Blizzard wastes no time on Patch 2.3

Update: 9/27 (Thanks Kirk)

All priests get Fear Ward!

Drysc wrote:

Fear Ward will be available to all priests at level 20, but there are some changes in addition. Current plans are to reduce duration to 3 minutes, and increase the cooldown to 3 minutes.

To give the dwarves and draenei something else to even it out, they’ll see a new ability called Chastise (also given at level 20) which will cause holy damage and incapacitate the target for 2 seconds.

Drysc clarifies the numbers for converting +healing to +spell damage as a new mechanic for healers.

Drysc wrote:

No, it’s about a third. So 1500 +heal would give about +500 +spell damage.

Priest
Nethaera on Pain Suppression and Meditation improvements!

 

Nethaera wrote:

For instance, Pain Suppression is getting changed a bit to have more utility beyond personal use. You’ll be able to cast it on a friendly target and it will do a couple of things. First it’s going to reduce the target’s threat by 5%. and next it’s going to reduce the damage that person takes by 40%. The cooldown is also going to be reduced to 2 minutes. The intent is to give it more utility while still making it viable for multiple targets. When you’re trying to protect an AoEing mage in a raid, this could become a very useful tool.

Meditation is also going to get a bit of a bump up and it will increase to 10/20/30% mana regen as well.

Nethaera on Power Word: Shield.

Nethaera wrote:

On the survivability end, we’re going to be having Power Word: Shield gain additional benefit from spell damage and healing bonuses. Base absorb values for ranks 10, 11 and 12 have been reduced though to go with that as a balancing factor for it. Unfortunately I don’t have any concrete information on what the values will end up being right now.

Shaman

Eyonix on Shaman buffs.

 

Eyonix wrote:

An example of one helpful adjustment surrounds shamanistic rage, which will also reduces all damage taken by 30% for the duration of the ability (30 seconds), in addition to its current effect. Spirit Weapons will also reduce melee threat by a total of 30% rather than 15%. More improvements should be expected as well.

Eyonix says improvements will be made to all talent specs.

 

Eyonix wrote:

There will be changes that benfefit the elemental and restoration shaman as well. And yes, more enchancement improvements are absolutely going into patch 2.3.

Shaman can train 2-handed axes and maces without talents!

 

Eyonix wrote:

Yes, all shaman will be able to equip 2-handed axes and maces (proper training required of course), without having to spend a talent. In it’s place, a seemingly solid replacement talent called elemental focus. Basically, what it offers is this — after landing a melee critical strike, you’ll enter a “focused state”. The focused state will reduce the mana cost of your next shock spell by 60%.

Frost Shock no longer subject to diminishing returns!

Eyonix wrote:

You’re welcome. No changes to those abilities, and while not the same, in patch 2.3 frost shock will no longer be subject to diminishing returns. This should prove useful.

Source: Curse

Lots of more things to look forward to especially as healers. That top change will raise many eyebrows and I suspect that the converted healing bonus to spell damage will draw some debate.

Late for Stats… more on this later as well as the next series in Loot Management. Thanks to all the birthday well wishers!

How DKP Works

DKP: What Is It?

Simply put, I would define it as a form of currency for players. When MMO’s first came into being, a loot system needed to be formed. Players realized that it would not be fair to just allow anyone to roll on loot. It would completely suck if a player joined a raid and rolled 100 while you rolled a 1 even though you were there far longer. So some guy came up with a method to assign value to item drops (I think this was back in Everquest). DKP stands for Dragon Kill Points. In Everquest, they didn’t have you kill off Ogres or Shades or Demon Hunters (At least, I don’t think so).

There’s various methods for earning DKP and it is entirely up to your Guild brass to use what they want to use. Each method has it’s own positives and it’s own negatives. There’s different ways to spend it. A lot of players whine and complain about DKP and it’s usage. But the thing about DKP is that it doesn’t determine if you get loot… it determines when you get loot. A lot of people have difficulty wrapping their heads around that concept. They start complaining when some other player gets that coveted 500 spell damage weapon before they do.

Here’s a brief overview of the different ways Guilds can classify their DKP earning scheme:

Time based: DKP earned is relative to the amount of time spent raiding.
Boss kill: You take down X, you earn Y. Simple concept. It’s kind of like working where you get paid once you finish something.

Spending Schemes:

Basic: Your typical bidding system
Zero Sum: It’s a fixed system where the same amount of points being spent for an item get redistributed throughout the entire raid. So if a player spends 25 points to purchase a Bow, the entire raid gets 1 DKP each (25/1). Carnage utilizes this.
Spend All: This goes to the highest bidder. They are required to go all in on their bid. Once they get an item, they have to climb the ladder all over again. This results in a fairly even distribution of loot I would imagine.
Hybrid: This one’s an interesting system. You have a fixed cost on items and you add a random number generator on tp of that to help weigh the statistical chance that the player can receive that item. I daresay it’s a bit complicated to set up.

More analysis tomorrow. I turn 20 so I may not get around to it. It depends primarily on how much alcohol my friends pump into my system.

Loot Management Week: Karazhan

Sorry guys, I had a really busy weekend. I had to finish up a few projects and participate in my hockey draft. I think my picks look pretty solid.

I’ve noticed an alarming trend lately in how some younger Guilds are imposing DKP for their Karazhan runs. Wait, what? Why? Why use DKP for loot distribution in a small ten man instance? Hopefully my plea can change the course of Guilds so that they don’t run into any Guild Drama later on in their path.

Don’t use DKP for Karazhan. As a Guild run, there will be at most two classes that are the same (warrior/warrior, priest/priest). It adds unnecessary work and possible consequences in the future. Loot should be decided via rolls or gear prioritization. I’m assuming that your guild is running with the same crew of people on a weekly basis. Even if you have two or three groups for Karazhan, then the loot being distributed should remain in those individual groups.

Like come on, seriously, its only a ten man raid. Did anyone run UBRS with DKP? I think not. There’s only a few pieces in Karazhan that can be used by multiple classes. Even then, a simple roll off will work for it. There’s a LOT of bosses in there that it’s almost virtually guaranteed that everyone will get an upgrade at some point. As you progress through the higher areas of karazhan, you’re going to end up with players with an insane amount of DKP through the roof. Once you start instances like Gruul’s and Mag, then you will have players with lopsided points (in the range of thousands). These are the instances where DKP really DOES matter.

The rest of the week, I’m going to discuss the various methods that Guilds can use to distribute their loot in the best possible way for players. Each loot system is different and should be tailored to the primary objective of the Guild.

Getting your Leadership skill to 375

I just finished off setting up my new hockey blog known as Lowongo’s crease (It’s a play on my last name for those that know me). The layout hasn’t been completely finalized yet, but I wanted to give me facebook viewers more to chew on instead of just WoW. Expect a lot of Canucks coverage along with other news, opinions, and thoughts around the league. On to today’s piece…

Here’s yet another reference to the business Guild model of WoW. Some would argue that a Guild is defined by it’s players. I would argue that excellent leadership defines how well a Guild performs. Unfortunately, leadership is not something you can go to a skill trainer for. I’ve been in my share of numerous Guilds. I’d like to think that I know what is good leadership and what is bad. I’ve seen Guilds crash and burn, or flourish and thrive. Similar to my column on valued traits for a Priest, here are 6 of the valued traits in a Leader no matter what class they play.

Edit: Again I am beat to the punch by Kirk.

Patience

“The rung of a ladder was never meant to rest upon, but only to hold a man’s foot long enough to enable him to put the other somewhat higher.”
– Tomas Huxley

No one likes to wipe. But true leaders expect it. I commend real leaders for their outstanding patience whether its in dealing with new raid bosses or frustrated guild members. No matter what the circumstance may be, they are able to weather the storm of angry guild members or angry raid bosses (I’ll let you decide what is worst). The goal has been set and the challenge has been issued. Now it’s up to the players to respond. Throughout it all, they maintain a face of dignity and passivity knowing that things will improve with time. I think Mayor Rudy Giuliani is a great example of this. He was the face of the city after the 9/11 attacks. There’s a reason why he was one of Time’s Man of the Year.

Knowledge

“Management is doing things right; leadership is doing the right things.”
– Peter F. Drucker

This ought to be self explanatory. Any leader be it class, raid, or Guild will have done their homework on whatever they are responsible for. Raid leaders know the fight and are able to convey the strategy effectively. Class leaders know how to play their class and teach others to optimize themselves better. With that being said, leaders are humble enough to acknowledge that even they cannot possibly know all there is to know. The world is in a continuously evolving state with patches, changes, nerfs, etc. They realize that even though there is a lot to know, they are quite willing to learn even more.

Inspiration

“One of the tests of leadership is the ability to recognize a problem before it becomes an emergency.”
– Arnold Glasgow

In a way, this is related to Social Skills but I wanted address something else. Your leaders are people that players turn to for advice and guidance. With responsibility like that, they’re expected to know how to convey information. But in order to do that, they do two things which any player can accomplish: Plan and set goals. They are able to focus the Guild in a certain direction and layout the steps necessary to accomplish it. They already have solutions to every problem that comes up because of their planning and anticipation. This is the kind of player who is not afraid of pulling the trigger when $&%@ hits the fan. They already have a Plan B and a Plan C in mind in case Plan A goes horribly wrong. No one likes to stand around and mindlessly die in case something bad happens. Every raider wants to try and salvage the situation. A good example that comes to mind is when our MT Lang ate a blow which caused him to crumple, Maeve was second on aggro since he’s been building up enough threat to stay just below him on the list. The moment Lang was down, a half second went by when Maeve bellowed for all of Lang’s healers to switch to him as he was tanking. Had he not made that call, we would have stood around not knowing what to do and we would not have gotten the satisfaction of the Guild first kill on Fathom-Lord.

Social Skills

“The best executive is the one who has sense enough to pick good men to do what he wants done, and self-restraint to keep from meddling with them while they do it.”
– Theodore Roosevelt

There’s a lot of excellent players who know their material and the class inside out. But when it comes to talking to other people, they just don’t have a friggin clue. I think having some degree of emotional intelligence helps. A key skill, not just in WoW but in life, is your ability to interpret the other person’s words either in text or via voice. You have to know how to handle the other player as a player instead of just a random NPC. One of the things I admired about Warack was his tendency to check up on players every now and then. He’d whisper them randomly or just jump into a channel and talk to them for a while, see how they were doing, and try to “get a feel” for the over all guild mood. Think of it as taking a temperature of the Guild. With the pickup of solid players, they also know how to refrain from telling them to exactly what to do. My understanding is that I rolled a Priest from 1 – 70 and I should know the basics of it. I don’t want to be told how to heal, when to heal it, and who. That kind of thinking comes naturally. I love it when tanks often tell me to keep them alive. You worry about holding aggro, and you let me worry about keeping you alive so you CAN hold aggro.

Confidence

“The spirited horse, which will try to win the race of its own accord, will run even faster if encouraged.”
– Ovid

It all boils down to one word: Belief. They believe in themselves and they believe in others to achieve the objective. The aura of confidence comes from their high knowledge of play and how to get it accomplished. I feel reassured knowing that I can place my character under the command of someone who knows what they’re doing as opposed to a raid that is being led by a headless chicken. Even if they don’t know what they’re doing, they can at least pretend. The point is not whether you down the boss or wipe horribly. The point is that someone had the confidence to get the raid going and try it. If that player doesn’t have the skills themselves to pull it off, they’re able to point to the person that does.

Authority and Respect

“The country is full of good coaches. What it takes to win is a bunch of interested players.”
– Don Coryell, ex-San Diego Chargers Coach

Props to guys like Blori and Harth. They really know how to get the raid to shut up and listen. Everytime you hear either of their booming voices, you know it’s their time. Why? Perhaps it’s their age and maturity. Every time they speak, they command that aura of authority and respect. When you hear it, your back automatically straightens while your ears latch on to their words. Unfortunate that this isn’t a trait that can be learned or gained. I once listened to a raid leader who sounded like he had nasal issues and sounded like your typical four eyed Urkel. No one would take him seriously at all because of the way his voice sounded. The bottom line here is that not only must you be willing to voice your commands, but your Guild must be willing to listen to listen to them. Former Vancouver Canucks Head Coach Mark Crawford got fired because he lost the locker room and players started to tune him out. One of these days, I’m going to record ventrilo during a raid night and put a snippet up here so you can get an idea.

Clearly there are many more traits that I have yet to identify. I’m merely setting myself up for a part 2 further down the road. The next time you go raiding or PvPing or whatever it is that you do, listen to your leaders and see how they are. Do they or do they not possess the traits I have listed above? If not, it might be time for a scenery change.

Quotes are courtesy of askmen.com and About.com

And for you young Guildmasters out there, every chance you get to use the term “Brouhaha” you take it.

My desk

Me and a raid leader were comparing desk spaces the other day. He’s got a three monitor set up while I only use two: one for gaming, one for everything else while gaming.

I’m beginning to not enjoy these Maulgar-esque fights with multiple tanking targets. Tonight was Fathomlord day. We had the toughest time with four tanks and nine healers simply because the pet and hunter were being tanked by the same player who was getting knocked around all over the place. A tank being knocked all over the place is bad because 9 times out of 10 he will end up out of range. I’m busy slamming my Oh $&*% macro trying to keep the guy alive while moving around the damn pillar AND making sure I’m alive. Starting in SSC, I’m beginning to notice a trend where some of these pulls need to be accomplished with a tank, a healer on the tank, and another healer on THAT healer. Blizzard sure does seem to have endless gimmicky ideas for trash and raids.