The Off Armour Problem

guest-post This is a guest post from friend and bodyguard Cassio

I’m Cassio, I’ve been playing a rogue on Ner’zhul for the better part of three years so my area of expertise is something different then the writers here.

I’m a damage guy. I run numbers to figure out how to squeeze another one or two points of damage per second out of my rotation or how much I should weigh hit stat verses attack power or agility. So please understand that I will not be talking about the best way to heal a boss encounter. Most of the time I have no idea what a healer is doing in them since they are behind me somewhere. Instead, I’ll be trying to stay remotely within the sphere of this blog by talking about loot distribution.

The problem

With the changes that have been made since the release of Wrath, almost every spec to become viable for raiding. This means that some classes may be dipping down into gear that’s exclusive for other classes to use due to armor class restrictions. Boomkins, tree druids and holy paladins may start to want to take gear that all cloth wearers can use. The same goes for titans grip (TG) warriors and to some extent enhancement shamans and hunters with rogue/feral druid gear.

It is my opinion that this should be avoided whenever possible.

Taking gear from a class when it is all they can use and giving it to a class that is moving down armor types to pick up an upgrade might seem fine in the short term. However, it will hurt raids in the long term due to the limited upgrade pool available to classes who have no other option other than leather or cloth.

In my guild, I am currently the raid leader for ten man raids and it falls onto me to sort out loot distribution and how to do so without causing problems that could destabilize the raid group and force us back due to people leaving and having to replace with new people. The system I have worked out is part science and part art but the basics of it is to keep gear separated to classes that are restricted to their armor type before opening it to others. There are some exceptions, such as if the gear is only a miniscule upgrade for a rogue and a large one for someone else.

Weapons

Weapons are handled by letting those that get the biggest upgrade from them roll, any two-hander classes have to roll against each other just as any one-hander users and casters have to roll against each other. So that means that ret paladins, TG (Titan’s Grip) warriors and death knights all have to roll against each other. This method relies heavily on the loot master knowing the different needs of the classes and where his raid members are in gear progression.

Suggested process

While I find that I can do this (with some help from officers and others outside my guild that know the other classes better) I would not suggest that anyone try such a method in a twenty-five man environment. Instead make your officers/class leaders do gear upgrade charts for your members and give the upgrades from the different raid instances a set value, making sure to include heroics gear where it applies, and then use that as a way to check which gear is a better upgrade for who. The higher the number the larger the upgrade, also there should be a method worked out to reward those that go out and craft or farm the gear for outside raids that will help you progress through the instances you wish to run.

While all this sound complicated it really comes down to the simple idea that each classes chances for upgrades is different. If someone needs an item that is all they can use, then this may be one of a limited amount of chances to get it. Someone that can use other armor has a larger pool of gear to pull from and so has better chances at upgrades.

My Love/Hate Relationship with Heroic Naxxramas

naxx-kel

Last night, I had the pleasure of working with some of the most skilled players in beta and we were able to clear out Heroic Naxxramas (otherwise known as 25 man Naxx). Let me tell you about my initial impressions, what I love, and what I hate.

I love…

the fact that the number of tanks needed for Naxx don’t seem to have changed. Our main tank was a Warrior. No fusses about class here. The reason he was the MT was because he was the most geared (he ran Naxx, Obsidian Sanctum, etc. every day). Prot Paladin was the second tank for any massive AoE related pulls. Feral Druid was third although he would switch up with the Prot Pally depending on what the job was. Didn’t have the pleasure of working with a Death Knight. I’m happy to say that I had no problems healing any of them on the various bosses or mobs. Druid tank had the most with 34k while the Paladin and Warrior clocked in at about ~31k. I made sure to address this first, due to a question I got from Twitter:

@honorshammer Are you seeing much disparity in healing tanks of various classes?

Hope the above question helps! Love your blog by the way ;).

I hate…

my mana regen. I took a look at one of the other Resto Druids and he was sporting a jaw dropping 1500 mana regen while not casting. In my PvP gear plus other assorted PvE epic items, I hit around 600+.

I love…

how Priests will be virtual requirements for Heroic Naxx. You can get away without having other classes at all, but you need Priests for 2 of the encounters because we have to Mind Control certain mobs in order to successfully do them.

I hate…

Sapphiron. He’s the 2nd to last boss in Naxx and he’s going to be a huge headache.

I love…

how the bosses drop between 4 – 6 pieces of loot (some of them are tier bosses).

I hate…

how people complain about not getting the loot they want because its freakin’ beta and you don’t get to keep it anyway!

I love…

that while most players were still wearing blue PvP gear to raid, we were still able to 1 shot almost every boss in the instance. We didn’t over gear it. All of us were on par with or were what could be considered slightly undergeared. This proves to me that if you have a large number of skilled players going in, you won’t have a lot of difficulty. There are a few exceptions:

Instructor Raz: 2 shot
4 Horsemen : 4 shot
Sapphiron: 5 Shot
Kel’Thuzad: 1 shot

I hate

the fact that it took us a little over 7 hours to clear. But there are a few important factors to keep in mind:

  1. Pickup raid
  2. Boss explanations are complicated
  3. Some people had to leave and we had to pull in replacements

If it’s a Guild run, I can see the time knocked down to about 6 hours or maybe even 5. Obviously if you over gear the place, then I wouldn’t be surprised to see it drop down to even 4 and a half. But suffice it to say, I suspect most guilds will take at least 2 days to clear the instance and learn it.

I love

Death Knights. Look at this screenshot below:

op-dks
The top 5 players are all Death Knights. Number 6 is a Rogue. The numbers ARE slightly inflated since Thaddius has a little mechanic about him that increases DPS. Here’s a slightly better representation:

naxx-dps1 naxx-dps2

DPS order by class on Noth:

  1. Death Knight
  2. Hunter
  3. Death Knight
  4. Death Knight
  5. Ret Paladin
  6. Ret Paladin
  7. Mage
  8. Death Knight
  9. Death Knight
  10. Rogue
  11. Boomkin
  12. Feral Druid
  13. Boomkin
  14. Mage

Your mileage may vary. We only had 1 Rogue and 1 Warlock. Our raid was stacked with an abundance of Death Knights as you can see above and all of them made up the top 10.

I love

the DPS averages. Again, scroll back up and look at the DPS on the side, not the damage done. You should be pushing over 2000 DPS when you enter Naxx. Of course, I might take that statement back later. Who knows? But I’m just going by what I’ve seen thus far.

I love

these crits:

heal-crits

Repeat after me: MASS OH PEE. That’s a Resto Shaman above me there and my own Prayer of Mending.

I hate

this whole loot homegenization thing but I understand it. I started a discussion on Plusheal about how to tell whether or not you should roll on certain cloth gear or to pass on them. Wyn will be exploring this topic at some point later on, as well. It feels weird for casters to roll on gear. But I accept it and I understand it will be better in the long run.

Over the coming weeks, I’ll be doing detailed healing guides for the normal and heroic versions of Naxx and Obsidian Sanctum. You’ve seen a sample of them earlier when I published a few of the 10 man ones. They’re not designed to replace WoWWiki or Bosskillers guides. What they’re meant for is to provide you (the healer) with the knowledge that is relevant to you in order to keep your raid alive. I’m most likely going to miss out on a few abilities but I’ll be sure to nail all of the ones that are important including all major boss mechanics.

Yesterday night, I took a boat load of screenshots, recorded vent when the raid leader was delivering explanations, and I have a plethora of notes all across my desk with diagrams, and post-its scattered all over the place.

By all means, if you’d like to savor the learning experience yourself, go for it. I’ll be here if you need a quick pointer or two to help you out.

Which is what this blog is for.

Questions? Comments? What else would you like to see? Will the Canucks make the playoffs this season? Will Brady get usurped? Do you require more Vespene gas? Are you, in fact, a hollahback girl? Will I ever stop beating myself up over the 7 questions I know I for sure got wrong out of 50?

Big shout out to Totodile for having to put up with the various morons in the raid, as well as organizing and quarterbacking the whole show!