even find themselves unable to beat a “farm status” boss. As a result, guilds may stay in the current tier of content longer than they otherwise would. This is good for developers, because it stresses them less to release the next tier in a timely manner.

2. The healing meters will shake out a little differently. The conspiracy-loving part of my brain thinks that it’s “best” for Blizzard if people go back to complaining about resto shamans. After all, they’re far less numerous than priests and druids, at least on alliance side. While most guilds could fill their entire healing roster with priests and druids, I doubt anyone could fill theirs entirely with shamans. It’s a safer class to have at the top of the chart.

3. The management of another cooldown will add back some of the difficulty of playing a druid or priest. The developers want playing a healer to be difficult. If healing is difficult, a guild takes longer to go through a tier of content. For example, let’s take the healing druid. In the good old days of managing 7 second Lifebloom stacks on multiple targets, timing used to be everything. With stacking de-incentivized, I often have only one 9 second triple stack to manage, giving me a lot of freedom. I have a feeling though that now I will be casting Wild Growth every time it’s up. There will be a bit of a return to a fixed spell rotation. I hear many healers threatening to give up their AoE spells entirely, maybe even going as far to spec out of them. I tend to agree with Matticus in thinking that, paradoxically, Circle of Healing and Wild Growth will become more important. We’ll need to actively manage those cooldowns, and the effect of that adjustment period will be to slow progress down.

4. There might be room for an extra healer in a healing team. Circle of Healing and Wild Growth have been such workhorses that the old numbers for a healthy healing squad didn’t make sense any more. This might give a few out of work raid healers something to do. It’s not good for Blizzard if lots of players lose their raid spots.

Am I in Favor of the Nerf?

Personally, no I’m not. And yet, I’m not up in arms about it either. I realize that it hits druids less hard than priests, but I’m not worried about either class’s raid spots. Wild Growth and Circle of Healing are still good spells. Comparatively, I’d say that the Lifebloom nerf of a few months ago was much more devastating than this one.

The addition of a 6 sec cooldown to my best-designed spell is not a happy prospect, and it’s not the kind of thing that makes healing “more fun.” In fact, managing an extra cooldown, especially for druids, who are already managing Lifebloom and Swiftmend, is pretty much anti-fun. I’ve never believed developers’ claims that they want to make healing “more fun.” I don’t think that’s really in their advantage–to really make healing more fun would probably “trivialize” the content as well, forcing them to come out with more content patches on an accelerated timeline. What they might actually do is change our interface to be more “interactive”–and also a ton more difficult to use. I dread this prospect a lot more than any nerf to Wild Growth! Think about the new vehicle interfaces and imagine if you had to heal and target with that! What if all healing were like Malygos Phase 3 or the final boss of the Oculus? As it is, I think the developers recognize that healing, more so than tanking or dps, requires players to modify their interface. I hope they just leave us alone with that and let Grid do what their standard frames can or will not.