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Friday, 27 February, 2009
Posted by Karthis at 6:14 PM

Lazy bear updates

Due to popular demand I have updated both my Feral Faction Guide and Feral Gear Worksheet with all of the new weapons that were opened up to Druids when patch 3.0.8 landed. Yes, I'm that slow.


A question: Would the kitties in the audience be interested in seeing a column added to the gear worksheet that shows the relative value of an item assuming that both the hit and expertise caps have been achieved (and thus factor far less into gearing decisions)?

Thursday, 26 February, 2009
Posted by Karthis at 9:23 AM

Patch 3.1.0 on T&C

In the past I haven't blogged about PTR patches until they were almost ready to go live - things can change so quickly on the test servers as the developers tune and balance the classes. Obviously I've started early this time, so here is how I'll be handling information about patch 3.1.0 on this blog:


As updates are posted (usually to MMO Champion) I will filter out all of the changes that are pertinent to feral Druids, and post them in my "First Look" thread. If the new changes invalidate some of the analysis in that thread, then I will reassess what I wrote, and update it accordingly. I will also keep a change log at the top of the thread so that people can see, at a glance, if anything is new since they last checked back.

The first update is this morning.... in approximately five minutes.

Tuesday, 24 February, 2009
Posted by Karthis at 8:51 AM

Patch 3.1.0 - First Look

Article Change Log:
Feb 24, 9:50am - Initial post
Mar 03, 12:00am - Maim duration nerf
Mar 22 - 7:35pm - Challenging Roar range

For new feral gear, click here: Sneak Peek at 3.1 Loot

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The next major content patch is now live on the PTR, and the patch notes were released last night.  As always, MMO Champion has the notes (plus a list of undocumented changes) available on their site.  For feral Druids the news is mostly as expected, however the notes do contain more specifics on how the development team intends to buff our DPS.  Here are the changes so far (undocumented and documented):

General
    * Players at maximum level will now be able to visit their trainer to pay a one-time fee and access the dual talent spec feature.
    * A new Gear Manager feature has been added. Players will now be able to save gear sets for easy gear switching.
    * Hearthstone: Cooldown has been reduced to 30 min. down from 60 min.
    * Haste Rating: Shamans, Paladins, Druids, and Death Knights now receive 30% more melee haste from Haste Rating.
    * Armor Penetration Rating: All classes now receive 25% more benefit from Armor Penetration Rating. 
    * Taunts: All player or pet-generated taunts now have a shared diminish category. In addition, Taunt-type effects from pets and from classes other than death knight, druid, paladin, and warrior have been set such that bosses can be made immune to them while still affected by death knight, druid, paladin, and warrior taunts.

Glyph Changes
Glyph of Berserk *new*  -- Increases the duration of Berserk by 5 sec.
Glyph of Savage Roar *new*  -- Your Savage Roar ability grants an additional 3% bonus damage done.
Glyph of Barkskin*new*  -- Reduces the chance you’ll be critically hit by melee attacks by 25% while Barkskin is active.
Glyph of Survival Instincts *new* - Increases the percentage of your maximum health received from Survival Instincts to 40%.
Glyph of Shred - Each time you Shred, the duration of your Rip on the target is extended 2 sec, up to a maximum of 6 sec. (Old - Increases the damage dealt by Shred to stunned and incapacitated targets by 20%.)

Feral Combat - Skills
    * Faerie Fire now decreases armor by 5%. (Previously decreased armor by a set amount)
    * Faerie Fire and Faerie Fire (Feral) now reduce the armor of the target for 5 min. (Up from 40 sec) Duration remains 40sec in PvP.
    * Faerie Fire (Feral) now deals [15% of AP + 1] damage. (Up from [5% of AP + 1])
    * Savage Roar changed to increase physical damage done by 30%. (Previously increased attack power by 40%)
    * Maim: This ability is now considered a stun, and shares a diminish category with all other stuns. It no longer has a chance to break from the target taking damage. Now lasts 1/2/3/4/5 sec depending on combo points. (Down from 3/4/5/6/7 sec)
    *New Spell - Savage Defense, 1 rank, level 40 - Each time you deal a melee critical strike, you gain Savage Defense, reducing the damage taken from the next physical attack that strikes you by 25% of your attack power.
    * Swipe: The Bear Form and Dire Bear Form version of this ability no longer has a targeting requirement and hits targets behind the druid and to the sides.
    * Challenging Roar now affects all enemies within 10 yards.
    * Survival Instincts cooldown has been lowered from 5 minutes to 3 minutes.

Feral Combat - Talents
    * Survival of the Fittest (Tier 6) now increases your armor contribution from cloth and leather items in Bear Form and Dire Bear Form by 11/22/33%. (Previously 22/44/66%)
    * Predatory Strikes (Tier 4) now increases now includes Moonkin Form in its effect.
    *New Talent* Primal Gore, Tier 10, 1 point talent - Grants the periodic damage from your Lacerate and Rip abilities the ability to critically hit.
    * Savage Roar is now considered an Enrage effect.
    * Heart of the Wild: Stamina bonus changed to 2/4/6/8/10%.
    * Primal Tenacity: The damage reduction while stunned effect now only works in Cat Form.
    * Rend and Tear: The critical strike bonus for Ferocious Bite reduced to 5/10/15/20/25%, down from 10/20/30/40/50%.

Bug fixes
    * Bash: This ability will now still interrupt casting even if the victim is immune to the stun due to diminishing returns.
    * Feral Attack Power: Heirloom weapons now correctly grant the amount of attack power in Cat, Bear, and Dire Bear Forms that is stated on the weapon tooltip. In addition, the attack power bonus will now work properly for druids below level 60.
    * Predatory Strikes: This talent now properly affects the attack power gained from weapon enchants.
    * Swipe: Now properly affected by area-of-effect damage caps.
    * Thorns: This spell will now properly use the druid’s spell power to determine its scaling instead of the target’s spell power.

-----

Note: Commentary is extremely out-of-date.   Last update, Feb 27th.

Analysis
Overall the changes look promising, and move to further differentiate a cat specced Druid from one who has chosen a bear spec.  The feral offtank spec that I use will have to be modified slightly, but the change shouldn't be too painful. 

General Changes
The ability to dual spec has long been anticipated, and while I hope it will move to minimize a lot of the hybrid envy that is out there, I fear that amongst the (relatively few) pure classes it will only serve to further entrench their (misguided) jealousy.  Personally, I have yet to decide what an appropriate second spec for me is.  I have very little desire to heal on my Druid, and my offtank spec keeps me happy both as a tank and a DPSer.   The new glyphs, however, might force my hand and really encourage me to put together a pure tanking spec and pure DPS spec.  The jury is still out.

The gear manager, on the other hand, comes as a bit of a surprise; I had not heard that such a feature would be released.  Druids of all stripes have long relied on a variety of add-ons (ItemRack and ClosetGnome being the two big ones) to manage their multitude of gear sets.  Whether or not the built-in gear manager is adopted by the Druid community depends heavily on its quality and ease of use.  

Glyphs
Feral Druids have always felt a little disadvantaged when it came to glyph selection - there really wasn't much choice, so most ferals ended up with a cookie cutter set-up.  The introduction of three new (major?) glyphs seems set to change that.  

The new glyphs (Glyph of Savage Roar and Glyph of Berserk) are both straight up DPS boosts with absolutely no tanking utility.  Savage Roar will be an instant must-have for serious kitty Druids - 6% more damage is impossible to turn down.  The Berserk glyph may require a bit more thought - practically speaking, how many more shreds is it possible to jam into the tail end of a Berserk sequence?  

The changes to the Gylph of Shred change it from a moderate PvP glyph into an excellent PvE raiding Glyph... adding up to six seconds onto a Rip debuff is a no-brainer; While it adds DPS, the real win is that the Glyph of Shred add even more wiggle room into the kitty DPS cycle.

The description for the Glyph of Barkskin is not very clear at the moment - it seems set to reduce the chance of receiving a critical strike.  Either the glyph description is typoed, or else this is just a new PvP glyph, and thus not at all useful to raiding Druids.  

Bear Changes
As previously discussed, I am very supportive of the introduction of the new Savage Defense ability, and the reduction in the armor granted by Survival of the Fittest.  By reducing a Druid's baked in armor we are forced to value more than the current minuscule handful of stats that we covert.  In the short term that means that our tanking gear choices are hopelessly wrongheaded and we will need to scramble to put together a tanking set that reflects patch 3.1.0, but in the longer term a feral Druid will be able to pick up stats like critical strike rating, haste rating, hit rating, strength, and attack power without feeling like they were wasted.  Feral tank DPS will go up, and our overall mitigation will stay close to the same (and if the current numbers don't come out close, then Blizzard has said that they will be tweaked pre-release).  

The only downside to the Savage Defense mechanic is that any fight where a Druid tank is forced to stop attacking will be a fight that the feral Druid is a weak choice to main tank; Maexxna immediately leaps to mind.

Cat Changes
Prior to the release of the PTR patch notes Blizzard had stated that they wanted to buff feral DPS, but had not released any details about how that was to be accomplished.  Today we have our answers.

Firstly, Savage Roar will now grant 30% extra damage instead of a 40% AP boost.  This change alone is a nice buff due to the math that underpins our abilities.  I was going to crunch some numbers, however Ciopo has already run them over on Toskk's DPS forum.  (Elitist Jerks agree.)  

Going hand in hand with the Savage Roar change is the introduction of the new Primal Gore talent.  This beauty will finally allow feral bleed attacks to critically strike, which is another clear-cut buff to kitty DPS.  In fact, I am somewhat worried that Primal Gore may be too good; at current T7 itemization levels it is possible to obtain 50% crit chance (unbuffed).  Given the sheer amount of feral DPS produced by Rip and Rake, I am worried that some sort of counter-balancing nerf may be needed.  I guess that's what playtesting on the PTR is for.

The other interesting side effect of Primal Gore is that the Lacerate bleed effect will also critically strike.  This implies that maintaining a Lacerate stack on an opponent will not only provide threat, but will also allow a bear's Savage Defense ability an opportunity to trigger every tick regardless of if any other attacks were launched.  This continues the theme of a good offense leading to a strong defense.  

Summary
While my primary desire to see patch 3.1.0 land is to finally get access to some new content, I am also quite excited by the feral Druid changes that have been announced.  Over the next few weeks I will be trying to put together a guide to help ferals transition into the new patch cleanly - especially bears who will need to get started right away on gathering new gear.

Monday, 23 February, 2009
Posted by Karthis at 10:07 PM

So you want to rip some face? (repost)

The following article first appeared as a guest post on Resto4Life.  It is being reproduced here in case Phaelia's archives ever go offline - she's leaving the WoW blogging scene, and we'll miss her dearly.


----

Druids, no matter what their final spec, all start life walking down the same path: we spend nine levels exclusively in caster form dabbling with a mix of Restoration and Balance spells before earning the durable Bear Form at level ten, and then the fierce Cat Form at level twenty.

I distinctly remember the great power that seemed to be granted to me upon reaching that magical level twenty milestone all those years ago – no longer was I stuck as a frail caster or a curiously weak bear, instead suddenly I could shift into the form of a graceful killer and deal some real damage. The joy that I felt when I first sunk my claws into a foe and then proceeded to tear its face off remains unsurpassed by anything since. Bliss.

Surely, gentle trees, you too sometimes wish to leave your stiff limbs behind and slink into the shadows? Surely you too wish to taste something more fulfilling – far richer - than just simple water and sunshine? Surely you too wish to feel bones snap between your jaws, watch flesh part beneath your razor claws, and hear howls of helpless pain fill your ears as you destroy those who dare to stand in your way?

If so – and I know that in your heart of hearts you all do – then read on.

Evaluating Feral Gear

Druids are nearly alone in being able to utterly change their play style from healing to DPS (two flavors) to tanking with a single respec. It is because of this innate versatility that many Druids collect multiple sets of gear for when they want to step outside of their traditional role, and do something different for a while. It can be a great change of pace to heal a battleground after off-tanking a heroic raid, and I’m sure that the reverse is also true.

If you are to truly unleash your inner kitty, it pays to understand what makes a cat tick, and to ensure that your off-spec gear collection is as potent as it can be without passing up usable main spec items. Gear-wise, Cat Form benefits from the following stats: Strength, Agility, Hit Rating, Crit Rating, Expertise Rating, Haste Rating, Armor Penetration, and (Feral) Attack Power. If that seems like a lot of trade-offs to juggle, then you’re not far off the mark.

Attack Power

Attack Power (and for now, Feral Attack Power) increases the damage that all of your attacks deal. Both white and yellow attacks scale directly with attack power, and thus the more of it you have the harder you will hit. Although the bonus attack power that you see on gear often looks enormous, it pays to calculate the equivalent Strength or Agility this converts to (or vice versa) so that you can compare apples to apples when making a loot choice.

Strength

Strength is a strong stat on Druid gear in WotLK, which is a change from the later stages of TBC. Each point of Strength is worth roughly 2.2 Attack Power, which as discussed is the underlying stat that all kitty dps abilities scale with. Picking up leather gear with lots of strength is never a bad idea, and often times strength gems and enchantments are your best choices.

Agility

Agility used to be the key stat for all feral Druids, however it has fallen behind strength in terms of DPS utility. Offensively, agility increases both your Attack Power (1 Agility = 1.67 AP) and your chance to score a critical hit on a foe (1 agility = 0.013% chance to crit). Despite losing some prominence in WotLK, Agility is still an excellent stat to stack, and the ideal piece of cat gear will have a healthy dollop of Agility AND Strength on it.

Hit Rating

Hit rating decreases the chance that you will miss with your attacks, and thus indirectly boosts your overall damage. While it is not as flashy a stat as Attack Power, Strength, or Agility, it is probably the most important stat to pay attention to when building a Feral DPS gear set, since missed attacks deal zero damage no matter how much attack power that you have stacked. Against raid bosses the best current theorycrafting suggests that you need enough hit rating to overcome an 8.0% miss chance – this translates to +263 hit rating. If you are sticking to level 80 mobs you will only need to overcome a 5% miss chance, which requires +164 hit rating. Please keep in mind that stack hit rating beyond the cap is wasting stats, so some critical thought is required to maintain a good balance.

Expertise Rating

Expertise is a stat that feral Druids love to hate; it reduces the chance that enemies will dodge or parry our attacks (which is great) but seems to either appear in huge doses or else not at all (which makes stacking it a pain). Similarly to hit rating, capping your expertise is advisable if you intend on aiming to maximize your DPS. Against raid bosses you need to counteract their 6.5% chance to dodge which requires +214 expertise rating (parry is of lesser importance since you will be attacking from behind most of the time). Level 80 mobs only have a 5% chance to dodge, which +163 expertise rating will take care of. (Note: The Primal Precision talent – a core of any serious feral build – grants 10 expertise, or 82 expertise rating, so subtract this from the above numbers if you have specced into it).

Crit Rating

Crit rating increases the chances that you inflict double damage on your foe with either a white or a yellow attack. It is difficult to exactly quantify the DPS increase that crit rating grants you since a properly talented Feral Druid will have their Primal Fury talent maxed out, and thus receive an extra combo point in addition to double damage when they score a critical hit. More combo points leads to easier management of the complex Feral DPS cycle, which indirectly leads to higher sustained damage. Still, the consensus seems to be that crit rating is less important than raw attack power. Number junkies will want to know that every 46 crit rating that you acquire will bestow a 1% increase to your chance of scoring a critical hit.

Armor Penetration Rating

Armor Penetration Rating decreases the effective amount of armor that an enemy has to protect itself with against your attacks. While an increase in armor penetration leads to higher DPS, this is not a stat that feral Druids should go out of their way to acquire – if the gear has great other stats and some armor penetration thrown in then it’s not a bad thing, but armor penetration should rarely make or break a gear decision. Every 15.4 armor penetration reduces enemy armor by 1% (and keep in mind that enemy armor values are far lower than most players).

Haste Rating

Haste speeds up the time between white damage melee attacks. Since Druids in cat form have an attack speed of 1, this stat is of minimal impact to our bottom line DPS. Like armor penetration, having gear with haste on it cannot hurt, however it is not nearly as beneficial as the other stats that could be found in its place. Every 32.8 haste rating will increase attack speed by 1%.

Quick Comparisons

If your head is spinning a little bit right now, I don’t blame you – Feral Druids have a lot to consider when selecting their gear. As a rule of thumb, however, here is a guideline to follow:

hit > expertise > strength > agility > attack power > crit > armor penetration > haste

If you reach the cap for hit rating or expertise, then they drop to the back of the flow chart.

For an in-game numerical comparison of gear, I highly recommend that you use an addon like Pawn. Pawn allows you to assign weights to stats and that calculates a composite "score" for an item and displays it within the item tooltip. For reference, here is the Pawn scale that I use for evaluating cat gear:

Ap = 1, FeralAp = 1, Strength = 2.2, Agility = 1.565, CritRating = 1.025, ExpertiseRating = 1.033, HasteRating = 0.786, ArmorPenetration = 0.922, HitRating = 1.133, RedSocket = 25.04, BlueSocket = 16, YellowSocket = 24.264, ColorlessSocket = 25.04, MetaSocket = 32.865

Toskk and Rawr are also good sources for alternate gear scales for those who are interested in different points of view.

Always remember to keep the Hit Rating and Expertise caps in mind when making gear decisions, as their value cannot be modelled with a simple number in a scale like this. A composite stat-based gear score is no substitute for a little bit of critical thought.

If you want to plan your cat gear in advance, I have prepared a Loot Rank template that can be used to get a listing of kitty gear ranked by slot: Karthis’ Kitty Loot Rank. If you do not expect to be raiding then you can uncheck some of the boxes on the Loot Rank form, and click the "View Loot Ranking" button to regenerate the list to get a bigger list of gear that is relevant to your situation.

Final Thoughts

It can be a wonderful change of pace to play a different style than you are used to for a while, and the Druid class offers the ability to do this without having to roll an alt and level it up. It only furthers your enjoyment if you have a functional set of gear that makes your transition even smoother. In the end the Feral path may not be for everyone, but all Druids owe it to themselves to surrender to their inner beast for at least a little while, and get up close and personal with their foes.

Friday, 20 February, 2009
Posted by Karthis at 7:21 PM

The Real Challenge of Naxxramas

When they released Wrath of the Lich King, Blizzard crowed about how their latest expansion was heralding in a new golden age of more accessible raiding.  Well.... they go the "new" part right, but that golden sheen is starting to look extremely tarnished only a few months into this release cycle.  Sure, an unprecedented number of players have entered raid dungeons (and to a large extent, conquered them), but with a couple of months remaining between now and the next content release, this is anything but a good thing.


What really drove this point home is a pair of blog articles from two very different authors.  First off is Keaton, who raid leads for a casual raiding guild much like my own:

In today’s WotLK there is no such variety [as there was in TBC] as of yet. Naxxramas is the only real raid instance in existence at the moment (with exception of course to the two one boss wonder instances that seem to take longer to summon your entire raid to than it does to collect your loot). Even more depressing is that there is little challenge; it can be effectively farmed in a single night by PuGs in crafted PvP blues without any class synergies.

[...]

A few of our raiders are starting to become bored with the games current content. They already have most of the best in slot upgrades they wanted and are waiting for Ulduar to come out. Our main death knight dps let his account expire without even running it by us and expects us to still have a raiding slot for him when he comes back. Our main rogue since mid way through TBC doesn’t log in for days at a time and doesn’t even bother to sign up on our raid calendar as not attending.

We don’t by any means need these two players present to clear Naxx. Their absence won’t be the difference between wiping on Kel’Thuzad all night and failing to get the kill in before reset.

[...]

Whats worse is the situation that it puts me in. I am now in an awkward position where I need to make the choice between the lesser of two evils. I can recruit new raiders to fill these roles so we aren’t forced to clear Naxx without a full raid or cancel our Sartharion progression attempts. But then when Ulduar comes out and those players taking a break return, I have the unfortunate task of deciding who to bench. Those that took a break from the game or those that have been helping us raid for the last few months.

Either way, the guild loses.

Keaton is by no means alone in his predicament.  My own guild faces the same challenges in trying to keep the membership motivated, the Garona realm forums show six top guilds advertising for members, and the Guild Recruitment forums are swamped with high powered guilds in search of replacements for their wayward raiders.

At the other end of the spectrum is Kadomi, who plays in a very casual guild that was capable of raiding ZA and Karazhan in the TBC era:

I think the easy approach to raiding is totally backfiring, especially for casual guilds like mine. In TBC when we first started doing 10-man raids, none of us had been in Karazhan, other than maybe one or two people. It was this big thing that we did together. Same with Zul’Aman. I still remember the overwhelming feeling of triumph when we first got down Hex-Lord Malacrass together. I loved it. But that’s not how raiding is panning out in WotLK. Right now, we have people who are struggling to get geared but are finally getting there, and then we have people who PUG raids. Stuff like Naxx and OS, but even Eye of Eternity. When we will now finally start Naxx this weekend, it will be with people in the raid who approach raids as something that you PUG for loot, as if they were just bigger versions of heroics, not something that you want to conquer with 9 friends. I am casual for a reason, with a hardcore mentality to raiding, but above all, I just want to encounter new challenges and see content, together with friends. I have spoken to friends from other casual guilds that raid (as opposed to casual raiding guilds), and they have similar feelings. It’s very disheartening.

The Wrath of the Lich King approach to raiding is failing across the board, and all signs point to the extreme trivial (or, to use their word, "accessible") nature of the content.  While I agree that the Burning Crusade entry level content had too steep a learning curve, Blizzard has overcompensated, and reduced everything to PUG-farm status.  Even the Shadow Labyrinths 5-man dungeon was barely puggable in TBC.... perhaps only Sartharion + drakes has that status in Wrath.  

Unfortunately,despite my fervent wishes to the contrary,  Ulduar does not appear to be solving the problem - merely camouflaging it with a bunch of "hard mode" encounters that are completely optional.  Let's face it, the vast majority of players in the game will never bother with the hard modes, and even those guilds attempting them will burn out running the same content over and over again even if they can ratchet up the difficulty on certain fights.  

I worry about the state of the WoW end game.

Wednesday, 18 February, 2009
Posted by Karthis at 8:41 PM

Just Another Day at the Beach

Tonight's raid is dysfunctional.... our two South American raiders are having wicked disconnect issues, and the replacement healer we've had to bring in is having sound card issues, which is rather lethal when attempting Sartharion with three drakes up.  So here's an image live from the raid.....

Just another day at the beach - click to enlarge

Some days no matter how well you prepare and no matter how much you want to best an encounter, something unrelated to the game gets in the way.  There's nothing to do except laugh it off, wipe a few times, and then go try something else.

Tuesday, 17 February, 2009
Posted by Karthis at 5:35 PM

The Value of Perfection

One of the more engaging aspects of gearing a character in World of Warcraft is all of the little customizations and personalizations that you can do if you manage to get your paws on something with sockets.  Gems can be used to pump up your primary stats, meet certain critical gearing goals (e.g. the hit cap), or compensate for a stat that you are otherwise lacking.


With the Wrath of the Lich King expansion came a whole new tier of gems that completely replaced the TBC-era offerings.  Not content to merely replace the previous system with a carbon copy, Blizzard added a neat little twist - Jewelcrafters now have the ability to craft a "perfect" uncommon gem from time to time.  Perfect gems fall directly in the middle of the normal uncommon gems and their rare counterparts.  For example:

Solid Chalcedony: +18 stamina
Perfect Solid Chalcedony: +21 stamina
Solid Sky Sapphire: +24 stamina

For a fledgling player the cost of gemming a new piece of gear can be daunting, especially if it also requires an enchantment.  Rare gems - depending on a server's economy - often go for at least 100 gold for the popular cuts, and highs of 150 gold are not unheard of.  Uncommon gems, on the other hand, are dirt cheap - often less than 10 gold is enough to pick one up.  

Given the stats and prices of the various gem offerings, logic would dictate that a perfect cut would fall somewhere close to the middle of the uncommon and rare prices....... fortunately logic is wrong in this case.  Perfect gems often sell for only a handful of gold more than their uncommon equivalents.

Gem-buying guidelines
Given the price discrepancies of the various gem qualities, I propose that you follow the following gem buyers guidelines when gearing your main character's main set of gear:

  1. Never buy an uncommon gem; always buy at least a perfect cut.  If you can't afford the extra gold, then go do a single daily quest to make up the difference - that is usually all it will take.
  2. Socket rare gems in gear that you cannot easily replace due to its quality relative to your own progression level; when progression raiding, every little bit helps.  (If an item is close to the best that you can acquire, then you should use a rare gem.)
  3. Use perfect gems in gear that you expect to replace quickly.  (Crafted epics are a great example of this for raiding Druids.)

Monday, 16 February, 2009
Posted by Karthis at 7:01 PM

Cheese Ninja

As if storming an ancient necropolis to assassinate one of the Lich King's most powerful servants, saving the world from the mad Blue Dragon Aspect, or taking on four dragons at once while surrounded by churning lava is not enough, I have another much more difficult raid that I take part in at least once a week - and often more frequently:

Raiding "One More Glass" for a round of cheese - click to enlarge

That's right - I participate in the dreaded cheese raid!

Above is a picture of me in my favourite place to wait for a rare cheese spawn in Dalaran; from my perch atop the banister I can easily see two cheese spawns, and panning the camera around reveals two others.  Fear the cheese ninja!

(For added snark, read the chat log in the screenshot.)

Saturday, 14 February, 2009
Posted by Karthis at 6:05 PM

Feral Spec Updated

Just a quick note to inform you that I have updated my article on talent specs: Level 80 Feral Raiding Spec. After humming and hawing over a variety of talents, I believe that I have finally settled on a good balance of DPS potential and tanking ability that will see me through the current tier of PvE content.

Thursday, 12 February, 2009
Posted by Karthis at 12:02 PM

Doing it Kitty Style: Preparation

This is the second article in a three part series about DPSing as a feral Druid in Wrath of the Lich King. Part one, "The Basics", covers the skills that make up a feral Druid's arsenal and how they fit together in a coherent DPS cycle. Part two, "Preparation", examines the talents and stats that boost a feral Druid's damage and how they can be optimized to get the most from your character. Part three, "Practical DPS", explores the various types of encounters that a feral Druid will come across, and suggests methods to maximize the damage that is dealt in each.


Planning for success
Almost every choice that you make when customizing your character affects the amount of damage that you will be able to produce. Talent selection, glyph choice, and itemization are all weaved together and combined with your innate skill as a player and understanding of your class mechanics to determine what your final numbers will be when the dust settles.

Top players are not only good at playing the game, but they also excel at thinking through the game; they can analyze all of the variables that are within their power to control, and produce an optimal set-up to compliment their skill.

Important talents
By far the largest area of character customization available to a player is their talent spec. The feral tree is somewhat unique in the sense that it jams two conceptual specs (bear tanking and kitty dps) into a single tree, and this has the benefit of allowing tanking Druids to put out above average DPS numbers without much hassle. The following are the key talents that feral Druids looking to DPS ought to consider (and in all cases, I preach max rank of the talents):

Mandatory:

Highly Recommended:

Optional:

Practically speaking, a pure cat-specced Druid will be able to select all of the above talents, an offtank will probably have to avoid the optional choices, and a pure tank will have to be even more choosy.

Pure cat spec: 0/55/16
Offtank spec: 0/60/11

Glyph choices
At the present time there is only a meagre selection of glyphs that are useful for feral DPS:

Glyph of Rip (major) - Prolongs the bleed effect of your Rip. This glyph should be taken by all pure DPS and offtank ferals.

Glyph of Mangle (major) - Prolongs the Mangle debuff duration, which will slightly increase your DPS if you frequently run without a bear tank or Warrior with Trauma.

Glyph of Rake (major) - Prevents your target from fleeing. Useful for soloing mobs that flee, but generally a complete waste of time.

Glyph of Shred (major) - Increases damage to stunned/incapacitated opponents. this is great for PvP, but utterly pointless for PvE since bosses are almost never stunnable.

Of the major glyphs, only the Glyph of Rip should be considered mandatory for DPSing effectively. The other three that are available at this time border on useless.

Sadly, there are no minor glyphs that directly affect kitty skills. The Glyph of Dash is nice for those fights where you disengage from a boss now and then, but should not be considered mandatory.

Gearing for success
In the same way that the feral DPS cycle is complex, selecting gear for your kitty set can be equally daunting at first. A Druid in Cat Form benefits from the following stats: Strength, Agility, Hit Rating, Crit Rating, Expertise Rating, Haste Rating, Armor Penetration, and (Feral) Attack Power.

For an in depth explanation of how all of these stats function, please refer to this article: So you want to rip some face?

The Coles Notes version of the above article is that the ordering of stat importance for a non-hit/expertise capped feral Druid is:

hit > expertise > strength > agility > attack power > crit > armor penetration > haste

Once you achieve both caps, the order becomes:

strength > agility > attack power > crit > armor penetration > haste

Of course, this isn't saying that, for example, any increase in critical strike rating is greater than any increase in armor penetration; merely that when dealing with equivalent values of the two stats, consider weighting the former stat slightly higher.

For an idea on how various pieces of gear stack up, see the following loot lists: Feral Gear list, Lootrank scale for feral DPS, Lootrank scale for hit & expertise capped kitties.

Enchantments and Gems
Augmenting your gear through gems and enchantments should be a priority for any Druid wishing to run heroic instances or raids. These two forms of gear customization allow you a large degree of freedom, especially when striving to meet the hit and expertise caps.

While many players keep things easy and just use the most powerful gem or enchantment for a slot, it is much wiser to spend some time thinking about what your character actually needs the most. For example, instead of enchanting your gloves with Crusher when you're beneath the hit cap, use Precision. Learning to love the Accurate Monarch Topaz is also a great idea.

Also note that when gemming your gear you always need to keep two things in mind: (a) foregoing socket bonuses and using more powerful gems often results in better overall stats, and (b) that Relentless Earthsiege Diamond you probably have in your helm requires a gem of each color to actually do its job.

For suggestions on how to enchant and gem your gear, see the following: Enchantment Guide, Gem Guide.

We are not machines (optional reading)
If you do not want to complicate your understanding of gear, then I suggest not reading past this point. The following section deals with my speculation on the practical value of certain stats as they relate to the feral DPS cycle. I have no math to back any of this up, merely my reasoning and experience.

A player is neither a simulation nor a mathematical model.

Stat weightings, like those found in this article ("Gearing for success"), are based off of either mathematical models of game mechanics or computational simulations of feral DPS. For example, one of the most respected kitty theorycrafters, Toskk, has written an amazing gear calculator that incorporates a DPS simulation under the hood (modelled on maximizing buff/debuff uptime). Likewise, Rawr tries to optimize your gear based on a simulation of various feral attack patterns.

The problem with these methodologies is that no simulation can capture the true nature of playing the game, no matter how hard it tries. A player's game experience can vary based on latency (both network and graphical lag), mobile boss encounters (e.g. Grobbulus), and the need to cast a Rebirth or Innervate mid-fight to save the raid. These realities render some of the main findings of simulators much less relevant.

Here is my theory of gearing a feral Druid: The three stats that most help real-world feral DPS are hit rating, expertise rating, and crit rating.

Despite fancy graphs and stat weightings showing the dominance of the stats that make you hit harder (strength, agility, and attack power), feral Druid DPS is humanized by first maxing out hit rating and expertise rating, and then stacking critical strike rating.

It's not that the math and simulations are wrong, per se, they simply do not - cannot - account for lag spikes, untimely strings of misses, urgent battle resurrections, or other such events.

In all cases, to maintain maximum uptime of all of your offensive abilities it is imperative that you do not miss. Ever. Even a 1% avoidance chance is enough to completely break down your rotations if it occurs at a crucial time. Some examples:

(a) You miss a Shred, which allows your Rip to fall off, then the tank kites the boss forward so your re-application of Shred doesn't work, and by the time you do finally land the attack your Savage Roar has also expired and you are back at square one.

(b) Your raid leader calls out for a battle ressurection. You make sure that all of your abilities are applied, locate your fallen ally, res her quickly, dash back to the boss with everything starting to run low, miss your first Rake (which would have enabled a Savage Roar), and then the wheels fall off as your entire cycle implodes.

Once you have met or exceeded both the hit and expertise rating caps, I assert that stacking critical strike rating should be your next priority. All feral Druids should have 2/2 in the Primal fury talent, and thus every critical strike they land grants them two combo points instead of one. This mechanic further humanizes the feral attack cycle by speeding up the rate at which a Druid reaches five combo points (and thus can use finishing moves). The extra combo points also grants a large amount of leeway for uncontrollable events like lag spikes, calls to innervate a healer, and so on. Even in optimal environments (e.g. a lag free Patchwerk), extra crit rating makes it much simpler to maintain 100% uptime on all abilities, and opens up the oppoutunity for a more frequent usage of Ferocious Bite.

In summary, despite what all of the math says, hit rating, expertise rating, and critical strike rating should be considered vital feral DPS stats.

Monday, 9 February, 2009
Posted by Karthis at 8:15 PM

Doing it Kitty Style: The Basics

This is the first article in a three part series about DPSing as a feral Druid in Wrath of the Lich King.  Part one, "The Basics", covers the skills that make up a feral Druid's arsenal and how they fit together in a coherent DPS cycle.  Part two, "Preparation", examines the talents and stats that boost a feral Druid's damage and how they can be optimized to get the most from your character.  Part three, "Practical DPS", explores the various types of encounters that a feral Druid will come across, and suggests methods to maximize the damage that is dealt in each.


Feral toolbox
In the Burning Crusade era feral DPS was relatively simple: Mangle, Shred, and Rip were the only abilities worth using outside of solo play.  Wrath of the Lich King has changed all that; suddenly feral DPS is a vibrant mesh of skills than must be managed precisely in order to maximize your damage output.  Before even trying to DPS it is important to understand how each skill functions:

Mangle - Inflicts moderate damage, generates a combo point, and applies a debuff that magnifies the damage of your Shred skill and bleed debuffs by 30%.  You want to use this skill as infrequently as possible, as its only real value is the debuff.  Ideally a feral tank will apply Mangle or an appropriately-specced warrior will apply Trauma, thus eliminating your need to ever Mangle.

Shred - Inflicts high damage and awards a combo point.  This is a feral Druid's main combo point generation ability.

Rake - Inflicts a small amount of damage, causes your opponent to bleed for 9 seconds, and awards a combo point.  This skill is the most cost effective way to generate combo points, however its effect is largely wasted if its debuff is already applied.  Thus, Rake should be used whenever the debuff is not present.

Rip - A finishing move that applies a nasty bleed effect on your enemy.  Should almost always be applied at 5 combo points to maximize damage, and you should try to keep this skill's uptime near 100%.

Savage Roar - A finishing move that increases a Druid's attack power by 40%.  The more combo points that are invested in this ability, the longer it lasts.  To maximize damage, this buff should always be active.

Ferocious Bite - A finishing move that deals damage.  The base energy cost of the skill is 35, and it will convert up to 30 more energy into damage.  You do not want to use this skill very frequently, as the energy drain is rarely worth the damage output.

Tiger's Fury - A skill that increases your attack power by a small amount and restores 60 energy (assuming 3/3 in King of the Jungle).  This skill should be used as soon as its 30 second cooldown is up so long as you will not waste energy by doing so.

Berserk - A special ability that halves the cost of all other abilities for 15 seconds once every three minutes.

Priority list, not rotation
Traditionally, DPS classes have been able to map out a skill rotation that could be used to obtain maximum sustained damage over the course of a battle.  The concept of a skill rotation, unfortunately, makes little sense in the case of a feral Druid; while in kitty form if you try to use your abilities in a static sequence then you will do abysmal DPS.

Instead, maximizing feral DPS involves managing a priority list of buffs and debuffs, and ensuring that they are active as close to 100% of the time as possible.  Complicating things is the fact that two of the items on the list - Savage Roar and Rip - are finishing moves and cannot be used without combo points.  The feral Druid priority list, from highest priority to lowest, looks like this:
  1. Savage Roar
  2. Mangle
  3. Rip (5 combo points)
  4. Rake
When making a decision on what skill to use, a cat Druid must quickly assess the state of all of the items on the priority list, and decide if one of them needs to be refreshed.  The specifics of this will be discussed in more detail shortly.

Picking a fight
Although a feral Druid has a couple of opening moves that can be used while stealthed - Pounce and Ravage - neither is potent enough to offset the extra time that it will take to approach the enemy.  Instead, begin an encounter by using the following sequence:

Mangle, Rake, Savage Roar

Depending on your luck with critical hits, the Savage Roar buff will last between 19s and 29s.  It is crucial to get the roar off as quickly as possible, because an additional 40% attack power is monstrous.

Now continue in this fashion:

Shred, Tiger's Fury, Shred, Rake, [Shred, Shred], Rip

After the roar you should have enough energy left for a single Shred, at which point you ought to pop Tiger's Fury for an instant 60 energy boost.  This influx is generally enough to get you through to your Rip, though not always.

The use of the last two shreds is optional depending on your luck with critical strikes - you want to get in a 5 combo point Rip quickly, which will hopefully be possible after re-applying Rake (assuming that at least two attacks have registered critical strikes).

At this point your enemy will have all three of your debuffs on it, and you will still be under the effect of Savage Roar.  Now things get interesting.

Maintaining a full list
Once all of your ability timers are ticking away, the challenge becomes maintaining all four skills, and sandwiching in as many Shreds as possible between them.  Although it is possible to map out a hardcore DPS recipe to follow, very few can play with the precision required to do so, and thus it is much more logical to simply try to maximize ability uptime.  

At its most basic, feral DPS involves keeping all four skills up, and using Shred to build combo points.

Rake and Mangle are trivial to keep up - when the debuffs run out, just re-apply them.  Tiger's Fury is equally easy to manage - it should be cast as soon as it comes off cooldown provided that you have less than 40 energy.  Savage Roar and Rip, however, can be much more difficult to juggle since they require that you already have combo points built up.  

You will always be Ripping at 5 combo points, and the resulting bleed will last between 12 and 20 seconds (depending on itemization).  With Savage Roar you have a little more leeway: no matter how many combo points you use it at, you will always receive a 40% boost to your attack power - only the duration of the buff varies based on combo points expended (14s-34s).

The trick is to get the Rip and Roar timers skewed in such a way that the two abilities are not set to expire at the exact same time.  Since you always want a 5 point Rip, you can manipulate the timing and duration of your Savage Roar to achieve this.  In fact, it is often worth overwriting a few seconds of the Roar buff to simplify the maintenance of Rip.

A few examples of occasions when a 5 combo point Savage Roar would be advantageous include: (a) immediately following your opening sequence, (b) when Rip and Roar are both set to expire in less than ten seconds and you already have 5 combo points, and (c) whenever Roar is about to expire and you have 5 combo points.

Short Savage Roars are best used when you have relatively few combo points, but either the buff is about to fall off, or else Rip and Roar are going to expire simultaneously.

An important and often overlooked point is that feral DPS is not about spamming your attacks.  Often it is better to wait for a debuff to wind all the way down before using another ability.

Don't be afraid to stop attacking for 3-5 seconds while your energy builds up and a timer winds down.

Ferocious Bite
Ferocious Bite has long been the ugly step-sister of Druid finishing moves, neglecting by most players except when soloing or clearing trash.  Its place within the modern feral arsenal is suspect, although the bright lights at Elitist Jerks do claim that skilled usage of Ferocious Bite can result in a net DPS increase over the statistical maximum that is predicted when only using Savage Roar and Rip.

If you are going to weave Ferocious Bite into your attack patterns, then only use it when Savage Roar and Rip are both 10+ seconds from expiring and you will not waste any energy over and above the activation cost.

Using Berserk
Berserk is a 15s buff that is usable every 3 minutes and cuts the cost of all of your abilities in half.  Frequent and intelligent usage of this skill will boost your DPS substantially, so activate it early and often.  

Since Berserk basically makes all of your attacks spammable you will want to activate it when you are close to maximum energy.  To facilitate this, impose a rule on yourself to only use Berserk after casting Tiger's Fury.  

Once you go into a frenzy start Shredding like crazy; combo points will pile up in a hurry.  Continue to maintain all of your buffs and debuffs, but if you reach 5 combo points and both Savage Roar and Rip has enough time left on them, just keep shredding - wasting combo points during a Berserk is not a sin.

Note: Assuming your tank generates threat quickly, Berserk should be safe to mash as soon as you have cast your first Tiger's Fury (although some players will want to wait).  This will allow you to get two or three uses of the skill during a fight.

Summary
Mere words are not enough to convey the essence of a feral DPS cycle - you really need to experience it, and get a feeling for the durations of all of the abilities.  Training dummies in the major cities can give you a taste of things, and I highly recommend spending a few minutes trying to keep all of your skills up while beating on one.  The real test, of course, comes once you slink into an instance.

Updated:
10/01/09, 8:40am - Minor corrections via Draenors

Sunday, 8 February, 2009
Posted by Karthis at 6:50 PM

Has tanking really been homogenized?

One of the stated goals for Wrath of the Lich King was that all four tanking classes (Druids, Death Knights, Warriors, and Paladins) should be able to tank all of available content, thus eliminating the need to choose a tank based on class. It did not make sense that a guild should choose one player to tank an encounter over another simply because game mechanics prevented the later player from doing the job. The Burning Crusade was rife with these sorts of encounters, and they are the primary reason that feral Druids rarely main-tanked after the Tier 4 raid dungeons.


I believe that most players would agree that Wrath of the Lich King has changed all of this, and it is now true that any tanking class can act as a capable main tank for all instances and raid dungeons in the game (so long as they spec and gear in a reasonable manner). It makes no substantial difference if your feral Druid tanks a boss, or if the Paladin takes up the task instead. In this respect Blizzard could be considered to have met their tank homogenization goal - however main tanking is not even close to the whole story.

Offtanking has not been homogenized
Raids - be they of the 10-man or the 25-man variety - require a minimum of two tanks to complete successfully. Naxxaramas contains a number of encounters that cannot be completed (without bending over backwards) with fewer than two tanks in the raid. Typically one of the tanks will assume main tanking responsibilities for the duration of the raid, while the others will offtank as required, and DPS for the balance of the time.

Unfortunately there is an enormous discrepancy between the damage output of the four tanking classes when specced for tanking but actually DPSing instead. Well geared Death Knight and Feral Druid tanks can switch to their DPS clothes and put out in excess of 3500 DPS. Warrior and Paladin tanks, on the other hand, are mired at a peak of 2000 DPS while tank specced, regardless of the quality of their gear or skill as players.

This unbalance between the two camps - let's call them DPS-tanks and Pure-tanks - has a very undesirable side effect that runs counter to everything that Blizzard has tried to accomplish by homogenizing the tanking classes.

Bear with me here as I walk through my reasoning process:

(1): It is a design goal that all tanks should be interchangeable.

(2): DPS-tanks can produce a significantly more damage than Pure-tanks when called upon to fill a DPS role.

(3): If tanks are interchangeable as stated in (1), then if you bring one tank to a raid then a DPS-tank should perform his duties on par with a Pure-tank.

(4): If tanks are interchangeable as stated in (1), then if you bring two tanks to a raid, then the following combinations of tanks should all perform their duties similarly well: two DPS-tanks, two Pure-tanks, one DPS-tank and one Pure-tank. (The same should also hold true for 3+ tanks.)

(5): For a large number of encounters in a Tier 7 raid, at least one tank will be DPSing while the other acts as main tank.

(6): If at least one DPS-tank is present in the raid and is assigned to DPS an encounter, then total raid damage will be higher than it would be if two Pure-tanks as present in the raid because of (2).

(7): Due to (6), it is never advantageous to bring more Pure-tanks to a raid then are needed to main tank the encounter that requires the least number of tanks. In the case of Tier 7 content, this number is exactly ONE.

Conclusion: Since (7) states that there is a limit on the number of Pure-tanks that is sensible to bring to a raid, and since this number will almost always be less than the total number of tanks in a raid (except when fighting Sartharion or Malygos), then guilds will tend to selectively bring DPS-tanks to raids more often then Pure-tanks due to the DPS advantage stated in (2). Thus, (4) cannot be correct, which invalidates Blizzard's assertion that the tanking classes have been successfully homogenized: the tanking classes are not all interchangeable.

What can be done?
As always when faced with a class balance issue, the game designers have two options: nerf the more powerful class(es), or buff the weaker class(es). As a feral Druid I am willing to admit that my ability to deal damage in a hybrid tanking spec is bordering on over-powered at times, however Blizzard has also stated that they would like tank damage to be a contributing factor to boss kills. All signs point to feral DPS being on par with developer expectations.

Thus, I truly hope that the development team choose to make it possible for Protection-specced Warriors and Paladins to deal more competitive damage while filling an offtank role so that they are not passed over when drafting a raid that requires multiple tanks. It would be ideal to tweak the Warrior and Paladin tanking trees to allow them to make a couple of meaningful talent trade offs in order to achieve better DPS and thus become better offtanks, much like feral Druids often do today.

In the end it should be possible to select ANY combination of tanking classes and achieve roughly similar results. Only then will the tanking classes truly be homogenized.

Friday, 6 February, 2009
Posted by Karthis at 12:33 PM

February Housecleaning

A couple of quick blog notes:


- I have updated my reading list with a number of new WoW blogs, and have also removed any sites that have not updated recently. Stale links are bad links!

- "Rake - First or Second?" has been revised given the changes in patch 3.0.8.

- "Addon Feature: RoguePowerBars" has been amended with some instructions that may help out people who couldn't get the Mangle debuff to display.

- "The Daily Druid" has been updated with a link to the new website.

Thursday, 5 February, 2009
Posted by Karthis at 12:39 PM

3.1 Feral Bear Announcement

Blizzard poster Eyonix has released the first details about Druid changes in patch 3.0.8, and the feral tanking change is an interesting one to be sure:

- Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.

- Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.

Essentially innate Druid armor will be lowered, however in return feral tanks will receive a significant shield on a regular basis assuming they have a reasonable level of crit.  I can see a lot of upside to this change (if it goes through), but there are also some potential pitfalls.

The biggest benefit, in my opinion, is that tanking Druids will be forced to value an additional stat on their gear: critical strike rating (and to a lesser extent, Attack Power).  Itemization for tanking at the moment is beyond monotonous - you stack stamina and agility primarily, and then supplement it with expertise, dodge rating, and defense rating.  Armor, since the changes in patch 3.0.8, comes naturally and is not really stackable.  Forcing feral Druids to value critical hit in order to obtain more mitigation (or retain the same levels of mitigation they now enjoy) changes the formula, and will potentially spice up the gearing process.

In addition to the increased variety of gear, encouraging ferals to value critical strike rating will have the side effect of boosting their damage while tanking.  Higher tanking damage is a good thing in and of itself, and will help set feral tanks further apart from plated tanks, however it also has the happy side effect of boosting threat output, thus allowing DPS to open up faster and harder.

On the other hand, a potential danger posed by the Savage Defense mechanic is that kitty gear will become even better for tanking, which will only further blur the line between cat-specced Druids and bear-specced Druids.  (Feral cats value critical strike rating highly as is, and thus stand to benefit even more than bear Druids from this proposed change.)  This may pose a serious game balance risk, and potentially lines feral Druids up for a solid nerfing in the future.  Druids in DPS gear already tank exceptionally well, and improving that ability is a questionable strategy.

All in all I'm cautiously optimistic about these first patch 3.1 changes, and eagerly await more details.

Update:  Kalon reacts.
Another update: Kalon goes nuts with numbers. (Synopsis: The change looks good if you re-prioritize your stats a bit.)

Wednesday, 4 February, 2009
Posted by Karthis at 4:50 PM

My Desk

A number of other bloggers have posted pictures of their gaming set-up over the past few weeks, so I figured I'd throw mine out there. It's nothing fancy, but it's home:

Karthis' den - click to enlarge

To the right is a wall full of bookshelves, all overflowing . Out the window is a large tree, often inhabited by birds and squirrels within easy line of sight. Things of note on the desk:

  • The laptop is used to look things up while playing, and also hosts Ventrillo. I like to have my game sounds separate from the voices in my head, and this was the easiest way to accomplish that.
  • The sheet of paper on the desk is my list of remaining gear upgrades. Also note the infamous sticky note.
  • The knit owl above the desk was my Grandmother's - it's a fond childhood memory.
  • The book, to the left, is John Holland's brilliant "Hidden Order" - a great introduction to complex adaptive systems. (I'm a geek to the core.)
  • The other two books in the picture are a dictionary and a thesaurus - I frequently use both while blogging.
  • Note the lip balm, Halls, and Sucrets on the desk..... I've been a little under the weather lately.
  • The stuffed emu, above the laptop, is named Gloria.
  • There are two starter decks for the WoW CCG under the monitor..... they're still unplayed. I really should get to reading the rules.

Tuesday, 3 February, 2009
Posted by Karthis at 12:23 PM

Wipe-Saving Sticky Note

Thaddius is one of Naxxramas' more interesting encounters - it starts with two mini-bosses that must be killed within seconds of each other, and then proceeds to the main event: a "don't screw up" encounter that features "positive" and "negative" debuffs that get randomly applied to members of the raid.  If you are standing too close to someone who has the opposite debuff, then you do a pile of damage to them - if you don't react quickly, then many people will die.  Since the entire encounter is a DPS race, even a few people dying can be fatal to the success of the raid.


To overcome the fight, most raid leaders split the raid into two camps - one for each charge.  If you have the positive charge, then you'd better be in the positive camp, and vice versa.  The most sensitive part of the encounter is when the Polarity Shift is cast.  Since no one will know what charge they are going to be, everyone starts out mingled.  Once the debuffs hit, players have maybe two seconds to sort themselves out, or things go all pear-shaped in a hurry.

I have a problem: no matter how many times the raid leader re-states the camps (in our case, positive: left - negative: right) I tend to panic, and more often then I screw up and end up in the wrong camp.  I don't know why this happens - it just does.

Hence my sticky note:


Karthis' shame / savior

With this little piece of paper in front of me I can manage the first Polarity Shift perfectly, guaranteed - however when I don't have it - and it went missing last week - I inevitably fail and cause raid deaths.   Last week I even wrote out the locations on my gear worksheet, which also resides on my desk directly in front of me, and I still did poorly.  Perhaps the sticky note has mystical powers, or perhaps it's all in my head - either way, I felt 110% better when it turned up behind a speaker yesterday.

Aside from being a quirky story, there is a larger point to be made here:  if there is any way that you can mitigate a weakness in your game, then do it!  If having notes stuck to your monitor improves some aspect of your play, then get sticking!  If adding big warning indicators to your UI via an addon seems to help you out, then do it!  Any little advantage that you can get, and every weakness that you can overcome will only help you become a better player.... and that's got to be worth something.

Monday, 2 February, 2009
Posted by Karthis at 12:32 PM

Morning Nibbles

Or.... perhaps.... lunch time nibbles. Procrastinating bear has been procrastinating.

  • If you haven't stumbled across We Fly Spitfires yet, do yourself a favour and check it out. The author has been putting out a steady stream of engaging posts that tie together his many years of MMO-playing. The perspective is really neat.
  • In WoW-related legal news, the makers of the Glider bot suite have been smacked around in court. The case has all sorts of implications - some of them quite chilling.
  • 12000 DPS with the new kitty swipe? Holy crap.
  • Ghostcrawler came out with a great analogy when discussing the effectiveness of damage meters as measures of performance (click through for the rest):
    "Hot" is not the weather. That might be all that a particular day brings, but it also might be windy or cloudy. That is weather. The thermometer only tells you temperature. If you watch the thermometer enough and correlate its behavior with other things you experience then you might notice, for example, that the temperature tends to drop before a storm. But its predictive value is still limited. It won’t tell you what the weather will do in 6 hours or a week. Satellite imagery is a very powerful tool for predicting the weather. A thermometer is not (though it is far from useless).
  • And finally, pay Confessions of a Feral Druid a visit and encourage the author to keep writing - he's off to an excellent start. More voices is always a good thing.