Kurn's Attunement Ramblings

Scattered throughout this blog are countless mentions of old attunement quests. Jailbreak. Attunement to the Core. The BWL attunement. The Black Temple attunement. They’re all over the place. I even wrote about keys last year.

Apparently, attunements are currently being discussed in the blogosphere. I’ve been wanting to jump in since day one, but I feel as though I don’t have a ton to contribute to the discussion, because I’ve already talked about attunements. A lot. (Seriously.) Then again, why should I let that stop me? ;)

The latest round of attunement discussion arose due to a few blue posts by a European Community Manager, Draztal. In essence, some people are clamouring for the return of attunements because it’ll “give people something to do”, to which Draztal responds with challenge modes, scenarios and pet battles, amongst other things. Others claim that attunements were great for explaining why we’re fighting these bosses and that lore is missing, to which Draztal responds that some people didn’t care about the lore and found that attunements were just “getting in their way” because they would be declined entry into raids that required attunements.

One of the more interesting parts of his posts was this, his second-to-last post:

I doubt it was very fun for the players that were being told “no, sorry, you need to get these attunements to join our guild” and was being rejected when he said “but noone is running these right now because it’s not current content anymore”.

Was it fun when it was current content? For some. For some others it was just another unnecesary wall preventing them from getting to the content they really wanted to do (raiding).

I’m not kidding when I say this: I could write a thesis about attunements.

But because I like you, I won’t inflict that upon you. ;) Instead, let’s talk a little bit about what I think is important about attunements and why I think they should exist, along with what changes I would make to them.

But first, let’s look at…

ATTUNEMENT HISTORY

Level 60 was the first level cap. As a brand-new level 60 character, you could not enter into Molten Core, Blackwing Lair, The Temple of Ahn’Qiraj (*) or Naxxramas (the 40-man version) without first doing various attunements. (* Technically, once someone on your server had done the excruciatingly long and difficult Scepter chain, you never had to do an attunement to get into what was called AQ40, but neither AQ20 nor AQ40 were available until someone had done that quest chain and banged the gong.) There were no heroic dungeons at 60, so there were no other kinds of attunements. (There were several key quests, mind you, but only one person in your group needed the key. They were pretty optional, although I had ALL the keys and loved them dearly.)

You could enter Zul’Gurub (20m raid instance) and The Ruins of Ahn’Qiraj (also known as AQ20) without any attunements (so long as someone had done the Scepter chain) once you hit level 58, but hitting max level did not magically imbue you with the ability to do, well, anything. No one was going to pug AQ40, so that forced a player to either continue to do 5-10 man content (by which I mean dungeons, including UBRS) or start getting into ZG/AQ20 runs (either pugs or guild runs) or work on their attunements to get into more challenging content.

In Burning Crusade, where the level cap was 70, there were reputation requirements to earn the heroic key of the various dungeons available. You had to hit Revered (initially, then later, this was brought down to Honored) with the associated faction in order to get the heroic key to literally unlock the heroic version of the instance. So for the heroic versions of Hellfire Ramparts, The Blood Furnace and Shattered Halls, you needed to be Revered with Thrallmar or Honor Hold, for example. (Shattered Halls also had its own key quest!) In addition to this, the first entry-level raid, Karazhan (a 10-man raid instance) had an extensive attunement process that everyone had to go through on every single toon they wanted to bring into the raid. (14 months after BC’s launch, they lifted the requirement that everyone have a key.)

While Gruul’s Lair and Magtheridon’s Lair did not require attunements, one typically had to start gearing up through Karazhan before they could hope to get Gruul or Magtheridon down.

Serpentshrine Cavern and Tempest Keep were the Tier 5 instances. This is where, perhaps, attunement nay-sayers who lived through this time may have a point. The Serpentshrine Cavern attunement was relatively straightforward: You had to go to Heroic Slave Pens (thereby being Revered with Cenarion Expedition), kill the first boss, find the captive Skar’this and get his quest.

His quest asks for the Earthen Signet (a drop from Gruul) and the Blazing Signet (a drop from Nightbane in Karazhan, a boss that required at least one person in the raid have done a series of quests for — in essence, its own attunement). Maybe I lied about it being straightforward…

Still, that’s “all” that was required for Serpentshrine Cavern access. It wasn’t too complicated; if you were killing Gruul and Nightbane regularly, it wasn’t a big deal to get these drops and get attuned. This attunement was lifted in June of 2007, just five months after Burning Crusade’s launch. (As such, I never did this to completion, although Kurn had the Blazing Signet at some point.)

The tricky part is Tempest Keep. Hands down, this sucked. And I never actually did this attunement either, because it was lifted in June of 2007 as well.

Long story short…

– Excessively long quest chain, then:
– Trial of the Naaru: Mercy: Heroic Shattered Halls
– Trial of the Naaru: Strength: Kalithresh in Heroic Steamvault, then Murmur in Heroic Shadow Labyrinth
– Trial of the Naaru: Tenacity: Heroic Arcatraz, rescue Millhouse Manastorm
– Trial of the Naaru: Magtheridon: Kill Magtheridon

Now let’s be clear, here. This was pre-LFG. This was back when even finishing a single Heroic Shattered Halls run was a crapshoot unless you were with a competent group, which usually consisted of a prot pally tanking. Heroic Mumur was painful. And doing Heroic Arcatraz was an exercise in masochism. Even I think Tempest Keep attunement was rough. People who did this got the Champion of the Naaru title. Champions indeed; I have a great deal of respect for people who did it, even at the end of the expansion.

Two of the Tier 6 instances, The Battle of Mount Hyjal and the Black Temple, had their own attunements, as well. (Sunwell Plateau did not.)

Hyjal required you to kill Lady Vashj in Serpentshrine Cavern and Kael’thas Sunstrider in Tempest Keep, commonly known as the Vials of Eternity quest. This was pretty straightforward, although no easy task. Black Temple attunement was considerably more annoying. It consisted of a LOT of quests, an Arcatraz run, a 5-man quest, a trip to Fathom-Lord Karathress in Serpentshrine Cavern, killing Al’ar in an Ashtongue Cowl in Tempest Keep, killing Rage Winterchill in Hyjal and basically that’s the worst of it, followed by some more questy stuff in and around Black Temple.

For being attuned to both Hyjal and BT, you got the Hand of A’dal title, since both of these attunements were no longer needed as of March 25, 2008. (This is why I tend to default to wearing my Hand of A’dal title, and I do it proudly.)

(Looking back, how in the hell did we manage to get everyone attuned to stuff? We did the BT/Hyjal attunements for most of the guild, but good gravy, in retrospect, I’m suddenly really impressed with the BC-era Apotheosis!)

Wrath of the Lich King arrived and, as is typical of Blizzard, pretty much all attunements were thrown out the window. What do I mean by that? I mean that Blizzard will find something they enjoy (in this case, attunements) and will introduce it all over the place and then when the community complains enough, they’ll swing way over to the other side of things and have very little of that thing. Another example would be the reliance on interrupt mechanics in Tier 11 content: Omnotron, Maloriak, Nefarian, Halfus, Ascendent Council, Cho’gall, which is half of the normal encounters in T11. All of these fights required people to interrupt basic boss abilities. Interrupting played an important part of precisely one encounter in Firelands (Alysrazor), or 1/7th of the encounters in Firelands.  I don’t think any actual interrupting goes on in Dragon Soul boss encounters… Anyhow, I digress. My point is that Blizzard will really overuse something they particularly like and then will throw it out the window entirely in newer content. I think moderation is the key, but what do I know?

So attunements in Wrath got thrown out the window, basically, after the attunement craziness in Burning Crusade. You dinged 80? Great, you can now enter every single raid instance and are automatically able to do heroic dungeons. The one exception is that you had to get the Key to the Focusing Iris from Sapphiron in Naxx in order to be able to do Malygos in Eye of Eternity.

Later, the raid leader had to have cleared all of Trial of the Crusader (defeat Anub’arak on normal) in order to attempt the heroic version of that raid, which was also known as Trial of the Grand Crusader. You also had to have the raid leader have killed Lich King on normal to activate heroic modes in Icecrown Citadel. There were also specific things you had to do in order to be able to face Algalon in Ulduar, but by and large, attunements didn’t exist and those that did certainly weren’t anywhere near the level they were at in Burning Crusade.

In Cataclysm, the only form of “attunement” is in terms of accessing certain bosses. You can’t do Sinestra (heroic only) if you don’t do Heroic Cho’gall. You can’t do Heroic Ragnaros without doing the previous six bosses on heroic in that particular reset. You can’t do Heroic Spine (or Madness) without doing the previous six bosses on heroic in that particular reset, either. And you can’t swap things to heroic without the raid leader having cleared things on normal.

Geez, that got long. But it was important background information to show how much attunements have changed over the last several years!

WHAT KURN THINKS IS IMPORTANT ABOUT ATTUNEMENTS

I feel that attunements have two major facets to them that are often overlooked, particularly by the more “entitled” crowd, which (I am generalizing here) is, in my observations, more likely to consist of “newer” players to the game than people who played in Vanilla or Burning Crusade. (Some of the players who dislike attunements certainly lived through the attunements of Vanilla and BC, though. Let’s not forget that not all attunements were “fun”, even for someone like me who is generally in favour of attunements.)

The first facet is that attunements act as a barrier to entry and I’ll talk a bit about why I think this is desirable. The second facet is what I will call the “Fire-Forged Friends” or “Band of Brothers” element.

BARRIER TO ENTRY

One part of an attunement process is the barrier to entry, which means that you can’t ding max level and zone in. There’s something to be done first. I like this for four reasons.

1) A sense of anticipation. Nowadays, you ding max level and can, more or less, walk into any raid instance. (LFR currently requires a 372 ilvl, but using the same-server raid finder tool has no such requirements and pugs don’t always check people’s gear, etc.)

Where is the fun in that?

For me, and for a number of people with whom I’ve played over the years, attunements for opening up raid content was often a solid step on the way to becoming a raider. It’s really hard to remember a time when I didn’t raid, but I assure you, there was such a time. It was spring of 2006 when I was wanting to start raiding, after my brother had guild-hopped (from the guild I had just joined!) to a guild that was working on Molten Core.

I was all of level 53 or 54 when he left the guild. I wasn’t attuned to the core, I couldn’t even pick up the quest (which I snatched up quickly at level 55!).

So I was not yet a raider. But I wanted to raid, so I did my homework, read up on the quests at Thottbot, then started in on various quest lines, such as Dragonkin Menace (the starter quest for the Onyxia attunement) and started making progress on various attunements.

Getting attuned to Molten Core was a huge rush. I was going to be able to go in there and kill these huge, epic bosses! … I just needed 39 other people to go with me.

My guild at the time started out small in Zul’Gurub (no attunement needed) and then started in on Molten Core in the summer and recruited and recruited and while we only ever fielded one single 40-man Molten Core raid, we did a lot with around 30-35 people. We did spawn Majordomo Executus twice and attempted Onyxia a few times. Possibly the greatest accomplishment was actually attuning everyone to Onyxia and Molten Core, to be honest… but the sense of accomplishment for completing the attunements was huge. It was a big step towards becoming a raider, because, well, not everyone COULD be a raider. If you were attuned to various raids, it was a huge boost for you and your guild. I remember this group of three guys who applied to our guild — holy paladin, rogue and a DPS warrior. They had three-manned the Onyxia chain together. Including Jailbreak. This was hugely impressive and based primarily on that, we invited them to the guild. They were excellent players and how they tackled their attunements proved that to us.

I don’t think there’s anything wrong with delaying the start of raiding by adding an attunement. It adds to the sense of anticipation. It adds to the idea that you’re working towards a goal rather than just walking in and hitting a loot pinata.

2) A chance to actually gear up for the content. Okay, this is one of my pet peeves. Drives me up the effing wall. Using PVP (or other, inappropriate gear) to fool the item level checker drives me nuts. I think that the one time this is actually okay is if you have heirlooms that work from 80-85, which are counted as level 1 by the item level checker, but by and large, when someone buys a couple of PVP items to fool the item level checker, I get pissed. (I swear, this game has had a negative effect on my blood pressure.) By putting attunements in, you give people the opportunity to run dungeons that are appropriate to their level before they group up with others in LFR or heroic/etc dungeons. I am ALWAYS careful not to be a drag on my group. Always. Kurn is always hit-capped (as is my mage), for example, while I do my absolute best as a healer to help out with the mechanics of a fight (interrupting, if I can, not standing in bad, explaining things if people don’t get it). I’m that person who loves to CC to make life easier for people. I would CC regularly in Zul’Aman’s 5-man dungeon version on my paladin, by using Turn Evil on (essentially fearing) the demon guy in the temple. I love dropping traps on Kurn. I even used to kite General Drakkisath in UBRS (until the ever-awesome Toga decided to do that for us, more often than not). In short, I am basically a team player as soon as you throw me into group content.

What Blizzard did in Cataclsym is introduce the item level checker to sort of make sure that people weren’t running into various dungeons while completely unprepared. Unfortunately, since PVP gear had a higher ilvl, people quickly realized that they could have an ilvl of, well, 0, so long as they had a full set of PVP gear in their bags.

If you have an attunement, you give people a chance to get gear that will legitimately help them before they move on to more challenging content. Want to make sure someone has a great weapon? Make it a reward for the last bit of the quest. Give them armor along the way, or a trinket, or something. There should be both an emotional gain (the satisfaction of doing the attunement) as well as a material gain (gear) in order to encourage people to actually do the attunements, especially on more than one character.

3) The possibility of gaining for experience on your character before hitting content. Let’s face it, tons of people have zero idea how to play their characters efficiently for group content. If you want to quest on your own, that’s fine. As soon as you enter group content, if you’re not playing in a way that allows you to do appropriate DPS or healing for the content, you’re screwing other people over. Tanks are not immune to this either, obviously. (I am talking to you, DK tank I once had in Vortex Pinnacle, who focused on one mob alone, not spreading any diseases or dropping D&D, which meant that even a holy shock on him meant that ALL THE OTHERS would turn, as one, and beat the crap out of me.)

By delaying entry into a raid setting, you give people the opportunity to spend a bit more time learning how to play their class by being asked to complete an attunement. Sure, these same people can grind out VP on a weekly basis to get gear to bypass ilvl requirements legitimately in Mists (since PVP gear will have a lower ilvl. Level 90 crafted PVP gear seems to be at 450, while heroic gear from a dungeon is 463. Epic PVP gear is 464. Raid Finder gear is 476/483. Normal raid gear is 489/496. Heroic raid gear is 502/509.), but with the crazy amount of things you can do at 90 for Valor Points, that doesn’t necessarily mean that people will be engaging in relevant group content too much before trying to jump into LFR or pugs and making life miserable for those who DO know how to play their classes.

4) It can be used to artificially extend the content’s life. Let’s be serious. It’s July 13th. On Tuesday, July 10th, Apotheosis cleared Heroic Dragon Soul in 2h24m. And that was with a few screwups on H Zon’ozz due to some miscommunication on my part. Dragon Soul launched on November 29th. That means we’re approaching the 8-month anniversary of Dragon Soul. The nerf is about to go up to 30% next week. This is tired, stale, old content for many people. If Blizzard cannot provide us with new content, then why not try to extend the life of the content? I’m not talking about something ridiculous like having one new boss available per week, they way they did with Trial of the Crusader, but maybe various wings opening more slowly, the way they did in Icecrown Citadel (albeit without the limited number of wipes, which only forced the more hardcore people to level and raid with alts before getting the strat down and then downing the boss in their main group). Or, you know, a form of attunement. Maybe in order to get into Throne of the Four Winds, you would have had to clear Bastion on normal. Or in order to spawn Nefarian, maybe you would have had to do a questline that included Heroic Blackrock Caverns and a quick trip to an instanced Blackwing Lair, where you might have been able to see Nefarian retreat into Blackwing Descent? See Onyxia be reanimated? How much cooler would that have made Blackwing Descent?

I don’t mind a long attunement quest chain, obviously, but what if you started doing one when you’re two levels from max level?

What if there existed, in Mists of Pandaria, a long attunement quest chain that started at level 88 that you could work on ’till you got to level 90, then were asked to run, I don’t know, three specific heroics in order to be attuned and then that’s it for attunement? It would give XP as you were getting to 90, with some nice rewards now and again (especially at the end) and it wouldn’t be dramatically difficult, but it might give people the opportunity to learn more about what they’re about to do, or even, I suppose, what they’re about to be able to do.

I’m thinking out loud and this blog is already almost 3500 words long, so I’ll move on to my next section.

FIRE FORGED FRIENDS” / “BAND OF BROTHERS” ELEMENT

Do you know what I remember most about killing Lady Vashj, apart from the 15k crit Lay on Hands that saved our tank’s life at ~3% on the boss left? I remember the people. I remember one of the tanks dying, getting a battle rez and then dying in poison. I remember the “west side” of the platform, which got three of the tainted elementals, and I remember exactly who was on that side (WEST SIDE STRONG SIDE!). I remember the cries of joy and sheer triumph that came from my Vent, practically deafening us all.

These were people I had sweated with through the rest of SSC. These were people I worked hard with to defeat those other bosses. These were the people I was technically working with the complete the attunements to Hyjal and BT.

I remember the Onyxia attunement — running Jailbreak over and over again. I remember getting the Blood of the Black Dragon Champion from Drakkisath to finish off that attunement, and how they were limited drops that only a couple of people could get. I remember working with the same people over and over again, getting better at working together as a team, accomplishing these steps in attunements for people. I remember saying to apps “Not attuned to the core? No problem, we have a team that can take care of that for you,” and they were like “REALLY?”.

It was a bonding experience. We fought together, side by side, getting bosses down through sheer will and, occasionally, dumb luck. Every single step we took together, through attunements and into raid instances, felt important and everyone learned so much about not just their characters, but their fellow guildies.

Do you know that, to this day, I can basically tell which add Majik is going to sheep and I can trap another one? I’ve been playing alongside him for so long that I can anticipate just about everything he’s going to do. Part of that is because we’ve played together a LOT, including attunements.

These memories of attuning yourself to a raid, they’re not worthless, especially if you’re doing it with your friends or your guildies. They’re part of the journey you’re taking together.

Maybe I have a different perspective on things because I wasn’t always a raider and I’ve always viewed the steps to becoming a raider as being particularly important. Maybe I put too much emphasis on that epic six-hour BRD run when I got attuned to the core. Maybe I should forget about those last-minute, 30-minute pre-raid attunement runs for MC, even though we got GOOD at them and had a blast.

I don’t think I will, though. We’re coming to the end of my WoW career and what I will remember is not dinging 80 or 85 and running heroics. I’ll remember Majik dying on his Jailbreak run and having to do it over again. I’ll remember being in awe at the sheer size of Blackrock Depths as this hunter and paladin dragged me (on Kurn), my guildie (a paladin) and a pug mage through everything, including an Emp run. I’ll remember getting Hand of A’dal after killing Kael’thas Sunstrider. I’ll remember the journeys I’ve taken with so many people over the years, and attunement is a huge part of some of those journeys.

CONCLUSION

I think that attunements would be nice. I think that you could even have guild-level attunements or, my preferred option, account-wide attunements. No one liked doing Jailbreak a second time or running through BRD to get attuned a second time or doing the crazy BT attunement for a second character. (Am I weird if I liked doing Karazhan attunement a lot? I thought so.)

More than that, though, I think attunements served a purpose. I think they could still serve a purpose.

I just don’t think Blizzard and I will ever agree on the subject and that’s just one more reason why I’m calling it quits after Cataclysm.

Your Mouth and How to Shut It

Hilarious title, when you consider that I’m the author of this post, right? One of the longer-winded bloggers, whose posts can often exceed 3000 words, is advising people on how to keep quiet? INCONCEIVABLE!

But seriously, folks, there is a very interesting issue that can arise in a raiding guild, particularly when you feel you understand a fight better than those who are organizing it.

Full disclaimer: I do both. I organize fights for Apotheosis (still seeking skilled DPS, including WARLOCKS PLEASE) and I’m a part of the rank and file in Choice.

One thing that I have noticed, as a raid leader for Apotheosis (both now and back in BC) is that I loathe people telling me what to do when I’m the raid leader. Note that this is very different from entertaining suggestions or people offering advice. I loathe when people say “Kurn, you’re doing it wrong, we have to do it this way”. It drives me crazy. In part, it’s because many times, the individuals who say these things to me are wrong (in that they’re forgetting a key part of the fight or encounter or whatever), but it’s also like, “hey, now, buddy. Show a little respect for the pecking order.”

In Apotheosis, I’m in charge. I oversee the raids, I am the guild master. I don’t run the guild like a dictatorship and I don’t have vetos or anything and I largely view my role as one of a mediator/administrator/communicator, rather than one of SUPREME DICTATORSHIP. (Although I have fantasies about being able to do anything I want, from time to time.  What guild master doesn’t?) But really, I don’t have to “answer” to anyone, technically, when it comes to raids. (Apart from showing progress for my raid group, lest they lose faith in me.)

Having said that, we do have review threads up for every single raid and everyone is welcome to chime in about what they thought worked/didn’t work and how to better improve something. 25 pairs of eyes is better than one, after all. I’m more than happy to hear what the guildies saw and what they think and I may (or may not) incorporate their suggestions/observations into further refinements of strategy.

I will even sometimes ask during the raids if anyone has an idea for something or if people have any suggestions, although most of our discussions take place on our forums.

And I also constantly consult with the officers to see what the impressions/problems are from a DPS/healing standpoint as well.

So it’s not that I don’t like taking advice and it’s not that I don’t like hearing what others think. I just feel strongly that there’s a time and a place for it and, in our guild, more often than not, it’s in the raid review forum.

Now flip that around.

Two nights a week, I raid with Choice — as a holy pally (on the “baby pally”, as I call her). The fights are the same as what I’ve seen in Apotheosis, since we’re both raiding Dragon Soul and attempting heroic bosses, both on 25-man. My own role is almost easy, because all I have to do is heal my assignment, as opposed to heal as well as oversee everything. It’s FUN to raid without any additional responsibility.

All of a sudden, however, I am keenly aware that I know the fights very well (given my other role as a raid leader with Apotheosis) and possibly know them better than some of the people in that guild.

The question here, when the raid group is struggling on an encounter, is “do I say something or do I keep my mouth shut?”

Since I absolutely loathe being told what to do in my own raids, I try to approach being a raider the way I want my raiders to act towards me. I will likely, privately, point out some issues to an officer and if the officer encourages me to do so, I’ll whisper the RL themselves. Or, even more likely, I’ll send a PM to an officer at the end of the raid, or occasionally post something in the raid forum after the raid with some of my identification of issues.

Throughout the raid itself, I will usually not say a lot with regards to strategy. That’s not my role. It’s not my raid group. And since I only raid twice a week with them, the officers are a lot more familiar with their group than I am. While most strats for most bosses share a similar basic strategy, it’s the nitty gritty parts that can, and do, change from raid group to raid group. I have to trust that the leaders in Choice are doing what’s best for their group.

Even if they’re struggling.

It’s occasionally frustrating to see the raid group not doing as well as they could be. The question isn’t actually saying something versus not saying something: it’s “do everything I can to make sure the raid succeeds versus letting them figure it out themselves”.

While I have no doubt that Choice will eventually get to the point where they want to be for kills and progression (they’re just one boss back of Apotheosis), it’s still sometimes hard to see them hit the exact same struggles we saw, because I KNOW how we solved that. Hell, I probably HELPED to solve that problem. And since they’re so close to us in progression, it’s really fresh in my mind as to how we solved those issues.

But at the same time, I know that I would quickly lose patience with some know-it-all who showed up in MY raid and proceeded to tell me how to do MY job as a raid leader.

So I largely keep my mouth shut with regards to strategy in a raid setting, unless I’m asked about something in particular.

But I do touch base with some of the officers to let them know of my concerns or issues or suggestions, usually after the raid. Choice has a raid forum for discussions, but they don’t do the level of raid review that Apotheosis does, so on the rare occasions I’ll post something public in the forums, it’s often just a lone post from me saying “well, this is why the tank died, this is who blew up the raid with deep corruption” and the like.

That’s also kind of frustrating, because I know the people there are interested in bettering their performances and preventing mistakes, but since it’s usually me posting these things, I feel like the mean ol’ person calling people out. In Apotheosis, that’s fine! I’m the raid leader! I can do that! In Choice, it’s somewhat more difficult to get my points across without seeming as though I’m an authority figure, or trying to BE an authority figure.

So for me, the best way to deal with this is to whisper or private message an officer with my concerns and post where appropriate on the guild forums.

My advice to those who are watching their raid group struggling, who think they have a better idea — unless asked for your advice during a raid, hold off until afterwards. Chime in on a review thread, or start your own, or chat with your role officer/friendly officer about your thoughts and ideas.

So it’s not exactly shutting your mouth. It’s more like holding your tongue until you have an appropriate time and place to discuss those things. And something else you need to be aware of: your advice may not always be taken or listened to. Unless you’re in charge of the raids, you always have to expect that your advice may be dismissed by the leaders. And that’s okay — you’re a team and your leaders may choose to go in another direction. The best thing you can do, as a member of that team, is support your team and team leaders and throw in your two cents’ worth at appropriate times in appropriate places.

(Also, have you listened to Episode 52 of Blessing of Frost yet? Why not?)

(Seriously. Warlocks. Apply now. Please.)

Account-wide Achievements and Questions of Identity

There’s been talk recently about having account-wide achievements in Mists of Pandaria and it leaves me (and I suspect many others) unsure as to how to feel about this.

I am not the only person who raids with a different character now than she did in Vanilla or Burning Crusade or Wrath or even earlier this expansion. Kurnmogh, my hunter, hasn’t seriously raided current content on a regular basis since Vanilla. I managed to get in for the Tidewalker kill in SSC on the hunter, as well as the Gorefiend kill in Black Temple, but, by and large, since Burning Crusade, I’ve been healing in 25-man raids, while farming and doing silly things on my hunter.

That means that while I still have a huge attachment to Kurn (obviously), all my raiding achievements (and titles) are on Madrana.

It took me a bit of time to accept this, especially the title part of it. I was not so pleased to miss out on getting Hand of A’dal on Kurn, while I was thrilled to get it at all.

As the years went by, the achievements, titles and mounts started piling up on Madrana. Hand of A’dal. Twilight Vanquisher. Astral Walker. Kingslayer. Glory of the Icecrown Raider (25). Defender of a Shattered World. Glory of the Firelands Raider. Destroyer’s End. All of them gotten while the content was current, except for Astral Walker, gotten during Tier 9 content.

In the meantime, Kurn got all the holiday titles and even managed to get the Baron’s mount. Kurn managed to snag of the Nightfall in T10 gear and also got Kingslayer, and Defender of a Shattered World but most of those came when it wasn’t current or was heavily nerfed (30% buff in ICC, zerging Sarth 3D 10-man for fun, post-nerf T11 content).

And then there’s the OTHER holy paladin. I am the same player playing that holy paladin, Madrana of Skywall, as I am playing Madrana of Eldre’Thalas. Madrana of Eldre’Thalas WAS Madrana of Skywall for about six months at the end of Wrath. But the current Madrana of Skywall is a new toon, the baby pally, I call her. She hasn’t earned anything.

I lie, she’s got “the Patient”, “Kingslayer” and “Destroyer’s End” (and the Kingslayer was because I helped out a group of guildies get the Been Waiting a Long Time achievement on LK, then got the kill and the title).

But just because I haven’t earned anything of note, really, on the baby pally, does that mean I’m not capable of having done so? No, because I clearly did all that on the OTHER Madrana.

It makes my head hurt.

So I’m going to say that no, I don’t think achievements should be account-wide. For me, my achievements show a very clear snapshot of what I was doing at a certain time in my WoW career. It reads like a resumé. I am so very proud of so many of my achievements and titles and mounts that I got on Madrana. While it would be nice to have them accessible to me on the baby pally, or ride my Icebound Frostbrood Vanquisher or Corrupted Egg of Millagazor on Kurn, it seems inauthentic.

Terribly strange, isn’t it? I mean, they’re MY achievements, MY titles, MY mounts, but I feel if I didn’t earn them with a specific character, that character shouldn’t get to benefit from them. (Conversely, this does not mean I don’t think arcanums should continue to be account-bound, but that’s more because I’m lazy and hate rep grinds, not because of anything larger.)

I guess it comes down to what do those achievements, titles and mounts mean to me? I find the idea of being able to wear the “Hand of A’dal” title on Kurn to be, well, devaluing the work and time I put in on the Lady Vashj and Kael’thas fights on Madrana. I know, it’s weird.

But let’s take account-wide achievements a step further to maybe illustrate my point.

The baby pally has 525 cooking, as do Kurn and Madrana of Eldre’Thalas. Both Kurn and Madrana of ET have the Chef’s Hat. Having not spent two years in Wrath of the Lich King content, the baby paladin never got 100 Dalaran Cooking Awards and never was able to buy the Chef’s Hat. (WTB one of these for each profession, by the way.) This means that the baby pally’s hearth is currently in Dalaran so she can do cooking dailies efficiently (and also take the CoT port from Dal to get down to Dragon Soul quickly) and I’m at a woeful 52 tokens. (No, she doesn’t have high enough fishing either to do the Dalaran Fishing Dailies in the hopes of a Waterlogged Recipe, either.)

Should I need to grind that up to 100 to get the hat? I have it on two characters, already, shouldn’t I just be able to send that along? In a world where my level 5 bank alt could potentially wear the Hand of A’dal title, why on earth shouldn’t all my characters have access to at least one of the two Chef’s Hats I have?

For that matter, why should I have to level up cooking to 525 on THREE characters? Surely just one character knowing cooking ought to suffice. Same with first aid and, of course, fishing!

But if we go that route, what about “real” professions, like Leatherworking, Inscription and Alchemy? No kidding, I have four characters at 525 Alchemy, three at 525 Inscription, three at 525 Herbalism, two at 525 Mining and basically one of everything at max level save Engineering and Blacksmithing. Shouldn’t that stuff carry over as well? I mean, I’m the one who did all that work, right? I’m the one who sat there and milled ’till my fingers were raw (okay, not quite that bad, but still). I’m the one who did all of that on all kinds of different characters, on a variety of servers.

So if we open the door to account-wide achievements, titles, mounts and pets… where does it stop? Where should it stop? Where do you draw the line between “quality of life improvement” and “completely freaking ridiculous”? Is there even a line TO draw between those two points? I would argue that the Chef’s Hat, for instance, would be a quality of life improvement, but my level 5 bank alt being a Hand of A’dal would be completely freaking ridiculous. But someone else might think that the Chef’s Hat is ridiculous and the level 5 bank alt with that title would be AMAZING.

I strongly suspect that questions like these are the primary reason we haven’t seen much account-wide stuff to date and why they’ll probably “test out” account-wide pets and the like first. The slippery slope is just too slippery. What is completely acceptable to one person is a step too far for another. Taken to the extreme, you could make an argument for throwing out the levelling process because “hey, I got to level 85/90/100 on one character! Make all my toons that level!”

I do agree I’m probably a little strange with my identity issues (“But KURN never killed Vashj and Kael!!!”) but I think my own situation, particularly with the baby pally thrown in the mix, illustrates an interesting conundrum with regards to the value of these rewards and the reasons people attach meaning to them. I think all of these are important questions and situations that need to be looked at before they throw the doors open to account-wide achievements.

(Blatant guild plug: Remember, Apotheosis of Eldre’Thalas is 2/8 HM with Heroic Yor’sahj to 22% and is recruiting!!!)

Do I think World of Warcraft is a game?

The other week, I asked you all if you thought World of Warcraft was a game, based on this (admittedly very specific) definition of a game:

“A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” – Sulen and Zimmerman

My first instinct was to say yes, WoW is a game. Then I realized something. While WoW attempts to set you up, right from the start, in this artificial conflict, defined by rules, that results in a quantifiable outcome, you don’t have to do what they’re telling you to do.

When you start a character, you are placed in the starting zone and you are right next to a quest-giver. (Bear with me, I’ll be speaking primarily of the human starting zone.)

The developers (and common sense, really) expect you to interact with the quest-giver and complete the quest. Right off the bat, there’s the artificial conflict — you need to go kill wolves in Northshire, for example. As soon as you accept a quest, you are thrust into the artificial conflict. That initial human quest (as all others, I would imagine) immediately pits you against the environment and NPC mobs (wolves or what-have-you) in that environment.

Once you accept the quest, you have three options:

1) Complete the quest (quantifiable outcome — experience, quest rewards)
2) Drop the quest (quantifiable outcome — the lack of gaining experience, quest rewards)
3) Ignore the quest (quantifiable outcome — the lack of gaining experience, quest rewards)

All of that, however, hinges on actually picking up the quest.

If you don’t pick up the quest, there’s no immediate conflict. Nothing in the starting area will aggro on to you. You can essentially run around with impunity until you leave the Northshire gates and enter Elwynn Forest.

When you enter Elwynn Forest, you will encounter NPCs that are, for the first time, hostile to you and will attack you upon sight. This is a conflict and it’s defined by rules. The rules are simple: defend yourself with attacks until either you or the NPC dies or run away, knowing that the NPC is limited to a small area and will almost certainly not run away themselves. The quantifiable outcome is either victory (you lived and killed the NPC), defeat (you died because the NPC killed you), or a stalemate (you ran away and both of you lived).

My argument is that WoW itself is not a game. WoW does not inherently force you to engage in any of its sub-games, such as questing or exploring, PVPing or raiding, dungeoning or crafting, gathering or levelling.

Having said that, I believe that WoW is host to many, many games. Everything that can grant you experience, gold, achievements or feats of strength is a game. Anything that puts your character in danger of death is another game. Healing is a huge game with many sub-games, such as tank healing, raid healing, cooldown use, mana management, as well as the various encounter mechanics. (I’m not even going to touch on PVP healing!)

It might be splitting hairs to some, but I feel strongly that WoW is not a game on its own. It is a system that hosts a plethora of games. Most of those games, like healing, have sub-games within them.

However, I feel that WoW is more than just a system. It is definitely a system, but it also comprises all the social interaction that comes with an MMO. While there can be arguments made that “the social game” is a game, I think that the social part of things is less of a game, from the definition I gave, and more of a tool that can either help or hinder you in your game-related goals.

Following instructions in a raid setting will help your team defeat the encounter (assuming a competent raid leader) while not paying attention to instructions will likely end up killing you or others in your group. As such, the game of raiding within WoW relies heavily on communication and cooperation between raid members to emerge victorious after an encounter attempt. This is, of course, very different from the “socialness” of Trade Chat.

Is Trade Chat’s “socialness” a game? Again, I would argue not. It is merely a tool to help you to know who to avoid teaming up with, or that some people may be seeking others to help them with a dungeon or raid. Perhaps people playing the Auction House game (I do believe that’s a game) use Trade Chat to announce their auctions. Chat is a tool, not a game in and of itself. And chat belongs to the system that is WoW.

Essentially, while I do call World of Warcrat a game for simplicity’s sake, there are really just a multitude of games that WoW hosts and those are the games about which we are passionate.

Excuses, Excuses

A lot of raiders have what I like to call an automatic self-defense system. It’s called “the excuse”.

You may have seen it before. “Sorry, I must have lagged,” someone says, directly after they’ve been blown up by something. Or perhaps “wtf was that? I was nowhere near that!”, they’ll exclaim. Maybe it’s more along the lines of “I thought I was assigned to A, not B…”

Whatever the case, raiders almost invariably have an excuse at hand to try to pardon — not explain, but pardon — their poor choices or decisions or execution.

This happens in 5-mans, too, to be sure, but I wanted to talk a bit about excuses from the perspective of a raid leader in a progressive raiding guild. We’re not cutting edge, not by a long shot, but we hold our own in terms of server progression.

When a raid attempt goes south, one of the first things I ask myself is “What went wrong?”

I use the mod Fatality. It’s a great mod that tells you what got the killing blow on people as they die. Here, let’s look at an example from that recent T11 raid night I went to on Kurn.

I have the output going to /raid. I figure it’s an easy way for EVERYONE to see what happened. (Warning: this only shows the killing blow. Sometimes there are other factors apart from the killing blow. I like to double-check in World of Logs before I draw any permanent conclusions.)

So you see here, I have died to Al’Akir’s Lightning Clouds, which hit me for 17.5k with a 5.8k overkill.

A typical raid leader question here would be “Kurn, how (or why) did you die to Lightning Clouds?” which may or may not be asked. Allow me to let you in on a secret: raid leaders don’t always care about the reason why something has happened, particularly if it doesn’t happen again. I sit there and look at the various deaths and can usually pinpoint the reason for a wipe fairly quickly, confirming with World of Logs or Recount or Skada. If your death was the main reason for the wipe, I don’t care why you died. At all. I just care that the next time, it won’t happen again.

Let’s go back to my example. Say that the raid leader asked me how (or why) I died to Lightning Clouds.

The Bad Response: “Seriously, dude, I don’t know! I was flying away from the person with the lightning thing on them and the next thing I know, I’m not controlling my toon anymore and then it like, DEPOSITS me at the top of Al’Akir’s head, like it did when the phase started and there were clouds there and I couldn’t escape and… yeah, dead! Crazy, right?”

Yes. It is crazy. I guarantee you that even though that’s exactly what happened to me, the raid leader in a progression raiding guild who bothered to ask that now thinks I’m an idiot. That’s not the way to make yourself understood, not with a rambling explanation like that, even if it’s true! That is an excuse. It is not an explanation. That response is me deflecting blame and essentially blaming the game.

The Good Response: “Well, I think I must have flown too far to the side and the game reset me to the P3 start position. That’s my bad, I didn’t know that could happen. Won’t happen again.”

What’s the difference? First of all, this response is concise. One sentence and it explains what happened, or what I think happened. Secondly, and most importantly, the second sentence takes responsibility for the death. I freely admit that it’s my fault because I wasn’t aware that, during the Al’Akir encounter, it will reset your position under certain circumstances. Thirdly, and not quite as important, but still nice to see, is the third sentence. With three words, I have assured the raid leader that I won’t let it happen again. Of course, I might do it again, and we both know that, but I might not, and having put that out there, that it won’t happen again, I’ll be hyper-aware of the possibility and therefore will work hard to make sure I didn’t just lie to the raid leader. It also indicates that you are willing to learn from your mistakes, which is an important trait in any raider.

Excuses deflect blame and responsibility, while explanations accept blame and responsibility.

That’s a key difference for any raid leader. I swear to you, we 100% do not care if your cat stepped on your keyboard, causing you to eat environmental damage and die — as long as it doesn’t happen again. We don’t care if you accidentally pulled a boss because you were changing your mouse batteries and accidentally hit both buttons at the same time, while putting the battery panel back on, causing you to run up to the boss and facepull — as long as it doesn’t happen again. (And yes, I have had both of these used as a reason for people’s death!)

As I said before, explanations might not even be asked for. You should probably not offer an explanation unless asked for one. If you desperately feel the need to defend yourself but you’re not asked for an explanation, I would talk to the raid leader after the raid (or perhaps send a PM on the forums or in-game mail) explaining, not excusing, your behaviour.

I learned about the difference between an excuse and an explanation back on Proudmoore, when I was raiding with a raid leader who was, and let’s be fair to him, a complete douchecanoe. Imagine learning Trial of the Grand Crusader with a guild more progressed than any you’ve been in before, after seeing people being removed from the guild DURING RAIDS due to their poor performances in that particular raid and then being asked what happened to you, why you died?

“mad,” he once said to me, in /raid, “mad, fire is bad. why did you stand in it?”

My RL Friend the Resto Druid (and my healing lead) had coached me in preparation for questions like that. “Just apologize and say it won’t happen again. And then don’t let whatever it is happen again!”

“I’m sorry,” I responded to him, “that was my fault. Won’t happen again.”

“k,” he replied. And it was dropped. Just like that.

I remember once, on Heroic Anub’arak attempts, we used a strategy where we would cast Hand of Protection (BOP) on whoever the second target was in the burrow phase. The first person would run all the way back to the entrance, then the second target would stand right beside an ice patch and get a BOP and then step on to the ice patch just as it was wearing off. On this particular attempt, during the first burrow phase, I used my BOP on the target as normal and then I was the second target during the second burrow.

Unfortunately, the first target had run the wrong way, so I was forced to run back towards the entrance.

The raid leader said to me in chat, “mad, bop yourself when he gets close”

But my BOP was on cooldown. And I was waiting for the BOP from the other holy pally. Which never came. And so I died.

RL, in chat: “or you could just die. what the fuck?”

“Sorry,” I said, “I was assigned to the target in the first burrow, so my BOP was on cooldown.”

“ok so who was supposed to bop mad?”

Silence. Crickets.

“fix it,” he said, after a moment or two.

And that’s how it was, raiding with him. He didn’t care what happened as long as it didn’t happen again. Excuses did NOT fly with him. If I had said, regarding my standing in fire, “I’m sorry, I didn’t see the fire until it was too late and I couldn’t stop healing or you would die,” even odds were that he’d just throw me out of the guild.

I don’t think most people are as completely unreasonable as he was, but he did have one thing right: excuses are bad while explanations and accepting responsibility are good. Raiding is full of finger-pointing and accusations as it is. Don’t add to that. Step up, take responsibility for your actions and do what you need to do in order to prevent your mistakes from happening again.

Keys: Keepsakes from Another Era

When I started playing World of Warcraft, I had no idea what I was doing. I strongly suspect that a lot of people were, or even are, in the same boat. Over time, I educated myself about the game and what I, personally, needed to do in order to advance myself in the game. As I started playing in Vanilla, that meant getting attuned to Molten Core, Onyxia’s Lair and Blackwing Lair.

Along the way, I picked up a bunch of keys. The quests involved in forging the Scholomance key were great experience and fun, if a bit lengthy and, at the time, pricey. Back in those days, keys actually took up precious bag space and it was not at all uncommon for people to not actually own the key to an instance like Scholomance or the undead entrance for Stratholme. Even more common was the single person in the group (a group you had probably painstakingly assembled over the course of over an hour) who had the key had almost certainly left the key in their bank.

The keyring was excellent. No longer would we forget keys in the bank!

I always liked my keys. I even had the key to Searing Gorge on more than one character! The one key that eluded me was Gnomeregan and I picked that up shortly after 3.0 dropped so that I would get the Keymaster achievement when I got the key to Violet Hold in Wrath. I was so, so sad when they removed a bunch of the keys for Cataclysm, like the Scarlet Key and the Key to the City.

It must seem foolish to speak so fondly of an old, antiquated system, to many readers who are newer to the game or who remember all the keys we needed to do heroics in Burning Crusade. But key quests and attunements were bonding experiences.

I can hear the scoffing from newer players. I suspect the older players either think I’m certifiably insane or they’re nodding their heads in agreement.

One of the all-time longest attunements that people regularly did (no disrespect to AQ gong ringers!) was the Onyxia attunement in the original WoW. I’m not sure how bad it was for the Horde, mind you, but for the Alliance, it consisted of something like 16 quests. And we’re not talking easy quests, either. A lot of them had to do with group content and instances.

In particular, the sticking point for a LOT of people was this one quest called “Jailbreak!”. In it, we are tasked to go to Blackrock Depths and free Marshal Reginald Windsor from the prison there. Sounds easy enough, right? Wrong. Not only did you have to form a group of people willing to help you out with this task, but you had to be at the right part of the quest chain to benefit from the pain that was freeing Marshal Windsor. You also needed to have the prison key from the boss in that section of the instance. (Possibly a rogue would also work, but as I was a hunter at the time, I needed the key.)

Then, you had to be really good or really lucky to free Windsor without pre-clearing all the trash along the route Marshal Windsor wants to take, once he’s freed. And guess what? He wanted to exact revenge on several people in the prison (and free someone else) before he would save his own skin.

Not only that, but he would trudge so slowly through the instance that you just wanted to kick him in the ass to speed things up. At one point in time, although this might have been fixed, later on, if you went too far ahead of Windsor, he’d despawn.

So we had to:

– form a group of like-minded individuals (either willing to do Jailbreak! or on it themselves)
– get to the instance
– know what you needed to do once you were there and likely clear both rings in the prison section — possibly killing the prison boss as well
– then free Windsor and wait for him to catch up to you every few seconds

Finally, at long last, Marshal Windsor would run for the entrance of Blackrock Depths.

But were you done?

Hell no.

THEN, you had to go back to Stormwind and WAIT for Windsor to show up. (Sometime AFTER I’d done the attunement, they brought in “Squire Rowe”, who stands by the gates of Stormwind. You talk to him and that essentially triggers Windsor’s arrival.) Then you walk with him through Stormwind (again, he used to despawn if you went too quickly) where he would confront Lady Katrana Prestor and accuse her of being Onyxia and then Bolvar Fordragon (SOB, I miss that guy!) would open a can of whup ass on the guards — who were all disguised dragonkin in service of Lady Katrana Prestor.

That was a cool part actually, but then we return right to more suck. We then had to go to Upper Blackrock Spire (never you mind that this required a whole other epic quest chain itself AND ten people!) and kill General Drakkisath for the Blood of the Black Dragon Champion. They eventually changed it so it was lootable by anyone with the quest, but for YEARS, it was a green item that only one or two people could loot (more than one could drop). That meant multiple UBRS runs.

Once you got that taken care of, you would receive the Drakefire Amulet — a fire resistance necklace that you needed in your bags in order to enter Onyxia’s Lair.

Epic-sounding, right? No doubt this is why they started out with such things. It quickly loses its appeal, however, when you’re on your third or fourth toon who you decide to attune.

Speaking as someone who was an officer in a Vanilla guild, attuning people was a pain in my ass.

Hell, attuning people to Black Temple in Burning Crusade (even after the attunement was lifted, just so that we could get the Medallion of Karabor for the shadow resistance!) was a pain in the ass.

As much as it was all a pain in the ass, though, it was what you had to do to get into 40-man raid content back then. So people did it. There was a never-ending swarm of people who applied to guilds and needed their attunements done. I can’t tell you how many times I ran Jailbreak or ran people through BRD to get attuned to Molten Core.

But there was something about that shared suffering that bonded people together. No, I’m serious!

To this day, I will always remember getting attuned to Molten Core. I was in BRD for six hours that night. We had a paladin (!) tanking, a paladin (!) healing, another hunter and a mage. It was me and the healing paladin who were there from Fated Heroes. The tank and the other hunter (who was survival! That was SO rare then!) were from another guild and we picked up a mage to help because we were doing what was called an “emp run” — that’s to say we were going to clear the last boss.

That night, I got attuned to the core, got my Shadowforged Key, did an Emp run (which is where the T0 paladin gloves used to drop until they moved them to an easier-to-kill boss), knocked out a ton of quests… it was epic. The only thing we didn’t do was Jailbreak, because no one had gotten to that point in their quests.

And it was FANTASTIC. It was great!

I don’t remember the name of the puggers, but I do remember we were, collectively, awesome.

To this day, I will always remember running with Majik to get his Jailbreak done. We had to do it TWICE. We went in, did it (it took about 45m-1h back then) and then realized that since Majik had died during a pull, he had failed the quest. So we had to reset the instance AND DO IT AGAIN.

To this day, I will always remember getting Toga and a couple of his cousins attuned to Molten Core. We pugged a healer who then joined the guild. (Granted, he guild-hopped on us TWICE in as many expansions, but it was still a great attunement run.)

My own Jailbreak run had my brother on his druid, a dwarf (!) priest from our guild, another hunter from our guild and … someone else. We didn’t know to pre-clear first. We had to blow my brother’s half-hour cooldown Rebirth (battle rez) on the priest at some point and my brother even blew Tranquility at some point. Totally epic!

I will always remember that I essentially soloed a 5-man portion of the Black Temple attunement. I killed a bunch of adds and was well on my way to killing some elite quest mob all by myself, because my guild (love them!) essentially all said they were “too busy” to help me out. So I did this part of Shadowmoon Valley all on my own until some wonderful shaman from another guild whispered me with “invite!” and I invited him and he HEALED ME and we both got credit for that mob.

Going through steps of attunements was a GREAT bonding experience.

Keys were a way that you could show people you cared about your character and its progression — particularly the more difficult keys. Attunements were a way that you could show people you cared about your character AND that you could get through the difficult challenges most of these involved. It also usually proved that you could work as a member of a team and what is raiding if not working together as a team?

So as we anxiously await Firelands and 4.2, let’s take a moment to remember the countless hours spent on getting keys. Let’s take a moment to remember that, once upon a time, we couldn’t just stroll into a raid instance without being attuned, having an amulet, doing a huge number of quests or even paying gold.

Attunements are already a thing of the past, but I’ve held on to my keys all of these years. I’ve been proud of having them, all of them, and so, as I download 4.2, I will take a moment to think about all these entry barriers I successfully navigated and the crazy shenanigans that usually went along with those runs.

Goodbye, my dear keys. I don’t regret a single moment I spent getting any of you.

(Pictured, from left to right, top to bottom:
Prison Cell Key – BRD, Key to Searing Gorge – Quest, Relic Coffer Key – needed for a portion of BRD, Jump-a-Tron 4000 key – Nagrand quest, Boulderfirst Key – Nagrand quest, Coilskar Chest Key – Shadowmoon Valley quest, The Violet Hold Key – Quest, Zuluhed’s Key – Shadowmoon Valley quest, Flamewrought Key – Heroic Honor Hold key, Key of Time – Heroic Caverns of Time key, The Master’s Key – Karazhan key, Reservoir Key – Heroic Coilfang Reservoir key, Auchenai key – Heroic Auchindoun key, Warpforged Key – Heroic Tempest Keep instances key, Gordok Shackle Key – Nagrand quest, Rusty Prison key – fished up in Dalaran.)

Adventures as a Baby Paladin

I must have a screw loose or something.

Five years after I rolled my first paladin, and decided to make her holy, I rolled another one. Primarily, this is to help out those lovely people I talked about who are in Choice of Skywall. If they can’t have Madrana (and they can’t, because she’s with Apotheosis until death do they part), then why not attempt to clone myself? After all, it’s entry-level raid content that I know how to do, it’s just a matter of getting the toon to 85. Right?

After an initial burst to 22, I got to 24 in a week. Then to 26 in a week. And now, as I write this, I’ve gone from 26 to 43.

Even if Choice doesn’t need another paladin healer (they probably will, though, unless one of you fine people applies today!), it’s good blog fodder. Everything I knew about levelling a paladin is completely out of date.

– You don’t get Cleanse until 34! And even then, you need to hit at LEAST 39 in order to spec all the way down into Sacred Cleansing to allow your cleanses to cleanse magic. Crazy!

– With Holy Shock, Holy Light, Word of Glory and Flash of Light, healing is seriously boring. Two instants, one quick cast, one long cast. None of them hit particularly hard. (Except for Lay on Hands.) I keep reaching for my shift key, since Shift-Right-Click is my Clique bind for Divine Light. What’s that? No Divine Light? Nope. Not ’till 62.

– No Divine Shield! Seriously. Not until 48 do we get our much-adored bubble. I’ve been BOPping myself when I get in trouble or the tank is just that bad.

– I dinged 39 and was able to spec into Beacon of Light (I went for BoL before Sacred Cleansing) and was thoroughly amused that for the rest of that run, I kept catching BoL and refreshing it with about 15 seconds before it fell off. I have it showing up on Grid, of course, but I don’t have a duration there. My duration is usually shown to me by CLCBPT, at least on Madrana, but I hadn’t enabled it for the baby pally yet. Still, it appears that I’m able to time things pretty well even without my timers. I was very amused.

– Speaking of Beacon, wow, totally forgot how kind of lame it is when you can’t heal your Beacon target to get holy power. That’s right, no Tower of Radiance yet.

– No Hand of Sacrifice. Until level 80. Are you freaking kidding me?! LEVEL 80?! I use HoSac all the damn time at 85. And did so while levelling to 85. I can’t believe they couldn’t give me that at like, level 38 or something. Level 38 was lame. No talent point, no abilities to train. Nothing. Just “You have reached Level 38!” Well, thanks. What good is that to me?

– Glyphs. I’m limited to 3 glyphs ’till I hit 50, then I get another one of each. So strange to not have Glyph of Seal of Insight in use, but, in all honesty, I don’t really need it. I feel pretty overpowered.

The other thing I’m noticing is people don’t know the damn instances. Pretty much at all. We’re talking people don’t know where the deeds are in Scholo or even that Jandice and Rattlegore exist. People who have no idea what the pylons are in Dire Maul West. It just… makes me want to cry. I’ve been running these instances for five years. I know them all very, very well. Except Mara and Ulda. I get lost there. But hell, I’m not asking people to run BRD blindfolded or anything. Scholomance is relatively straightforward. How are people getting LOST there?

I would understand getting lost in Blackrock Spire too, but Scholo? Eh.

I’m very tempted to spec prot and queue specifically for the dungeons I know, over and over again, just to give people a good dungeon run. As it stands, the last Dire Maul West and Scholomance runs I did, I acted as the guide. “Stand here. Wait. Kill that. Go. Run. Over here!”

That said, I know very little about prot right now and, while it would be a great time to learn, I don’t have a pocket healer. Meanwhile, my brother’s warrior is 44, so I’m going to get him to tank for me, I think.

I tried questing a lot and knocked out a bunch of levels doing the Cape of Stranglethorn (I love all the Booty Bay/Bloodsail Bucs quests!) but ultimately, even though I like doing things on my own and at my own pace, I feel like it’s just faster to whip through the instances right now. Praise be to any god you believe in, I only got Gnomer twice. Woot! :D

So, yeah. Weird to not have bubble, HoSac or Tower of Radiance. Weirder still to be the only one who knows the instances in so many cases. I need to do those videos I was talking about ages ago, but I’ll hold off ’till my new computer shows up.

But seriously, go apply to Choice of Skywall if you’re a holy paladin who’s looking for a new home, so I don’t have to. ;D

Illuminated Healing: An Examination of the Holy Paladin Mastery

What is Illuminated Healing?

Illuminated Healing is the holy paladin mastery. It is, to be blunt, underwhelming. It is a stat that I reforge away from and a stat I do not seek out. How does it work? Well, each Flash of Light, Holy Light, Divine Light, Holy Shock, Word of Glory, Light of Dawn and Lay on Hands heal we cast will take 10% of that heal (plus whatever mastery rating you have) and form it into a shield on your target that lasts for 8 seconds. I have 203 mastery rating, which bumps my mastery from the 10% base to somewhere in the realm of 11%. That’s how little I value mastery; I barely have enough of it on my gear to add a single percentage point to my base amount.

According to MMO-Champion, it’s getting a buff in the 4.1 patch. The shields will persist for 15 seconds instead of 8 seconds.

Not only is this increase in duration just as underwhelming as the mastery itself, but it fails to address the problem with our mastery. Our Illuminated Healing shields do not stack; the smaller shields will be overwritten by larger ones and refreshed by smaller ones.

Why is our mastery a shield effect?

The short answer is this was almost certainly Blizzard’s way of compensating for the lack of Sacred Shield. Sacred Shield was a baseline paladin ability that was introduced in Wrath of the Lich King. Originally, you could cast it on multiple targets at once (I’m not quite sure how I managed to heal through Loken in Halls of Lightning without it!) but this was deemed far too powerful and it was then restricted to a single target.

It wasn’t your typical shield, however. When you think of an absorption shield, you likely think of something like Power Word: Shield, the priest ability. While Power Word: Shield is active, it absorbs all incoming damage up to its maximum amount (which is dependent on the spellpower and level of the casting priest). Sacred Shield was a buff that existed on the target you cast it on and, if that person took damage while Sacred Shield was on them, an effect would trigger. This triggered effect was the damage absorption effect and lasted until consumed or for 6 seconds and could only get triggered every six seconds. (4 seconds with the 4pc Tier 8.) It actually was pretty substantial mitigation over the course of a fight when placed on a tank, when specced properly. It wasn’t perfect, but it was unique and it was ours.

They had also incorporated Flash of Light to leave a heal-over-time effect (HoT) on a target that had Sacred Shield on them, which would tick for 100% of the Flash of Light heal over the next 12 seconds. So if my Flash of Light hit for 12,000 on a target with Sacred Shield, they would receive that 12k healing and then receive 1k per second for 12 seconds.

It was nice synergy.

They removed Sacred Shield for Cataclysm. It’s actually returned as a Retribution talent, albeit in a different form. Still, the idea of a short-duration damage absorbing shield was clearly incorporated into the holy paladin mastery.

Why is Illuminated Healing underwhelming?

You’d think that damage absorption would be a good thing, that you would want to stack as much of this as possible. However, in part due to the short duration of the shields (which is, admittedly, getting buffed in 4.1, as previously mentioned), many of the shields are just plain wasted when cast on the raid.

Even on tanks, where you think it would make a large difference, it just isn’t all that effective. Due to the fact that the shield’s size is dependent on the size of the heal (and mastery rating), in order to get even a shield in the realm of 4000 or 5000, you need to be using Divine Light, our large, expensive heal.

Since 100 mastery only increases our shielding by 0.697% (as per Elitist Jerks), the item allocation points are almost certainly better served by reforging to something like haste, which provides 0.78% spell haste for every 100 haste rating. I’m not a math person, but even I can see that I’m gaining more haste for 100 points than I would gain shield power by adding 100 mastery. Since haste leads to a shorter global cooldown and a faster cast time on spells, I personally feel that haste is a better stat than mastery is. Most people tend to agree with me.

So what would be a good mastery for holy paladins?

Ah, the $64,000 question. In order to answer this, we should look at all the other specs and see what their masteries do.

This Wowpedia page is somewhat out of date as there have been several changes to people’s masteries, but it’s a good baseline.

DPS death knights get increased frost or shadow damage. Appropriate.

Tanking death knights get a shield based on a self-heal. Also appropriate.

DPS druids get increased damage from Eclipse or bleeds. Seems fair.

Tanking druids get increased absorption from an ability. Seems in-line with the Blood DKs.

Healing druids get increased healing if their targets already have a HoT on them. That makes sense; HoTs are the staple of druid healing.

Beast Mastery hunters gain more pet damage, Marksmanship hunters get extra shots off and Survival hunters deal more elemental (soon to be “magical”) damage. All of this seems excellent. I know I enjoy Wild Quiver procs when I play my Marksmanship hunter.

Mages also seem pretty appropriate. Arcane mages deal more damage the more mana they have, which is very much in-line with the spec. Arcane has always been about increasing mana, so it stands to reason that good mana conservation/replenishment would add bonus damage. Fire mages gain more periodic fire damage, which is excellent for them, as they have dots flying all over the place. Frost mages deal more damage against frozen targets, which is a staple of the frost spec. All seems well.

Protection paladins gain increased chance to block with their mastery, which is fair. They have a shield and blocking has always been the protection paladin niche.

Retribution paladins gain extra holy damage from Templar’s Verdict, Crusader Strike and Divine Storm with their mastery. Again, this is a staple of the spec.

Discipline priests have increased shield effectiveness, and rightfully so. They are the masters of mitigation.

Holy priests get an extra HoT effect on their direct heals, once again proving that holy priests are the most versatile of all the healing classes, able to take advantage of both direct heals and HoTs.

Shadow priests gain more damage from their shadow orbs. Not that I know what on earth a shadow orb is, but it’s clearly something that deals more damage. It’s in-line with their spec, whether or not it’s good. (It could be, or it could be terrible. I honestly don’t know.)

The rogue masteries all look good, if not at least useful. Assassination’s increases poison damage, Combat’s procs extra off-hand attacks and Subtlety’s increases damage on finishers and Slice and Dice.

Elemental shaman get a version of the Marksmanship hunter’s Wild Quiver, where they have a chance to proc an extra Lightning Bolt or Lava Burst. Enhancement shaman deal more elemental damage, something that is quite handy given the fact that Lava Lash and Lightning Bolt are core parts of their rotations.

Restoration shaman’s healing (all of it, in 4.1) is increased via mastery. Period. It’s a throughput stat for them.

For warlocks, the Affliction spec’s mastery increases, shockingly, periodic shadow damage. Demonology’s increases the pet’s damage and the warlock’s damage when they’re in demon form. Destruction’s mastery increases fire damage done. Again, all in-line with the strength of the spec.

Arms warriors can proc an extra attack with their mastery and Fury warriors improve abilities that cause them to be enraged, as is befitting the spec.

Protection warriors, the other shield-wearing tank class, also get increased chance to block but also have the chance to critically block attacks.

So, let’s see…

Tanks (no shields): Get absorption.
Tanks (shields): Get more block.

DPS: Get more DPS via extra damage appropriate to the spec or extra attacks.

Healers (shaman, druids, holy priests): Get more throughput
Healers (discipline priests, holy paladins): Get more mitigation

Shaman, druids and holy priests all get more throughput via their mastery, as is befitting their specs. They are throughput healers. Discipline priests get more mitigation, which makes sense because they are the mitigation healers.

Why on earth do paladins get mitigation?

We got mitigation because they did away with Sacred Shield in its Wrath of the Lich King form.

It has nothing to do with our spec or our class.

Paladins are the single-target healers. We are the cooldown healers. Paladins have always been a proc-based class, from Reckoning generating extra attacks to Sacred Shield having to have its actual absorption effect be triggered.

It would stand to reason that a holy paladin mastery would incorporate something proccing, something to do with our cooldowns or something to do with single-target healing.

We don’t need the throughput help, since Holy Radiance and Light of Dawn do a good job of boosting us up on the meters (which is all that so many people tend to care about , which makes me sad — but that’s another post for another day!). We could use more mitigation help, but not something that would be overpowered if we were to stack mastery. It would have to be something that would work on a single target, but wouldn’t require us to focus on the single target, given that so many paladins out there have taken to raid healing and just slapping their beacon on a tank. It would also have to affect more than just one spell of ours.

How about if, after casting Hand of Sacrifice, Hand of Protection or Lay on Hands, you had a % chance to generate a new effect? That effect could be a hefty shield, based on your spellpower, mastery rating and character level. It would be cast immediately on the person you cast the spell on and would last until consumed or for 15 seconds. It would have an internal cooldown of ~2 minutes, so you couldn’t spam it by spamming those abilities. It could be called Sacred Armor or something appropriately “holy paladinesque”.

That’s just an idea, but the fact that it’s a proc and it’s procced from our cooldown abilities ties in nicely with how holy paladins have always worked. An internal cooldown would mean holy paladins aren’t completely overpowered. I’m not sold on it, but I think it would encourage more use of our cooldown spells (which so many people still don’t use!) and would give us a bit more mitigation right when we need it, since we’re casting HoSac, BOP and LOH when we’re anticipating a lot of damage or when we’ve seen a lot of damage just hit.

If you could redesign the holy paladin mastery, what would you do?

Proud GM Ramblings

All right, this is the part of the blog where I transform from a source of holy paladin information into a proud GM and proceed to spend the next 1700 words talking about my guild and being a GM.

We got Cho’gall 25 on Tuesday night.

Let me say that again: WE GOT CHO’GALL 25 ON TUESDAY NIGHT. And then promptly went 5/6 in BWD. Oh, and we did Baradin Hold before Cho’gall. Seven bosses in a single night. Our best raid night ever.

Two years ago, we were struggling to recruit and were literally two weeks away from ultimately calling it. At the time, we thought it was forever. I resigned myself to never leading these people again, maybe never even playing with some people ever again. I transferred toons every which way — Kurn to Proudmoore, Madrana to Bronzebeard. The guild was done, but we didn’t disband. I checked in now and again (very rarely, but occasionally!) and saw familiar faces and old friends and always felt so damn sad. I had let these people down. I’d let my own cockiness and arrogance get in the way of being able to field a strong 25-man group, night in and night out. Not that I was deliberately an ass to people, but I didn’t recruit to replace people I’d lost between BC and WotLK and I let some nasty people be overly vocal and that led to more people leaving. People that we just couldn’t replace because we hadn’t progressed enough to get noticed, basically. I’ve felt that my arrogance and overconfidence was the ultimate reason for our downfall. I probably take too much on myself, but it’s how I felt.

We killed Sartharion — +0. (Although we were 5% away from a +1 kill!) We never killed Thaddius, so we never got to look at Sapphiron or Kel’Thuzad. We never got the key to 25-man Eye of Eternity, so we didn’t get to try Malygos.

Wrath of the Lich King was unkind, to understate it, to Apotheosis and I have basically held my breath since restarting this funny old guild of ours. Until Tuesday night.

I overrecruited, determined not to cancel raids, determined to have a solid group of people to be raiders.

We have had 19 25-man raids and have not cancelled a single one. We rescheduled due to the Superbowl, true, but never cancelled. This meant that when one of our warlocks who typically works graveyard ended up oversleeping, we fielded a 24-man raid until he woke up and joined us. We got through it.

We’ve dealt with the loss of two of our four original tanks on the roster, we’ve lost some cherished old-time members and some newer members to that pesky thing called “real life” and honestly, some people just didn’t end up making the cut. Ultimately, we haven’t had the smoothest six resets ever. Our raiding roster has gone from 39 to 27 and back up to 33.

What we have done, however, is improve. Each week, we keep killing things we killed the previous week and it keeps getting cleaner. I’ve started dropping healers on a couple of fights now that I trust people not to stand in the bad and, last Thursday, we shaved a full minute off our fastest Valiona & Theralion kill.

We had a ninja pull on Tuesday on Magmaw (I think it was a hunter who pulled by mistake, but that’s fine) and you know what? We did just fine. Clean kill, one-shot. Not a problem. Granted, not something I desperately want to relive, but it was fine.

This is in contrast to some of our raids back in Burning Crusade. We could go in and clear 5/6 SSC, getting everyone but Vashj down in one raid night, but the next week, we’d spend half the night wiping to Leotheras the Blind or Karathress. Occasionally, Tidewalker or Lurker.

We eventually got better at consistently clearing content, but the progress we’ve made in our six resets is far beyond what we experienced in Burning Crusade’s Apotheosis.

It’s sort of expected and standard and such, at least for me, to always repeat kills with a lot less effort than the original kill. After spending months in ICC working on regular modes, then heroic modes, I’m very used to wiping a lot and then mastering the fight and it’s on farm.

I’ve never really had that in Apotheosis until now.

Also, while not everyone adores each other, we’re not total dicks! There’s none of that idle chatter full of profanity and perjorative slurs that tend to accompany progressed raid guilds. We do swear (I do a lot!), but there’s no talk of “raping” that boss, or how “gay” something is. There is a lot of mocking of me (and Majik!) but the chatter is fun, harmless stuff. It’s not full of barely-concealed self-loathing or veiled (or not-so-veiled!) references to violence against women.

Of course, none of that is permitted as per our guild policies, but it’s really a striking difference to me. Most raid guilds I was in during Wrath had no such policies (Choice of Skywall is the exception — and they’re recruiting holy paladins! Go apply now!) and it was tiring to log on and hear 20-something year olds talk continually about how “gayly” they were just “raped” by someone. :P

The members are quality people. Good players. Some are still struggling a bit and adjusting, but they’re getting there and everyone on the roster is there for a reason.

And what’s amazing is that we really are turning into a team, where it doesn’t matter that people weren’t there two years ago. We only had ten “old-timers” in on our Cho’gall kill. I’m no longer thinking of people as groups of people I know from other guilds or other servers, but really, truly thinking of them as my guildies. There’s a contingent of four people with whom I raided on Bronzebeard and they brought another shadow priest and another DK along. And for a bit, I thought of them as “the Bronzebeard people”. All six of them were there on Tuesday for the kill and not once did I think of them as anything apart from “my guildies”.

So Tuesday night, I could breathe again. The guild that I had painstakingly reassembled had finally really come into itself. We killed our first end boss of the expansion. Together. On 25-man.

The tension and stress mostly melted away as soon as we got the kill. The guild has momentum. Doesn’t mean I can slack off, but it means that the guild has achieved stuff and I am no longer holding the guild together through sheer willpower. ;) It means that people are invested now. We sweated through Twilight Ascendant Council. We worked on Cho’gall. We nearly cried on Atramedes, I swear. We have in-jokes. We have shared experiences that bind us together.

Five years from now, even if I’m not playing anymore, I will always remember that we always wanted to kill Majik with the Atramedes trash. I’ll always remember priests levitating off the elevator… into Nefarian’s lava. I’ll always remember how Shadowcry fell off the edge of Halfus’ platform or how Dayden and Fog got thrown into the same lava when blown back by adds on V&T trash. I’ll always remember how I was laughing so hard, I could hardly breathe, much less heal through trash, while my guildies mocked my fail computer and likened it to an abacus. I’ll remember how one of our shadow priests was mangled by Magmaw, that one time.

I’ll remember the perseverence the guild showed when we had an abysmal time on Council the week before we killed them, on that rescheduled raid night. We came roaring back the next night and went 5/6 in BWD and then killed Halfus for fun.

I’ll remember the strength of character the raiders continually show me when I swap them out and they step out without a complaint.

We sat eight people on the Cho’gall kill. Tia, Raisa, Andy, Hestiah, Onemanshort, Hulrok, Fidjet and Traellus. It wasn’t easy to sit most of them — although in some cases, lack of gear was the determining factor, which made it a little easier. But I won’t forget that not a one of them raged about it. Not a one of them said anything more than “man, wish I were there with you guys!” and even then, just once, if that. They all recognized that the needs of the many outweigh the needs of the few, or the one. They congratulated us.

All 33 people who signed up and showed up tonight are team players.

And if it weren’t for that attitude that is apparently shared by us all, we wouldn’t be sitting at 9/12, with Conclave on the schedule for Thursday, ready to pop us up to 10/12.

If it weren’t for people being there for us, willing to push through things, willing to wipe and learn and get better and willing to sit or swap in or whatever the raid needs, we’d still be failing to Valiona & Theralion or Atramedes.

But we aren’t still failing to those fights… because our people are awesome.

I know the ranks really aren’t that accurate, but WoWprogress says that we’re US 979 for Cho’gall 25, which is something like 2000 ranks better than we ever saw in BC. We’re technically realm third in 25s, but one of the 25-man guilds has split into two teams of 10s, so we’re really the #2 25-man guild on the server. Our rank may say 10th, or 3rd, or whatever, depending what you look at, but we’re keeping up. (Hell, GuildOx says we’re #1 in 25-man progress… go figure!) And even if we weren’t, what matters is that we keep pushing. We pushed progression on Tuesday by not resetting Bastion. We’ll push progression on Thursday when we take on Conclave and play with Al’Akir.

We’re pushing, we’re progressing.

We got Cho’gall 25 down on Tuesday night. I know it’s one of three end-bosses in entry-level raid content and that, a year from now, most no one will care.

But I care now. And I’ll care then.

Because this is my guild, made up of people I’ve known for years, raided with during Wrath or gotten to know because of this blog. This is the guild that I have painstakingly assembled, piece by piece, bit by bit, all in the hopes that things wouldn’t backfire hideously on me.

The first test has been passed: Cho’gall 25 down, Bastion of Twilight 25 cleared.

This might actually end up working after all.

Tuesday Terrific-ness

Here’s some random news!

1) A commenter named Imak pointed out the flaw in my math/gem selection in my meta gem post from a couple of weeks ago. I double-checked the math and gem selection today (since I finally had a few free minutes!) and have edited the post. It doesn’t change the post substantially, nor does it alter my choice to want to try out the Revitalizing Shadowspirit Diamond, but my math on the Bracing and Revitalizing was wrong. I was thinking of the old green cut that was intellect/spirit instead of spirit/mastery, but basically thought the gem was intellect/mastery. It’s actually spirit/mastery. Whoopsiedoodle. So that’s fixed. Thanks again to Imak for pointing out my error and I’m sorry it took me forever to actually fix it!

2) Episode 4 of Blessing of Frost is out, guest-starring the tank officer of Apotheosis, Dayden. It comes in at a massive 95 minutes (!) and I assure everyone that our aim is no more than 1h15m for most podcasts. We’ve just had a lot to cover and we’re still finding our rhythm. Anyways, go listen and rate us up on iTunes if you like the show! :)

3) Madrana’s at 84 and 16%. Gotta finish up Deepholm and then go to Uldum to start Ramkahen rep. I’m really looking forward to dungeoning with the guildies, both normals and heroics. (I may be horrified at the possibility of heroic Stonecore, mind you.)

4) I was horrified to learn that the top guild on Eldre’Thalas, the Horde guild Echelon, is already 3/12. Gah. Time to get our asses in gear, even on 10-man. I’ve set up an unofficial 10-man raid for next Tuesday and I don’t even know WHERE we’ll go, but chances are we’ll try out Baradin Hold (is that even the name of it?!) and maybe play in Blackwing Descent. Time to make a splash!

And on that note, I should spend the next while before realms come back up studying strats for various entry-level bosses…