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Thursday, 30 April, 2009
Posted by Karthis at 8:49 PM

Ripping up the XT-002 Deconstructor

The XT-002 Deconstructor is the second mandatory boss encounter in the Ulduar raid instance, and is designed to test a guild's healing corp and overall DPS output. While the tanking for this encounter is fairly straight forward, DPS must be high in order the successfully beat the enrage timer.


XT-002 has two phases. During the first phase the main tank will hold him on the stairs while the raid spreads out and unloads on the huge robot. Every 25% health that the boss loses triggers phase two; the Deconstructor's heart will fall to the floor and robotic adds will spawn around the room. The adds must be dealt with (by an offtank and AOE DPS) while the heart is nuked. After 30 seconds in phase two, the XT-002 Deconstructor reactivates and phase one returns.

Happily, kitty Druids - and other melee classes - are particularly well suited for this fight.

Top 5 for last week's kill - click to enlarge

Preparation
No special preparation is required by a feral Druid assigned to DPS the XT-002 Deconstructor. Ensure that you have a well fed bonus (Fish Feast will suffice, although other foods may be superior depending on your stats) and quaff a Flask of Endless Rage. Having a Potion of Speed lying around is probably also not a terrible idea, as you'll want to maximize your performance during phase two.

Phase One
Phase one begins with the main tank pulling the XT-002 Deconstructor to the stairs opposite the entrance to the room. Follow the tank in and immediately begin a standard feral DPS cycle - of course, don't open up with the really heavy DPS until the boss is in position, because it's difficult for a tank to build a huge threat buffer while on the move.

Periodically through the fight you may randomly be afflicted with one of two debuffs: Light Bomb or Gravity Bomb. In either case, break away from the melee group and run to a designated safe spot (we run to the left of the stairway).... a healer should be nearby, but not too close as Gravity Bomb will suck in players within 20 yards of you when it goes off.

As XT-002 approaches 75% health, start stockpiling your combo points and withhold Tiger's Fury. As XT ticks past the three quarters mark, unleash a 5 combo point Savage Roar just in time for his heart to drop out. (Don't worry about having Rip up as phase two starts - the Deconstructor becomes immune to all damage.)

Phase Two
Once this phase starts you will be forced to creep forward a bit in order to hit the exposed heart - but don't go too far as you will quickly find yourself unable to Shred.

Mangle the heart, Rake, and Shred once - this should drop your energy below 40 - and then quaff your Potion of Speed, blow Tiger's Fury, and trigger Berserk. Now Shred to 5 combo points, Rip once, and Shred until Berserk runs out. After your Berserk buff falls off, pop a Ferocious Bite and then DPS the heart as normal until phase two ends.

The entire point of this phase is to inflict as much pain as possible, since any damage applied to the exposed heart counts as double. With sufficiently high DPS during the first heart phase it is possible to drop the XT-002 Deconstructor below 50%, thus skipping the nasty Tantrum that is the most dangerous part of phase one.

Note that despite what some other guides say, melee should almost never leave the exposed heart to deal with the adds in phase two - too much valuable DPS time is lost in doing so. Leave the adds to the ranged AOE classes.

Feral Utility
It is likely that one of your healers will require an Innervate during the course of this battle, so be prepared to locate them when asked, and help replenish their mana pool. By carefully timing when you pop out of cat form to cast the buff you can both innervate your healer and maintain close to 100% uptime on all of your abilities.

You may also be expected to cast a Tranquility during one of the XT-002 Deconstructor's later Tympanic Tantrums. Before popping out of cat form be sure to Barkskin yourself, and only then lay down the AOE healing love on your group.

As a final note, if you ever notice the small scrapbot adds getting too close to XT-oo2, use your judgement and consider peeling off to Swipe the crap out of them. The massive robot heals up if any scrapbots reach him, and if you don't see AOE death raining down on the 'bots, then your fast reaction could help keep the raid on track to beat the enrage timer.

Wednesday, 29 April, 2009
Posted by Karthis at 10:10 AM

Ulduar nerfs: Too early

I was going to write a post expressing disgust at the recent wave of nerfs to Ulduar so soon after its release, however a guildmate of mine has beat me to it:

I thought that finally Blizzard realized their mistake with Naxx and was going to give the skilled raiders ( and they don't have to be hardcore ) what they were looking for.

Now I assumed after a bit of time, perhaps 2 months prior to the next raid instance release, they would start making the encounters easier and allow some of the less capable people to raid further into Ulduar.

[...]

According to [a thread on the forums] the first five bosses and the one that I'm pretty sure we'll beat this week are still too hard. What? We are by no means a "Hardcore" guild, we raid for nine hours a week. Eighteen hours of learning to beat five bosses, is that hard? We by no means expected to skate on through, saving the world from Yogg-Saron in the matter of two weeks of raiding. What we got was what most of my guild expected, a steady challenge of progression through a difficult raid instance.


Is even a teensy bit of difficulty too much now? Can people not be expected to work at a challenge for more than a few days before they are tuned down? I'm beyond flabbergasted.

Tuesday, 28 April, 2009
Posted by Karthis at 5:01 PM

Branching out

For the past two and a half years World of Warcraft has dominated my gaming hours - it took the Blizzard's masterpiece almost no time at all to encourage me to shelve my other games, and aside from a few rare forays into other digital landscapes it has kept me transfixed and happy.


Wrath of the Lich King changed all that. For some reason - and I truly cannot pin down exactly what that is - WoW has lost its hold on me. For the past two months my WoW gaming has been reduced to raiding - all other activities (except for the odd economic adventure on my alt) have ceased. I do not run dailies, I don't run instances, I don't farm, I don't complete achievements, and I don't obsessively try to complete the myriad seasonal events that are inflicted on the obsessive-compulsive player base.

There are more fish in the sea....
Instead of spending all of my free time mired in Azeroth, I have been playing other games. I'm not looking for a replacement for WoW - in fact I'm more into raiding than I have been since last spring - but I'm looking for something to supplement it.... raiding only requires 6-9 hours of my time per week, and I have more spare hours than that.

Here is a list of what I've been playing recently.... expect to see articles like this whenever the mood strikes me.

Guild Wars - (infrequently) I signed up for a free 14 day/10 hour trial of Guild Wars a few weeks ago with the intentions of reviewing it on this blog. Sadly, I played three sessions spanning maybe four hours of my ten hour trial allotment before setting it aside in favour of other games. As a WoW player, Guild Wars struck me as really strange - the cities are full of people, however the outside world is completely instanced; when you set foot outside a city you may as well be playing a single player game.... and that was really disconcerting to me. While I realize that the instances are shared with group members, I never had any - this game is quite mature, and I found newbies scarce. Although Guild Wars has no monthly fees, I'm not sure that I liked it enough to pay the entry cost (~$50 for the game and two expansions).

Wizard101 - (weekly) My 8-year old godson and I like to play online games and chat on Ventrillo once a week as a way to keep in touch. We used to play WoW, however the game is a bit too twitchy for an 8-year old to excel at, so his mother always had to be there when he played. A few weeks ago we decided to try out Wizard101, and it was an absolute joy. My godson is able to play the game by himself, keep up with the action, and have a blast. Best of all, much like a Pixar movie this gem of a game works on multiple levels - both adults and kids will get a kick out of it.

Free Realms - (obsessively) After reading a Penny Arcade strip about Free Realms I decided to sign up for the beta and was thrilled when I was sent my key. As many others have noted, the game is highly polished, wonderfully diverse, and just an amazing amount of fun. For a player who had been feeling the grind in WoW, it has been a refreshing change to log into a game and have hundreds of things to do and no pressure (real or perceived) to do them. This freedom has allowed me to flit through all of the different activities that Free Realms has to offer, sampling each at my own leisure. I will almost certainly pay $5/month to upgrade to a premium account ..... and I'm tied in knots waiting for the servers to come back up for the game's release today.

Quake Live - (when the mood strikes me) Quake III was released when I was living in residence during my first year of university. My floor was full of engineering and computer science students, and as a result floor-wide death matches were frequent affairs. When I moved into an apartment with a couple of roommates we continued the tradition of annihilating each other as often as possible - screaming down the hallways whenever we were gibbed. I hadn't played an FPS game since those days.... until Quake Live. This browser-based implementation of Quake III is flawless, and plays like a dream - there are dozens of servers available, mostly skill-ranked. This game just feels right.

Dance Dance Revolution - (embarrassingly often) My wife had been wanting a copy of DDR for a few years, and so this Christmas I picked her up a copy for our Wii. Well..... let's just say that I'm the DDR pro in this household, and play it more than I'd really like to admit. (Being the household "pro" doesn't mean I'm good.... the game can be soul-crushingly hard at times - it just means I'm better than my wife, much to her frustration.) The way I justify dancing along to songs that I'd never be caught dead listening to is that I'm in it for the fitness.... a guy needs a break from his stationary bike/weights/interval training sometime, right?

Dragon Quest V - (frequently) Growing up I adored JRPGs.... and while Final Fantasy was my favourite series, Dragon Warrior (as it was then called) was a close second. Given this upbringing it should be no surprise that I snatched a copy of Dragon Quest V: Hand of the Heavenly Bride as soon as it was released on the Nintendo DS. I'm slowly making my way through this game - I play it every few evenings for 30-60 minutes before going to bed.

So there you have it... I'm a multi-faceted gamer once ago. My days as a WoW-only guy are probably over.

Monday, 27 April, 2009
Posted by Karthis at 8:03 PM

Loot Weighting for 3.1

Patch 3.1 has come and gone and left many confused Druids in its wake.  Just when you thought that you had a solid handle on how best to gear up for tanking and DPS, Blizzard gave the Druid class yet another face lift.


(Scroll to the end if you don't want any gory details, and just want to see some ranked lists of loot.)

Summary of feral changes
Bears: The introduction of the new Savage Defense mechanic has taken a small baby step towards forcing feral tanks to think about more than stacking health, armor and agility.  Unfortunately, as has been mourned, the change was implemented in a manner that failed to give a bear any pressing reason to actually change gear priorities.

Cats: A number of changes combined to turn kitty dps stats on their head.  Since Wrath of the Lich King went live a dps Druid was interested in stacking Strength and Agility.   Between the new Primal Gore talent, a buff to armor penetration, and numerous talent tweaks, feral cats are now staring at a stat that many considered useless as their best choice for supercharged DPS: armor penetration.

Competing loot scales
I have put together a spreadsheet detailing the current gear weighting scales that have been produced by the community:


In this spreadsheet there are four main bear scales (Toskk, Kalon, Rawr, Nightcrowler), and three major kitty scales (Toskk, Rawr, Nightcrowler).  

Please note: The first sheet contains raw data for each of the rankings, while the second sheet contains normalized data points for easy comparison. 

Unlike in the past, there is no real consensus as to the best way to gear your feral Druid.  While some weighting systems share many similarities, they all diverge - often wildly - at certain points.  

(Aside: Strangely, the venerable Emmerald seems to have fallen out of the loot ranking game; his list never emerged from beta after Wrath was released.)

Major differences in the models
The following is a list of major differences between the gear ranking models.  Note that in most cases the stat weightings were created using bear/cat simulators or else direct theorycrafting.  Base assumptions are different between models, and if you know that one model suits your play style better, then its results may be most applicable to you.

Bear (Survival)
  • Toskk believes that stamina is king.  
  • On the other hand, Rawr seems to have a grudge against stamina.
  • Rawr loves Armor nearly twice as much as the other models.
  • Toskk values offensive stats nearly twice as much as the other models.
  • Rawr and Kalon completely devalue expertise for tanking. (The reason this stat is high in other models is that Expertise = less parries = less parry-haste = less burst damage taken)
  • Nightcrowler assigns a negative weight to haste.  (Haste = more attacks = more parries = more parry-haste = more burst damage)
  • Kalon is anti-armor to the extreme.
Kitty
  • Toskk stands alone in thinking strength is still better than agility (but only barely).
  • Toskk undervalues hit/expertise, while pumping up the other offensive stats.
  • Rawr really seems to like haste.
  • Common wisdom on the WoW forums and EJ is that Armor Penetration > Agi.... only Nightcrowler's list reflects this though
Karthis' recommendations
Being a mouthy blogger and backseat theorycrafter, I can't help but give my take on all of these lists.   So, here are the weightings that I have been using... and yes, they're heavy on the round numbers:

Kitty (View Loot Rankings: Not cappedHit/Expertise capped)
110 - Armor Penetration Rating
100 - Agility
 95 - Strength
 80 - Hit Rating
 80 - Expertise Rating
 80 - Crit Rating
 65 - Haste Rating
 50 - Feral Attack Power

Bear - Survival (View Loot Rankings)
100 - Agility
 80 -Stamina
 80 - Dodge
 65 - Defense
 50 - Expertise
 40 - Armor
 15 - Crit Rating
 15 - Bonus Armor
 10 - Strength
  5 - Attack Power
  5 - Hit Rating

Sunday, 26 April, 2009
Posted by Karthis at 10:37 PM

Everything I know about LoS......

....I learned from Auriaya.

For example, the following alcove is NOT considered out of line of sight as far as one of her steroid-fed kitty cats is concerned:

Pile of skeletons = IN line of sight (click to enlarge)

No no.... solid walls, despite your feeble belief to the contrary, are no match for a Sanctum Sentinel. They totally smell you through that solid column of stone, and pounce all over your raid's healers.

On the other hand, hanging out on an open balcony is the epitome of hidden from line of sight:


A truly stealthy raid (click to enlarge)

Hiding in the open is the only way to go.... there's no way a cat can see you across that vast open space.... because really, who would be dumb enough to hide there?

So there you have it. Behind a brick wall - not hidden. On an open balcony - hidden. Remember that.

Friday, 24 April, 2009
Posted by Karthis at 12:22 PM

Are rotation advisor addons cheating?

Wrath of the Lich King drastically overhauled feral Druid DPS. Not only was the potency of a cat enhanced to allow the spec to finally be raid viable, but the complexity of the rotation was increased significantly.


As a result of these changes, a skilled feral Druid can now top the damage meters in many encounters so long as she has mastered her rotation, and plays smart. On the other hand, kitty dps is unforgiving, and screwing up the cycle leads to abysmal results.

Enter the rotation advisor
Over the past few months a pair of feral rotation advisor addons have been developed and gained popularity: Feral By Night and Face Mauler. The goal of both of these addons is to suggest the next skill that a player use in order to maximize their damage output. Feral By Night, in particular, is created and maintained by one of the highly respected feral writers over at Elitist Jerks, and thus has recommendations that are backed by a substantial amount of peer-reviewed theorycraft.

Users of these addons are encouraged to watch the skill recommendations like a hawk, and invoke whatever skill is displayed as soon as it comes up. Skill choices are updated in real time, react to changing situations (i.e. you had to battle res and now your rotation is sub-optimal), and are tailored towards your exact statistics.

Removing skill from the game
While both Face Mauler and Feral By Night are excellent technical accomplishments, after testing them out on training dummies I cannot help but feel dirty for using them. Following the recommendations of both addons produced an excellent feral rotation, however absolutely no thought was required at all by me, and thus I found myself feeling disconnected from my character. I stopped looking at my timers, locked in on the advisor panel, and clicked as instructed.

Rotation advisors turn their users into mindless button-clickers. If a chimpanzee was trained to press the key that corresponded to the skill that Face Mauler popped up, then it would put out insane DPS without understanding even the very basics of what it means to be a feral cat.

While it may seem like a good idea to use one of these addons in order to maximize your DPS, I would caution against it. Using Face Mauler or Feral By Night separates knowledge of the game from actual performance, and that seems like a dangerous path to follow as a serious player. It is extremely important to know how skills function and interact, and why one rotation is superior to the other.

Knowing how to think the game is just as important as the mechanics of playing the game - and arguably more so. Rotation advisors are shortcuts to good DPS, but ultimately are no substitute for doing your homework, and practicing your skills.

Thursday, 23 April, 2009
Posted by Karthis at 1:06 PM

How to pilot a Demolisher

The Flame Leviathan is the gatekeeper of Ulduar, and the encounter to defeat it is a vehicle-based fight in which raid members must mount up on one of three different engines: the Chopper, the Siege Engine, and the Demolisher. The guide discusses how to effectively pilot a Demolisher during the battle.


Demolisher Specs
The Demolisher is a DPS-centric vehicle with enormous range. As a pilot you will have access to the following combat abilities:

Hurl Boulder: 10-70 yard range, 13,500-16,500 damage
Ram: close range, 8,550-9,450 damage
Hurl Pyrite Barrel: 10-70 yard range, 27,000-30,000 damage, consumes 5 pyrite

All three abilities share a common global cooldown, are spammable, and can be used on the move.

Please note that Hurl Boulder does not ignite the tar that the Choppers lay down, so don't even bother trying. Only Anti-Air Rockets (available to Siege Tank and Demolisher gunners) can light up the tar.

Technique for maximum Dps
Demolisher pilots should keep their vehicles as far away from the Flame Leviathan as possible in order to maximize their chances of survival if the huge steam tank fixates on them.

One mistake I have seen being consistently made is that Demolishers will clump up with Siege Engines behind the Flame Leviathan, presumably using a combination of both Ram and Hurl Boulder. This is both dangerous and inefficient; not only can fixated Demolishers not escape as quickly, but Ram puts out far less damage than Hurl Boulder, and thus should never be used during the boss encounter.

The priority list for a Demolisher pilot should be:
  1. If you are fixated by Flame Leviathan, then flee.
  2. When your gunner is loaded into the catapult, launch him immediately.
  3. If the Flame Leviathan is overloaded and you have Pyrite available, spam the Hurl Pyrite Barrel ability.
  4. Keep a safe distance from the Flame Leviathan.
  5. If none of the above are true, spam the Hurl boulder ability.

If you are running low on Pyrite, keep a look out for barrels lying around on the game field - new Pyrite drops from the sky throughout the fight, and if you park beside it then your gunner will be able to pick new supplies up before loading himself into the catapult.

Running away
When the Flame Leviathan fixates you then it is imperative that you kite him around the room. Since you are starting from a safe distance this should not be difficult at all. If there is burning tar nearby, try to position yourself so that the Flame Leviathan has to roll over it to get near you; this will do significant damage to the construct and help bring it down easier.

Escaping is all about fast and efficient movement - this is no where close to as difficult as running from the Big Bad Wolf in Karazhan's opera house. Do not try shooting on the move, just flee - there will be plenty of time left to damage the Flame Leviathan once you are no longer the target of its wrath.

Tuesday, 21 April, 2009
Posted by Karthis at 10:10 PM

Should Improved Mangle be in a tanking spec?

I've had the pleasure of reading two different posts discussing the Improved Mangle talent for feral tanking today, and interestingly enough they came to opposite conclusions.


First up was Tarskin, a new feral blogger. He argues that maximum threat can be gained by dropping Improved Mangle and instead grabbing Master Shapeshifter from the restoration tree. His reasoning and calculations center around the way in which (improved) Mangle interacts with the recently-buffed Feral Faerie Fire in a bear threat rotation:

[B]ut with the changes to the threat and damage done by faerie fire it is damn good, good enough to always use it whenever it pops off cool down.

This is where we run into a problem as faerie fire is on a 6 second cool down and mangle is on a 4.5 second cool down (if talented), for those who do not see this yet here below is a representation of 18 seconds worth of fighting.

[...]

Therefore the threat offered by improved mangle talent is not as high as it was or as most people think it is, I therefore make the case to not take imp mangle so that mangle and faerie fire have the same cooldown which makes for a better rotation as follows.


Hot on the heels of Tarskin's analysis, Marino - of Omen of Clarity - posted his independent calculation of the threat math associated with Improved Mangle. Marino then looks towards the rather sexy new Idol of the Corrupter and concludes that:

iMangle gives threat back in a dps cycle. Taking a quick look at an old post by Kalon we can see that iMangle does 2.8% more threat. I don't now how valid the stats currently are. But I want to believe that what he posted then is in general true.

In total we would loose 1.2% threat and gain dodge and a bit more SD [when using the Idol of the Corrupter]. Also we can go back to 5/5 furor which is really nice since you can't always choose the moment the pull is gonna be. Having a 100% certain 10 rage can avoid some nasty stuff.

(read the rest)

Interesting perspectives from both bloggers, and the two posts highlight the complex concerns that bind together a feral Druid's spec and gear. Personally I've opted to forgo both Improved Mangle and Master Shapeshifter in my tanking build, instead adding a tiny bit of feline dps. But more on this later - I shouldn't get ahead of myself.

Monday, 20 April, 2009
Posted by Karthis at 4:01 PM

Status of the loot list

One of the more popular and referenced articles that I have put out is my Feral Loot List that ranks the myriad of gear options for both bear and cat Druids. Since patch 3.1 landed I have received a staggering number of emails requesting an update to this utility - so much so that I think a post is in order. So, here we go:


  1. I will update the Feral Loot List for patch 3.1.
  2. When will the list be updated? I'm not sure - hopefully before mid-May, but I'm not making any guarantees yet.
  3. Ulduar contains something like 800 drops, and less than half have been discovered so far, so any loot list would be necessarily incomplete..
  4. The list takes significant effort to hand craft. That said, I have been beavering away on a data mining tool that will grab items from the WoW Armory, apply a weighting to them, and generate a Google Docs loot list much like the existing sheet you all know and love.

Hope this helps explain why there hasn't been a new loot list yet.

Edit: While you're waiting, if you have any suggestions on how I could improve on the old list, please leave me a comment. Thanks!

Saturday, 18 April, 2009
Posted by Karthis at 10:58 AM

Mangle - Skill name changes

One of the stranger changes to be discovered in patch 3.1 is that Blizzard inexplicably reverted the names of the Mangle skills. For the longest time the cat and bear Mangle debuffs were identified as "Mangle (Cat)" and "Mangle (Bear)". Somewhere in the middle of the Burning Crusade they were changed to "Mangle - Cat" and "Mangle - Bear". As of patch 3.1 the bracketed versions have returned, though the reason for this is shrouded in mystery.


For a feral Druid this means that any macros or addons that specify a Mangle skill must be updated to reflect this change. Of special note, I have updated my RoguePowerBars addon article and posted my full configuration in the comments to that post.

Thursday, 16 April, 2009
Posted by Karthis at 12:37 PM

Real progression raiding

For the first time in the guild's history, Que Sera Sera has joined into the real progression raiding scene. While we have been a "progression raiding guild" for quite some time, up until now we have always approached boss encounters with well understood and battle-tested strategy guides in hand - no real innovation was required to overcome the challenges, we merely had to execute the roles laid out for us in the script. Not so with Ulduar.


Given the relative ease of the T7 content we have been able to leap into Ulduar as one of the first wave of guilds to attempt the content, and so far it has been an absolute joy. Now, to be fair we enter the fights with a rough idea of what abilities we might see from the bosses, and some of the fights have very rough strategy suggestions laid out online - but nothing begins to approach the well refined documents that we worked off of before this point.

Last night we had our first taste of tier eight, and it was satisfyingly difficult - we wiped frequently.

Flame Leviathan was our first test, and we one-shotted it. The fight is excruciatingly easy with all four towers destroyed, and it took us more time to figure out who would ride what vehicle than it actually did to down the gauntlet and boss. It's a fun little ride though - well worth the experience.

After the Flame Leviathan we decided to test our mettle against Razorscale..... and got destroyed. Happiness! Finally a boss we can't just walk up to and kill.

For those unfamiliar with the fight, it consists of two phases. During the first phase adds (three flavors: Sentinels, Guardians, and Watchers) appear in groups of three at random around the map. The adds must be killed off quickly as waves of them keep appearing on a fairly constant timer - leaving too many up will result in the raid getting overrun. While the raid is dealing with the adds, friendly NPCs are repairing four harpoon guns to bring down Razorscale, who is circling above. Once she's brought down phase two begins, and the raid has minimal time to DPS Razorscale before she breaks free. The fights is a rinse & repeat battle until Razorscale hits 50%, at which point she remains earthbound.

In all our raid made seven attempts on Razorscale before the server hosting the Ulduar instance crashed and we were forced to end the raid an hour early. Between each attempt the tanks discussed the previous wipe, and made adjustments on the fly. Our tanking strategy progression went like this:

Attempt 1:
Strategy - Four tanks (2 ferals, prot warrior, prot paladin) spread around the room evenly and assigned to pick up and tank any adds near them.
Result - Wipe before Razorscale was brought down.
Lessons learned - Difficult to split DPS across entire battleground.

Attempt 2:
Strategy - Same as attempt 1, but all tanks to drag their adds into a common pile for AOE.
Result - 92%
Lessons learned - Chain Lightning (watchers) hurts but is interruptable, as does the Whirlwind from the Sentinels, which cannot be interrupted. Also, it became apparent that the spawn locations for the adds was completely random, so spreading the tanks around the room was not a good idea.

Attempt 3:
Strategy - Entire raid spread out around the harpoons, and the tanks were given tasks: one Sentinel tank, one tank to handle Watchers that aggroed to healers, two tanks to manage the rest of the adds.
Result - 91%
Lessons learned - Very chaotic with tanks running everywhere, Sentinels are quite rare (only one appears, and is always in the third wave) and thus assigning a tank to it is wasteful. Another revelation was that the patches of fire that Razorscale drops actually move a bit like Archimode's, thus moving to the edge of them is not recommended - you should get far away.

Attempts 4-7:
Strategy - Separate the raid into two groups (left and right of harpoons), and focus only on the adds that come to a particular side. When the Sentinel appears, one tank drags it out of the way so that it doesn't destroy the melee.
Result - 87%, 100% (oops), 92%, 90%
Lessons learned - This strategy felt far better, and we stuck with it. Our major problems to work out are: (a) People killing themselves in fires and DPS pulling aggro, (b) better interrupts on the chain lightning, which hurts like hell, and (c) better grouping of mobs and better timed AOE.

While we never survived the second phase one, the problems were slowly getting ironed out, and another night of practice will probably see Razorscale fall. The biggest thing that we need to clean up is DPS deaths, and just like Sartharion-3D this will involve a bit more practice. I feel that our strategy is getting there, although maybe it needs a bit of orchestrated Crowd Control when things threaten to get out of hand.

I look forward to getting back into Ulduar ASAP!


After the instance crash; can you hear the toy train sets? (click to enlarge)

Posted by Karthis at 7:30 AM

Guess what I forgot?

So Que Sera Sera's first Ulduar raid was last night, and it was a tonne of fun (more on that later). I logged in at 7:00, rushed to Darnasus and dual specced, trained all my talents (full bear/full cat were my two specs), spent an obscene amount of gold on glyphs that cost mere copper just a few days ago, set up some loot scales in Pawn, and was at the instance on time for an 8:00 start.


This morning as I was taking my dog for his morning romp at the dog park a thought dawned on me: I forgot to train Savage Defense! Argh!

Wednesday, 15 April, 2009
Posted by Karthis at 9:11 AM

Out of the woodwork

It's amazing how my guild's sign-ups have blossomed now that patch 3.1 has been released and there is new content to be explored.  


I can't help but feel a little bit bitter, however.  It feels like many of these raiders abandoned the guild as soon as they had gotten what they needed from the tier 7 content.  I understand that the game was burning people out, however certain individuals now on the sign-up sheet have not raided for weeks while the rest of us floundered and struggled to piece together viable 25-man raids.

Of course, I also mourn the raiders that we lost for good to the burnout bug.  Blizzard really dropped the ball by making the introductory Wrath content so easy and so quick to complete.  With gold and reputation ridiculously simple to gain there is little reason to run dailies or 5-man instances, and with raiding reduced to near-mindlessness there was little challenge to look forward to.  In the end the hard faction grinds, massive gold sinks, and long attunement chains did serve a purpose: they stretched out the game and forced players to spend more time preparing.

My paws are crossed that Ulduar will make up for these early mistakes, and bring the fun back to World of Warcraft.  I want to wipe, and frequently.

Related: Give this week's episode of The Combobulator Podcast a listen.... a former hardcore raider describes why he's quit the game for good.

Monday, 13 April, 2009
Posted by Karthis at 10:22 PM

The best defense

If all goes as planned, patch 3.1 will bring the new Savage Defense mechanic to feral Druid tanks.  For those not familiar with the new skill, in its current incarnation it reads:


Each time you deal a critical strike while in Bear Form or Dire Bear Form, you gain Savage Defense, reducing the damage taken from the next physical attack that strikes you by 25% of your attack power.

In parallel to the introduction of Savage Defense comes a reduction in the armor that feral bears receive from leather items.  While this change is a departure from the traditional feral Druid tanking profile - many players are used to considering a bear as a tank with an over-abundance of health and armor - it is a move towards a more thematic role for bear Druids; when the next patch lands we will be the only tanking class to generate a non-trivial defensive advantage by landing our offensive abilities.

The question is.... will gaining the shield be enough to balance out the lost armor?

State of denial
The Druid community has been surprisingly quiet regarding the mechanics of Savage Defense.  While there has been an extreme amount of hand-wringing (for example, here), there have been precious few attempts to theorycraft the ability.  Notable exceptions go to Think Tank, Tossk, and Elitist Jerks - but even then we have very few descriptions of how the numbers were generated.  

The simple fact is that feral Druid tanking math is now incredibly tough to conceptualize.  Not only do we have to worry about health, armor, and avoidance, but the concept of "shield uptime" is also crucial in the understanding of a bear's defensive profile, and that is calculated using an enormous mish-mash of offensive stats.

One of the most practical relics of theorycrafting this new tanking mechanic would be a set of stat weightings that could be used to create a prioritized gear list.  Nightcrowler (of Elitist Jerks fame) retrofitted his feral simulator with an early version of the Savage Defense mechanics and came up with some weightings, but they simply suggest that we should keep on wearing what we've always been wearing, and not focus on offense at all.  

This feels wrong.... but more investigation is clearly required.

Assumptions
For the sake of the discussion we will consider an arbitrary 15 second window in the middle of a boss encounter.  For this time period, the following assumptions have been made:

1. The Druid is tanking a single mob.
2. No special encounter mechanics exist.
3. Lacerate has already been applied once prior to the time period we are examining. 
4. Latency approaches zero.
5. The Druid is not rage starved.

Shielding opportunities
In any given ideal 15 second window there exist 21 opportunities to trigger a Savage Defense shield:

10 special attacks - one attack per 1.5s global cooldown
6 auto attacks - one attack every 2.5s
5 lacerate DoT ticks - one tick every 3.0s

Obviously, the more shields that are triggered, the less damage the Druid will take (assuming his opponent continues to attack him).  While it is likely that some of these shield-generating attacks will overlap, they should be relatively well spread out throughout the entire window of time, and thus most shields end up being used instead of wasted.

Complicating matters is the fact that not all shielding opportunities are affected by the same statistics.  The breakdown looks like this:

StatSpecial?Auto?DoT?How?
Attack powerXXXIncreases damage absorbed
Crit ratingXXXMust crit to trigger shield
Hit ratingX  Two roll system; must hit to crit
Expertise ratingX  Two roll system; must hit to crit
Haste rating X Decreases time between attacks
StrengthXXXConverts into attack power
AgilityXXXConverts into attack power and crit rating
Table 1. Stats that impact the Savage Defense shielding mechanic

From the above chart it is clear that agility will remain a crucial tanking stat - not only does it contribute to shield uptime (via attack power and crit rating), but it continues to provide armor and dodge.  Attack power/strength and crit rating also always affect the effectiveness of your shield, whereas the benefits of hit, expertise, and haste ratings are all much less pronounced.

Armor equivalence
To understand the impact of the Savage Defense shield, it must be contrasted against the commodity that we lost to gain this ability: armor.  

At current gear levels, my own toon has dropped from an unbuffed 33,803 armor (67.02% damage reduction versus raid bosses) on the live servers to 27,901 armor (64.69% damage reduction) on the PTR.  These armor levels reflect a gear set containing minimal +armor jewellery and focusing on a healthy balance of both health and avoidance.

My unbuffed attack power is sitting at 4965, which will be good for a 1241 point Savage Defense shield.  

The following table examines the damage that a character with the above stats would expect to take from bosses that hit with varying strengths.  

Incoming damageLivePTR
shield down
PTR
shield up
20,0006,5967,0625,821
40,00013,19214,12412,883
60,00019,78821,18619,945
80,00026,38428,24827,007
100,00032,98035,31034,069
Table 2. Expected damage after armor/shield

Two notable raw damage plateaus are 40,000 - which is the default value assumed in Toskk's Time To Live calculator, and 80,000 which close to the damage that Kalon suggests is to be "reasonably expect[ed]" from bosses in Ulduar.  

In the first case the shielded PTR bear is taking a fair bit less damage than a pre-patch bear.  However when confronted with a heavy-hitter, the Savage Defense shield starts to lose its luster - and things only go downhill from there.  To try to even out this discrepancy and continue to maintain the same damage profile, a Druid would have to stack at least 2,800 extra attack power and that number would ramp up to impossible amounts quickly as the incoming damage grew larger.  (In full-out face-ripping DPS gear my unbuffed attack power is 5929, which pushes the shield up to 1482, an increase of only 241 damage absorption).

Of course, it is unrealistic to assume that the Savage Defense shield will be active for 100% of an encounter.  When the shield is not up, the Druid really starts to take a beating, and a few missed shields in a row could result in a dangerous damage spike that will tax even the best of healers.

To attempt to counteract this negative change a Druid could wear more +armor jewellery, however the value of that is questionable due to the lost health and avoidance that generally results from these sorts of shuffles.

Struggling with uptime
As alluded to in Table 1, the best way to boost the Savage Defense shield's uptime is to stack crit rating - preferably through high agility since dodge rating and armor are also bestowed by that stat.    

While individual encounters may vary, most information on Ulduar seems to suggest that many of the bosses have a base swing timer of 2s (which can be modified by slowing abilities like Infected Wounds).  If this holds, then the average boss will attack 7.5 times every 15 seconds, in addition to whatever special attacks they direct at the tank (many of which will be magic-based, and thus not affected by Savage Defense or armor).  

Assuming an even spread of critical strikes (and no RNG disasters), a Druid need only sport a 36% crit rating to mathematically cover each of these 7.5 attacks with a Savage Defense shield.  Even wearing tanking gear not designed with offense in mind (and not buffed at all), my current gear grants me a 35% chance to land a critical blow.  

While more crit rating would help guarantee that Savage Defense is always up, stacking 50% crit would only result in 3 more shields per 15 seconds, on average.

The other offensive stats do not fare much better.  

Hit and expertise rating impact the 10 special attacks that a Druid can launch in a 15 second window, however even with (a totally unrealistic) zero in both of these ratings, the loss is only 3 chances to crit.

Haste rating is an even tougher sell.  Every 32.79 haste rating increases attack speed by 1%.  To squeeze an extra full attack into the 15s window, a Druid's swing timer needs to be reduced from 2.5s to 2.14s.  This in turn requires a whopping 551 haste rating, and the extra attack is not even guaranteed to generate a shield - it still must crit!

So what's a bear to do?
While much of this may sound grim on a first read, keep in mind that Druids were exceptional tanks through all of the early Wrath of the Lich King content - in fact at times we were almost too good.  Certainly taking feral Druids down a notch (along with Death Knights) was inevitable, and is by no means catastrophic.

That all said, after examining the new Savage Defense mechanic in some detail, the tuning does seem a little extreme, especially when confronted by the damage profile of the hard-hitting bosses that a main-tanking Druid would expect to face.  (Multi-tanking is another story all together.)

In my opinion, the best approach right now is to continue to play the game as you have been: if you're an offtank, keep it up - and if you're a main tank, then by all means keep going toe-to-paw with the baddest enemies the game has to offer.  If survivability is simply too difficult, then build up some solid evidence to support that assertion, and bring it to the World of Warcraft forums - the developers have repeatedly stated that they do not want to gimp any class.  Imperical evidence is best.

Do not, on the other hand, drastically change how you play your toon - and certainly don't start gearing wildly differently due to this change.  Appendix A details a number of gear weightings systems that can be used to aid your decision - all of them will guide you down the same path that you walked in the tier 7 content, with only a mild focus on offense.

Appendix 1: Sample gear weights
The following are three different scales that can be used to put together a gear rating list on a site like Loot Rank.

Nightcrowler - FeralByNight simulator

Agility - 212.36
Stamina - 168.03
Dodge Rating - 159.80
Defense Rating - 130.48
Expertise - 104.08
Armor - 80.28
Strength - 18.59
Bonus Armor - 11.34
Attack Power - 9.37
Crit Rating - 9.44
Hit Rating - 5.18
Haste Rating - 0.44


Agility - 100
Stamina - 80
Dodge Rating - 70
Defense Rating - 55
Expertise - 16
Strength - 12
Hit Rating - 8
Crit Rating - 6
Armor - 6
Attack Power - 5
Haste Rating - 2


Stamina = +4.001882628623221ms
Agility = +3.3200094409515657ms
Dodge Rating = +2.6009582493315975ms
Defense Rating = +1.8416494536683814ms
Expertise Rating = +1.5676567460136681ms
Base Armor = +1.2217691206259929ms
Crit Rating = +0.4824046461067155ms
Strength = +0.3904683498987538ms
Attack Power = +0.18056744681160808ms
Bonus Armor = +0.17420226094699842ms
Hit Rating = +0.12109134831206347ms
Haste Rating = +0.004988096202751535ms

As you can see, in all cases the traditional defensive stats rank higher than the stats that affect the Savage Defense shield - a disappointing trend.

Appendix 2: Thoughts on an alternate mechanic
In my opinion the current implementation of Savage Defense fails to meet the design goals set out by the Blizzard developers:  it neither addresses the broken feral scaling, nor does it adequately reward selecting offensive-minded gear; in fact there is now more reason to stack armor and health than ever before, not less.

The major problem appears to be that stacking offensive stats is simply not cost effective, and the resulting shields are far too small to make a difference when they are most needed.  Flat damage absorption shields based on attack power are almost too powerful when confronting light-hitting mobs, and nearly meaningless against the powerhouses that await us in Ulduar.

Instead of granting a fixed amount of damage absorption per critical strike, I propose that Savage Defense should be modified to provide bonus armor for a single attack.  The primary win here would be that armor scales more favourably with incoming damage. 

For example, modify Savage Defense to read: "Each time you deal a critical strike while in Bear Form or Dire Bear Form, you gain Savage Defense, increasing your armor for the next physical attack that strikes you by 85% of your attack power."

Recall that my unbuffed pre-patch armor is 33,803, while post-patch armor is 27,900 and my attack power is 4965.  Under the above proposal my shielded armor would be 32,120 - good for a 65.9% damage reduction.  More intriguingly, if I stacked attack power, as with my current DPS gear set (5929 AP) then I would enjoy a shield strength of 32,939 which translates to a 66.5% reduction.

Saturday, 11 April, 2009
Posted by Karthis at 8:03 PM

Clipping DoTs

Feral Druids rely on damage over time (DoT) effects to provide a significant portion of their dps output while in feline form, and a stable amount of threat while in dire bear form.  These bleed effects (Lacerate, Rake, and Rip) are core to feral rotations.  While it is important to use these abilities, it pays to understand how they work, and how best to reapply them when they run out.


The 'tick' mechanic
Damage over time abilities divide their total output evenly across their duration, and sometimes (Rake, Lacerate) are front-loaded with some of the damage.  Lacerate and Rake tick every three seconds, while Rip ticks every two seconds.

If you reapply a DoT ability before its timer has completely run out, then a portion of its damage is lost; the bleed debuff is reset to its maximum duration, and any time that was leftover is completely wasted.  Because of this, it is optimal to only reapply a DoT after the previous application has completely expired.

There is an additional mechanic to keep in mind, which has implications with the new Savage Defense mechanic that is scheduled for feral bears in patch 3.1:

If you reapply a stacking DoT, the tick timer is not altered; if you reapply a non-stacking DoT, then is tick timer is reset to zero.

Practically speaking, this means that if you spam Rake then you will never see it tick for bleed damage until you stop spamming it - however spamming Lacerate still allows for the bleed DoT to tick away while you repeatedly activate the skill.  

Okay, so why the worry?
The reason I started investigating the nature of DoT ticks is that the Primal Gore talent allows the Lacerate bleed debuff to score critical hits, which in turn trigger the Savage Defense shield.  Since the "easy" bear rotation is "Mangle, 3x Lacerate, repeat", if Lacerate DoTs behaved like Rake DoTs then using Lacerate three times in a row would no longer be desirable - you would lose out on three out of every four bleeds which would negatively impact shield uptime.

Thankfully Lacerate and Rake DoTs use different mechanics; Lacerate is spam friendly, while Rake most definitely is not.

Thursday, 9 April, 2009
Posted by Karthis at 3:26 PM

Tentative Feral Raiding Specs for 3.1

Prior to patch 3.1 I have successfully ran all of the content with an offtank talent spec.  With the exception of Malygos I have tanked all of the encounters that the game has to offer, and I have been able to put out competitive DPS along the way, even topping the charts at times.  


If the Ulduar raid instance lives up to it's hype of being difficult on 25-man and challenging when attempting the hard modes, then I fear my hybrid spec is going to have to change - already it is obvious that most encounters will require multiple dedicated tanks.

I can see two main paths forward....

Stick with a feral hybrid spec
The feral talent tree has not change significantly in patch 3.1, so crafting a theoretically viable hybrid tanking/dps spec is still very possible.  The main advantage to this is that you retain your secondary spec for whatever non-feral role you please, be it healing, PvP, or something else.  

Feral hybrid talent spec:  0/60/11
Recommended glyphs: Savage Roar, Rip, Frenzied Regeneration

The main advantages of this spec are that it will be able to put out competitive DPS while still being able to offtank as required.  Main tanking is slightly hindered by the lack of Infected Wounds, while DPS is sub-optimal due to the lack of Master Shapeshifter and Improved Mangle.  The increased glyph selection in patch 3.1 also indirectly reduces the power of this spec when called upon to main tank or pure DPS.

Dual spec for pure tanking and pure dps
With the advent of the dual spec system a Druid now has the ability to choose to specialize in both aspects of his feral nature if he so desires.  With the click of a button you will be able to transform from a pro tank into a face-ripping kitty without having to worry about being burdened by meaningless talents.

Pure bear spec: 0/60/11

Pure cat spec: 0/55/16
Recommended glyphs: Savage Roar, Rip, Shred

Aside from dedicating both of your specs to a single talent tree, the biggest issue with this build is the loss of versatility within the context of a single encounter.  While you will be a more effective tank OR dps, you will be sub-optimal in those fights where you are called on to perform both as a tank AND as a dps.

Glyph of Maul: Before someone goes postal on me for not recommending the Glyph of Maul, my assumption is that T8 content will contain many less instances of multi-mob tanking than the mindless T7 content has.  Trash pulls are said to require coordination and finesse, and most add-tanking encounters appear to only require the tank to hold a single mob.  If this assumption turns out to be incorrect, then Maul may be a decent choice - probably replacing Survival Instincts.

My current preference
Personally I am leaning towards dedicating both of my talent specs to feral, simply because I believe that maximizing my output will be important in the new content. 

Wednesday, 8 April, 2009
Posted by Karthis at 8:37 PM

Ulduar: Tanking Oppourtunities

As part of my preparation for raiding Ulduar, I need to decide on how to spec in patch 3.1. For all of tier 7 I have raided with an offtanking spec that performs adequately in a tanking role and above average for DPS. Since the content was not very difficult I was able to get away without min-maxing, however if Blizzard's promises of challenging hard modes are true, my strategy will have to change.

In my opinion feral Druids are best utilized as offtanks, and so how I spec will depend entirely on how often I expect to be in dire bear form. The first logical step in determining all of this is to take a look at the Ulduar encounters, and analyze the type of tanking that is required.

Tanks required by boss (25-man)
Flame Leviathan - 0 tanks (vehicle gimmick fight)

Ignis the Furnace Master - 1 main tank, 1 add tank, 1 emergency back-up add tank

Razorscale - 1 main tank, 0-2 add tanks (depending on how the adds spawn)

XT-002 Deconstructor - 1 main tank, 2 add tanks

The Iron Council - 3 tanks

Kologarn - 2 main tanks, - 1 add tank needed if killing the arms

Auriaya - 1 main tank, 1 add tank, 1-2 add offtank (the pull looks nasty)

Mimiron - 1 main tank, 1 ranged tank, 1 kiter

Freya - 1 main tank, 1-2 add tanks (depends on thee strength of the lasher/elemental adds)

Thorim - 2 main tanks

Hodir - 1 main tank

General Vezax - 1 main tank, 1 add tank

Yogg-Saron - Unknown.

Algalon the Observer - I'm speculating at least two main tanks due to the "Phase Punch" ability.

Conclusion
With the vast majority of the Ulduar encounters requiring at least two tanks - and often three - there should be ample work for tanking feral Druids in Ulduar. Many of the add tanking assignments appear to play to our versatility, and at least one boss (Kologarn) is tuned to favour a Druid main tank. Next up: how shold a raiding feral Druid spec?

Tuesday, 7 April, 2009
Posted by Karthis at 9:04 AM

Add-on debate: Rawrcast mention

A few weeks ago Blizzard released their revised add-on policy, which was instantly blasted by most members of the WoW community as being a negative change. For a sample of the reaction, check out the near frothing-at-the-mouth insanity from the commenters at WoW Insider, or the more thoughtful reflections on Tobold's site and the Broken Toys blog.


Anyhow, when I was listening to last week's episode of the Rawrcast I suppose I reached my tipping point.... Stompalina sided with the anti-Blizzard camp, and while she's usually extremely reasonable I thought that she was off base on this one. I hammered out an email explaining exactly where I stood on the issue, and to my great delight she took the time this week to discuss my point of view, and even admitted that I'd won her over.

Since my email was too wordy to read in its entirety on a podcast, I figured that I'd reproduce it here in case anyone was interested. So here we go:

Hey guys,

Another fun show (as always) this week - it's always nice to have something entertaining to listen to at 6:00am when I'm taking the dog for his morning romp at the park.

With the niceties out of the way, I simply have to take issue with your bit on the add-on announcement made by Blizzard.

I am absolutely floored at the outrage expressed by the WoW community after Blizzard announced the revised add-on policy that essentially outlawed (a) charging for add-ons, and (b) in-game begging for donations by add-on developers. Stompalina claimed on the show that this was "stifling creativity" and was a negative change. I completely disagree; by forcing add-ons to remain free, Blizzard is protecting each and every player, and allowing game balance to not be determined by the amount of real life funds that you can afford to throw at the game.

Consider the following:

(a) If Carbonite made even a little bit of money - and odds are they would have made a sizable chunk, it is/was a quality piece of work - then how long would it be until more add-ons joined the pay-to-use model? At 11 million subscribers, WoW is an enormous market, and if one add-on proved lucrative, others WOULD follow their lead. Now consider if you had to pay for even a quarter of the add-ons that you use.... how much would that cost you? Assume something modest like $5 an add-on. Or maybe $1 per major release of the add-on (which occur at least once every major content patch, if not more frequently). Either way, unless you are a minimalist, then I'm sure the cash would not be insignificant. Allowing a single popular add-on developer to charge for their wares would have been a slippery slope, and one that negatively impacted the WoW community, not enhanced it.

(b) To suggest that denying usage fees to add-on developers will somehow "stifle creativity" is to completely ignore all of the (free!) add-ons developed to date, not to mention the entire free software community that has thrived for decades. A WoW add-on is a trivial piece of software in the grand scheme of things, and yet countless developers of far grander works are willing to devote their lifetime to giving away their work. Linux should jump immediately to mind - an operating system makes Carbonite look like the toy that it is - but it's completely free. And it's only the tip of the iceberg, there are thousands of highly creative and innovative free products available on the market. Money is not the sole driver of innovation; passion often wins out.

(c) Finally, by denying add-on authors the privilege of charging for their modules (which could not exist without WoW or LUA), Blizzard is ensuring that World of Warcraft retains the level playing field that we all love so much. Player skill and time investment should determine who succeeds in raids and PvP, not who can buy the most fancy library of add-ons to augment their user interface. You guys are raiders - most raiding guilds have required add-ons, right? (e.g. Omen, DBM, oRA2, etc.) What if each of these suddenly started to cost real money, and that extra cost was simple not affordable for a few of your members? Should their inability to access add-ons suddenly prevent them from doing the skillful job that you're used to them doing? Should they lose their raid slot due to an inability to pay whatever the add-on developers may demand?

I realize that outrage is easy to channel towards big bad corporate Blizzard, but in this case they made an informed and timely decision that protects the World of Warcraft community. In the end this tough stance benefits us all even if a few disgruntled add-on developers (who were obviously seeing massive dollar signs on the horizon) take their balls and go home.

Hope I've given you a different perspective to chew on. Keep up the excellent show!

Karthis

I figured that I wouldn't even touch on other pitfalls that arise from allowing add-on authors to charge money for their works such as: (a) fraud, (b) the inevitable rise of add-on piracy, (c) inability to provide trial versions of add-ons, (d) support for buggy/conflicting add-ons, etc.

If you get a chance, make sure you check out the Rawrcast podcast - it's always a riot.

Monday, 6 April, 2009
Posted by Karthis at 6:39 PM

Trash talk interlude

As long time readers may know, my real life best friend also runs a blog: Inner Sanctum of the Ninveah. Unfortunately for the WoW junkies in the crowd, it's a blog about EVE Online - a tragic choice, I know - perhaps one day he'll see the light.


Anyhow, in EVE my buddy's main avatar is named Kirith Kodachi..... and so imagine my surprise when I stumbled across his name sake wandering around in a World of Warcraft cavern:


Kirith rocking it out in WoW - click to enlarge

Let's just say that the resemblance is striking. The art director must have had some pretty keen insight into Kirith's real life to pull out such a spot-on depiction. Ahem.

I admit to having an absolutely gleeful time pounding the Kirith-mob into the ground.... perhaps it was not as satisfying as pummelling real-Kirith in a game of Twilight Imperium (or two), but still - good times were had.


Undead Kirith; sadly unkillable - click to enlarge

Thursday, 2 April, 2009
Posted by Karthis at 7:15 PM

Owning your mistakes

Progression raiding is all about trial and error.  Typically, a raid leader will lay out the strategy that the group will follow and then it is up to individual members to execute their roles to the best of their ability.  When a wipe occurs - and they are inevitable when you are learning tough new content - those in charge of running the raid will try to piece together what happened in order to correct the sources of failure, and increase the liklihood of the next pull being successful.


That is where you - the raider - come in.  If you make a mistake that you feel severely impacted the raid's ability to overcome the boss, then you need to own up to it.  Now I'm not saying fall on your sword over Ventrillo or in raid chat - while that is sometimes appropriate, usually the best course of action is to whisper whoever is in charge of your role (tank/dps/healing) and let them know what transpired.  Trust that they will accept the explanation graciously, decide how important the mistake actually was, and raise it to the raid leader(s) if necessary.

As an example, last night Que Sera Sera was gunning for our fourth Sarth-3D kill.  I was assigned to be a drake tank, and my charges were Tenebron and Vesparon.  This role was different than my usual assignment, so while I understood it in theory, I had never been called upon to perform it.  On our first pull I kited Vesparon directly behind Sartharion while dodging a fire wall; not only did I eat a tail swipe I shouldn't have, but I also ended up far away from where my healer expected me to be, and thus was out of range.  I died, we wiped.  I immediately realized my mistake, and passed the information along in the guild's tanking channel where it could be absorbed by the raid leader.  With the knowledge that it was my mistake that caused the pull to sour, the officers did not need to try to puzzle out the source of the wipe, and the next pull I cleaned up my act and we downed Sartharion.

Take responsibility for your mistakes as a raider - if you are mature and professional about it your raid officers and fellow raiders will appreciate it.