How about a training dummy/event for healers?

OK, so there is this awesome new set of training dummies in the Mists beta that gives someone facing, raid buffs, food buffs and flask buffs, can be killed and has about 50 million health. It’s a pretty damn cool new tool for players to try to more accurately judge their DPS in a raid environment without having to actually go in to a raid. It’s a wonderful idea, a great idea and a necessary idea.

But how about one for healers?

So, lets lay it out there, healing is a stressful job, accompanied by a certain sense of anxiety and dread that accompanies healing a group for the first time. I hear horror stories of people getting booted out of instance all the time when they first start healing because they are new and not perfect. It’s a huge fear. One of the things I always suggest to new healers is to pop into a battle ground. As folks on twitter have pointed out, and I’ve agreed with for years, it helps you sort your UI, and it helps you learn some of the aspects of healing like triage. But it doesn’t teach you everything. Healing a PvP group isn’t quite the same as an instance, especially when you have to manage cooldowns and mana usage for boss mechanics, tanks, DPS and yourself.  I’m not saying you shouldn’t heal in PvP, by all means you should as it’s a great way to test out your UI, spells and what they do as well as key binds, but I still find fighting against another group of people is much different than fighting against a raid or boss design. I just want to make it clear I’m not discrediting PvP healing as a learning tool, but there’s no elegant solution to it. I mean, even Rift has healing dummies to help you gauge yourself.

Now here’s a thought that’s been on my mind for a couple months now. In The Secret World there’s a test you have to take for your preferred role to access nightmare content, and it’s called the gatekeeper. What the gatekeeper does is it forces you to respond to mechanics and use your toolkit. When I stumbled upon this I was immediately reminded of a very old class quest in Vanilla World of Warcraft , and I’m sure some of you will already know where I’m going with this.

Remember when you went for your Benediction priests? Do you remember the difficulty of that class quest and how it made you use everything you had to smartly complete the quest? It was an awesome class quest that worked within the confines of the character class at the time.

So here’s my proposal, lets have something, an event,  that you can go into that gives you NPC party members to heal and a faux boss fight. Through this, players could individually test their mettle, get logs and see if they were having issues without having to risk embarrassment or ridicule. Yes I know it’s an MMO and yes I know there are social requirements to be had, but DPS can go to a dummy and test out their numbers, why shouldn’t other classes get something similar? Why not a faux encounter like the Gatekeeper in TSW that lets you test out our abilities in relative safety. Think of how something like this could benefit healers.

Lets take that a step further, how much would something like this benefit tanks as well, or DPS. It would be an amazing boon. It would relieve so much pressure by eliminating at least partially the notion that you have to be perfect on your first time out. You could test to some extent and get an idea before ever having to walk into an instance. I would wager that if something like this was implemented there would be a lot more willing healers, and a lot more willing tanks. I can’t count how many times people in my own guild have said that they would want to try healing or tanking, but don’t want to do so in a manner that would waste someone’s time while they were learning. It’s nice to have friends to call on to learn this stuff, but sometimes they just aren’t around to help at the times you need them.

Yes you could make the argument that you can learn this while you level up and learn your abilities, but at the end of the day I’d be willing to be the amount of people that level through instances isn’t nearly as great as those that level through questing. Even though questing as a healer or tank has gotten better, it’s more often than not more effective to level as a DPS spec anyways. I’ve had healers message me for advice, and then when they get ridiculed in a 5-man or an LFR, or a new raid they just stop because while they were learning, not everyone understood that and made it twice as difficult.

The Gatekeeper system is one of the best things I’ve seen implemented into an MMO in years, it is something I would love to see re-purposed in other MMOs, if only tooled a bit differently. In our case a repeatable event or quest that lets you test yourself, your new gem setup, your new talent choices, your new reforging or just learning how spells work without the opportunity cost of failing publicly before you’re ready. Lets just make it more of an event and less of a test, make it something healers and tanks could use to get a feel for their respective roles.

Is it  a perfect solution, I can’t really say, but healers and tanks need some love too. Having a new tool for DPS to check their numbers with full raid buffs is really nice, but don’t leave out the healers and tanks, the two most stressful jobs you can choose to undertake in just about any game. I just think adding something like this would be amazing, useful, and combined with everything else at our finger tips would just further strengthen our healers and tanks, and their confidence in their roles.

I’ll write more on this later I’m sure, something more in-depth and detailed, but for now I’m curious to see what you think. Would this be something you’d like to see implemented for healers and tanks?

MoP Shakes up healing, Lodur’s thoughts

Well folks, it’s been a while, since I posted. Life has been quite busy for this little shaman. Things are calming down so you’ll see me posting more often (hopefully!). The past week was BlizzCon 2011, a fine time for everyone who got to go. For those of your readers I got to meet, it was an absolute pleasure! Shaking hands with readers is always fun, and sharing a drink with them is even better. Possibly one of the most exciting bits of news was the announcement of the new Mists of Pandaria! Not only will we finally get to play as our kung-fu pandas that we’ve been waiting for since the days of WC3, but it will bring with it a new class, the Monk.

The Monk class is an important addition to the World of Warcraft game for many reasons. Chief among them it is a hybrid class capable of filling all roles in the holy trinity of MMORPG; Tanking, DPS and Healing. This marks the third class capable of all three roles, with the other two being Druids (OP!) and Paladins.  The monk class promotes active playing. It’s a twitch class, and will be in all of it’s roles. While in DPS there is no auto attack, so you will constantly be hitting buttons. In tanking that will still be the same, and in healing well that’s where things get interesting.

Healing for a monk is not just about playing green bar whack-a-mole. The healing monk will be an incredibly active monk. Weaving into close combat to keep their orbs charged and then running around the raid/group to place healing statues or cast effects. It makes use of the monks base abilities of tumbling  and generally being a high mobility class while making you do things like deal damage or do other non-specific healing things to generate healing power. Well, that sounds pretty familiar to me, I mean this is exactly the type of healing I was talking about in March of 2010 here on the site!

It will not be your grandfather’s healing, or at least that’s the idea behind it. Since we’re still in an alpha phase, things will likely change. I personally hope they won’t. I revel in the idea of an active healer. I love the idea of being a hybrid and having to do different things in my role as a healer. I really think that it’s about time that something like this was brought into the world of warcraft as well, if for no other reason than the fact that other games are doing this as well.

T.E.R.A Online will promote active healing. Healing classes there will not just have to do multiple things besides healing in combat, they will actually have to actively target their spells for them to heal. No more just clicking an interface and a key, you will have to duck dive dip and dodge while healing, and target the right person too!  Healers in SWTOR will be healers with teeth, capable of not only healing those around them but fulfilling other roles as well. The Smuggler combat medic smacks of a billy bad-ass that runs around with wookies and will make sure you don’t die… for a price.

The point is, that the future of healing classes in games is moving away from the tried and true method of select unit frame, select spell, and to see the adoption of this in WoW in the next expansion speaks volumes to me of the IP’s survive-ability. The willingness to adapt to the market is important, and to me is exciting.

I play a healer in every game I play that allow it. I love healing, it is my passion in gaming outside of story. I’ve been healing a long time though, so anything that mixes up the normal click and click method of healing to me is exciting. Making me throw punches to charge up my healing? I’m OK with that. Making me have to run around and place my healing wards to actually heal things? I’m OK with that too. Don’t get me wrong, I love healing on my shaman, it’s always a lot of fun for me, but something like this has me seriously considering the possibility of switching to a monk to heal. It depends greatly on execution and how it feels being a healer in the expansion with the class, but I can honestly say I haven’t been this excited in a long time. I can certainly tell you that the vast majority of my play time when I get my beta access to MoP will be playing with the monk healing style to see how I like it.

So, what do you think? Does the idea of monk healing excite you? Do you think it’s silly and hate it? Do you bring PANDAMONIUM!?

POLL: Will you raid 10 man or 25 man in Cataclysm?

One of the best — or worst things depending on your view — to happen to raiding in a long time was the inclusion of smaller group sized content. I talked a little bit about this over on BDTU with my pieces on the Evolution of WoW part 1 and part 2.

The trend started with the addition of Zul’Gurub, a troll instance of now infamous reputation, when it broke from the 40-man raid standard and offered 20-man content. It hailed back to the days of Blackrock Spire being a multiple group raid, and people loved it.

Karazhan further stoked the fires of the smaller group raid desire, and did so while offering epic and story filled content. Players loved it so much that the forums were filled countless replies asking for more smaller group . With Wrath came the revelation that all raid content would be be available in 25-man flavor as set forth by Burning Crusade, but also  in new raid 10-man flavor (all of the raid, less than half the calories). Different levels of gear purchasable by badges came out (as well as loot tables that varied between 10 and 25 man), and both 10 and 25 man raids dropped the same badges. The trick, and the problem, was that people felt compelled to run both 10 and 25 man versions to maximize badges. Some people felt that you absolutely had to run both to “beat the game”.

This is also a result of how loot was distributed. Badges gave you the entry level gear for the items at the end of this expansion cycle. Badges gave you the “entry level” piece for the tier set, this was considered the 10 man version of the tier. Tokens in 25 man raids would drop that allowed you to upgrade the 10 man piece to the next level up. Heroic 25 man dropped yet another token that allowed you to upgrade it to it’s maximum potential. You can see how it would be assumed the more badges you had the better gear you had and the quicker you could climb the gear ladder right?

Well, the devs didn’t like that, nor did less hardcore players (or those of us who don’t have the time to devote to constantly running raids all week long) and a new system was proposed for Cataclysm. The system says that the same content will be provided for 10 and 25 man versions, and the reward levels will be the same. That is to say that the Ilvl of gear will be on par between versions, and they will share the same loot tables. The major difference will be that 25 man will have more damage and more health to worry about in boss fights and such, and you will get MORE loot drops than the 10 man content does. Also, a raid regardless of being 10 or 25 man, all share the same raid ID and lockout. Do a  25 man version and kill a boss? Cool. Split into two 10 mans of the same thing and that boss is still dead for both groups. You can’t up-convert from 10 to 25, but you can down-size if attendance becomes an issue or some such.

So this brings up an interesting question for a lot of guilds and raid groups right now. Is it worth it to run 25 man content if the rewards for 10 are the same? Is the extra loot enough of a benefit to keep you raiding in 25 man content or do you give up and just say screw it? I know a lot of guilds are going through this debate right now. I know some of them personally. This happened in a smaller capacity when Wrath was announced to have 10 man content. Some guilds decided the smaller size was for them and paired down into tight-knit, more tactical 10 man groups. So now that the gear is equal level between 10 and 25, aside from quantity, I know many guilds that have weighed the pros and cons of both formats and decided to go for the smaller size.

My guild Unpossible recently had this discussion. We pulled all of the officers into a private vent chat and hashed it out. it was about even split on the case of 10 vs 25, and there were a lot of good points made. After a good half hour discussion, we decided that we would stay a 25 man raiding guild. Our structure was already in place and had been since the release of Burning Crusade, and it has been stable and working since. We have a dedicated group of raiders who love the group we are in and the dynamic we have going. We also decided that we just felt more comfortable in the 25 man environment.

For me personally, I voted in favor of keeping the 25 man raid group. I love the logistical challenge of tracking so many players — and yes I know it’s not the 40 man content or raids from vanilla but I served my time in those — and the dynamic we have set up between all the various parts of the raiding group works well together, and I’d hate to break that up. I also didn’t like the idea of balancing multiple 10 man groups. Something I’ve seen over the last few years, people have an easier time being benched for a raid than they do taking part in a raid that is behind another group. I didn’t want to breed an environment of Group A vs Group B and cause any unnecessary drama.

So with Cataclysm on the horizon, has your guild discussed this at all? Has your raid group decided whether it will raid 10 man or 25 man content? Were you already raiding as a 10 or 25 man group? What do you think the benefits of both are? What about the drawbacks? I’d love to hear your opinions on this and see how the community as a whole has decided.

Will your guild raid 10 man or 25 man content in Cataclysm?

  • 10 Man / 10 Man Hard Mode (68%, 346 Votes)
  • 25 Man / 25 Man Hard Mode (20%, 103 Votes)
  • Banana (12%, 61 Votes)

Total Voters: 498

Loading ... Loading ...

Until next time, happy healing!

Understanding New Talents and Thoughts on Priests

Last week, it was announced that talent trees would get sliced. Reason being that there was too much unnecessary crap and not enough fun talents. Most of us sort of got the idea of what they wanted to do. Include more talents that do something tangible, that we can feel or use.

Potentially free Lightning Bolt after casting a Lightning Bolt? Cool.

Gradually increasing healing by some random percentage of which you can’t really see? Not quite as exciting.

Preview the new trees and see what they’ll look like

How specialization works

Okay, so the way I understand it, the moment you ding level 10, you get to start specializing your character. The moment you invest your first talent, you get access to a myriad of spells and abilities which define that particular tree.

Let’s use a Priest for example.

As Holy

I get access to:

  • Desperate Prayer
  • Holy Priest (Pushback reduction on discipline and holy spells)
  • Meditation

As Discipline

I get access to:

  • Penance
  • Pushback resistance
  • Meditation

From what I can see, no special training is required. You are well on your way to becoming that specialized priest of your choice. There won’t be any 20/21 type builds either. You need to fully invest your points down one tree before you can fork over to a different one. The rate at which you receive talents points have been roughly halved as well. Figure you get a new point every 2 or maybe 3 levels.

What do I think?

My opinion though, I’m not sure what can be done to entice players to select holy at the lower levels. I notice a few sad face Priests when they notice that Desperate Prayer is the innate spell we get. Desperate Prayer makes the most sense for balance and logistical reasons (like what’s the point of getting Circle of Healing at level 10?) At that stage of the game, you’re hardly doing much in a party anyway. At least with the prayer, you can fire off a desperate heal if you pulled one too many murlocs.

I can’t count the number of times where I could’ve easily leveled the murlocs and their huts if I had access to Desperate Prayer.

Anyway, I can certainly see the foundation of Holy taking place. I’m trying to remember what the original 41 point talent was back in vanilla (Spirit of Redemption? Lightwell?). Now if they can just somehow throw in something new in place of Renew or Empowered Healing at the first level under Holy. What would be a decent ability at that level?

Holy seems quite top heavy in the sense that any of the deeper talents could easily fulfill the role as the 31 point talent. Guardian Spirit is the current one. Circle of Healing used to be the end talent back during Burning Crusade, if memory serves. I wouldn’t mind seeing Chakra and Guardian Spirit switched. From a symbolic perspective, I think a talent like that which gives your spells nifty bonuses whenever you string them together should be an ultimate skill.

But that’s inspired from assorted limit breaks from Final Fantasy.

From a logistical and practical standpoint? It might be better off if priests get a feel for Chakra earlier in their leveling life.

The Discipline side of things looks great! Power Word: Barrier as the 31 pointer? Awesome. It appears that Discipline is destined to be the leveling spec (due to Evangelism and Archangel).

One thing I noticed is the placement of Inner Focus. At 11 points in, it will not be accessible to Holy priests. I don’t know if that’s intentional or not. Inner Focus has been one of those taken-for-granted type talents that all healing priests usually get. For it to be cut off like for those that choose the path of Holy is going to be quite the impact. Here’s hoping it gets switched with Archangel.

Anyway, I like the direction the talent condensation is going. Obviously they’re not all complete or finalized yet. Some classes still have a few placeholders or leftover talents from live that aren’t supposed to be there.

Now I don’t know about you, but I’m going to have a heck of a time figuring out which healing priest type I want to switch to. I’ll probably end up dual speccing both anyway. I might just go back to my roots and be straight up holy again in the expansion.

How are you liking the talents so far? (And it doesn’t have to be restricted to just priests either)!

Putting The RP in MMORPG

dice_phixr

So, recently I’ve been talking more and more about the story and lore of gaming. The games that create a rich background and intricate story for you to be a part of. As such I’ve been talking with a lot of RPers lately. I’ve been reading very interesting RP posts, and fan fiction stories, and have even begun writing my own for Lodur’s background. It can be a lot of fun to think about where your character has been and where they are going and how they might interact with their fellow raiders. This side of the game does appeal to me as I’m an old school D&D Role playing geek. It is however something I haven’t fully explored in game yet.

Blizzard has set aside entire servers for people to Role Play with each other, and no I’m not talking about the seedy dirty stuff, but honest interaction between players acting out their characters. There are a few different types of Role Playing you’ll come across in the game.

Spontaneous RP

This is a spontaneous act between two or more players who play out a short scenario on the spot. These players typically do not have background stories that cross paths and have a low likelihood of interacting again in a role-playing context. This is coming across someone randomly while questing or bump into in one of the major cities. These RP sessions can sometimes lead to further contact later on and might develop into character friendships later one.

Deliberate / Planned RP

Some role players will set aside specific times to be online to interact with others. This can be in a raid, a group that quests together as a party or simply a meeting in the local inn to throw back a pint or twelve. Many interesting interactions happen here. Friendships are made and lost, sometimes characters pair off in the way of couples, and sometimes they break up and throw bottles at each other. I have a group of friends I talk to on a regular basis that do set aside specific time to role play during the week, and I always enjoy hearing about what happened afterward.
Out of Game RP

Probably one of the more important things to mention here. Out of game RP happens in emails, forums and blog posts. This exists between spontaneous and deliberate RP events and honestly has no true end point. These can serve to flesh out backgrounds for your character, can help turn spontaneous RP encounters into full on character relationships and can really give some creative license to tell a very intricate story. I’ve seen posts that filled in the gaps of a raid, and some rather humorous explanations for why the group wiped on a particular boss fight. The forum posts I’ve run across or have been linked to are often the result of people working together in emails to get the story together before it’s posted. People have even created twitter accounts for their toons so they can RP with other characters through that media as well. The results are almost always a very very fun story to read. It’s like being an actor in a movie and really getting into your role, or playing out a scene in your favorite books. You get to be a part of a story of your making.

The community surrounding MMO’s has always interested me, it’s one of the most important reasons I got into MMOs in the first place. We make friends as we play the game (or enemies) and we get to share our triumphs and defeats. There’s something very gratifying about working with 24 friends and downing a big nasty boss. The community that has sprung up from the Role Playing elements of Warcraft is very strong as well. The people that RP have most definitely set up a community for themselves (and their characters) within the game. You can sit on twitter and see just how deep the interactions go. To them there is more to the game then the grinding of levels or the end game content. Now it’s not to say that all they do is interact in character, many times the OOC (Out Of Character) chat channels are hillarious with the Real Life interactions. It’s refreshing sometimes to take a step back and look at the other side of the fence.

Does this mean you’ll see posts here about role playing in game? Possibly, depends on how deep down the rabbit hole I go. (or how far @justanna from toomanyannas.com can drag me =P)

So, what about you? Have you tried RPing? Have you ever written a fan fiction about your character? Have you thought about it? What would your characters background be?

That’s it for now, I’ll have more for you later this week. Until then, Happy healing!

Sig

Image courtesy of madbrewlabs.com