Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Friday, May 24, 2019

Classic Updates, Heroic Mekkatorque Woes

WoW Classic Beta

I haven't had much time with the Classic Beta. I got up to the quest with the Defias Pillagers, who have killed me multiple times so far. I think I'm a bit underlevelled. I probably should have gone and done the quests in the dwarf area.

I'm really not feeling the paladin, though. Currently Classic Beta feels very lonely and paladin game-play is very boring. I think I'm going to try out a few different classes this weekend.

I did roll a Tauren Druid, but have only reached level 3 with it.

Heroic Mekkatorque

We're still having a lot of trouble with Heroic Mekkatorque. We can beat it every week, but it always takes us five or more pulls every week. It's simply not on farm status. Unlike all the other fights, it feels like we haven't improved on that fight even after killing it several times. In contrast, we can one-shot Heroic Jaina now.

Because Heroic Mekkatorque can take us up to two hours, it's in an awkward position for completing all the content, and actually getting both Daza'lor and Crucible down in one week.

I think there must be a better strategy out there, though I'm not sure what we're doing wrong. My guess is that our tank movement and raid positioning is ad-hoc, and makes things more difficult than it has to be. Like maybe there's a better way to position the group that makes the fight more standard and less variable.

If anyone can link me a particularly clean H-Mekkatorque kill video, I would be grateful. All the videos I can find have messy kills, usually because they're first kills.

Tuesday, May 21, 2019

Audience Inconsistencies, Class Quests

Audience Inconsistencies

Sometimes I feel sorry for Blizzard. They get so many conflicting signals from the audience that it must be quite hard to figure out what the right thing to do is. For example, right now:

Players: Classic is amazing with it's difficulty and inconveniences. It's awesome when players have to be careful about what enemies they attack and avoid. Retail should be more like Classic

Blizzard: In Patch 8.2 absorbs will no longer prevent daze. You need to be more careful about avoiding enemies, and not just mounting up and running straight through them all.

Players: Why does Blizzard hate fun?!?

Class Quests

I hit level 12 in the Classic Beta yesterday. Apparently there's an entire quest around getting Resurrection that I completely forgot about!

I really enjoyed that quest. It's small, and involved a lot of running, and wasn't that difficult. But it was very paladin-specific. I also liked that it wasn't world-shaking, but first about providing linen to an orphanage for clothes, and then resurrecting someone who was investigating the Defias. It fit nicely with learning the Resurrection spell. Though that does raise questions about who you can actually resurrect or not resurrect story-wise.

Monday, May 20, 2019

Classic Westfall: Where Dreams Meet Reality

First Death

I finished Elwynn Forest and moved on to Westfall, where I had my first death. I got attacked by a Coyote and a Coyote Packleader and foolishly decided to fight when my bubble was on cooldown. It's interesting because if it had been three coyotes, I would ran away right at the start and survived.

I also had a second death a bit later, fighting a Defias Trapper, and not realizing that a Defias Smuggler was throwing knives at me from a distance.

Dreams meet Reality

If Elwynn Forest is the zone where you see all the advantages of Classic, Westfall is where you start to see some of the disadvantages. And you realize that there was a reason Blizzard changed things.

Like one of the first quests is to kill 30 Defias, 15 trappers and 15 smugglers. You have to make a circuit of several camps, killing one Defias at a time. You run away if two of them attack you. You sit and drink after killing three or four. The respawn time is long so you have to find multiple camps.

There are some advantages to this playstyle, though. You explore a lot of the map. You usually end up working on several quests at the same time. For example, kill a couple Defias in camp A, then kill some boars for livers on the way to camp B.

Truthfully, it is kind of boring. Another thing which made it worse is that Westfall chat wasn't working in the Beta. There's a saying that MMOs are glorified chat channels, and that's true to an extent. But the chat channels work with the slow pace. The slow pace gives you time to read chat and respond in between killing a mob or two. And the chat channel makes the slow pace bearable.

Another element is that the way paladins interact with a couple of mechanics pushes solo gameplay to be even less interesting. Mana regen in Classic is governed by something called the "5 second rule". Mana only starts regenerating a full 5 seconds after you last used an ability. For most classes, this isn't an issue, because you have to spend mana to deal damage. For paladins, though, the abilities are all front-loaded. If you Seal, Judge, Seal at the start of the fight, mana regen will kick in after 5 seconds. Then if you just auto-attack, you'll get most of your mana back during the fight. The only damage you are missing out on is Judgement, and it isn't that much. Especially if Judgement gets resisted, which is rage-inducing because you realize that you killed your mana regen for nothing.

Fights are slightly longer, but you don't have to sit and drink. But game-play is atrociously boring. Press three buttons at the start, and then auto-attack for 30 seconds.

Now, obviously, playing any other class might be more interesting.

Saturday, May 18, 2019

WoW Classic Beta!

I got a WoW Classic Beta invite, and it is hilarious!  I remade my paladin, and here she is at level 10.

Classic Coriel in Goldshire
You can see the Seals, Judgement and (5 minute!) Blessing of Might on the bars. I had forgotten just how few buttons the classic paladin uses. (The question mark is a mouseover macro for Holy Light that seems to have a bug with the tooltip. I have reported the bug.)

It feels very much like the vanilla WoW that I remember. It's pretty slow, level 10 took me maybe four or so hours. Lots of running around. Combat is somewhat dangerous. I haven't died yet, but I've had to use bubble and run away four times. Twice from gnolls, and twice from murlocs. I'm wearing a mix of leather and mail, and I've even been wearing greys!

The major difference so far between Classic and retail is how much interaction there is with other people, and how the mechanics push you to interact. For example, tagging is absolute here, there are no shared tags at all. So I've ended up making impromptu groups for almost every named quest mob with the others who are waiting for the mob.

People seem to make liberal use of buffs, randomly buffing people nearby. Priests and Mages give me Stamina and Intellect, and I give them Blessing of Might. Though, this may just be the beta crowd. If you get in over your head (very easy to do!), and someone is nearby, they'll often help out.

I even traded some linen to someone who was leveling tailoring in exchange for two six-slot bags.

It's a very interesting experience to see exactly what you miss, and what you don't miss from retail, and what you wish was in retail.

So far, things I miss from retail:
  • AOE looting. I kill two murlocs and I always forget to loot the second one.
  • The bag clean up button. Apparently I use this constantly in retail. I open my bags, and reach for the button before I remember that it doesn't exist.
Things I don't miss from retail:
  • Quest markers and sparkles. The map and mini-map in Classic are very basic, and don't do very much. The mini-map doesn't even show new quests. After playing Classic, it's clear that I pay more attention to the map in retail rather than the actual world. In Classic, bringing up the map doesn't really add any information, so you pay more attention to the world. I am beginning to think that the balance between map and world in retail has tilted too far towards the map, and the map simply does too much.
Things I want from Classic back in retail:
  • The spinning uppercut animation for Hammer of Justice. It's so much better than the current animation. Every time I use Hammer of Justice in Classic, it annoys me that it got removed from retail.
Overall, WoW Classic has clearly got that vanilla feel, with all the advantages and disadvantages thereof. It's a unique opportunity to compare and contrast the two versions, rather than relying on nostalgia and unreliable memories.

Thursday, May 16, 2019

WoW Classic and Layers

When WoW Classic launches (Aug 27!) it will use a new tech for managing server populations called "layers". From BlizzardWatch:
Called “Layering,” the new system will help reduce queue times and improve server stability for the launch of WoW Classic. Layering is tough to explain without a metaphor, and thankfully Blizzard came up with a good one while explaining it to press and content creators recently. 
Imagine a tray with an empty glass. The tray is a single server in WoW Classic. The empty glass is a layer. When you log into the game on launch day, you’ll be with a flood other players: the water that we’re going to pour into the glass. Once the glass is full, we add another empty glass and start filling it up with water, or players, too. Each new glass is a new layer that consists of two to three thousand players — which means any single server could handle tens of thousands of players at the same time but without all of them being crowded into the same place in-game. The only way to see players from another layer is to group up with them —otherwise they don’t interact.
A layer is basically an invisible server. You get assigned to an invisible layer, and you only see other people who are assigned to that same layer. If you join a guild, you get transferred to that guild's layer. So you should see the same guilds and characters over time.

If the population of two layers drops down, the layers are merged, just like a server merge. Only because the original and final layer ids are unknown, and character names are unique across both layers, the merge should be unnoticeable. Other than seeing a bunch of new people running around Stormwind.

The interesting thing will be to see how many traditional "servers" WoW Classic launches with. Perhaps it's theoretically possible that WoW Classic could have a single server (or maybe 3 for PvE, PvP, and RP) and have 1000 layers.

Of course, naming characters would rapidly become very, very hard. And I wonder if there is value in having a named subcommunity, rather than everyone thrown into one giant pot. Is it good to feel like you belong on Lightbringer, while others belong to Skywall?

Wednesday, May 15, 2019

Cinematic: Safe Haven

Blizzard dropped a new cinematic on us in the lead up to patch 8.2 titled Safe Haven.


It's a pretty good cinematic. It looks like Thrall is coming back to the Horde.

I really wonder what Blizzard is planning for Sylvanas. They said she won't be Garrosh 2.0, but she's sure looking like it. I also don't think they're handling her character very well. She's supposed to be the cool-headed, competent archetype, but she seems to be making rash and foolish decisions all through this expansion.

Ah well, we'll see how this turns out in the patch.

Thursday, May 02, 2019

Ahead of the Curve: Uu'nat

Heh, I thought it would take another couple of weeks, but we tweaked our strategy and how we handled the Tears and got a kill!

Defiant-Doomhammer kills Heroic Uu'nat
  Here's a screenshot from our Jaina kill which I never posted:

Defiant-Doomhammer defeats Heroic Jaina

Uu'nat was a pretty decent fight. Using the same three artifacts with the same double-edged powers in both fights of Crucible was an interesting twist. Ultimately, though, I think it was a touch gimmicky. I still think Jaina Proudmoore was the best designed fight this tier (and probably the best from the last several tiers).

Wednesday, May 01, 2019

Updates

World of Warcraft

We're working on Heroic Uu'nat at the moment. It will probably take a couple more weeks, I think. We're currently working on steadying Phase 2 and figuring out Phase 3.

Otherwise, things are pretty steady in WoW. One thing about the server transfer is now all my other characters are stuck on the old server, and it's a bit of pain to switch servers. So they're basically gathering dust now.

I am very slowly leveling a Shadow Priest. I decided to do questing-only, with no heirlooms. I like upgrading gear and watching my character change appearance as I level. But it's quite slow without heirlooms. I think I would like Blizzard to separate out the XP gain from the heirlooms. Since quest gear now scales with level, you don't really need heirlooms unless you don't want to bother with gearing entirely. Perhaps XP gain while leveling becomes a stat that you could permanently increase through various mechanics, including heirlooms.

Final Fantasy FFXIV

I'm pretty much done with Stormblood, and waiting for the next expansion. I've been leveling Ninja using the AI Squadron in dungeons. It's not bad, but it can be tricky to force the tank to take aggro on everything.

The only thing I have really left undone in Stormblood is Eureka. But I'm at an awkward stage in Pagos where I'm too low level for the bosses, but I find it hard to get a smaller challenge log group going. Content that requires groups is really hard to do if you can't find groups.

Torchlight II

I ended up deleting this. The problem here was that Torchlight is one of those games which doesn't allow you to respec. I was putting all my points into one main ability and a bunch of passives. This worked well, but got boring. I really wanted to try different builds, but that would have required making new characters. The story wasn't really gripping me, so I eventually decided that I wasn't interested in finishing the game.

Anthem

I haven't played much since the patch. I did log in and do some missions and a stronghold for the daily one day. It was actually a pretty good day in terms of loot, with two Legendaries and four or five Masterworks. I haven't tried the new stronghold yet, though.

Wednesday, April 24, 2019

Mythic Champion of the Light

We had a weird raid last evening. First, we went and did Normal Crucible of Storms. I think we did this mainly to get another look at Uu'nat before we start working on the Heroic version.

Then we killed Heroic Restless Cabal again. Interestingly, this was harder than our previous kill because we were trying to fully use the Promise of Power mechanic, instead of just dispelling it early.

After Cabal, the raid leader noticed that we had exactly 20 people in the raid, so we tried the first boss of Mythic Dazar'Alor: Champion of the Light. She was fairly easy, and we actually one-shot her. I think that because it was Mythic, everyone paid a lot more attention to the mechanics.

Loot-wise, it was pretty lucrative, as I got a warforged i425 shield! I also realised that our raid does not have a single 2H Strength DPS character. No Warriors, Retribution Paladins, or Death Knights. As a result, there's no one for me to leech Retribution weapons from. I was wondering why I haven't replaced my Retribution mace since Uldir.

We then tried Mythic Jadefire Champions, but that was a big step up in difficulty and coordination. We made some decent progress, but then people had to leave. So we finished up the night with the first three bosses in Heroic Dazar'Alor.

Pretty good night, all in all. It's rather unlikely that we'll have exactly 20 people again, so that's probably our only foray into Mythic this tier. To be honest, I don't mind. I do kind of miss the intricacies of Mythic raiding, but that's more than outweighed by not having to worry about roster issues or the bench.

Monday, April 22, 2019

Heroic Jaina, Heroic Restless Cabal

Heroic Jaina Proudmoore

Last week, we killed Heroic Jaina and got the Ahead of the Curve feat for Battle of Daz'alor. The fight took us a fair amount of time overall, as we had a lot of problems with Phase 3.

We ended up switching to having most of the raid get frozen early during Bloodlust, and having a small group break people out. That proved to be the strategy which got us past P3, and Jaina went down shortly after.

I really like the Jaina Proudmoore fight. It feels like fighting a powerful frost mage. It matches the story quite well. There's a solid variety of mechanics, but nothing feels too contrived. Jaina using Iceblock in response to Bloodlust is simply hilarious, an outstanding mechanic.  Once you master each portion of the fight, you generally have it down. Wipes never feel arbitrary, but always because you made an identifiable mistake.

Heroic Restless Cabal

After we got Jaina, we still had an hour or two left in the raid, so we went back to Crucible of Storms, this time on Heroic. The first boss took us about an hour. It's basically the same as Normal, only this time you have to do all the mechanics correctly.

If you did the fight properly on Normal, and didn't try to overpower mechanics, Heroic is just more healing and damage required. It's less difficult than Jaina.

After Restless Cabal, we took a look at Heroic Uu'nat. This one looks a lot harder, and it looks like a fun challenge to finish the rest of the tier. I also think that--unlike Cabal--we didn't do half the mechanics properly in Normal, so we'll have to learn to do them correctly.

Wednesday, April 17, 2019

Crucible of Storms

Yesterday, the Crucible of Storms raid in WoW opened. It's a small raid with two bosses, with about the same difficulty and item level as the latter half of Battle For Daz'alor.  Similar to the Trial of Valour raid from Legion.

First off, there is a quest line leading to this raid. If you have not done so, do a Naga invasion. There's usually one active at all times. A mob will drop the item which starts the quest chain. It's a pretty neat quest, and actually leads into the mechanics used in the raid.

The items in particular seem to have less stats, but an equip effect which is somewhat double-edged. For example, I got a belt which heals you for 70k if you drop below 35%, but deals 60k damage to you over 6 seconds. I gave the belt to one of our tanks to try out.

We decided to try the new raid on Normal, and extend the Jaina lockout from last week. The raid was fairly easy on Normal difficulty.  The fights revolve around three artifacts. In the first fight you have work around the different artifact powers, and in the second fight you have to use those same powers to your advantage.

One very interesting mechanic introduced is effects that turn you hostile to the other people in the raid, but do not mind control you. So you're still attacking the boss, but you can't be healed, can't heal others, and you take damage from cleaves.

For Holy Paladins, you have to be careful with Holy Shock. It's very easy to accidentally Shock someone else in the raid for damage if you don't realise that they're hostile.

All in all, it was a fun raid, with some very unique mechanics. The loot is particularly interesting, with lots of weird effects.

Monday, April 08, 2019

Random Thoughts on Battle For Azeroth

Just some thoughts about Battle For Azeroth which have been bouncing around in my head over the last little while.

General

A lot of people seem to think BFA is a "bad" expansion. I confess that I don't really see this. To me, BFA seems more or less like Legion. I liked Legion, and I like BFA.

Story

The base zone stories in BFA are quite good. I do think that effectively requiring you to level both a Horde and an Alliance character will be deemed a mistake in hindsight. But as I have max level characters on both sides, it's not much of a barrier.

As for the faction war story, I didn't have very high expectations, thanks to my predictions about the nature of war. I think BFA has shown that the basic logic of those posts were sound and correct. However, Blizzard has managed to exceed my expectations in the handling of the war. So where many other people seem to be disappointed, I'm actually impressed that they did as good a job as they did.

Azerite Armor

Azerite armor was a decent attempt at fixing the issues with both artifact weapons and legendaries in Legion. However, Azerite armor really demonstrated that character power must be monotonically increasing, as mathematicians would put it. Players will not accept a temporary reduction of power now in exchange for future power later.

And as always, it falls victim to people theorycrafting the best options, and everyone ignoring all the others.

Island Expeditions, Warfronts

In my opinion, the last two expansions gave us several solid "evergreen" systems. For example, Warlords gave us the modern LFR/Normal/Heroic/Mythic raiding structure, which is quite good. Legion replaced dailies with World Quests and Emissaries.  Legion also gave use Mythic Keystones, which are excellent small-group content for players in the higher tiers.

I believe that Blizzard is looking for a new system or mechanic for players below that tier, for whom Mythic Keystones are not a good fit. Players who are casual, and primarily use Group Finder to make groups instead of guilds or Party Finder. Basically the type of player who currently tops out in Heroic Dungeons or LFR.

Blizzard basically took two cracks at the problem with Island Expeditions and Warfronts. I'm not sure either was entirely successful. Though here, it's hard to tell. The vocal part of the WoW player base, the people who post on the forums, are not the target audience, they're in the tier above. Overall, Warfronts have probably been better received than Island Expeditions.

I think Blizzard has been looking for something for this group of players for a long while. Their last attempt was Scenarios in Mists of Pandaria, and given that Scenarios never appeared again, we can gather that they weren't successful.

Friday, March 29, 2019

8.1.5 Horde War Campaign, Heroic Mekkatorque, Heroic Blockade

Horde War Campaign

I finished the Horde War Campaign. It's basically the prequel to Alliance-side. I do like how Blizzard is implementing the choices. It's not a huge change, but my Blood Elf Warrior is a Sylvanas loyalist, so it's fun setting it up as an infiltrator into the rebel's plans, and reporting to Nathanos. In essence, your character is directly responsible for the last cutscene where Zelling is killed and Baine arrested.

The more interesting part of the Horde quests was the continuing Vol'jin story. This was actually very extensive. I'm not really sure where this is going, perhaps Vol'jin will become a loa in Rezan's place. But if you don't have a max level Horde character, I strongly recommend levelling one to see this story.

I've mentioned this before, but you really need both an Alliance character and a Horde character to get the full impact of the BFA story. I'm still not sure that this was the best of ideas on Blizzard's part.

Heroic Mekkatorque

We had multiple sub-5% wipes on Mekkatorque on Tuesday. So last night, we jumped right back into it and killed him within two pulls. It was a very messy kill, with only the two tanks and a healer alive at the end.

I'm not sure why we have so much trouble with that last phase. We go into it with a full raid, and then just start getting picked off. I think part of it might be tank movement. We drag the boss around quite a lot, instead of moving him in a predictable manner. I think adjusting to that is where we lose people at the end.

Heroic Stormwall Blockade

In contrast, Blockade was much easier. We spent an hour and a half, and got a fairly clean kill. Really, the only difference is that you have to know how to do both boats, as the tidesages switch at 50%. Otherwise, it's very similar to normal, just with a bit more damage, and a bit stricter timing.

We even got to spend an hour on Heroic Jaina. That fight is going to take us some time to learn, I think. We got to phase 2 though it all falls apart quite quickly. Haven't made it to the ice wall yet.

Tuesday, March 26, 2019

Level Squish and Zones Done

The WoW development team is discussing a potential "level squish", reducing the maximum level to something much lower. With 120 levels, new abilities are spread out, and there are large gaps where nothing much changes when you level up.

One of the problems I have these days with blogging is that it seems I've already written about the topic of the day. This time we have a post from 2009: Time to Max Level. In that post, I propose that the time to max level should be roughly the same, regardless of what the maximum level is.

Rather than looking at time, though, let's take a look at a different angle:

How many zones should a new character complete before you reach the current expansion?

I suggest that this should be a constant. That a new character should do about eight zones before reaching the current expansion. That's enough time to level up, see several different stories and feel that you are ready to take on the latest content.

However, there are far more than 8 zones in the current levelling path. It would be better to construct multiple paths from beginning to the current expansion, then allow a new character to pick her path at the start.  The current options would be something like:
  1. Kalimdor
  2. Eastern Kingdoms
  3. Outlands and Northrend
  4. Cataclysm and Pandaria
  5. Draenor and The Broken Isles
You start an new character and can choose to go to Outlands or Cataclysm zones or Draenor right away. The first continent gets you about half-way, and the second continent gets you to the current expansion.  That's about enough time that you'll be satisfied with leveling, and the multiple paths means that each alt can have a different experience.

When Battle for Azeroth is done, maybe it becomes a second-half zone, and when the expansion after that is done, the two of them become a sixth path for alts.

Another advantage this would have is that it breaks up the weirdness in timelines that happens with Outlands and Northrend. You don't suddenly go back into the past after doing post-Cataclysm Azeroth.

The biggest problem, though, is that if you're a completely new player, you'll only see a small fraction of the total story on your way to the current expansion. On the other hand, it won't take you forever to get there either. And each zone can be paced appropriately and not go by in a blur.

Other people's posts on level squish:

Tuesday, March 19, 2019

Kul Tiran Recruitment, Heroic Rastakhan

Kul Tiran Recruitment

The quest line to unlock the Kul Tiran Allied Race was really well done. It had you revist all the zones in Kul Tiras, and had several callbacks to the levelling experience.

Being able to name the new Alliance flagship was a very nice touch, especially as Blizzard got the location names to match what you picked. I went with Tiffin's Melody.

The only issue I had is that Blizzard tried too hard to "surprise" you with the fact that shipwright was female. In fact, it was really obvious because a lot of the sentence construction and word choices used were unusual, and served no purpose beyond veiling the shipwright's gender. And whenever writers do this, they invariably make the character female.

Whenever authors do this it feels as though they are condescending to the audience. Like the audience is so obviously prejudiced that they cannot possibly conceive of a female shipwright, and so it falls to the enlightened writer to educate the audience.

Heroic Rastakhan

We also killed Heroic Rastakhan. Surprisingly, this was the first night we attempted him, and the previous boss had taken a while. But Heroic Rastakhan isn't that different from Normal. We actually tried a different strategy to start, but then we gave up and went back to our Normal positioning.

The only real difficulty is the phase where the raid is split in two, and once you have that down, the fight is pretty much done.

We then tried Heroic Mekkatorque for an hour or so. I think that fight may take us a few nights. It seems pretty obvious that we aren't executing correctly on Normal, as we had a lot of gigavolt charges blowing up in the middle of the raid. That should have been a mechanic we mastered previously.

Friday, March 15, 2019

8.1.5 Alliance War Campaign

The Alliance War Campaign for 8.1.5 is fairly reactive. Things are happening horde-side, and the Alliance is basically watching the fallout. Shades of this older post of mine:
Now in Pandaria, we see the end result of that. One side had to go evil to make the war "fit" with modern sensibilities. Thus one of Garrosh or Varian had to go bad, and Garrosh was the one chosen. 
That sets up two stories: a civil war within the Horde, and the Alliance attempts to finish Garrosh. Of those two stories, the civil war is always going to be the more interesting story.
There's a nice cutscene, though:


The writers' work with Jaina has been the major standout this expansion. They've done an excellent job with her all around.

I wasn't really on-board with all the "Garrosh 2.0" complaints about the storyline earlier. But it's looking more and more like this expansion will be a re-tread of the Pandaria story line. There's some differences, notably Sylvanas is treating the rest of the Horde much better. But her character and motivations are really mysterious. There's been no attempt to get Horde players to sympathise with her or her aims, even if you disagree. That lack makes it really seem like they're setting her up to be deposed.

Oh well, there's still plenty of time left in the story. Perhaps Blizzard will surprise us.

I think this story illustrates the disadvantages of "going big". If Sylvanas hadn't burned down Darnassus, there's actually a lot more room for the story to manoeuvre. But because she did, the story points in one direction. Though imagine a scenario where Sylvanas sues for a peace or truce that leaves her as Warchief still. Anduin agrees to this truce (as his nature inclines him to), and that causes a schism in the Alliance as the Night Elves, Worgen, and Kul Tirans strongly disagree. That would be an interesting turn of events, and move the "civil war" over to the Alliance side.

Wednesday, March 13, 2019

Patch 8.1.5, Heroic Conclave, Glimmer Build

Patch 8.1.5

Patch 8.1.5 launched yesterday. As it was raid night, I only did Magni's quest to get 10 ilvls for the Azerite necklace. That quest was pretty short, featuring a return to Uldir and a couple of cutscenes. It felt a bit more like set up for future developments (in 77 cycles, a nod to the 77 day patch cycle of Legion).

I'll probably continue the main campaign line next, though I'm considering making a Kul Tiran druid. Of course, I've never actually finished levelling an Allied race character. So it will probably languish as an alt.

Heroic Conclave

We got Heroic Conclave down tonight. Pretty fun fight, though I think we still aren't positioning the frog quite correctly. In particular, I use Avenging Crusader during the Paku phase, which means I have to be in melee on the edge, and inevitably I get bounced when the frog jumps there.

Also Conclave is a little annoying because you have to look through translucent mobs to marks on the ground beneath them. The translucent mobs don't actually do anything but act as timers (and a marker in the case of Paku), so it is unfortunate that they take up space in the arena.

Avenging Wrath Buff

Paladins got a small buff to Avenging Wrath in this patch:
Avenging Wrath now causes your next Holy Shock, Light of the Protector, Templar’s Verdict, or Divine Storm to critically strike.
A little unusual for a mid-expansion buff. I'm not really sure what prompted this change.

Edit: Apparently a bunch of cooldowns for different classes got a small effect on use. I guess Blizzard just wanted to add some "punch" to these abilities.

Glimmer Build

I tried the Glimmer build in the raid. My Retribution chest had Glimmer so I reforged that to try it out.

My verdict: I disliked the build.

I was performing a little worse than normal, but a lot of that was unfamiliarity with the build, and generally Holy Shocking the wrong target. In particular, the same people often took damage, and I would instinctively Holy Shock someone who already had Glimmer on them.

What I found, though, is I really disliked the number of Crusader Strikes you use. The priority is Holy Shock > Light of Dawn > Crusader Strike, and sometimes it felt like I was spending half my GCDs on Crusader Strikes instead of healing.

As well, it felt like you had to be stricter about staying in melee. The old build, you want to be in melee, but it's not strict about it. If the boss is moving, you can heal and then catch up to melee. I did do a fair bit more DPS with the Glimmer build than normal, though. And mana seemed much more forgiving with the Glimmer build.

In any case, I switched back when we took a break in the raid to the standard Judgment of Light build. Given that we did get Conclave after that, maybe I'll take it as a sign that the JoL build is the one for me.

Wednesday, March 06, 2019

New Holy Paladin Glimmer Build

A new Holy Paladin healing build has popped up recently, one based around the new Azerite trait introduced in 8.1: Glimmer of Light:
Holy Shock leaves a Glimmer of Light on the target for 30 sec.  When you Holy Shock, all targets with Glimmer of Light are damaged for 1076 or healed for 1587.
The basic idea is that you get 3x Glimmer of Light traits on your Azerite gear, and then use your talents to get as many Holy Shocks as possible. You try to put Glimmer on as many people as possible, and each Holy Shock then acts like a mini-Beacon of Light to all your Glimmered targets. You also have to be in melee and using Crusader Strike to get more Holy Shocks.

Here's a more detailed article: A Glimmer of Hope for Holy Paladins in BFA.

Apparently, the build plays more like a druid putting HoTs on the raid than a traditional paladin build. It's also quite powerful, as many of the top parses are using it.

There's all sorts of interesting nuances to this build. You eschew Judgment of Light, which has been a staple for so long. You go back to a single Beacon. You don't use Avenging Crusader, though you have to be in melee more.

You even want to take one Retribution Azerite trait, Light's Decree. I admit I was very confused when I saw people in the Holy Discord channel asking about that.

I haven't tried the build yet, as I think I only have 2x Glimmers. But maybe I'll try and pick up that third Glimmer and give it a whirl.

Monday, March 04, 2019

Guild Updates, Server Transfers and Names

As you may remember, the guild I was in for Legion and BFA imploded in the beginning of February. The remaining officers and a few others from that guild transferred to a new server and went Horde.

The previous guild leaders came back, and formed a new guild from the remaining players. We've been raiding with another guild on Doomhammer for the past couple of weeks. They're a pretty good group and are around our age, skill level, and preferred schedule. We've picked up Heroic Grong and Heroic Opulence, and are working on Heroic Conclave.

In any case, the Doomhammer guild asked us to server transfer and join up with them. Our guild leaders want to step back from the work of recruitment and building up the new guild to a point where we could raid on our own. So they, and most of the other people in our new guild have decided to transfer.

I'm probably going to join them, but there's one thing holding me back. My main name, Coriel, is taken on Doomhammer. It's taken by a level 90 blood elf paladin, who I think left the game in Mists of Pandaria.

I am rather loathe to change names, since that character has had that name since Vanilla. But I guess I'll have to do so. If it was a low level alt, I'd try and get it released, but it looks like someone's endgame main.

Several of the secondary names I use are free on that server, so it's not a huge deal. It's not like I'll have to resort to alternate characters. Though, amusingly, one person who was trying to invite me to a group recently asked what the code was for the "i" in Coriel, automatically assuming it was something special.

The other thing I'm considering is, since I have to change names anyways, is switching to a male character. I don't talk a lot in Discord, and I think some people have started assuming I'm female. It's kind of unusual, because in the past the default assumption has always been male. But maybe it's the combination of healer + female character + not talking. Either way, it's a little awkward, so I'm thinking of switching.

Server transfers are annoying, though. They're simultaneously too easy and too difficult. They're easy enough so that people don't really bat an eye at transferring a single main to join a specific guild on a different server. But it's also annoying to have characters spread out on multiple servers.

Monday, February 11, 2019

Guild Implosion

The first raid night in Battle for Dazalor we had a whopping 29 people in the raid. Three weeks later, we had 11, and the guild leadership decided to swap factions and transfer servers. I am not really certain what exactly happened.

Or, well, I guess I do know. In Legion, we were a Heroic raiding guild. In Battle for Azeroth, it was decided to push for Mythic raiding. We didn't do too badly in Uldir, going 3/8 Mythic.

But before Dazalor, our long-time guild leaders decided that we were getting too hardcore for their tastes, and stepped down. After the first couple of raids, a large chunk of our best raiders decided that we weren't going to be good enough and split off. Then another, newer, group decided our times were not right for them, and they left too.

So then the leadership and core raid team decided to go Horde, since many of them wanted to play on that faction, and transferred to a larger server, hopefully with better recruiting prospects. This happened super-fast. They announced it Saturday afternoon, and people were transferring in the evening.

I have an invitation to join them, but I'm a little unsure what to do. I've raided with several of these guys for two years now. They're good people, and I enjoy playing with them. 

But I really don't want to faction-swap Coriel. I suppose I could transfer or level a Horde character, even another paladin.

The other thing is that, looking back at my tenure in this guild, I preferred it as it existed in Legion. Focused on Heroic raids, 2 nights a week. I didn't mind Mythic raiding at 3 nights a week, especially since many other people in the guild wanted to try it, and I enjoyed raiding with them. But I did like the Heroic version of the guild better.

Hmm, perhaps writing this post has made things clearer to me. I want to find a decent Alliance Heroic guild, but one with zero intention of going to Mythic. Maybe one willing to "graduate" extremely good players, and help them find a spot in a Mythic guild, but able to resist the pressure from those good players to have the guild go Mythic.