Monday, April 7, 2008

On OMGWTFBBQ

So yeah, the wifey and I have decided to try something different. I will likely not be updating this blog much, but head on over to Married IRL where we will be discussing all sorts of gaming goodness, including WoW of course.

Enjoy!

Thursday, December 6, 2007

On Hot Tubs

So as you probably know already, AC downed Lurker Below last night. It was nice, we've killed a few Zul'Aman bosses, but this is our first 25 man progression since our first Gruul kill about 2 months ago now. Things got hectic for the holidays, etc, etc.

So, as a balance druid, here's my take on the fight:

1) As soon as the "Lurker Takes a Deep Breath" emote comes up, get in the water. That 500 damage evert 3 seconds is negligible, really. It would take a full minute or more to kill someone at 9k hit points, and hopefully you're in that neighborhood at this point. On the other hand, a single spout can take you out of the fight completely. If you stay on top of the water, you should be able to continue DPSing. When the spout passes over you, get out - UNLESS the spout started off facing you. Most of the time it'll start facing the tank, but for some reason he occasionally freaked out on us and started somewhere else. The spout turns a little OVER 360 degrees, so if the spout starts off facing you, it'll hit you again on the back end.

2) Practice getting onto the platforms quickly. I found the easiest way to do this was to be on top of the water and use my strafe key to move sideways toward the platform, then jump.

3) When the adds come out, make sure you're in moonkin. You can actually absorb some arrows better than most out there (I was getting hit for ~1200/each). This is a decent time to use your trees if they're up. Burn down the adds on your platform and then whatever melee mobs you're in range of.

4) Range is often a consideration for healers, especially during the whirl. If you notice someone somewhat low on HP and in an awkward place, watch them. If they don't get a heal within a few seconds, toss a HoT on them just to keep them up until a healer is free.

5) During the adds, again, watch out for a little fountain spray/naga appearing near you. That means one of the melee adds just teleported. Immediately hit barkskin to try to mitigate any cleave/direct damage, and get a cyclone ready. As it's casting, let either a hunter know, so they can misdirect the add onto the appropriate tank, or let a mage know, so they can sheep it and buy time for the tank to run over and shoot it. DO NOT DAMAGE IT. This will only solidify its aggro on you and make it much harder to pull back to the tank.

6) Blow cooldowns often and early. Any DPS trinkets, etc. Maybe even start off the fight with a destruction potion - you shouldn't have to be using a mana potion within the first 2 minutes of the fight anyway, and since you can't pull aggro, just let loose.

I like this fight. Once you get the rhythm down, it's almost dance-like, and quite enjoyable. I think it's one of my favorite boss fights so far.

I think that's about it. Otherwise, pew pew, and have fun!

Friday, November 30, 2007

On Me Not Always Reading Comments

I was looking through some past entries and saw some comments that I hadn't seen before. So if you were looking to talk to me about anything, go ahead and repost your request for contact here. Or you can email me at my username at gmail dot com. (Writing it out to help avoid spambots!)

On "Holy Crap, that is so much better"

Warning: rambling post to follow.

I did AB again last night for the first time since level 60. And even then, I hadn't done much. To give you an idea, go look at my "League of Arathor" reputation here.

Yeah, not much, is it?

Now, to give you some background, I tried a bit of PVP, and nothing ever really clicked for me except for AV. I loved AV. Did it all the time. Back when battle tokens were used as quest turnins, I literally ground from about 52 to 54-55 doing only AV. Mostly, I'd just run after the pack, find the tank, and keep him up against the NPCs, tossing a few offensive spells along the way. I had my Crackling Staff waiting for me by the end of that rush. That was my first big push PVPing, and I got to Sergeant Major. I took a break from it around 56 and quested up to 60 (I actually dinged 60 by crossing the bridge from WPL to EPL. Woot exploration ding!).

At 60, I did another PVP push, and made it to Knight rank. I was THREE PERCENT away from Knight-Lieutenant when they changed the honor system so I couldn't make it anymore. /sadpanda

I think what always attracted me to AV was 2 things. First, that it felt so epic. 40 people on either side, NPCs around to make it feel more like you're fighting an enemy army. Cool events that you can do (I'm a big fan of Ivus) and multiple approaches to winning - I've seen wins by rushing straight to the enemy general ignoring everything else, by methodically taking out every tower along the way, by turtling and utilizing turnins to give you such an advantage that you can turn into a steamroller, using ground troops, Ivus, etc.

The second thing is that I could win. Admittedly, Alliance won more often on my old server than Horde did. People will go on about how the map was imbalanced in favor of Alliance, etc, etc. I personally don't believe so - if that logic held true I could talk about how WSG and AB are imbalanced to favor the horde. I just think it was the fact that the scenario was half PvP, half raid, and Alliance simply took better to that.

So, back to my original point, I despised WSG and AB. First, because they felt like old rehashes of FPS games (Unreal Tournament, etc) I've played in the past. Oh look, it's capture the flag. They don't even bother to disguse it by saying "capture the secret enemy plans" or "take an enemy hostage" or something. And AB always seemed to me to favor the initial rush - a lucky break in the beginning could secure a win for a team, barring them screwing up. But mostly, it was because of the premades. There were 5-6 PvP guilds on horde side that I constantly saw in WSG and AB when I tried them. I mean constantly. At least 80% of the games I played were against them.

Now don't get me wrong, I don't mind losing sometimes, or even most of the time. I don't always need to win to have fun. I do need to feel like I have at least a reasonable chance. Out of 40 or so AB games that I did pre-BC, for example, I won exactly 1. Most of those games ended with Alliance at under 500 resources. It was pitiful.

So, back to the original point: our guild did a premade last night. It ranged from 10-15 for AB, with a couple people joining and dropping along the way. And dear god, it was actually kind of fun. Admittedly, after about 4 games, I'd had enough for the night, but I enjoyed myself. We won 3/4, and 5 capped one of the games, finishing 2000-10. But honestly, that wasn't my favorite one. I loved the one before that, where we were neck and neck with the horde most of the way - we had the blacksmith the whole time, and the stables most of the time. They had the Farm most of the time, and the lumber mill and mine kept swapping. It ended with us winning 2000-1780. And honestly, if we'd lost, it still would have been fun. Our guild is neither PVP specced, geared, nor practiced, so I don't expect that we'd win against a real PvP team, but at least we wouldn't make it easy for them.

I guess I'm making what is probably an obvious point, but I figured I'd spout some random thoughts today. :D

Monday, November 26, 2007

On Holidays

First off, I've decided that I will take the cheap way out, and from now on will post the little tidbits of limited substance that pop into my brain. At least it will keep the post count up.

That being said, this is my first holiday with a raiding guild (albeit a casual raiding guild). I'm expecting some slowdown for the holidays. In your experience, about when does it start getting back to normal? I'm guessing it'll probably be about a week after new years, not sure.

Tuesday, November 20, 2007

On Pity for the Fool

We so win here. Alliance gets Mr. T. Way better than William Shatner any day. Woo!

(For full disclosure, got this link from TJ, but I posted it first, so NYAH NYAH!)

Monday, November 19, 2007

Zul-a-Pun

So, we were in Zul'Aman last night, heading to the Lynx boss, Halazzi (probably spelled that wrong) for the first time. On the way there, we hit a patrol of 2 trolls and 2 cats. Our raid leader starts marking, and we're going to kill the trolls first, then the non-elite cats. I chime in my two cents, suggesting that we kill the cats first.

After all, they're the weakest links.

Thursday, November 15, 2007

On Why I Can't Manage to Write in my Blog Consistently

Excuses? Maybe. But here's an idea.

10) "Hang on, we've got to run a new pair of wires from the switch, you're going to lose internet for a minute. Yeah, 3 cables from the switch in the other room to this one. Wait, what's spanning-tree protocol? Broadcast storm? Nah, it'll be fine."

9) "Sorry, Vinny has to head out to a customer site, you're going to be alone on the phones supporting our 148 customer companies again today."

8) "Hi, I think I deleted my internet."

7) "My backup job said it was incomplete! Never mind that I didn't read the actual report to see that the thing it didn't back up was an email from the Exchange server that had been quarantined by the AV since it was spam with a virus. I NEED that virus laden penis enlargement mail on my backup tape!"

6) Get up for work: 7am. Get home from work: 7pm. Go to bed: 12am-1am.

5) Hewlett-Packard Support. Or rather, lack thereof. Same tablet computer, 14 months old. Has been out for service for literally 8 of those 14 months. Took 5 months and shipping it back and forth 6 times to get fixed properly the first time. Second time, still in progress.

4) This guy: "Yeah, I'm pretty okay with computers, so if you just kind of point me in the right direction I can set up a SQL (pronouncing it "squill") connection myself, I'm sure."

3) "Our fax server is down."

2) This lady: "I came back from lunch and logged in, and my desktop is missing, and my emails are gone, and I don't know what happened to it all! I have a closing in half an hour and...oh...oh, wait, never mind, I sat at the wrong desk. Bye!"

1) Actually playing WoW, rather than writing about it.

Thursday, October 11, 2007

On Antisocial Behavoir (PVP)

PVP is an entirely different boat than PvE. To be perfectly honest, I'm better at it in theory than I am in practice - but that being said, I'm not bad. So here's what I do know - I'm sure others know much more. This is going to be mostly a smattering of random tidbits I've picked up through experience and conversations with other druids.

As a Balance druid, you have the advantage of your DPS capabilities boosting your healing abilities. Unfortunately, you have the disadvantage of limited crowd control and no reliable spell interrupts.

The first thing to look at is what stats you need for successful PvP. Your focus is going to shift toward spell crit, stamina, and resilience. Spell damage is still very important. Intellect remains important but is shifted back a bit - most PVP battles will be over before you have a chance to exhaust a large mana pool. Basically, the name of the game is to put out enough burst damage to kill the opponent while having enough survivability to withstand his attacks while doing so.

Most of the time in PvP, you are not going to want to be in Moonkin form. True, it gives you 5% crit. But it completely takes away your ability to heal. I know that if I get a good crit heal in, I can heal myself to full. This means that you're in essence sacrificing 5% crit for the ability to double or triple your available health. Healing in PvP > 5% crit.

Surprise is huge. Even a couple seconds of being able to do something to the enemy without retaliation is an immense advantage. One "trick" that I find successful is to start of in cat form, stealthed. This allows you to approach the enemy, find a nice position, and open up when they aren't expecting it. My 2v2 arena team is called "Spanish Inquisition" for just this reason - 2 rogues, 2 druids. As in "No one expects the Spanish Inquisition!" The added bonus is that when people are watching out for stealthed opponents, they usually don't expect that opponent to be using ranged attacks. After dropping 200 points and figuring out what the hell we were doing, we've climbed back up to about 1500 and are winning more often than we lose.

If running away is an option, that is one of the druid's strengths. If you're taking a beating, cyclone/root and travel form away. Heal up and re-engage.

Other opponents:

Warriors - Root is your friend here. A rooted warrior can't do much. Just watch out for diminishing returns, kite in cheetah form if needed to let those wear off, and take him down from a distance. Watch out for charges & intimidating shout.

Rogues - Probably the class that I find the most annoying. In my opinion, Cloak of Shadows is overpowered with the 1 minute cooldown. That being said, if you get caught by a rogue with a cheap shot/stunlock, immediately barkskin. Then just target them and spam cyclone. Hopefully you'll survive and get it off, at which point Healing Touch + Lifebloom. Wait a half second or so and start casting roots so it lands as soon as the cyclone wears off. Back of and toss a faerie fire on him, and start DPSing from there, but be ready with your trees. As soon as he goes to Cloak of Shadows/Vanish, throw your trees up just behind where he was standing, so that they run toward you and through where he was. With any luck, they'll end up running straight through him, breaking his stealth. With vanish on cooldown, you can hopefully finish him off.

Warlocks - The initial consideration when fighting a warlock is his pet. You are generally going to see one of 3 in PvP - Succubus, Felhound, or Felguard. Either the warlock or one of the pets should be an immediate target for your roots. If the Succubus or Felhound, root the warlock - Fear only has a 20 yard range - and nuke the pet quickly. If a Felguard, then it is a Demonology lock, and you should root the pet. Immediately drop trees on the warlock, and take a second to decurse yourself if the warlock got a shot or two off. Toss a HoT up and start nuking. If the warlock gets off a drain life, cheetah and get out of the range (30-40 yards depending on spec). If you can manage to deal with the pet and stay out of fear range, you should be able to take out the lock.

Hunters - I almost always like to start by hibernating the pet. If the hunter immediately Bestial Wraths out of it, at least I made him use it early, know he's BM, and I can go cheetah and avoid as much damage as possible while BM is up. Apart from that, use instant cast HoTs to keep your health up while DPSing. If you can abuse line of sight - drop MF/IS/Trees on the hunter then run behind something - that can help a lot. Rooting the hunter can help keep him in a suitable position for a few seconds.

Priests - Holy Priests are squishy, and shouldn't be too much trouble. They may take time to kill though, because of uber healing. On the other hand, your HoTs can probably outheal their damage output. Shadow priests are like mini-warlocks. Avoid letting them heal themselves by hurting you. Trees help, and can make them at least waste their fear. Silence is the only real trick they have up their sleeve, so be prepared to cheetah-kite if you get silenced. Discipline priests are similar to holy priests, except harder to kill. Be prepared for a drawn-out fight.

Mages - Polymorph isn't a huge deal for a druid. Watch out for counterspell on heals - insta-cast heals are best. If you can, use DoTs and LOS to wear them down, by damaging them while they can't do the same to you. Apart from that, not a whole lot to worry about.

Shamans - Elemental Shamans are pretty much in the same boat you are. If possible, draw them away from their totems. They have earth shock to interrupt casting, so watch out for that. Enhancement shamans can be dealt with much like a warrior, just still be aware they can still toss a few ranged things at you and heal themselves some if need be. Resto shamans are just a royal pain to kill, but you should be able to outheal their damage as well. For all shamans, watch out for grounding totem - not a lot you can do about it, just be aware it can be there and take it into consideration.

Druids - Other balance druids are your mirror. There's really not a lot complicated in a fight between us, it's just a bunch of smacking and trying to outposition the other person. Resto druids are much like Resto shamans - you can heal through their damage, and they can heal through yours. Annoying. Feral druids you have a bit of an advantage over - both hibernate and roots work on them. Granted, they can shift out of roots, but that's 2 full seconds and a hunk of mana for them.

Paladins - The bubble is the single most annoying ability in PVP ever. 10 seconds of pure immunity in a fight is just a pain. If they're a healer, there's not much you can do to stop them from using this. If they're a fighter and they're coming after you with the bubble on, cheetah-kite them away until it wears off. Apart from that, Paladins are tactically similar to warriors, so the same considerations apply. You just can't give them as much breathing room, because they can heal themselves as well.


Finally, remember your setting. If you're doing battlegrounds, the object is not to kill the other team. It is to accomplish the objective of the battleground. Don't engage in needless fights. I've helped win AVs by running up to the horde around Stormpike, moonfiring a couple healers, and running away. Do it a few times and 8-10 horde peel off to try to kill you. Evade them, tapping them with a moonfire now and again, and you effectively cut the enemy's forces by that much for however long you can occupy them.

In arena, you absolutely have to kill the other team. Talk to your team, figure out kill orders, tactic, etc. I honestly doubt you can be an effective arena team without voice communication of some sort - use it.

I think that's it. Not very neat or pretty, but PvP isn't typically my game. Still, it's fun now and again. :D

Wednesday, October 10, 2007

On Tankadins (an Alliterative Aggro Addendum)


Okay, since a couple people pointed out the lack of Tankadins in the previous post, let me address them.

They are exactly the opposite of what I said before.

Tankadins start with full mana, like you. Unlike you, they don't have a huge honkin' pool of blue to burn through. They do, however, have abilities that let them regain mana - by being healed, hit, and hitting back. That being said, Pally tanks can have Oom issues. And that's where the fun begins. And by fun, I mean mobs flying everywhere and wiping you.

A pally tank has a much more difficult balancing act than a bear or warrior tank. Bears probably have it easiest - armor, stam, dodge. Strength/AP to do more damage and thus more aggro. That's about it. Warriors have to incorporate block/parry into that, but are otherwise much the same. A pally tank has to balance everything a warrior does, plus int, spell damage, and mana/5. That's a TON of stats to be concerned about. And thus, it means there can be a few different things that you need to be concerned about.

If the pally is well balanced, you should be fine except possibly in long fights. Once you're partway through a long fight, make sure you start paying attention not just to the amount of threat on the pally tank, but the RATE of threat. If that drops sharply, your tank is OOM, and you should be ready to back off. If you can, toss a HoT or two on the tank - this will save your healers some mana, but it will also provide a steady stream of mana back to the tank, which is in general more valuable than a large chunk at irregular intervals. Of course, if a fellow druid is healing the tank, he's probably got this going on already. :D In a worst case scenario, you could innervate, but Paladins are one of the classes which benefit least from this, and hopefully your tank has done his job and balanced his equipment, making this unneeded.

Paladins also generate a lot of their aggro by BEING hit. So, if your paladin tank is having aggro issues but is taking the hits fine, skip insect swarm. More hits = more aggro for the pally.

Also, AOE tanking is where the Paladin's ultimate strength lies. They completely outstrip warriors and druids for holding AOE aggro. This is especially good for healing them while they tank two or three or nineteen mobs. For fun, a Pally friend who was a Tankadin at the time and I cleared the entire lower platform of blood elves on the south platform of Black Temple (after we killed the elite). It was great fun.

Apart from that, the rest of the advice still applies - early on, be conservative, although the tank will probably be generating enough aggro so that you can go a lot quicker at first. Later on, ride the 110%-120% line. And again, to reiterate, talk to your tank! Paladin tanks are perhaps the most complex tanks in the game, but they definitely hold their own.

Thursday, October 4, 2007

On Aggro

The enemy of the Balance druid. Aggro. Granted, in moonkin you can handle it a little better than squishy clothies - but face it, once you start raiding, anything other than trash mobs will likely two-shot you if you're doing anything resembling good DPS. And even some of those trash mobs will destroy you (Phantom Valet in Karazhan, anyone?)

Hopefully this is at least basically understood by everyone, but I'll go through the more specific details. Maybe you'll pick up something helpful.

The math of aggro is fairly simple. Whoever has the highest threat to the mob is the one the mob will attack (to an extent, see below). That is the person who has aggro.

Threat comes from a few different places. Damage is the most obvious - each point of damage you do to a mob will generate 1 threat on that mob. Healing generates .5 threat per point of actual healing done to ALL mobs in the fight. Special abilities generate a variable amount of threat. And of course, tankish classes tend to have things that increase their threat, while stabby/boomy/healy classes tend to have options that reduce it.

Now, once someone has gained the initial aggro - i.e., the pull has been made - the tank should be getting beat on. What you have to realize is that to pull aggro at range, you need to go 30% threat OVER the person who currently holds it. For the record, melee needs to go 10% over to pull aggro.

So, we know all the mathematical ways to reduce threat - Subtlety, the newly available subtlety to cloak enchant, and to do less damage. What I want to look at here is behavior.

Let's take a simple situation. The tank pulls a single mob. Let's say he generates about 2k threat in the first couple seconds. Meanwhile you're charging your starfire, and you drop a 4k-5k crit on the guy. Congratulations, you lose.

The basic thing to realize is that for tanks, threat generation is back-loaded. They need rage to do their thing. In order to get rage, they either need to hit the mob or get hit by the mob. So they start slowly, building up rage, then as they start doing more damage and taking some more hits, their threat generation takes off. You, on the other hand, are front-loaded. You start off with your full reserves and full potential to cause damage, until you go OOM and are then pretty much dead weight. So, what you need to do is build up slowly, and then go all out.

Here's one important thing to realize - as the fight progresses, you can take more and more advantage of that 30% buffer. Take the following examples with completely made up numbers:

20 seconds into the fight:
Tank threat - 15k
Your threat - 14k
Your threat = 93%

2 minutes into the fight:
Tank threat - 100k
Your threat - 93k
Your threat = 93%

For the sake of argument, let's say your damage is about the following:
Wrath - 1200/2400 Crit
Starfire - 2300/4600 Crit

Now, in both of these examples, you are at 93% threat. You probably have at least insect swarm going generating a constant moderate feed of threat. Do you push out the damage or do you hold back a little?

In example 1, you should hold back a little. Why? This early in the fight, a lucky crit or two will add enough threat to push you through that 30% buffer. In example 2, you can go balls-to-the-wall DPS for a bit. The tank is already at 100k, and you would need to generate 37k threat to overtake him, even if he stopped doing anything and just stood there. When it's later into the fight like this, push the envelope. Try to ride around 110%-120% threat if you can manage it without being inefficient and going OOM.

Generally, the start of a fight is a good time to do a couple things. First off, once the tank has aggro, and as long as he did not body pull, it's probably safe to toss faerie fire on the mob as it's running over to the tank. This will lower the mob's armor, which will help the tank's hits do more damage. That means a bit more threat generated early, and every little bit helps. Even better if you have improved faerie fire.

Once the tank has been beating on the mob for a couple seconds - a good rule of thumb is when you see a sunder/lacerate on the mob if the tank is a warrior/druid - toss up your insect swarm. The miss chance will help mitigate early damage a bit, which means slightly less healing. This helps your healers not pull aggro. If that is an issue, you may want to toss a lifebloom or two on the tank - this spreads the healing aggro around so no one healer passes the tank, plus if you let the spell bloom, all that healing aggro gets put on the tank.

Honestly, after I've put up faerie fire and insect swarm, I tend to wait a good two or three seconds before starting my starfire rotation. Your mileage may vary depending on your tank and the exact situation - sometimes I can jump right in, sometimes I have to wait longer. Keep in mind that if the tank has multiple mobs to handle, he won't be generating threat on a single one as fast, since he's probably going to have to toss a couple hits on the other mobs to keep them from going after the healers.

Oh, and one more thing - trees. If there's no place in a fight that you need to save your cooldowns for, toss your trees up ASAP. They hold their own threat list, so if worst comes to worst, they'll just pull aggro and get smacked. Chances are, they'll get to do their thing, and that's another good hunk of damage thrown in at the beginning without having to worry about it adding to your threat.

If you find yourself having issues with aggro, talk with your tank. See if there's something you're doing that is specifically making it hard for him to hold aggro. See if there's something he might be able to do to hold it better. People talk about the tank/healer dynamic all the time. The tank/DPS dynamic should be just as important, especially in fights that come down to a DPS race. And believe me, if you're asking your tank how to make sure he keeps aggro, he's going to love you. The fact that you're asking alone is going to put you above 90% of the DPS out there.

Tuesday, October 2, 2007

From the Peanut Gallery

So, this comes to us courtesy of Jerome:

"I am wearing my (bad) healing gear at the moment and am specced resto as of a couple days ago. I was a restoration druid up until level 50 and then I tried out balance (the inability to solo much of anything with a fully specced resto really became evident around that time). I levelled to 70 as a balance druid, and did not have much trouble finding groups (and Setthek Halls is a favorite instance of mine due to the fact that we do actually have some CC on the birds!)

"I've returned to the game after a few months away, and I am wanting to raid end game and get the tier armors (eventually tier 6, which is natural for everyone to want seeing as it is the last tier armor available at the moment...plus I absolutely adore how it looks!) I had got in touch with a guild leader on this server and s/he explicitly stated that "Balance sux. What is your +healing?" I told him how low it was, and I got no response until I said "How about I get some better gear and let you know" and he said "ok".

"ANYWAY, My question is this: Should I go resto and be a healbot until I'm able to get tier 6 balance armor (at which point I will go back to balance, naturally)? Or do you think it takes longer for a balance Druid to get each of the tier armors because no one wants one to come?
The reason this bugs me is because a few things have gained my attention. Firstly, a new patch is coming with ZulAman (I have no clue when) and I remember someone mentioning that there will be a BUNCH of Balance gear available in the instance (as well as being outdoors like ZF, so we would actually have some CC). Should I be relying on that? Or would it just be a quicker path to the tier 6 Thunderheart if I restoed for my tiers 4 & 5?

Thanks a million, not sure what to do in game until I get some advice from you guys! (although I *hate* not being able to solo anything..even in my damage gear.. with the resto spec)."

I think you've got a couple options here, Jerome, but let me say this first:

Do you enjoy healing? If you do, and you don't mind seeing new content in that role, then so be it. I love my resto druid friends, and I honestly don't mind taking a walk on the tree side now and then if need be. So if you're comfortable joining this guild as a resto, by all means do so. But keep in mind that if you join a guild with that attitude, 9 times out of 10 they're going to get pissed when you say you want to try Balance for a while. Frankly, chances are that as soon as you get your first piece of T6, if you DON'T turn it in for the resto version and get the balance one instead, you'll get kicked. And where are you then? Geared up for Black Temple as a healer, and looking for a new guild, probably having to repeat some content to get back in. And possibly facing the same issue.

So, your options:

1) Cave in and go Resto. (Self-explanatory)

2) Stick to your guns and go Balance, and try to find a guild that will take you. Try this approach - find a guild that is normally running with 3 healers in Karazhan. Say "Take me in as a Balance druid instead of your third healer. As long as your two main healers are decently geared and competent, I will off heal as needed and still bring DPS to the raid. Give it a run or two, and if you don't like it, that's fine." Make sure you have the gear to back up your claim. Mention Zul'Aman - let them know that it's going to be outdoor and roots and hibernate are supposed to be two of the main forms of crowd control. Plus, they'll have Moonkin gear in there, among other things, and if there are drops specifically itemized for you, that means they don't have to worry about you always bidding on cloth.

3) Try a Dreamstate healing Balance/Resto spec. It basically takes the mana regen of Dreamstate and the bonus healing of Lunar Guidance and adds it to a resto build. Look here for an example that relies on Healing Touch. You must downrank effectively for this build to be efficient, but if you can learn that, it can be great. And since it has a 34 points in Balance, it can still be quite viable for soloing.

4) Do what I did and create your
own guild - but that's a whole different can of worms, and probably ended up being a heck of a lot more effort than if I'd done one of the other routes. :) And honestly, it was dicey at points. I'm still surprised sometimes that we've gotten as far as we have.


Okay guys...

My schedule is finally under control. I apologize for the huge amount of downtime, I'll do my best to make sure it doesn't happen again.

At the moment, I'm starting to work on some math comparing Int to MP5/Damage/hit/Crit. This is probably going to take me a few days, as the recursive stuff makes it interesting. In the meantime, if you have any questions in general that won't require a ton of math, let me know!

Thursday, September 20, 2007

I live.

Barely. Will be back with more content soon.

*rails against hectic schedules*

Wednesday, September 5, 2007

On Shinies!


All right, continuing our quest for better gear, let's look at gems.

Now, most people usually start thinking of gems by color first. I want to avoid that. Our first and primary concern should be what stats they give us. Only then should we look at the color of the slots we have available and the socket bonus. If the socket bonus is something we don't particularly care for, it's probably better to ignore it if the requirements would make us sacrifice other stats.

So, first, I'm going to look at meta gems. Then we'll tackle each of our desired characteristics: spell hit, spell damage, int, and spell crit. Obviously, there will be some overlap. Also, I'm pretty much going to ignore green gems - these will all be blue quality or higher. I'm also ignoring the purple gems from Black Temple because, well, if you're in BT you don't need my advice!

Meta Gems:

One of the things we face is that there is no Balance gear with a meta gem slot until Tier 4. So drool over these a bit, but don't plan a build around them. :) There are a few choices here, so let's start with the easily craftable ones:

Insightful Earthstorm Diamond - +12 Intellect, chance on spellcast to restore mana
This is one of my favorites. Specifically, the "chance" is a 2% chance to restore 300 mana. Now obviously, this is going to proc a lot more if you're casting spells more frequently. Math wise, it breaks down as follows:

1 cast every 5 seconds: 6 mana/5
1 cast every 3 seconds: 10 mana/5
1 cast every 2 seconds: 15 mana/5
1 cast every 1.5 seconds: 20 mana/5

Now obviously, you're going to get a lot more mana back with faster spells like wrath, etc. But if you figure that even with your standard starfire/insect swarm cycle you'd be getting somewhere between 10 and 15 mana/5, that's some great aid in mana regen.

Destructive Skyfire Diamond - +14 Spell Crit, 1% Spell Reflect
This isn't bad, but spell crit is the least PvE desirable, overall, of our four key stats. The spell reflect might be occasionally useful, but I doubt it would ever be more than a lucky break.

Mystical Skyfire Diamond - 5% chance on cast that next spell will be cast in half time.
This is a decent gem. Overall, it translates into about a 2.5% dps increase. The only catch is that you have to make sure you don't try to cast Wrath instead of Starfire, or the global cooldown will end up eating any benefit you might've gained. Overall, I'd say this is a better gem for mages, but it's OK for us.

Here are some meta gems that aren't crafted:

Swift Starfire Diamond - +12 Spell Damage and minor run speed increase.
This one comes from your faction base in Terrokar, in exchange for spirit shards from Auchindoun. It's okay - really more of a PvP gem, but it's easy to acquire and is certainly better than nothing in the meta slot.

Imbued Unstable Diamond - +14 Spell Damage and 5% stun resist.
Again, not a bad gem, but a bit more of a PvP oriented one. Plus, this one is apparently a real pain to get - you need a group to complete a large portion of the Assault on Bash'ir quest in Blade's Edge. This from all reports requires pretty much a raid group of people, and good coordination. Nasty.


Anyway, those are the meta gems. Now let's look at the others by category:

Spell Hit:

This is one of our tougher stats to acquire. Gems can make a valuable addition to boost it without compromising on other gear.

Great Dawnstone - +8 Spell Hit
This is your meat & potatoes craftable "give me spell hit!" gem. It's nice, but most of the time you'll get better benefits from multiple multicolor gems.

Veiled Noble Topaz - +4 Spell Hit, +5 Spell Damage
I like this gem. It's craftable and thus readily available, it has both spell hit and spell damage. It is your friend. :)

Shining Fire Opal - +5 Spell Hit, +6 Spell Damage
This drops from bosses in heroic Mechanar. I love this gem. The only thing that makes me cry is that it is unique-equipped. *sigh*

Lambent Chrysoprase - +5 Spell Hit, +2 mana/5
A decent mix here, adds a bit of casting endurance to your spell hit. This drops in heroic Underbog.

Vivid Chrysoprase - +5 Spell Hit, +6 Stamina
Another pretty nice gem, especially because it can be used to add more casting power to blue sockets, which generally are harder to find PvE offensive casting stats for (except arguably mana/5). Stamina, as always, helps with survivability.

Spell Damage:

Veiled Noble Topaz - +4 Spell Hit, +5 Spell Damage
Shining Fire Opal - +5 Spell Hit, +6 Spell Damage
Both these were mentioned above, and are great choices.

Runed Living Ruby - +9 Spell Damage
Your standard pure Spell Damage cut. Not bad.

Runed Ornate Ruby - +12 Spell Damage
This costs about 7000 honor, so you could get this in a good AV weekend if you dedicate the weekend to it. Nice solid boost in one slot, great gem. Too bad it's unique-equipped.

Glowing Nightseye - +5 Spell Damage, +6 Stamina
This is a decent bread-and-butter gem for blue slots. Survivability and damage, lots of fun.

Fluorescent Tanzanite - +6 Spell Damage, +4 Spirit
Spirit doesn't give us as much of a useful mana regen boost as intellect, normally. This isn't bad, but I wouldn't make it my first choice.

Glowing Tanzanite & Infused Amethyst - +6 Spell Damage, +6 Stamina
Both of these are useful as well, giving you a good amount of spell damage in addition to the survivability of the stamina. The Tanzanite is a quest reward for killing Nightbane in Karazhan, the Amethyst is from heroic Black Morass.

Infused Fire Opal - +6 Spell Damage, +4 Intellect
Another beautiful gem. This one comes from heroic Steamvaults.

Mysterious Fire Opal - +6 Spell Damage, +5 Spell penetration
As I discussed before, spell penetration is all but useless in PvE. This would be very nice for PvP. You can get this in heroic Botanica.

Potent Fire Opal - +6 Spell Damage, +4 Spell Crit
Pretty decent gem. Drops in heroic Auchenai Crypts.

Potent Ornate Topaz - +5 Spell Crit, +6 Spell Damage
Another honor-bought gem, this one costs 8,500 honor.

Phew! Okay, ran out of time today, Int & Spell crit gems coming tomorrow!

Tuesday, September 4, 2007

On supplementals


So, this week's edition will be on the supplemental stuff you need to eke the most out of your gear, namely Enchants and Gems.

Let's start taking a look at enchants first, by category.

ENCHANTS:

Head - Yes, I'm starting with the head enchants that are available. Yes, I know they're not strictly "enchants" in the sense that an enchanter does them. Sue me. :P Anyway, to my mind, there is nothing that comes even close to the Glyph of Power from the Shat'ar vendor. You'll need revered to get it, but that shouldn't be too much. If you're looking for something a bit more hybridy and you like to mix it up with some feral action sometimes, the Glyph of the Outcast from Lower City isn't bad, but hey, this is a boomkin blog!

Legs - Again, not strictly an enchant, but Mystic Spellthread and Runic Spellthread are the obvious choices for a balance druid. I personally waited until I had some purple legs to splurge on the Runic Spellthread, but that's just me. The mats aren't bad at all for either one, except for the nether - that'll probably cost you 100-150g from the crafter, if you're not a tailor yourself.

Chest - Chest enchants suck. Face it. What sucks even more is the +150 mana to chest that was in Beta never made it through to BC. So what are your choices? I'd go with either the +100 mana or the +6 to all stats. I personally choose the latter, as 6 int gives 90 mana anyway, in addition to all the other int bonuses balance druids get, and the +6 to other stats is nice to have.

Gloves - Now we get into some interesting choices. There are three main contenders here: Blasting (+10 Spell Crit), Major Spellpower (+20 Spell Damage), and Spell Strike (+15 Spell Hit). If you're going to PvE, I think that blasting is something of a waste - what balance gear there is provides plenty of spell crit and very little spell hit. If you're low on spell hit, take Spell Strike. If you're doing okay with your spell hit (say, at least 50-60 points plus your Balance of
Power talent), major spellpower might be a better long-term DPS investment. If you've got a bunch of spell hit (100 or more, plus the talent), then spellpower is definately going to be the way to go.

Boots - There's not a lot of caster options for boot enchants. Vitality (+4 health & mana/5 sec) can give you a bit of a boost with mana/5, but I personally just go with Fortitude (+12 Sta). Remember that as you progress, survivability becomes a lot more imporant. It seems that ~8000hp absolute minimum is the magic number, at least through the beginning 25 man raids. To be safe, I'd aim a bit higher. And believe me, nothing beats being able to laugh at Aran as he fires his arcane missiles at you, and even if you don't resist at all, living and healing yourself. :)

Cloak - There are two readily available enchants that will probably catch your eye: Spell Penetration and Major Resistance. Spell Penetration looks great at first...until you do the math. If you are doing PvE, spell penetration is all but useless. Really. There are only a very few mobs that have resistance that can be reduced by spell penetration - a couple in MC, and the Arcane Watchmen in Karazhan. Those are the only ones I've seen pointed out specifically. And it helps with no bosses, which is huge. So it looks like you're stuck with Major Resistance, which is nice, but somewhat expensive. But wait! Come next patch, Subtlety will be commonly available, which I think is an incredible option for us.

Shoulder - Your shoulder enchants should be pretty obvious, depending on whether you're Scryer or Aldor. Inscription of Discipline and the Greater version of it are from the Aldor, Inscription of the Orb and the Greater version from the Scryer. I personally like the Aldor ones a bit more for PvE, but that's just my preference to spell damage rather than crit.

Bracers - There are 3 enchants that I find particularly appropriate for balance druids: Spellpower, Major Intellect, and Restore Mana Prime. I leand toward Spellpower if you've got a set of bracers that are going to last you a while, but Major intellect has the advantage of being really cheap, so if you're stuck with something you think won't last you too long, go for that. Restore Mana Prime gives 6mana/5, which is a decent amount and could help if you're having trouble with mana conservation.

Rings - If you're lucky enough to be an enchanter, you can get ring enchants from various factions. From the Keepers of Time, you can get a Spellpower enchant to add +12 spell damage to your rings. Best of all, you only need Honored with the keepers of time (I don't think you can manage to get Kara attuned without at LEAST getting honored, if not revered). And the mats are fairly cheap - two large prismatics, two greater planars.

Weapon - And finally, the big one. I see three main choices at this point: Major Spellpower, Major Intellect, and Spellsurge. The first two are a tossup - if you find yourself running out of mana a lot, intellect isn't a bad way to go, and 30 intellect also means extra spell damage, crit, and mana regen. If you're doing fine in the mana department, then go with Spellpower. Spellsurge is an interesting enchant - it seems that with just you alone, it means on average about 8-10 mana/5 to your group. The interesting thing is that it stacks if multiple people in your group have it. I've seen an analysis of a healer, a shadow priest, and 3 other casters all in a group, all with Spellsurge. The mana regen was disgusting. Also, I've seen people advocate trying Sunfire, since if you're doing a Starfire spell rotation the arcane damage applies. I personally don't like this - I don't feel the extra 10 spell damage on moonfire and starfire makes up for losing 40 damage on insect swarm, wrath, and most importantly, losing 40 healing as well.

Anyhow, I'm going to sum it up there for now, next post will be coming today or tomorrow with gems!

Saturday, August 25, 2007

On New Shiny Things!

Well, in this post I thought I'd talk about the upcoming patch, and some of the goodness that will be in it for moonkin.

First, Zul'Aman. For those that don't know, this is a 10-man dungeon in the Blood Elf starting area. Here's the official Blizzard word on it:

--Zul'Aman will be a 10-person raid zone
--Zul'Aman will be on a quicker reset than 7 days (some might call this "casual")
--Zul'Aman will be MORE difficult than Karazhan and drop better loot (some might call this hardcore)
--Zul'Aman will feature 6 bosses and it's our goal that you can kill them all in one night -- perhaps 2-3 hour clear times (some might call this casual)
--Zul'Aman will not have a key requirement. Nor will it have an attunement quest\ (some might call this casual)
--Zul'Aman will have a VERY challenging timed quest for those who choose to participate in it. This *will be* hardcore and will be very rewarding. Players do not have to engage in the timed run (very similar to the Baron run in Stratholme)
--We're tuning the first boss in Zul'Aman to require less raid coordination than some other raid bosses. He will still hit very hard so you'll need to be geared properly but it won't take 15 minutes to explain the fight. It will be a simple yet challenging fight. The other boss fights get more complex and challenging from there. If players want a basis of comparison, imagine the tuning of ZA started around Nightbane/Prince difficulty and ramped up from there.

ZA is a very cool looking zone. It will feature brand new troll models -- Forest Trolls. They are very impressive looking. There will also be a large amount of brand new item art in the zone. We'll get screenshots of this out soon.

I know this question is going to come up so I'll answer it now -- Yes, you can totally skip Karazhan if you're an amazingly elite guild who doesn't have time to key up for KZ yet can face the challenges of ZA without gearing up in KZ. Have fun storming the castle.
Anywho, lots of goodies about this and the other additions in the upcoming patch:

1) Offspec gear! A full moonkin set has been confirmed, and there are rumors of elemental shaman & prot. paladin gear.

2) All loot in Zul'Aman is said to be on par with Tier 5. Very nice.

3) Zul'Aman = outdoors. That means roots, and a more reason for people to start bringing Balance druids along.

4) Of the new flasks, one is called "Flask of Blinding Light." This increases Holy/Nature/Arcane damage by 80. Super nice for Balance druids.

5) Formula: Enchant Cloak - Subtlety will be available. This will be a nice added boost to threat reduction for us.

6) The Hurricane damage coefficient has increased. Useful for when you need to add a bit of AOE to the party.

Hopefully, the moonkin gear will really be on par with tier 5. That will go a long way to making Balance a more useful endgame spec without having to resort to cloth.

Friday, August 24, 2007

Update coming soon!

Tomorrow, hopefully. Goodness for you all.

Tuesday, August 21, 2007

On Needing More Ideas


So I'm scouring my brain trying to figure out what else I can post about being a balance druid, and it seems like everything is scattered into little pockets that are in interesting tidbit for conversation but would take all of 3 lines and not make a very good blog post.

So fire away! What questions do you have? I'll take anything, and if I don't know the answer, so be it. :)

Monday, August 20, 2007

On Loot Distribution


This is more along the lines of guild administration than Boomkin material, but hey, it's my blog, so nyah!

Loot rules are probably the single largest issue that can and will split a raiding guild apart if not done in such a way that everyone is at least content with it. There are some common ways to go about it.

1) Leader-determined distribution: The leaders of the guild determine what loot goes where. The criteria of this is usually "who will this be the biggest upgrade for" and "who has put the most effort into the raid."

2) DKP systems: DKP is some sort of point based system where raiders "buy" loot with points they have accumulated by going on raids, sometimes for providing the guild with rare materials, etc. There are many variations of these systems - some allow people to "bid" points, some have set prices for every item and then require a roll to see who gets to actually buy it, and so on.

3) Straight roll-off: This is pretty simple - anyone who needs it rolls, the winner gets it.


Now, each of these systems has their pros and cons.

1) Leader determined distribution:

This will typically be the quickest way for a guild to advance (barring situations where the leadership are either playing favorites or just plain being stupid). However, it is also the situation which typically causes the most friction. Whether or not it is true, there will almost always be perceived favoritism and accusations of misconduct. It also has the potential to be unfair to those who work the hardest.

For example, say your guild has two raiding mages. One of them shows up to raids regularly, is dedicated to running heroics as often as possible to upgrade his gear outside of raids, and in general makes a great effort. The second shows up for most, but not all raids, and pretty much doesn't do anything else. If the Purple Hat of Magey Death drops, and Mage 1 is wearing the Purple Hat of Magey not-quite-Death he got in a heroic yesterday, then the hat will be a bigger upgrade for Mage 2. And if that is the primary criteria for distributing loot, then Mage 2 gets rewarded for being the less comitted of the two.

2) DKP Systems:

DKP systems take the approach that those more committed to the guild/raid should be rewarded with more loot. The typical DKP system says that you get X number of points for every boss kill. Sometimes this varies depending on the boss. Then people either bid on items, or items are given a set price.

The issue with a straight DKP system is inflation. As more and more points enter the bankrolls of the hardcore, super-frequent raiders, the price for drops gets higher and higher. If you join a guild using a standard DKP system after they've progressed a fair amount, chances are that you're never going to catch up to the leaders in points. So the system is a disincentive for more casual members and new members.

3) Straight roll-off:

While a straight roll-off is possibly the easiest way to avoid accusations of favoritism, and it is theoretically fair over the very, very long term, it doesn't account for how much the players have invested in the guild. Someone coming along on their first raid might win the roll for the Uber Plate Thong of Doom over someone who has been diligently participating for weeks. It also has the possibility of someone consistently winning through just pure luck.

So, before you enter a guild, or decide on a loot system if you are a guild leader, these issues need to be looked at. But first...

YOU ARE NOT ENTITLED. For further details, please refer to Egotistical Priest's wonderful post on the subject.

The one, absolute, imperative part of whatever system you choose - it has to be up front and above board. No favoritism, no nepotism, no "officers get loot first" BS. Now that that is out of the way, I can't make your decision for you. I can tell you what we have done as a guild.

We use a zero-sum DKP system called SWAPS. It is similar to DKP in that you earn points and spend them in an auction to buy loot. Where it differs is that there is little to no inflation. Why?
There are a fixed number of points in the system. When you begin raiding, you're given a "trust fund" of 1000 points. You get 200 of those per raid until you've been given 1000 points. After that, the only way to get points is to be around when someone else wins loot. If there are 10 people in the raid, and I pay 300 points for a piece of loot, my 300 points gets given to the other 9 people evenly, so they each get 33 (the extra is put away in a phantom raid member, and that total gets distributed periodically).

New members can be fully vested into the system with 6 raids. That means that they have a full 1000 points to blow on something, plus whatever they got from the standard point split when other people won loot. So there's no barrier stopping new players from getting involved in the system quickly and fairly.

So that's us. Find what works for you, talk it over with your guildmates, and make sure that everyone is on the same page.