Saturday, February 26, 2005

Damn Server Problems

I actually have the time and the motivation to play today, but fucking Hyjal has been down since I started trying to connect at 11 am.

Thursday, February 17, 2005

Friday, February 11, 2005

Will's Finest Moment

Self-Res & Res Sickness

Through cooporation, we'll make top of cool for enjoyable time!

Self-res should be saved for when you are deep in an instance and the entire party wipes. It's a move that hopefully prevents your party from starting completely over from scratch. The team may decide to sit around for 10 minutes and wait out the res-sickness. Even so, it's still often faster than starting over.

If you haven't experienced it, res-sickness is awful awful awful. Here's the reading you get when you mouse over the icon that appears near the mini-map: "All stats reduced by 75%, Damage dealt reduced by 75%, Armor reduced by 75%." The real-life outcome is roughly 1/2 normal mana, 1/2 normal health, 1/4 normal armor, and 1/4 normal damage dealt. This takes my normal average dps rating from around 140 to around 35. At most I could hope to function as a secondary healer until it wears off.

Party-Thinking vs. Solo-Thinking: Focusing

If the number one rule of business is location, location, location, then the number one rule of winning a fight is focus, focus, focus. I've created some graphs to help illustrate the benefits of focusing vs. everyone fighting an individual mob. (Yah yah, I know you think I'm anal, Sherie. I love you, too!)

For these graphs, I'm only trying to illustrate a point rather than plot an actual fight, so I have oversimplified quite a bit. The damage output is an average value for the entire party, not an individual player. The damage taken is also a single average value for the entire party, not an individual player. Indivudual mobs are assumed to have 3000 hp.

Compare the following two graphs. In the first graph "fighting seperately" the green line represents the total damage output per unit of time by three players against three mobs. Each of three players each deals 100 damage per unit of time against the individual mob they are fighting. When fighting seperately, you can see that because it takes an individual three times longer to kill a mob, the amount of damage taken by the party remains consistent over the entire fight until the very end when all three players kill their mobs at roughly the same time. In both graphs, because the party is doing the same quantity of damage, both fights take the same length of time.



When focusing, we can see by this graph that even though the party's damage output remains consistent and the fight takes the same length of time, the amount of damage taken by the party as a whole declines as each mob is killed.




When comparing the total amount of damage taken by the party using the two different fighting styles, you can see that focusing starts out the same as fighting seperately, but as soon as the first mob comes down, the lines begin to diverge. In the end the party realizes a 2,250 point savings.


There are numerous benefits from this. Less damage means a party member is less likely to die, and the healer expends less mana healing. Also, in the focusing model the tank has an oportunity to hold all agro, and the healer only has a single player's health to worry about.

Party-Thinking vs. Solo-Thinking: Roles

Each person in the party has a specific role to fill. Scott has told me that the roles filled by players in WoW tend to be more nuanced than those filled by similar classes in earlier MMOs.

  • Warrior/Tank: This is typically thought of as the meat-shield class that takes little talent to play. As Joe once quite humorously put it, "hold the blunt end, and stick the pointy end into the thing you don't like." To be an effective tank in WoW though, requires excellent decision making skills and the ability to look out for others. The tank holds the agro of all attacking mobs so that other players can focus on their tasks without the dangerous interruptions caused by being attacked. The tank is constantly turning his camera to observe the status of other party members. At the very first sign that a mob has broken agro from the tank and targeted another player, the tank switches focus to that mob and does whatever actions are necessary to get it re-focused on himself. Once the tank has the mob's attention again, he goes back to fighting his original target. Other players should not become confused by this target switching. Stay focused on the mob you are working on! Far and above any other ability, this is the skill that earns a tank the respect of his fellow players. In the event more than one mob breaks agro, the primary healer has strict priority on being rescued, followed by players with the least AC/HP up to players with more AC/HP. i.e. Following the healer, a Mage who can only wear cloth and has very little health has rescue priority over a Rogue. It is this rescue priority that give the tank and healer a special relationship.

    It is important for a player who has agro'd a mob to say something like "on me" to the party, even if the tank is very good at spotting it on his own. Communication is key. Additionally, it probably won't be obvious to the tank as he observes his party members when a player is being attacked by a ranged mob, so "caster on me" or "ranged on me" is more appropriate in this circumstance. For these reasons, it's also critical that the tank be able to read his chat box while fighting.

    In addition to managing party agro, the tank also sets the pace of the battle. You are the one we look to to progress us through the instance at a pace that is sustainable. If we are moving too fast, either people start dying or the healer runs out of mana before the fight is over. You are also likely to be the one who makes decisions about what and how many to pull next. Since you will hold the agro of the mobs, wherever you decide to make your stand is where the fight will carry on until the end.

    Finally, in the breaks between battles, take a look at all your party member's stats. Does your healer or caster need to sit and drink? They will likely announce this on their own, but if you back them up by telling others to wait while they drink, your casters will appreciate the consideration you have shown them. Do not leave your casters sitting around while you run ahead, it only makes them feel unneeded by the group. And never forget rule numero uno, "if you start a fight while the healer is drinking, no healing for j00!"

  • Primary Healer: As mentioned above, the primary healer has a special relationship with the tank in that she is the one most carefuly watched by the tank. For all practical purposes, everyone in the group should assume that there will be no healing for anyone while the healer has agro. This is because attacks slow casting so dramatically that the only successful heals are made to keep herself alive. This is a total waste of mana, and only quickens the death of the entire party. At the same time, the primary healer needs to be careful to heal in a manner that is most efficient and generates the least hate. During heavy fighting, there will be times when you need to use larger heals that increase your hate significantly. At these times click to cast, then quickly send a "big heal" message to the party. In this way the tank will be on the alert for agro to break. Sometimes many small heals can be used in rapid succession to raise a player's health at a lower hate cost. Too rapid though, and you will still build hate very quickly. I have found that a 1 second pause between casts, although very short, can do wonders for keeping my hate low. For a full how-to on playing primary healer, please see the article How To: Be a Primary Healer in an earlier posting.

    If you are incapacitated for any reason, alert the party immediately and send a "HELP HEAL" (yes, in all caps) message to the secondary healer.

  • Secondary Healer: The secondary healer's job is to fill in when the primary healer becomes overwhelmed. This could mean she has run out of mana, been killed, or acted upon in some other way which renders her unplayable (sheeped, spell bombed, silenced, stunned, etc.) When fighting mobs that do AoE anti-casting effects, it's very important that the primary and secondary healers stay well apart. That way both will never be incapacitated at the same time.

    The secondary healer, like the tank, needs to watch his party's stats at all times. At the slightest indication that a player is going to die, he should cast to heal. Do not wait for an invitation. It's much better to waste a spell doubling up with the primary healer than to have a dead player on your hands. Not only should a low health meter alert you, but also a player who's health is dropping unusually fast. Also be conscious of your primary healer's mana reserve. Low mana on the healer automatically means it's time to help heal. Especially watch the primary healer's health. It may be that she is mid-cast healing another player and cannot switch to heal herself, or that she is incapacitated in some way.

  • DPS: I have no personal experience playing a high-dps class, so can only speak very generally about it. Your job is to make sure the fights end before other classes run out of resources. Tanks can tank and healers can heal until they both run flat out of health and mana, and without you that's exactly what would happen. Primarily you are the Rogues and the Mages, but situationally can also be Warlocks. The most I can say to you is, deal as much damage as you can without making it difficult for the tank to manage agro. Stay focused on the same target as everyone else, and stay tuned for the article Scott is writing on playing a Rogue.

I hope the above fairly clearly defines roles for you. But the last thing I want to have happen is for everyone to get the idea they can never step outside of these roles. For example, if you are a Shaman playing secondary healer, and you notice the primary healer gets agro, without questioning anyone turn to pull the mob off. If the tank notices also, you can pull up short and let him grab it. If not, temporarily hold the mob's agro until he comes to take it off of you.

If I am playing Big Tat as a primary healer, in some very unique situations I may jump in and swing at a last mob to help bring it down a little faster. Usually this is an emergency effort to end a fight fast and get out of the way of a nasty patrol.

Thursday, February 10, 2005

Thanks, Joe!

The information you've presented in your post is very valuable to everyone who parties with you. There is a lot that us non-hunter, non-shooter types can't possibly know without just this kind of article. For instance, the fact that there is a minimum range on your gun. I was beginning to suspect as much because you were always backing up, but initially it wasn't so clear. Fumiko, who's never seen a weapon with a minimum range requirement, had no clue what was going on. I encourage *everyone* to write similar articles. Even if it's more questions than answers, at least we all know where the others stand, what the questions are in the first place, and perhaps collectively we can get some of those questions answered.

I'd like to respond to a few things, Joe, and let's get the dialogue rolling! =D

Maybe we could've lead those monks back to the long narrow hall just south of it while i set up a trap? or should I just jump in and swing?
Sure, pulling them back into that hall probably is the best thing to do. Let us know any time you're in this situation. Communication is critical. Nevertheless, if ever you just can't shoot, please jump in and swing! The faster we drop the mob, the less total damage the party takes over the duration of the fight.


My pet, while it holds agro to some degree and has 1k+ armor, will chase after dying targets. So without risking more agro i've put my pet in the passive mode for most of SM. I know this isn't the best option but in halls of SM I can't be too sure if my pet will agro more mobs while chasing down a dying one.
If a runner (a dying mob that gets feared and takes off) heads in the direction of non-agro'd mobs, the party is going to get adds whether Itchy is on it or not. That's why party members who have some kind of root or slowing ability need to use those to prevent runners in the first place. The question I have for you is, if Itchy drops a runner some place far away, does he then jump on the next nearest mob or does he come straight back to you?

I also see here a perfect illustration of Scott's assertion that everyone is so used to soloing that that is how they continue to play instances. In party mode, you need to be able to trust that the person who's job it is to root/slow runners is taking care of that task. In this way, the question of Itchy coming home with wild friends, throwing a crazy party, and destroying the house, is moot. I hope to go into this party-thinking vs. solo-thinking in more detail in another article very soon.

Also, I'll briefly mention that the Shaman's Earth Shock, being an instant-cast shock spell, is perfect for bringing down non-rooted runners. Toward the end of a fight, the Shaman should anticipate runners and be prepared by not having Earth Shock in cool-down.

Speaking to SM specifically, the Scarlet Monks have a very powerful cast interrupt skill. Not all classes have one, but on Shamans it's Earth Shock, on Warriors it's Shield Bash, and on Rogues it's Kick. Cast interrupting is much more than just causing a cast delay. When a caster takes damage during a cast, the cast is typically delayed, but eventually finishes out successfully. A cast interrupt spell not only stops the casting process altogether, it also prevents the caster from casting any spell in the same class (such as all healing spells) for a period of time. The Shaman Earth Shock prevents spells from the same class from being cast for 2 seconds. The Rogue's Kick is more powerful in this respect at 5 seconds. The skill that Scarlet Monks have is also fairly powerful at 5 (perhaps more) seconds. This further illustrates why the healer should never have agro.

Let's Get Together, Ya Ya Ya!

This Sunday, ToC Presents
How to Run an Instance, Boot Camp
-or-
Let's Make Enjoyable Instance Together!
with your hosts Gavin & Scott
@ Gavin's house
1pm

Please be up to date on all the how to's posted on the ToC blog before you arrive. Be sure to check the archive links on the top right, as this blog truncates after the 15th article.

This is a BYOD (Bring Your Own Duck) event.

Thanks for babysitting the noob songs

9.9 10.0 9.8 9.9 10.0 9.9

So after diving into SM on Wednesday night, the group did a triple wipe and a twirling hunter panic feign death (which then turned into a regular death. it's high degree of difficulty but I've mastered it).

Mainly, I feel very guilty for having to wipe three times even with big Tat in the group (please send the songs the dry cleaning bill, seriously. it's the least we should do). Thank you Gav for taking the songs through SM when you could've been elsewhere questing and not dying.

So after bellyflopping big time I'm thinking what I could've done different. Maybe ToC can offer more insight?

In close quarter combat with my hunter distance is a big issue. Because my gun deals more dps than my melee weapon I will try to back up until i can get a little distance between the target and myself. There's a dead zone between 5 to 8 yards where I can neither swing or shoot. In the room that leads up to the final boss in SM this was a big issue, I had trouble finding a spot where I can shoot. Maybe we could've lead those monks back to the long narrow hall just south of it while i set up a trap? or should I just jump in and swing?

My pet, while it holds agro to some degree and has 1k+ armor, will chase after dying targets. So without risking more agro i've put my pet in the passive mode for most of SM. I know this isn't the best option but in halls of SM I can't be too sure if my pet will agro more mobs while chasing down a dying one. I've tried to use concussive shots right before they show sign of escape to slow it down but it's no guarantee. Dying target could deflect my concussive shot as my pet run toward a crowd of new mobs. Any other suggestions?

I've notice Sherie and I have similar problems with our skills. We still need more practice at SM to know when to use what skill. There's also panic that complicates things. On the third wipe, I saw Tsuno get dropped right before me by two monks, big Tat is still recovering from ressurection sickness. sherie just dropped a magma totem and she couldn't last 3 punches with two monks. those two monks started moving on big Tat, oh crap, i've just been watching that whole thing without doing anything, and now bit Tat is dead. so that's when i tried to feign death (it's really stupid, i know, but at the moment i was just trying to survive). i couldn't feign death with two monks making a punching bag outta me. those two monks made me do things i couldn't tell my psychologist.

Heh, so although the outcome is far from what we had hoped for I know Sherie and I had lots of fun. Hopefully we can formulate new strategy and get back into SM.

Wednesday, February 09, 2005

ToC Party Layout Suggestion

Will and I were having a discussion about the SM run the other night, and having watched Fumiko play much of the time, I have a few suggestions on how to streamline things. One of the problems we face as a party is the lack of an obvious tank. That being the case, I propose the following two layouts:

Layout A
  • Tank = Fumiko, Druid's Bear form
  • Puller = Calhoun or Joe, gun
  • Primary Healer = Sherie, Shaman
  • Crowd Control = Will, Succubus's Mez
  • DPS = Calhoun (& Will's AoE when appropriate)
Layout B
  • Tank = Will, Warlock's VW
  • Puller = Calhoun or Joe, gun
  • Primary Healer = Fumiko, Druid or Sherie, Shaman (decided at start between themselves)
  • Secondary Healer = Fumiko, Druid or Sherie, Shaman (decided at start between themselves)
  • DPS = Calhoun (& Will's AoE when appropriate)
Choose the layout that best suits the situation, and don't be afraid to flip-flop when appropriate.

Tuesday, February 08, 2005

WoW Terminology

Tradeskills
LW = Leatherworking
BS = Blacksmithing
Mats = Materials required for creating an item

Zones/Cities
TN = Thousand Needles
TB = Thunder Bluff
STV = Stranglethorn Vale
Org = Orgrimmar
UC = Undercity
BB = Booty Bay
SoS = Swamp of Sorrows
TM = Tarren Mill
XR = Crossroads
Mulg = Mulgore

Instances
BFD = Blackfathom Depths (Ashenvale)
RFC = Ragefire Chasm (Orgrimmar)
SM = Scarlet Monastery (Tirisfall Glades)
Uld = Uldaman (Bad Lands)
WC = Wailing Caverns (Barrens)
ZF = Zul'Farrak (Tanaris)
Mar = Maraudon (Desolace)
SFK = Shadowfang Keep ()
BRD = Blackrock Depths ()
BRS = Blackrock Spire ()
RFK = Razorfen Kraul (Barrens)
RFD = Razorfen Downs (Barrens)


Combat
OOM = Out of Mana
Pat(s) = patrol(s) incoming
Mez/Mes = mezmerize (a Warlock's Succubus's crowd control skill)
Sheep = to turn a mob into a sheep. Can also be used, "I've been sheeped."
Frogged = "I've been turned into a frog"
Ribbit = a variation on the above
Mob = any npc monster
Add = another mob has started attacking us
Adds = 2 or more new mobs have started attacking us
DPS = damage per second. Can be used in a variety of contexts such as, "We need more dps." (Our party needs to deal more damage, let's find a mage or a rogue.) "What's your dps?" (What does your character page or Cosmos report your dps output to be?) "We're not doing enough dps." (Fights are taking our party so long to complete that our healer is runing out of mana before we're finished, and we're in constant danger of wiping.)
DOT = Damage Over Time (any skill/spell that continues to do damage over a period of time after it has been used. i.e. Shammy's Flame Shock or Rogue's weapon poison.)
Wipe = when a whole party is killed
Crowd Control = any method of reducing the number of mobs being fought at once (i.e. Mesmerize, Polymorph)
Crit = a critical hit dealing extra damage
Kite = lead a mob to a new location
Pull = to attract a mob to you so you can fight it
Body Pull = rather than using a ranged attack, pulling by running up to a mob and kiting it back to your party
Inc = Incoming (usually used to alert other players you are pulling a mob)
Leash = when a mob stops attacking you and runs back to it's home location
PK = Player Killing (usually negative context. Compare to PvP)
Repop = when a mob respawns after having been killed
Rez/Res = Resurrect
Root = stop a mob from moving who is still in combat (i.e. Mage's Frost Nova, Druid's Roots)
Runner = a mob that becomes feared when it is close to dying and runs away. Usually humanoids
Nuke = when a mage attacks without cosideration for building hate, and attempts to take down a mob as quickly as possible by using it's most powerful spells. Specifically used with mages due to the massive amounts of damage they can deal.
FMB = Full Mana Burn; attacking w/o consideration for mana conservation and focusing on bringing down a mob as fast as possible

Misc.
AH = Auction House
Grats/Gratz = Congratulations!
Punch & Pie for [playername] = (see grats)
FP = Flight Path
AC = Armor Class
AFAIK = as far as I know
BRT = Be Right There
OMW = On My Way
GG = Good Group or Good Going
GL = Good Luck
GJ = Good Job
PvP = Player vs. Player
PvE = Player vs. Environment
RP = Role Play
Grief = unfairly disrupt another's play, usually via PvP
HP = Hit Points
GTG = Got to go
J/K = Just Kidding
LFM = Looking for Member/More (a small group wants more members)
LFG = Looking for Group
Ninja = Unfairly looting corpses/items before others have a chance. Not sharing looted items you don't need
NP = No Problem
NPC = Non-Player Character
PST = Please Send Tell (send me a private message/whisper)
Greed Roll = Rolling to determin who gets to sell an item once everyone has passed based on need
Str = Strenght
Agi = Agility
Int = Intellect
Sta = Stamina
Spi = Spirit
WTS = Want to Sell
WTB = Want to Buy

ToC Needs Tanks!!

If anyone is thinking of starting an alt, please consider a warrior. ToC has no tank at all! We're also short on BS'ers (Blacksmiths.)

Who is the Tank in my Party?

Assuming everyone's level is equal, tanking responsibility goes in the following order:
  1. Warrior
  2. Paladin
  3. Warlock's VW (VoidWalker)
  4. Druid's Bear/Dire Bear form
  5. Hunter's Pet
  6. Hunter
  7. Shaman
  8. Rogue
  9. Warlock
Players who should never tank:
  1. Primary healer (regardless of class)
  2. Priest
  3. Mage

Focusing and the Assist Macro

When working in a party, it's very important for everyone to focus on a single mob. Reducing the number of mobs you are fighting at once greatly increases the party's survivability. As such, getting all the members of the party to focus on a single mob rather than spreading yourselves thin is of the utmost import. Particularly in instances with a large party and lots of mobs, figuring out which mob to focus on can be difficult. This macro solves that problem.

  1. Open a chat box and type "/macro". Click "New".
  2. Name the macro "Assist" and select the icon you like. I use the bulging eye in the top row. Click "Okay".
  3. In the command window at the bottom, type "/assist Zeeboo". Click "Complete".
  4. Drag the icon for your new macro to a convenient toolbar, just like you would a spell or ability. Close the macro window.
  5. Clicking the macro selects the mob that Zeeboo has targeted.
Naturally, you'll need to change the name in your macro to whoever is the tank in your party.

Saturday, February 05, 2005

List of potions the guild can make

There's a cool feature of yahoo groups called database... I used it to recreate this list of potions that Tat can create. I created it from this list. Take a look. It'll make keeping that table up-to-date easier.

Yahoo Group Page...

... make sure you sign up.

The group page was created to help coordinate playing schedules (a concern of mine). I've marked my availabilty on the group calendar. You might think about doing the same. :-)

Subscribe to the Top of Cool/Cute Group
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Thursday, February 03, 2005

Commonly Requested Alchemy Items

There are a number of popular alchemy items that I can make. This is intended to be a live list that will grow and change as my skills and people's needs grow and change. Follow the link to find out what mats (raw materials) are needed for it. Assume that the mats are reasonably common, unless I state otherwise.

If you are wondering about the availablility of a particular potion, please list it as a comment and I will add it to this list, or try to find out how to get the recipe for it. Alchemy potions list.

  1. Great Rage Potion (Warrior only) [please send Large Fang]
  2. Mighty Rage Potion (Warrior only) [Gromsblood is rare]
  3. Elixer of Water Breathing [please send Oily Blackmouth]
  4. Swiftness Potion
  5. Strong Troll's Blood Potion (requirement for Elixir of Agony quest turn-in)
  6. Elixir of Firepower [please send Firefin Snapper]
  7. Shadow Oil [Grave Moss is very rare]
  8. Goblin Rocket Fuel [please send Volatile Rum]
  9. Elixer of Superior Defense [please send Stonescale Eel]
  10. Transmute Mithril to Truesilver (24hr cooldown, same timer as #11)
  11. Transmute Iron to Gold (24hr cooldown, same timer as #10)
  12. Major Healing Potion [Mountain Silversage is extremely rare]

Tuesday, February 01, 2005

Guild Charter - ToC!! - SIGNED

The guild charter is signed and turned in. We had some very nice players sign just to help out then leave. Props to:

Vaagi
Maxxim
Tauriamos

Turkey points to Fergface who tried to charge me 1g for a signature. Pfft! As if!

Plug

Ever consider making a new IM screen name that only your gaming friends would know? That way you would not be interrupted by your non-gaming, looser friends? So have I, and Joe found the solution. Xfire is a very cool, very lightweight IM client that shows the folks on your friends list what game you're playing, and even lets you automatically join the same server as them. Will and I use it all the time. Check it out. My Xfire buddy name is the same as my WoW main character name. Quite possibly the coolest feature is in-game messaging. You can send and recieve messages without tabbing out of the game!