3.5 Hours from 85 – 86

Mists of Pandaria - Jade Temple

That’s a disappointing time.

I finished preparing my Priest for the leveling blitz halfway through the week. I’ve got my Swiftness Potions, Healing Potions, Drums of Forgotten Kings, assorted Flasks, and other consumables.

Decided to transfer my Priest over to the beta and clock my time. There were a couple of factors affecting my levelling speed.

  • No rested XP
  • No guild experience boost
  • Watched all the cut scenes
  • No pre-completed quests/dailies to turn in

During the Cataclysm grind, I had the Argent Tournament dailies all finished and ready for turn in. Added a decent amount of XP to it and I’ll have some other dailies ready by the time Mists opens up. I can’t remember if we had rested XP available during the 80 – 81 grind when Cataclysm opened. I goofed up on a few of the quest turn ins and pickups. If I factor in all of that stuff, I should be able to knock out 1.5 hours off that time. The new Jade Forest isn’t as super cut scene heavy as Uldum was, but there’s enough to make you go “Whoa.”

I think I’m also going to switch in Reflective Shield as a glyph.

Tonight I’ll clock my time from 86 – 87, enjoy the scenery, and (more importantly) get an idea of where all the Innkeepers are to set my hearthstone.

Thank goodness there’s no conch shell we have to all click on to be able to breathe and swim faster underwater, right guys?

If convenience store owners were savvy, they’d raise the prices of energy drinks for the weekend/Monday as people stock up. I should go pick up some Red Bull or Nos. I like the grape flavour.

Do you plan on racing to level 90 or are you going to take the time to enjoy the sights and scenery?

Tip: Remember this. If you ever get to a situation where you need to interact with a friendly NPC and they’re not on the map, log out and log back in. You’ll thank me for this. This happened to me a few times as I was leveling. I hope it’ll get resolved when it’s live, but just in case!

Is Combat Resurrection Still Needed?

I participated in a neat Twitter discussion last night about the merits of combat res. The original point started with the desire for Priests to gain access to a combat res. From a lore perspective, I can understand that. Priest are the flagship class for healing for any fantasy-based game. They embody the essence of healing. It makes sense for a Priest to be able to bring their allies back from the dead in the middle of an engagement.

But not in WoW.

Priests are extremely well rounded as it is and the addition of a combat res cooldown would tip them over the edge in desirability. Abilities to group heal, single heal, save lives, and so forth is just enough for them. Mechanically speaking, I can’t imagine why it would be necessary at all.

Actually, if I had it my way, I’d argue for the removal of all in-combat resurrection spells from the game entirely.

That’s right. No more soul stone, no more raise ally, no more rebirth.

All gone.

Individual player accountability would have no choice but to go up. Can’t really be as reckless anymore. Can’t take those risky, stand-in-fire-for-extra-DPS moves because that safety net is gone. All you need to do is ask yourself how different you would play if you knew that the only way you were coming back to life is on the next attempt. You’d play tighter, right? You’d check your threat closer. You’d watch timers better. You would do everything you could to make sure that YOU don’t die. The psychology of a combat res provides the raid with that safe comfort knowing that there’s effectively 3 extra lives in play (on 25).

This isn’t vanilla WoW anymore. We don’t need 40 people to run raids. I remember when combat res spells had no limits. Back then, those second chances were a necessity. There was only one difficulty level: Punishing. It was one of the main reasons why druids were so sought after (Read: Job security). Each combat res was another player and another chance at getting through the encounter. Burning Crusade was much the same way.

It’s certainly useful for progression. Those unsuspecting boss attacks and abilities that come out of no where can be solved with a simple combat res. If combat res spells were gone from the game, the overall amount of progression wipes needed would mostly go up across the board. It might even slow the game down overall since content would last a little bit longer. I’m inclined to believe that most guild first boss kills utilize the maximum allowable number of combat res’s.

Yet, another part of me can imagine the pain and frustration for raiding guilds dealing with players who just can’t seem to cut it. Combat res’s have that cushion. If it were out of the game, player deaths in raids would be magnified and not easily as forgiven by peers. Hell, if I kept dying to the same stupid mechanic week after week without getting any better at avoiding it, I’d be super discouraged too. But then I might come to the conclusion that the stuff I’m doing is just something I’m not currently capable of and would come back after a few more raid finders or normal modes.

What about disconnects or buggy boss mechanics? My guild has experienced countless heroic Zon’ozz wipes due to weird ball bouncing bugs. Don’t get me wrong as I’m grateful for the option to bring back the dead from unfair and undeserved deaths. We’ve also had people disconnect or crash at the wrong time and a combat res helped save the 8 minutes we would’ve lost from a wipe and having to do it all over again.

Disconnects will always happen until we level up or tech to the point where computers are crash free and we’re all hardwired to the internet without any possibility of losing a connection. Bugged mechanics? Then it’s time for additional testing or go with abilities that are proven to work. It doesn’t feel right to me to use player abilities to offset encounter errors.

So long as combat res is still in the game, I’m not going to shy away from using utilizing it. It’d be crazy not to. It helps make up for the inevitable mistakes that occur. I feel like it’s a requirement. It’s a crutch. It’s something to lean on. It’s there to give players like me hope that if I screw up, I can maybe count on something to bail me out, even though I hate it.

After a player-saving-Life Grip, Rebirth is the only other spell that says to the player “You screwed up and died. Here’s me saving your butt and giving you another go. Don’t mess it up.”

Before death knights and warlocks could revive players mid combat, I’d occasionally  join raid pickup groups on my alt that didn’t have druids. Every move, every step had a purpose. I sacrificed a little bit of DPS to move away from projectiles faster. I didn’t want to get tagged and risk getting destroyed.

Ultimately, combat res or not, you are responsible for your well being. Whatever happens, don’t be that guy whose name the raid leader puts on the “Do not Res” list. I guarantee you, most raid leaders have such a list. That list is there because they know that if they res you, you’ll most likely blow your chance and die again anyway.

Anyway, that’s my piece. What do you think? Do you believe it continues to be invaluable or should it just get cut?

Keeping 25s Alive

I was reading this post at Unwavering Sentinel with different ideas on how to keep 25 man raiding alive. It’s something I’ve been thinking on and off about both from the perspective of a GM and as a normal player.

At the heart of, we should first analyze what makes a 25s player want to raid 25s. 10s is easier to manage. It’s difficulty varies from 25 from encounter to encounter. And you’re not as likely to cancel raids because you can usually rock 10 players (although 25s is more forgiving in this regard since running shorthanded a player on 25s isn’t going to be crushing as down 1 on 10).

For me, more is fun. I love large scale engagements. I prefer working with the army as opposed to the special forces group. More macro than micro. Maybe I really like raiding with 24 friends because I don’t want to leave 15 people I know out in the dust.

I get that players like the closeness and intimacy that 10s offer. Personally, I’m not looking for nor am I really interested in that type of stuff. I figure if you get too close to someone and know them too well, you’ll get irritated or annoyed at something. More players means you don’t get personnel fatigue from being with the same select group of people over and over. But that’s not a raid size matter (it’s more leaning towards guild size anyway).

The developers have recognized that they haven’t done enough to inject enthusiasm for 25s. One of the solutions that have been implemented for Mists is that even though the loot between 10s and 25s will remain the same, 25s will gear out faster. Instead of 5 drops per boss, we’re getting 6. All things considered equal, a 25s group would theoretically have a decked out raid faster.

We’re going to examine the solutions presented by Zellviren.

Solution 1: Make 25-man have specific rewards

This is singlehandedly the absolute best solution to revitalize 25 man raiding bar none. By making 25s the main route for the best loot, those players motivated by the flashiest and most powerful gear would have no choice but to enlist in a 25s guild.

But we all know that’s not an option on the table. This was something that was done during Wrath. Separate item levels between 10 and 25.

Solution 2: Make 25-man have specific achievements.

One could take this a step further and maybe add a guild achievement for a clear on 25 in addition to a 10. Of course, the unfortunate part of this is that it wouldn’t be possible at all for a guild to obtain every guild achievement. Maybe make it an either/or thing. If you clear it on 10, you get the toast for a 10 man raid. If you clear it on 25, you get the 25 one instead. But once you get one, maybe have it set that it’s not possible to get the other.

Solution 3: Creating “guild alliances”

I don’t know about this method. From a technical stand point, it wouldn’t be difficult to modify at all. But as a GM, it can be politically difficult to entertain the idea of cross raiding with a different guild. Who gets to quarterback the raid? How is loot going to be handled? If all hell breaks loose, it’s not uncommon for fingers to start pointing at each other on blame. It’s a solid idea but my guess is that human nature would work against it.

On the other hand, I’m a cynic.

Solution 4: The 25-man raiding “pool”.

A queue of raiders presents an interesting tool for GMs and raid leaders. It helps resolve calling raids based on attendance. In addition, it gives free agents out there a chance to throw themselves out in the world and see what else is out there. Maybe their server has limited progression or there aren’t many large guilds around. It’s like a match making service that’s one grade higher than LFR. However, I feel that this is more of a bandaid solution than one that would truly revitalize 25s.

What about removing the lockout?

One thing I want to propose with regards to lockouts is to remove them entirely. Instead, use the raid finder style of loot lockouts to limit gear acquisition.

Give players the ability to run as many bosses as they want in whatever raid size they want, but limit item rewards to their first kill of that week.

Say I’m on a weekend 10 man group. We clear out all of heroic Dragon Soul. The 25s group runs during the weekday and Monday rolls around. They find out that Peter Lafleur, one of the healing priests in that group, has national dodgeball championships that Monday and isn’t able to come in. Instead of resorting to a pug or a possibly undergeared alt, I can offer up my main priest instead. I’ve cleared out all of the bosses in Dragon Soul rendering me completely ineligible for any loot but that’s okay because I can still help out my fellow guild members.

Actually, some additional icing on the cake would be to allow gold drops to keep recurring. I wouldn’t mind raiding and farming bosses as an income stream.

The possible counterpoint to this is how would achievements be handled? The achievement with the 4 platforms on Deathwing normally takes guilds 4 weeks to get. Being able to reset and re-engage Deathwing anytime means they’d be able to nail that achievement inside a day. I’m not sure how to reconcile something like that because it gives raid groups the ability to re-attempt achievements anytime they want instead of waiting out a week for everything to reset.

If the idea of unlimited lockouts is too extreme, perhaps the moderate idea of one 10 man and one 25 man would suffice. During Wrath, we ran both 10s and 25s to maximize gear drops for our characters. But if it’s restricted to only one chance on obtaining loot, we’d be able to pick and choose a raid size at our discretion.

It’s just something to think about. For you who raid 25s, what is it that motivates you to do that? Why do you think you haven’t switched or would never consider shifting down a size to 10?

Player’s Choice Raid: Your 5 Picks?

Let’s fast forward a few years. The 10th anniversary of World of Warcraft is about to hit. To celebrate 10 years of WoW, Blizzard has decided to create an instance filled with 5 bosses of your choice that have their stats and levels modified to whatever the current levels are. It’s a Trial of the Crusader style of an instance. You’re locked in a large arena with no way out.

It’s you, your friends, and your wits.

You get to pick any 5 bosses from any raid instance or outdoor raid boss in the history of the game.

My picks (Trial of the Insane)

  1. Mimiron
  2. Archimonde
  3. Nefarian 1.0
  4. Professor Putricide
  5. Kil’Jaeden

Mimiron’s been a favourite of mine. It’s like 3 mini bosses in one who then Voltron into a combined beast at the end.

Archie’s a huge headache. It took me a long time to get him down and is one of the most satisfactory kills I’ve ever picked up as a raider.

I’m interested in seeing what a post MoP Nef 1.0 encounter would look like. He gets a refresh and picks out abilities based on class (and maybe spec) during his phase 2. In a way, you get to pick your poison against him based on the lineup your raid brings.

Good news everyone! You get to pass plague around all over again in the level 100 version of the raid against Professor Putricide! Is your raid organized enough to automatically divvy themselves up based on which colour debuff they receive? Do they know who is dirty and who is clean?

Lastly, Kil’Jaeden. The boss I’ve worked on the longest in my entire raiding career. Heroic Zon’ozz was close but came up short. Learning to utilize the pet dragon, the positioning, handling all the incoming abilities was like a symphony coming together and making pitch perfect music.

What about you? Which 5 bosses would make it on your Player’s Choice list?

Which MoP Heroics Should you Run?

The heroics at level 90 won’t be as punishing as the initial heroics for Cataclysm or Burning Crusade. In fact, they’re designed to be the rough equivilent of normal mode instances right now in Cataclysm.

Now if you’re anything like me, you’re looking for the fastest way to ready your character for raiding. The first option is to power up your professions or buy crafted gear. Second would be to grind out as much reputations with the various factions and purchase rewards that way. The last tried and true method would be to run heroics.

For us priests, Gate of the Setting Sun has potentially 7 drops that you can use. Some of the items may not have spirit, but you can reforge into it as necessary. Siege of Niu Zao Temple has 6 items that will provide any upgrades over quest greens and blues.

Shaman healers will want to try their luck in Scholomance and Temple of the Jade Serpent. The temple has 7 items (although 1 of them has a really low drop rate as it’s an epic weapon) whereas Scholomance has 6.

Pickings for druid and monk healers are slim. Temple of the Jade Serpent has the most leather drops followed by Siege of Niuzao and Shado-Pan Monastary.

Paladin healing plate just seems to be all over the place. Avoid Scarlet Halls and Temple of the Jade Serpent if you’re looking for purely plate armor drops. Stormstout Brewery’s your best bet if you’re looking to get the most chances on gear.

Each dungeon has a notable quest or two attached to it. While they’re not the greatest rewards, it’s a good way to replace that marginal green item you’ve been using since level 87.

Below I’ve compiled and organized a list with relevant healing gear drops from heroics. It’s divided up by armor and item type. Enjoy!

T = Trinket
W = Weapon
R = Ring
O = Off-hand
C = Cloak
N = Neck

Gate of the Setting Sun

 

Cloth Leather Mail Plate Other
Saboteur Kip’tilak Fallout-Filtering Hood
Striker Ga’dok Bomber’s Precision Gloves Airstream Treads
Commander Ri’mok Leggings of the Frenzy R: Viscous Ring
Raigonn 1: Frenzyswarm Bracers
2: Shoulders of Engulfing Winds
Swarmbringer Chestguard W: Carapace Breaker
O: Shield of the Protectorate

 

Quest: That’s a Big Bug!
Reward: Cloak of Collective Thought

 

Mogu’shan Palace

 

Cloth Leather Mail Plate Other
Trial of the King Hurricane Belt
Gekkan Hexxer’s Lethargic Gloves Glinktrok Sollerets C: Cloak of Cleansing Flame
Xin the Weaponmaster 1: Regal Silk Shoulderpads
2: Soulbinder Treads
Mind’s Eye Breastplate W: Firescribe Dagger
N: Mindcapture Pendant

 

Quest: A New Lesson for the Master
Reward (All 430): Watchful Dreamer’s Trousers, Dreamer’s Vigil Leggings, Leggings of Clever Entrapment, Legplates of the Scattered Tribes,

Quest: Relic of the Four Kings
Reward (All 430): Cuffs of the Endless Shadow, Bindings of Impeccable Strategy, Armbands of the Reawakened, Lost Heritage Bracers, Bracers of Inner Knowledge

 

Scarlet Halls

 

Cloth Leather Mail Plate Other
Houndmaster Braun R: Beastbinder Ring
Armsmaster Harlan
Flameweaver Koegler Vellum-Ripper Gloves Bradbury’s Entropic Legguards W: Melted Hypnotic Blade
R: Vithrak, Gaze of the Deadman
N: Temperature-Sensing Necklace

Scarlet Monastary

 

Cloth Leather Mail Plate Other
Thalnos the Soulrender Forgotten Bloodmage Mantle
Brother Korloff
High Inquisitor Whitemane 1: Leggings of Hallowed Fire
2: Whitemane’s Embroidered Chapeau
Incarnadine Scarlet Spaulders Crown of Holy Flame W: Greatstaff of Righteousness
R: Triune Signet

Scholomance

 

Cloth Leather Mail Plate Other
Instructor Chillheart Shadow Puppet Bracers
Jandice Barov O: Metanoia Shield
Rattlegore Rattling Gloves W: Necromantic Wand
Lilian Voss Leggings of Unleashed Anguish Shivbreaker Vest
Darkmaster Gandling Gloves of Explosive Pain Shoulderguards of Painful Lessons T: Price of Progress

 

Quest: An End to the Suffering
Rewards (All 440): Patchwork Flesh Armor, Coldforge Carapace, Ghoulskin Vestments, Darkmaster’s Spare Robe

Shadow-Pan Monastary

 

Cloth Leather Mail Plate Other
Gu Cloudstrike Star Summoned Bracers Leggings of the Charging Soul
Master Snowdrift Quivering Heart Girdle
Sha of Violence Gloves of Enraged Slaughter N: Necklace of Disorientation
Taran Zhu Robes of Fevered Dreams Darkbinder Leggings Blastwalker Footguards Mindbender Plate Gloves R: Ring of Malice

Siege of Niuzao Temple

 

Cloth Leather Mail Plate Other
Vizier Jin’bak Hood of Viridian Residue Girdle of Soothing Detonation
Commander Vo’jak Bombardment Bracers Chestwrap of Arcing Flame
General Pa’valak Breezebinder Handwraps Siegeworn Bracers T: Vial of Ichorous Blood
Wing Leader Ner’onok 1: Breezeswept Hood
2: Whisperwind Spaulders
1: Belt of Totemic Binding
2: Airbender Sandals
W: Gustwalker Staff

 

Quest: Take Down the Wing Leader
Reward: Hardened Resin Pendant (Neck) or Mantid Eye Amulet (Neck)

 

Stormstout Brewery

 

Cloth Leather Mail Plate Other
Ook-Ook Bracers of Displaced Air Barreldodger Boots T: Empty Fruit Barrel
Hoptallus C: Cloak of Hidden Flasks
O: Bottle of Potent Potables
Yan-Zhu the Uncasked Fermenting Belt Uncasked Chestguard Sudsy Legplates R: Alemental Seal

Temple of the Jade Serpent

 

Cloth Leather Mail Plate Other
Wise Mari Treads of Corrupted Water Waterburst Helm
Lorewalker Stonestep Leggings of Whispered Dreams Sunheart Waistband
Liu Flameheart Flameheart Sandals C: Cape of Entanglement
Sha of Doubt Paralyzing Gloves Chestguard of Despair Neverdare Shoulders W: Je’lyu, Spirit of the Serpent
N: Mindbreaker Pendant
W: Staff of Trembling Will