Orbit-uary Post Mortem

Well, the crew and I managed to spend a solid 150 minutes on handling four towers tonight. It was nothing more than a simple continuation of last week’s three tower attempts (but slightly longer).

Yeah it’s been nerfed slightly. But on the raid kill satisfaction scale, I’d probably set it at 7.5 out of 10. It felt good though, for sure.

This is the third hard mode/meta achievement related boss we’ve accomplished since we killed Yogg. Last week, we managed to take down Heartbreaker on Heroic which allowed us to leapfrog ahead of several guilds. Good for top 20 on an extremely competitive PvE progression server (WoW Progress ranks the server as 7th in the US).

The Strategy

We utilized this strategy detailed on Tankspot. This involved having 2 launch teams consisting of 3 players each. It was practiced extensively on the week before with only 3 towers up. Last night was when we’d put it to the test. Despite having a slightly different launch team, overall I was really happy with the outcome. I think we only suffered a handful of deaths at the end but we managed to get the kill all the same. Working on flawlessness can come later.

The main hurdles that we had to focus on is coordination. Specifically:

  • Fire launch team
  • Retrieve launch team
  • Load second launch team
  • Fire second launch team

It took us around four successful shutdowns before we took him out. A great thing to do before the encounter is to spend a minute or two seeding the entire area with Pyrite. Blast those suckers down as they come in.

Anyways, the main problem we had for the majority of the evening was retrieving our launch teams intact. Our bikes had difficulty pinpointing where they were on the ground and which demolisher to bring the teams back to.

After a variety of tactics, assists were automatically handed out to everyone. This allowed them to mark themselves.

The launching demolishers were assigned three marks. The launch teams were also assigned three marks. Every time a player was launched, they would designate themselves.

Let’s say we had a Demolisher launching Bruno and Broseph. The Demolisher would be marked with a star. If Bruno was about to be launched, he’d tag him self with a square when he landed. This way, he can coordinate with the chopper that picks him up (square to star). Just as Bruno is about to be delivered, Broseph who is manning the guns on the Demolisher would then load himself in allowing Bruno to jump into the gunnery position of the Demo. Once Broseph gets launched, he’d tag himself with the square.

The other launch teams did the same thing and the overall efficiency increased. Sometimes it’s difficult to pinpoint Gnomes on the ground. That’s when the lucky charms come in handy. A script and macro that Amava figured out helped immensely. Try these:

Here is the macro that all the Launch Team members need for FL.

/script SetRaidTarget("target", n)

Where "target" is a toon name in quotes, and n is:
1. Yellow 4-point Star
2. Orange Circle
3. Purple Diamond
4. Green Triangle
5. White Crescent Moon
6. Blue Square
7. Red "X" Cross
8. White Skull

example:

 

/script SetRaidTarget("Matticus", 8)

This will put a skull on Matt’s head.

All in all, a fairly fun encounter. Excellent work by all the players involved and those that were here for previous attempts but could not make it.

The Northrend Beasts Encounter

Here’s a video of the fight courtesy of WoWRaid (and Irae). Check out the different abilities and the loot table.

European players get a treat as they got to check out an encounter on the EU PTR (unannounced I might add).

This appears to be one of the first encounters you’ll find entering raid aspect of the coliseum. The sequence here is that it’s 3 sets of mobs that come in one after the other. A Hunter provides the video perspective here (and wow, I’ve never seen those kinds of numbers before but then again, I’ve never played a Hunter). It looks to be an encounter that’ll take a little under 9 minutes or so give or take.

Gormok

Seems like a straightforward tank and spank. I noticed the Hunter had to switch fire periodically. Looked like he was targeting members of the raid and trying to shoot something off. That’s some serious precision right there.

Acidmaw and Dreadscale

These damned Storm Peaks snakes again. I thought I had seen the last of them in the cavern when I was getting all the Oil and stuff out of there. Figures they’d be back again.

Icehowl

The first thing I noticed about his abilities is that he does a ~70000 damage headbutt followed by a stun. Oi vey.

Looks like you’ll be engaging all of these bosses one after the other with little to no reprieve. I can’t wait!

Why Emblem Changes are Great

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Let’s cut to the chase.

Badges of Heroism and Valor are going to be phased out. Every raid instance and 5 man dungeon is going to be dropping Conquest emblems.

I like this change from a raid leader perspective! Here’s why:

Raising the floor – The minimum standard is being raised. During Burning Crusade, many guilds were either starting on Karazhan, Gruul’s Lair or Magtheridon. Other guilds were wrapping up in Mount Hyjal, Black Temple and Sunwell. There weren’t a lot of guilds working on SSC and TK. But this change will help shrink the gear gap between upper end guilds and lower end guilds. The minimum gear standard is going to go up.

Less time spent gearing – Are you a skilled player? Your gear just doesn’t show it right? Good, then this is another change. I’ve met many “skilled” players who wanted to apply to Conquest. Unfortunately, their gear level did not meet the minimum requirements to enter Ulduar. I’ve had to turn them away. Now those same players can come back and reapply. Since gear won’t be as big of an issue, they can demonstrate their skills in a raid environment. The fact that gear sucks won’t be much of an excuse.

Reduces the links in the progression chain – Currently, the order of operations in which players go through to get loot is:

  • Heroics/Badge gear
  • Naxx/OS/VoA
  • Eye of Eternity
  • Ulduar

Similarly, let’s look at the projected badge drops.

  • Emblem of Heroism
  • Emblem of Valor
  • Emblem of Conquest
  • Emblem of Triumph

What’s essentially going to happen is that the game will be reset so that Conquest badges are going to be at the bottom of the ladder. Who knows what the Triumph gear will be. Right now it takes players a lot of time investment to work their way up from zero to hero.

People have a reason to do stuff again – Hard time finding healers for Naxx or DPS for an instance? Fear not. Trade chat will rev up again and you won’t have to spend hours trying to find a player to fill that spot. From my perspective, once my Priest hit a threshold in gear, I never went back to Naxx. The badges meant nothing to me. I didn’t need the items anymore. I had no reason to go back into Naxx. I know other players feel the same way. Why participate in an activity when there’s no reward for the time invested? Now there is. Conquest badges give players an incentive to head back in. That’s a bonus to everyone. Epic gems, right? With Triumph badges dropping from heroic daily quests, I think they’re going to raise the cost of new Triumph level items. I remember some of the stuff we got from Sunwell vendors. That was over 100 badges for several of the items.

Alts – This makes it really easy to gear up alts now. I’ve got a Ret Paladin and an Elemental Shaman that I like to mess around on from time to time. This will help hasten the rate at which I can join Ulduar pickup groups or other raiding alliances.

Yes, I am very much in favor of this change.

Koralon the Flame Watcher: New VoA Boss

Here’s a first look at the new VoA boss.

This what ultimately VoA is going to look like. We have an Earth boss, a Storm (air) boss, and now a Fire boss. I wonder where the Water boss is going to be situated.

Boss abilities

Not sure if there’s official names for them. That video was shot from the perspective of a Warrior (Arms I think).

First ability is the assorted flame patches that drop around. Stand out of the fires.

Second ability is the flame whirl like thing he does where he spins around and unleashes fire in every direction.

Expect this boss to drop tier 9 level loot.

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I’m still downloading the 1.15 GB file right now for the PTR patch. I should be suiting up and ready to go within the next several hours.

So You Think You Can Raid

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I caught the Vegas auditions last week for So You Think You Can Dance (and the results the next day). The judges can be so brutally honest sometimes. They possess a level of blunt truthfulness. Sometimes I wish I could be like that. As a guild master and a player, interaction and feedback is a daily occurrence.

Watching this weeks performance show (Bollywood was amazing, cha cha was really good and samba was just wow) and witnessing the judge comments reminded me that negative feedback does not always have to be harsh. It’s how you respond to it that matters.

Making the cut

This isn’t a post about getting through and making the guild (or raid). This is about the leadership perspective. We’re like judges. We evaluate and assess new recruits based on what we see. Sometimes we have to cut people. What sucks for us is that in a game that is dynamic and long lasting as this is the fact that evaluation is a constant.

When a guild recruits a player even as a trial, we do so hoping that the player meets or surpasses our expectations. When the challenges that a raid instance offers goes up (such as the gap from Naxxramas to Ulduar), there is an expectation that the player evolves and grows up in the same direction. Some players are able to do it admirably. Others just can’t. For whatever reason, they are not able to fulfill the level of technical skill that the encounter demands.

I especially want to direct this to struggling players who have been talked to by their leadership or fellow guildmates.

  • We’re not calling you dicks.
  • We’re not calling you morons.
  • We’re not calling you dipshits.
  • We’re not calling you assholes.
  • We’re not calling you humanity’s failures.

But we do recognize that you’re struggling. It would be disrespectful if that was simply swept under the rug and ignored. When you’re cut, it’s for a reason.

Why is it so difficult?

Cutting people from raids isn’t a feeling I take satisfaction from. It’s one of the worse things about this GM role. There’s something heartbreaking about telling a prepared raider that they’re not going to get the call up today. And at this point, I expect the whole this is just a game, stop taking it so seriously argument to crop up. Yeah, I understand it’s a game. But you’re still dealing with real people on the other end of it. It’s amazing how many people can lose sight of that. They’re not simple chess pieces on a board to be sacrificed on a whim.

It gets way harder when a person continues to be benched.

Is it the fact that the guild’s invested time and energy into getting them some gear to help out? No.

Is it because no one likes telling people they don’t get to go today? No.

Then what is it?

I’ve acted as a recruiter in no less than four different guilds. We watch new recruits and prospects. We try and carefully screen them as best we can.

What sucks for me personally is knowing that I spotted talent and potential in a player only to realize days or weeks later when they’re in our raids that I was completely wrong about them and their ability. No one likes to be wrong.

All the upper management types are scoffing. Understandable. They’re seasoned at the whole letting go thing. I’d probably be terrible as a manager or as HR. Heh, I’m still in my early 20s and you know that rule where everyone under 25 doesn’t know what they’re doing. I sure as heck don’t.

There is a limit

I hate to say it, but there’s a ceiling to the amount of effort that will be invested to help a player. Gear can only do so much.

Usually when a player is told that they need improvement and a strategy is devised to help them in that path, one of two things will happen.

Improvement: Player reads strategies, watches videos, talks with other players of that same class. Undergoes a noticeable level of change. Actually gets better and is able to respond to the challenges of raiding.

No improvement: Player reads strategies, watches videos, talks with other players. Does not improve at all. Level of skill stays stagnant. No signs of growth. Nothing happens. Doesn’t seem to care.

If a player improves, great! GM’s job or class officer or whoever’s it is is now complete! Mission accomplished! Congratulations! You helped Joe Mage get better!

But what about the alternative? What if they don’t?

You see, no amount of video watching, strat reading, image diagramming, peer discussion, or gearing up can make a player better. A player has to not only learn from what they’re absorbing but they have to act on it. I can watch any number of healing videos or read all the stuff on EJ’s. But if I don’t noticeably improve somehow, then there is no amount of anything in the world that can help. You have to find the way to battle through and prove that you can raid. If you can’t meet that threshold even with all the resources at your disposal, then there is nothing more that can be done. The onus is always going to be on the player to get better.

Not everyone can. Not every player is fit to raid. Hard mode is hard. Not every guild can successfully do it. I can’t arena for crap.

The next step after that is entirely up to you and your guild. Either they find a new role for you or you start shopping for a new guild or accept being permanently benched. I’ve had to reassign players before. They weren’t meeting the expectations that were set for them. Sometimes a change of scenery or position works wonders and they just so happen to fit in.

Negative feedback is hard to give. But it’s even harder to receive.