Tuesday, January 29, 2008
Sunday, January 27, 2008
I Hate Trash Respawns!
Have I mentioned lately that I hate trash respawns?
Tonight was our first night of serious Leotheras attempts. We took a look at Leo on Thursday, but our warlock tank hadn't finished collecting her Fire Resist set. We normally raid from 6:30 to 9:30. We try several attempts, learning how to start and stop DPS, healers learning how to kill their Inner Demon, etc. Our last attempt was gorgeous, except we got a little bit too excited when we hit the 15% mark. It was a heartbreaking 1% wipe.
We res up and get ready to try again, when trash respawns on top of us, wiping us again. It's now 9:00pm, and while we still have half an hour of raiding time, we have people who need to leave right at 9:30 and we have to clear all that trash. So we have to call it. I suppose it's possible that we could have cleared fast enough to get an attempt in, but there are 7 pulls before the boss, and the boss takes 10 minutes or so.
Calling the raid right after a 1% wipe, when you still have half an hour of raiding time, really, really sucks.
Trash respawns suck. Seriously, Blizzard, just remove them already. They're a pacing mechanic which doesn't affect the elite guilds, who are the ones who need to be paced. Trash respawns as a mechanic just hurt the rest of us who are moving at a slower pace or with real-life constraints on our time.
Tonight was our first night of serious Leotheras attempts. We took a look at Leo on Thursday, but our warlock tank hadn't finished collecting her Fire Resist set. We normally raid from 6:30 to 9:30. We try several attempts, learning how to start and stop DPS, healers learning how to kill their Inner Demon, etc. Our last attempt was gorgeous, except we got a little bit too excited when we hit the 15% mark. It was a heartbreaking 1% wipe.
We res up and get ready to try again, when trash respawns on top of us, wiping us again. It's now 9:00pm, and while we still have half an hour of raiding time, we have people who need to leave right at 9:30 and we have to clear all that trash. So we have to call it. I suppose it's possible that we could have cleared fast enough to get an attempt in, but there are 7 pulls before the boss, and the boss takes 10 minutes or so.
Calling the raid right after a 1% wipe, when you still have half an hour of raiding time, really, really sucks.
Trash respawns suck. Seriously, Blizzard, just remove them already. They're a pacing mechanic which doesn't affect the elite guilds, who are the ones who need to be paced. Trash respawns as a mechanic just hurt the rest of us who are moving at a slower pace or with real-life constraints on our time.
Monday, January 21, 2008
Fathom Lord Karathress

We killed Fathom Lord Karathress last night. Two new bosses in a week. Hopefully this is a sign that we are out of our slump.
I have mixed feelings about this kill. We killed him on the ninth try. On the first seven tries, I was Prot-specced and tanking the priest. On the eight try, I tanked the hunter, but the dps pulled him off me. So one of our warriors, who was DPS, and I teleported to Ironforge. He respecced Prot, I respecced Holy, and we came back in and killed Karathress.
It's probable that having that ninth healer was what put us over the edge, especially for keeping the raid alive (Karathress randomly Bolts a raid member for 50% of their max health), rather than having a warrior tank instead of me. But still, in some ways I kind of feel that I failed as a tank.
The respec was probably unnecessary, as I finished the fight with like 60% mana, so I probably could have healed it as Protection wearing Holy gear. However, it was frustrating after eight tries, so we made sure.
Comment Moderation Enabled
I've been having a problem with a gold seller spammer, so I've enabled comment moderation.
For Raph Koster, this is why Real-Money Trade is different than info sites and walkthroughs. The latter do not spam my website.
For Raph Koster, this is why Real-Money Trade is different than info sites and walkthroughs. The latter do not spam my website.
Wednesday, January 16, 2008
Al'lar!

Finally! That's hopefully a big monkey off our backs. We killed him 2 seconds or so after the Enrage timer. Best part was that I got the killing blow!

After that, we killed Void Reaver, and then went and saw Kael. That looks like a very fun fight. Phase 1 went by very fast, and Phase 2 was just total chaos. I think we're going to go back to SSC first though.
Still, 3/4 TK and 3/6 SSC is not too bad. Hopefully we can make better progress on the back half of Serpentshrine Cavern.
Sunday, January 13, 2008
The Problem of Hacked Accounts
One of the major problems facing WoW today is the proliferation of keyloggers and hacked accounts. With the introduction of Guild Banks, hacked accounts are an even greater security risk. It's a very hard problem for Blizzard to solve, because the player's computer is already compromised by the time World of Warcraft is started up. I imagine that Blizzard's Warden already looks for known hacks and keyloggers, but they'll always be a step behind.
The best way for people to avoid having their account hacked is to be rigorous about their computer security. But sometimes people make mistakes. So what are some other ideas that Blizzard could implement that would help security?
Here are three ideas that I had that could help stem the tide of hacked accounts:
Remove hyperlinks from the WoW Forums
The WoW forums are one of the main vectors of keylogger transmission. It's compounded by the fact that your account and password for the forums are the same as the ones for your game. Most people will not take the extra effort to cut and paste a link rather than just clicking on it. So the lack of hyperlinks will probably cut the spread of a keylogger infection significantly.
The price here, of course, is that you wouldn't be able to link to other useful sites. I personally get a fair number of hits from the link in my signature on the forums. So you would damage the "eco-system" of WoW websites.
Make the user select a secret image upon logging in
A password is just text. You can detect someones password by detecting the keys pressed. There is a one-to-one correspondence between a key and a letter. Every time you type your password, it is the same. So we need something that is harder to detect than a straight key press.
One idea is to have the user select a secret image when setting the original password. Then when logging in, you type your password and choose an image from an array of possibilities. The location of the image changes each time. All you can really tell from outside the program is the exact co-ordinates of the mouse-click.
Since the image's location will change each time, the co-ordinates of the mouse-click will change each time, and it will become harder for a keylogger to capture the necessary information to access the account.
Safe Mode
Have World of Warcraft create a "signature" of the physical machine used to create the account for the first time. This signature would be derived from the physical characterstics of the machine including things like the processor, amount of ram, hardware installed, etc.
When a computer connects to the account, its signature is compared to the signature on file. If the signature is different, the account starts up in "Safe Mode". In Safe Mode you wouldn't be allowed to do stuff like sell or disenchant soulbound blues and epics, spend more than 100 gold, or withdraw items from the bank. Guild officers would not be able to invite, promote, or remove people from the guild.
The idea here is that WoW is basically saying, "Hey, this isn't your normal computer, so I'm going to be very suspicious." Of course, people will occasionally play from different computers, or a laptop, so you can't prevent them from logging in entirely.
As well, you would need some mechanism for changing the computer signature on file for when people get new computers or upgrade. In many ways, this idea is similar to Microsoft's Windows Genuine Advantage, and it will have the same issues that system has.
Anyways, those are three ideas I had which could help stem the problem of hacked accounts. I don't think that there is anything (short of banning asymmetric trades, which I think is overkill), that Blizzard could do to eliminate the problem entirely. The point of weakness that allows for the installation of keyloggers and computer hacks lies outside Blizzard's control.
The best way for people to avoid having their account hacked is to be rigorous about their computer security. But sometimes people make mistakes. So what are some other ideas that Blizzard could implement that would help security?
Here are three ideas that I had that could help stem the tide of hacked accounts:
Remove hyperlinks from the WoW Forums
The WoW forums are one of the main vectors of keylogger transmission. It's compounded by the fact that your account and password for the forums are the same as the ones for your game. Most people will not take the extra effort to cut and paste a link rather than just clicking on it. So the lack of hyperlinks will probably cut the spread of a keylogger infection significantly.
The price here, of course, is that you wouldn't be able to link to other useful sites. I personally get a fair number of hits from the link in my signature on the forums. So you would damage the "eco-system" of WoW websites.
Make the user select a secret image upon logging in
A password is just text. You can detect someones password by detecting the keys pressed. There is a one-to-one correspondence between a key and a letter. Every time you type your password, it is the same. So we need something that is harder to detect than a straight key press.
One idea is to have the user select a secret image when setting the original password. Then when logging in, you type your password and choose an image from an array of possibilities. The location of the image changes each time. All you can really tell from outside the program is the exact co-ordinates of the mouse-click.
Since the image's location will change each time, the co-ordinates of the mouse-click will change each time, and it will become harder for a keylogger to capture the necessary information to access the account.
Safe Mode
Have World of Warcraft create a "signature" of the physical machine used to create the account for the first time. This signature would be derived from the physical characterstics of the machine including things like the processor, amount of ram, hardware installed, etc.
When a computer connects to the account, its signature is compared to the signature on file. If the signature is different, the account starts up in "Safe Mode". In Safe Mode you wouldn't be allowed to do stuff like sell or disenchant soulbound blues and epics, spend more than 100 gold, or withdraw items from the bank. Guild officers would not be able to invite, promote, or remove people from the guild.
The idea here is that WoW is basically saying, "Hey, this isn't your normal computer, so I'm going to be very suspicious." Of course, people will occasionally play from different computers, or a laptop, so you can't prevent them from logging in entirely.
As well, you would need some mechanism for changing the computer signature on file for when people get new computers or upgrade. In many ways, this idea is similar to Microsoft's Windows Genuine Advantage, and it will have the same issues that system has.
Anyways, those are three ideas I had which could help stem the problem of hacked accounts. I don't think that there is anything (short of banning asymmetric trades, which I think is overkill), that Blizzard could do to eliminate the problem entirely. The point of weakness that allows for the installation of keyloggers and computer hacks lies outside Blizzard's control.
Saturday, January 12, 2008
Short Notes
Castsequence Macros broken in 2.3.2
If you use castsequence macros (for example, to weave HL5 in-between FoLs), be aware that if your target is out of range or the cast is interrupted, the macro will "jam" and will stop working. It might start working again after a bit, but it's very annoying.
World of Warcraft Sweepstakes
The book publisher Simon & Schuster is holding a World of Warcraft Sweepstakes. Lots of swag including novels, CCG packs, and other WoW material. The contest is open to residents of Canada and the US (sans Quebec, as normal).
Loot Update
I picked up [Crystalforge Shoulderguards] last week. I went with the Protection shoulders, as I have the healing shoulders from Tidewalker. I also got [Chestguard of Hidden Purpose] from Zul'Aman. I haven't been in ZA very much, and last run was the first time I've killed Bear, Eagle and Lynx bosses.
I also picked up some mail healing gloves from Solarian. It was a pretty good week for loot.
If you use castsequence macros (for example, to weave HL5 in-between FoLs), be aware that if your target is out of range or the cast is interrupted, the macro will "jam" and will stop working. It might start working again after a bit, but it's very annoying.
World of Warcraft Sweepstakes
The book publisher Simon & Schuster is holding a World of Warcraft Sweepstakes. Lots of swag including novels, CCG packs, and other WoW material. The contest is open to residents of Canada and the US (sans Quebec, as normal).
Loot Update
I picked up [Crystalforge Shoulderguards] last week. I went with the Protection shoulders, as I have the healing shoulders from Tidewalker. I also got [Chestguard of Hidden Purpose] from Zul'Aman. I haven't been in ZA very much, and last run was the first time I've killed Bear, Eagle and Lynx bosses.
I also picked up some mail healing gloves from Solarian. It was a pretty good week for loot.
Sunday, January 06, 2008
Hybrid Theory: Shadow Priests
Shadow Priests are an example of a successful class in WoW. They combine good DPS with solid utility and are in high demand in raids. They heal and regen their group while they DPS. They are often regarded enviously by paladins who wish to be fluid hybrids, to heal and melee in the same fight. So what makes the shadow priests successful? In my view, there are three significant reasons: minimal time costs; one scaling mechanism; and the fact that the sum of their parts is greater than 100%.
Minimal Time Costs
A Shadow Priest's utility comes from the spells Vampiric Embrace (which provides health to the party) and Vampiric Touch (which provides mana to the party). A Shadow Priest spends 1.5s every minute casting VE, and 6s casting VT. The rest of the time is spent dealing damage. Further, VT is actually good DPS (eyeballing it, it looks better than Mindflay). So a Shadow Priest actually spends 97.5% of her time doing damage, all the while contributing health and mana regen to her party. This means that the Shadow Priest can actually come extremely close to her maximum possibly DPS (disregarding threat).
In contrast, if a paladin casts a heal, she reduces her DPS by the equivalent amount. If she casts only a single Flash of Light every 10s, her DPS drops to 85% of her maximum. If she swings her weapon, she reduces her healing throughput, just though time costs.
One Scaling Factor
A Shadow Priest only has one scaling factor for both her damage and utility: spell power. VE and VT scale with spell power. That means that a Shadow Priest only has to collect one stat in order to maximize both her utility and her damage.
In contrast, each side of the paladin's nature has a different scaling factor. DPS scales with Attack Power, threat scales with Spell Power, while healing scales with Healing Power. All scale with Spell Power, but damage and healing does so poorly. Having multiple different scaling factors encourages the paladin to choose one and specialize, ignoring the other.
Sum of the Parts is Greater than 100%
The deep truth of hybrids is that to be less than 100% of any pure dimension (tank, healing, dps) is a huge drawback. The other side of a hybrid must contribute more to make up for that fact. A hybrid that is 50% of a dps and 50% of a healer is simply not good enough. In my opinion, the sum of the two sides must be closer to 150% to even be considered for a raid.
However, this looks unbalanced, but it really isn't. The only two successful fluid hybrids in WoW are Shadow Priests and Feral Druids. I would class Shadow Priests as 90% dps and 60% utility, and Feral Druids as 90% tanks and 60% DPS.
The hard part here, though, is keeping the class from becoming 150% in one aspect. For example, if the paladin was a 75%/75% dps/healer hybrid, what would stop a paladin from not dpsing, and becoming a pure 150% healer?
Conclusion
Minimal time costs, one scaling factor, and the fact that the sum of the parts is greater than 100% are the reasons that the Shadow Priest is a viable hybrid. You can do the same exercise for Feral Druids, and see that all three reasons apply to them as well.
In my opinion, time costs are most important barrier to hybrid viability. You always have the choice between casting a heal or swinging your weapon. If one option is always a better choice for a particular spec, you don't have a fluid hybrid.
If Paladins are ever to become a fluid hybrid, I think that they will need to be changed such that they follow these three rules.
Minimal Time Costs
A Shadow Priest's utility comes from the spells Vampiric Embrace (which provides health to the party) and Vampiric Touch (which provides mana to the party). A Shadow Priest spends 1.5s every minute casting VE, and 6s casting VT. The rest of the time is spent dealing damage. Further, VT is actually good DPS (eyeballing it, it looks better than Mindflay). So a Shadow Priest actually spends 97.5% of her time doing damage, all the while contributing health and mana regen to her party. This means that the Shadow Priest can actually come extremely close to her maximum possibly DPS (disregarding threat).
In contrast, if a paladin casts a heal, she reduces her DPS by the equivalent amount. If she casts only a single Flash of Light every 10s, her DPS drops to 85% of her maximum. If she swings her weapon, she reduces her healing throughput, just though time costs.
One Scaling Factor
A Shadow Priest only has one scaling factor for both her damage and utility: spell power. VE and VT scale with spell power. That means that a Shadow Priest only has to collect one stat in order to maximize both her utility and her damage.
In contrast, each side of the paladin's nature has a different scaling factor. DPS scales with Attack Power, threat scales with Spell Power, while healing scales with Healing Power. All scale with Spell Power, but damage and healing does so poorly. Having multiple different scaling factors encourages the paladin to choose one and specialize, ignoring the other.
Sum of the Parts is Greater than 100%
The deep truth of hybrids is that to be less than 100% of any pure dimension (tank, healing, dps) is a huge drawback. The other side of a hybrid must contribute more to make up for that fact. A hybrid that is 50% of a dps and 50% of a healer is simply not good enough. In my opinion, the sum of the two sides must be closer to 150% to even be considered for a raid.
However, this looks unbalanced, but it really isn't. The only two successful fluid hybrids in WoW are Shadow Priests and Feral Druids. I would class Shadow Priests as 90% dps and 60% utility, and Feral Druids as 90% tanks and 60% DPS.
The hard part here, though, is keeping the class from becoming 150% in one aspect. For example, if the paladin was a 75%/75% dps/healer hybrid, what would stop a paladin from not dpsing, and becoming a pure 150% healer?
Conclusion
Minimal time costs, one scaling factor, and the fact that the sum of the parts is greater than 100% are the reasons that the Shadow Priest is a viable hybrid. You can do the same exercise for Feral Druids, and see that all three reasons apply to them as well.
In my opinion, time costs are most important barrier to hybrid viability. You always have the choice between casting a heal or swinging your weapon. If one option is always a better choice for a particular spec, you don't have a fluid hybrid.
If Paladins are ever to become a fluid hybrid, I think that they will need to be changed such that they follow these three rules.
Saturday, January 05, 2008
Friday, January 04, 2008
Outlands as a Protection Paladin
Grogin of Area 52 wanted to know how viable levelling from 60-70 in Outlands as a Protection Paladin is.
Short answer, it's very viable. I levelled from 60 to 70 as Protection. Of course, I level by questing, and very rarely grind for experience, so I don't know any specific spots which are good for AoE grinding while levelling. Once you hit 70, though, you have to go to the Demon Hunter training grounds at the Temple of Karabor in Shadowmoon Valley. It is the Protection Paladin version of Paradise.
However, there are a couple of things to watch out for. There's not a lot of true Protection gear until you hit 70 and Netherstorm. Most paladin quest rewards tend to be str/int/sta/spell damage. Luckily, most quests don't make you choose between warrior tanking gear and paladin gear. So you can use warrior tank quest rewards for your tanking set, and paladin gear for general levelling if you prefer.
Personally, I recommend levelling as Protection/Holy rather than the standard tank build of Protection/Retribution. I find Spiritual Focus invaluable while soloing, especially when undergeared. Also, take Reckoning. It's very good while levelling, especially for regenning mana with Seal/Judgement of Wisdom, though most tanks spec out of it when they hit raid content.
The only other thing about levelling as Prot that I can remember is that you get Seal of Blood/Vengeance at level 64. Try them out and see if you like them better than Righteousness. I tried Vengeance for a bit, decided it was silly, and went back to Righteousness. Vengeance can give more damage, but half the time it falls off. Righteousness is always reliable.
If you're bored, you can "twist" Vengeance and Righteousness. Cast SoV, after 10s Judge it, and then switch to SoR. You'll get SoR damage while the Vengeance debuff continues to tick. It's decent extra damage for the last part of the fight.
Anyways, as long as you save the warrior tank quest rewards, you should also be able to tank any of the instances as you level.
Hope that helps!
Short answer, it's very viable. I levelled from 60 to 70 as Protection. Of course, I level by questing, and very rarely grind for experience, so I don't know any specific spots which are good for AoE grinding while levelling. Once you hit 70, though, you have to go to the Demon Hunter training grounds at the Temple of Karabor in Shadowmoon Valley. It is the Protection Paladin version of Paradise.
However, there are a couple of things to watch out for. There's not a lot of true Protection gear until you hit 70 and Netherstorm. Most paladin quest rewards tend to be str/int/sta/spell damage. Luckily, most quests don't make you choose between warrior tanking gear and paladin gear. So you can use warrior tank quest rewards for your tanking set, and paladin gear for general levelling if you prefer.
Personally, I recommend levelling as Protection/Holy rather than the standard tank build of Protection/Retribution. I find Spiritual Focus invaluable while soloing, especially when undergeared. Also, take Reckoning. It's very good while levelling, especially for regenning mana with Seal/Judgement of Wisdom, though most tanks spec out of it when they hit raid content.
The only other thing about levelling as Prot that I can remember is that you get Seal of Blood/Vengeance at level 64. Try them out and see if you like them better than Righteousness. I tried Vengeance for a bit, decided it was silly, and went back to Righteousness. Vengeance can give more damage, but half the time it falls off. Righteousness is always reliable.
If you're bored, you can "twist" Vengeance and Righteousness. Cast SoV, after 10s Judge it, and then switch to SoR. You'll get SoR damage while the Vengeance debuff continues to tick. It's decent extra damage for the last part of the fight.
Anyways, as long as you save the warrior tank quest rewards, you should also be able to tank any of the instances as you level.
Hope that helps!
Wednesday, January 02, 2008
Upcoming Articles
In lieu of New Year's Resolutions, I'm posting a list of topics that I want to write about. I find that I have a bad habit of coming up with a topic, thinking a lot about it, but never actually writing about it. I want to write a bit more, so this post is to encourage me to actually write up the articles I'm thinking of.
Upcoming topics:
Also, the Super-Secret Crazy Idea requires graphs, so if anyone knows a Windows program that allows you to quickly sketch good mathematical graphs, please post. Sadly there's a Mac program, Graph Sketcher, which is exactly what I am looking for, but there is no Windows version. I don't really want to resort to MS Paint or Excel.
Upcoming topics:
- Revisiting Warsong Gulch
- Selling Raid Spots (for Gwaendar ;) )
- Should Diminishing Returns from Honour Kills be Removed?
- Gear, Raiding, and Difficulty
- An Entry-Level Raid?
- Guild Application Questions
- Why Does the Shadow Priest Work as a Hybrid?
- My Super-Secret Crazy Idea
Also, the Super-Secret Crazy Idea requires graphs, so if anyone knows a Windows program that allows you to quickly sketch good mathematical graphs, please post. Sadly there's a Mac program, Graph Sketcher, which is exactly what I am looking for, but there is no Windows version. I don't really want to resort to MS Paint or Excel.
Friday, December 28, 2007
Second Year Mark
It's been exactly two years since I started writing this blog.
I've been looking back at the posts from a year ago, and I find that I am much less happy than I was back then. Specialization came and, rather than freeing other paladins to join me on the front lines, it chained me, and bound me to join the vast majority of my brethren (90%!) spamming heals from the back.
Do I really like playing my paladin, or do I just love the paladin archetype?
The paladin archetype, that of a holy warrior, is really, really strong. Even a movie like Tales of the Past--a WoW movie steeped in over three years of WoW lore--depicts a paladin as a divine fighter.
One of my very first posts was about how important the mental image of your character is. Watching that movie just hit home how much I want my paladin to be that style of paladin. For a brief moment in Blackwing Lair, that paladin was my paladin. And it also hit home that being a hybrid will never happen again.
WoW Paladins are healbots. The design of Flash of Light, coupled with the extreme specialization now in the game, ensures that, now and forever. A low power, high efficiency heal that resets the swing timer has doomed us to a life of spamming heals from the back.
I could pretend to be a tank, or DPS, but that puts stress on the already thin healing corps, and that just feels selfish to me. We're already struggling to field a full set of healers. Our Shadow priest had to respec back to Holy, and I think we're down to one Resto druid. And quite frankly, I don't want to be a tank, or to be DPS. I want to be a paladin once again.
Do I like my paladin? Or do I just like the idea of a paladin, a hybrid melee character who healed and blessed her group while dealing retribution with a two-handed hammer? Coriel was that paladin once, will she ever be again?
I've been looking back at the posts from a year ago, and I find that I am much less happy than I was back then. Specialization came and, rather than freeing other paladins to join me on the front lines, it chained me, and bound me to join the vast majority of my brethren (90%!) spamming heals from the back.
Do I really like playing my paladin, or do I just love the paladin archetype?
The paladin archetype, that of a holy warrior, is really, really strong. Even a movie like Tales of the Past--a WoW movie steeped in over three years of WoW lore--depicts a paladin as a divine fighter.
One of my very first posts was about how important the mental image of your character is. Watching that movie just hit home how much I want my paladin to be that style of paladin. For a brief moment in Blackwing Lair, that paladin was my paladin. And it also hit home that being a hybrid will never happen again.
WoW Paladins are healbots. The design of Flash of Light, coupled with the extreme specialization now in the game, ensures that, now and forever. A low power, high efficiency heal that resets the swing timer has doomed us to a life of spamming heals from the back.
I could pretend to be a tank, or DPS, but that puts stress on the already thin healing corps, and that just feels selfish to me. We're already struggling to field a full set of healers. Our Shadow priest had to respec back to Holy, and I think we're down to one Resto druid. And quite frankly, I don't want to be a tank, or to be DPS. I want to be a paladin once again.
Do I like my paladin? Or do I just like the idea of a paladin, a hybrid melee character who healed and blessed her group while dealing retribution with a two-handed hammer? Coriel was that paladin once, will she ever be again?
Wednesday, December 26, 2007
Tales of the Past
Tales of the Past, Part III is an awesome WoW movie. It's a full feature-length (1.5 hours) movie.
Be warned that it is 2.4 gigs in size, but it's worth the download. I recommend the torrent option, and that was pretty fast for me. I didn't see parts I or II, but they aren't necessary to enjoy this.
Martin Falch has made a work of art. It must have taken him an incredible amount of time and effort, but the results are amazing.
The final battle in particular is spectacular, and even modern filmmakers could probably learn something about how to make something truly feel epic.
Be warned that it is 2.4 gigs in size, but it's worth the download. I recommend the torrent option, and that was pretty fast for me. I didn't see parts I or II, but they aren't necessary to enjoy this.
Martin Falch has made a work of art. It must have taken him an incredible amount of time and effort, but the results are amazing.
The final battle in particular is spectacular, and even modern filmmakers could probably learn something about how to make something truly feel epic.
Tuesday, December 25, 2007
Hit Rating and Dual-Wielders
One very common question is how much hit rating does a dual-wielding character need? My Hit Caps Guide only lists the actual cap, and doesn't address whether going for the cap is a good idea or not.
Basically, after you reach 9%, hit rating only affects a portion of your damage. However, hit rating is cheaper than crit rating. So how does that balance out?
It depends on how much white damage you do. As a general rule, with the current costs of hit and crit rating, you need about 65-70% of your damage to come from auto-attacks for hit rating to outweigh crit rating. However, you also have to take into account special abilities that may come from white hits.
Baseline, most melee classes get about 50% of their damage from auto-attack (white damage) and 50% from specials (yellow damage). Each class does have unique aspects though. Please note that you must get at least 9% hit so your specials never miss. This really concerns the range from 9% to 28%.
Rogue
The most powerful finisher is Slice and Dice, which speeds up auto-attacks by 30% (equivalent to increasing auto-attack damage by 30%). This pushes rogues into the range where hit rating becomes worthwhile. Additionally, Combat rogues get extra energy from off-hand strikes, through Combat Potency, making it additionally important that their white attacks hit.
Thus the accepted wisdom for rogues, especially combat rogues, is to try and reach the hit rating cap, choosing equal values of hit over crit.
Warrior
Fury warriors often use Heroic Strike, which converts your next white attack into a special, using the miss rate for specials. This actually pushes the proportion of white damage down, and makes crit a better option.
Auto-attacks do provide rage, so hit rating shouldn't be completely scoffed at. Don't go out of the way to pick up hit rating, but most warriors tend to have a bit more than the minimum.
Shaman
Enhancement Shamans again have about 50% of their damage coming from auto-attack. However, unlike warriors and rogues, shamans don't get rage or energy from their white attacks. The only other consideration is Windfury, which procs off auto-attacks. Windfury has an internal cooldown, however, so hitting more often does not really increase the number of procs.
So shamans are generally safe in ignoring extra hit rating and going for crit rating and attack power.
Hunter
No. Just No.
Basically, after you reach 9%, hit rating only affects a portion of your damage. However, hit rating is cheaper than crit rating. So how does that balance out?
It depends on how much white damage you do. As a general rule, with the current costs of hit and crit rating, you need about 65-70% of your damage to come from auto-attacks for hit rating to outweigh crit rating. However, you also have to take into account special abilities that may come from white hits.
Baseline, most melee classes get about 50% of their damage from auto-attack (white damage) and 50% from specials (yellow damage). Each class does have unique aspects though. Please note that you must get at least 9% hit so your specials never miss. This really concerns the range from 9% to 28%.
Rogue
The most powerful finisher is Slice and Dice, which speeds up auto-attacks by 30% (equivalent to increasing auto-attack damage by 30%). This pushes rogues into the range where hit rating becomes worthwhile. Additionally, Combat rogues get extra energy from off-hand strikes, through Combat Potency, making it additionally important that their white attacks hit.
Thus the accepted wisdom for rogues, especially combat rogues, is to try and reach the hit rating cap, choosing equal values of hit over crit.
Warrior
Fury warriors often use Heroic Strike, which converts your next white attack into a special, using the miss rate for specials. This actually pushes the proportion of white damage down, and makes crit a better option.
Auto-attacks do provide rage, so hit rating shouldn't be completely scoffed at. Don't go out of the way to pick up hit rating, but most warriors tend to have a bit more than the minimum.
Shaman
Enhancement Shamans again have about 50% of their damage coming from auto-attack. However, unlike warriors and rogues, shamans don't get rage or energy from their white attacks. The only other consideration is Windfury, which procs off auto-attacks. Windfury has an internal cooldown, however, so hitting more often does not really increase the number of procs.
So shamans are generally safe in ignoring extra hit rating and going for crit rating and attack power.
Hunter
No. Just No.
Saturday, December 22, 2007
Credit Where Credit is Due
I spend a lot of virtual ink discussing what I think are flaws in Blizzard's game, mostly because flaws are more interesting to look at. It's not really fair though, as there are a lot of things that Blizzard has done well, and has improved significantly.
In particular, the current endgame is leaps and bounds ahead of the endgame that existed when I first started writing, about two years ago. Back then, level 60 dungeons such as Stratholme and Scholomance were a joke, as everyone "raided" them with 10 people, twice as much firepower as was necessary. They provided very little challenge, and the quality of play was abysmal. Raiding was Molten Core, where half the DPS was AFK watching TV. It required 30-40 level 60s, which was next to impossible for the small guilds to build towards.
Today on Skywall, both the heroic and normal dailies pointed at Botanica. As 40g and 7 Badges for one run is a great opportunity, I was trying to get into a pickup group (it was a bit early, and few guildies were online). I joined a group of 4 people who were all from the same guild, Hysteria, a small guild who's name I did not recognize.
That run turned out to be one of the best pickup groups I've been in. The players in this guild had a high level of skill. The tank kept everything on him, the mage sheeped and counterspelled efficiently, the warlock banished and switched demons on the fly, the rogue pulled off some tricky saps, and everyone did solid DPS. It was the type of run that I love, where everyone is playing with focus and skill. It was such an unexpected pleasure to find this run with a pickup group.
It turned out that they were a small casual guild working on Karazhan. They only raided one or two nights a week, and were up to Shade. They were planning their first expedition to Zul'Aman sometime in the new year.
It really struck me that this guild could not have existed in the old WoW endgame. The 60 dungeons would not have provided the challenge they needed to hone their skills to their current degree. The skill level is basically what I would have expected from a Blackwing Lair guild, and yet this is an entry-level TBC guild. They also wouldn't have had the numbers to field raids in the old game, and in the end they probably would have broken up and died.
And yet, in the current game, they are not only surviving, they are doing well. They have challenges that they are working on, challenges which are worthy of their skill, and have further challenges to look forward to. They don't have to raid four nights a week if they don't want to, nor do they need to marshal 25-40 people in order to progress.
I like that people, especially non-hardcore raiders, are playing with greater skill than before. To me, that's a sign that the game is healthy. I like that guilds such as this have new challenges available to them, and can continue to progress at their own pace.
In some ways, I guess I see my first guild in these guys. But where we found only barren rock after hitting the level cap, and were essentially forced to scatter to the large raiding guilds if we wanted new challenges and progression, this guild has found fertile soil and is thriving.
And this is mostly due to the efforts of Blizzard. They have made the endgame more challenging, with better and smoother increases in available challenges, which has encouraged skilled play, and they have made the endgame more accessible to smaller guilds. All in all, the WoW endgame of today is far superior to the WoW endgame of two years ago.
In particular, the current endgame is leaps and bounds ahead of the endgame that existed when I first started writing, about two years ago. Back then, level 60 dungeons such as Stratholme and Scholomance were a joke, as everyone "raided" them with 10 people, twice as much firepower as was necessary. They provided very little challenge, and the quality of play was abysmal. Raiding was Molten Core, where half the DPS was AFK watching TV. It required 30-40 level 60s, which was next to impossible for the small guilds to build towards.
Today on Skywall, both the heroic and normal dailies pointed at Botanica. As 40g and 7 Badges for one run is a great opportunity, I was trying to get into a pickup group (it was a bit early, and few guildies were online). I joined a group of 4 people who were all from the same guild, Hysteria, a small guild who's name I did not recognize.
That run turned out to be one of the best pickup groups I've been in. The players in this guild had a high level of skill. The tank kept everything on him, the mage sheeped and counterspelled efficiently, the warlock banished and switched demons on the fly, the rogue pulled off some tricky saps, and everyone did solid DPS. It was the type of run that I love, where everyone is playing with focus and skill. It was such an unexpected pleasure to find this run with a pickup group.
It turned out that they were a small casual guild working on Karazhan. They only raided one or two nights a week, and were up to Shade. They were planning their first expedition to Zul'Aman sometime in the new year.
It really struck me that this guild could not have existed in the old WoW endgame. The 60 dungeons would not have provided the challenge they needed to hone their skills to their current degree. The skill level is basically what I would have expected from a Blackwing Lair guild, and yet this is an entry-level TBC guild. They also wouldn't have had the numbers to field raids in the old game, and in the end they probably would have broken up and died.
And yet, in the current game, they are not only surviving, they are doing well. They have challenges that they are working on, challenges which are worthy of their skill, and have further challenges to look forward to. They don't have to raid four nights a week if they don't want to, nor do they need to marshal 25-40 people in order to progress.
I like that people, especially non-hardcore raiders, are playing with greater skill than before. To me, that's a sign that the game is healthy. I like that guilds such as this have new challenges available to them, and can continue to progress at their own pace.
In some ways, I guess I see my first guild in these guys. But where we found only barren rock after hitting the level cap, and were essentially forced to scatter to the large raiding guilds if we wanted new challenges and progression, this guild has found fertile soil and is thriving.
And this is mostly due to the efforts of Blizzard. They have made the endgame more challenging, with better and smoother increases in available challenges, which has encouraged skilled play, and they have made the endgame more accessible to smaller guilds. All in all, the WoW endgame of today is far superior to the WoW endgame of two years ago.
Sunday, December 16, 2007
Last look at PvP vs PvE Rewards
Alright, this will be my last post on this subject for a while. Most of this comes in response to a reader's email.
The heart of my issues with PvP rewards is probably more philosophical than anything else. I don't like rewarding failure. I like rewarding success more. And to me the PvP loot system is very close to excessively rewarding failure. It does a good job at rewarding success, it just doesn't do a good job of NOT rewarding failure, if that makes any sense.
Further, if there's one thing I hate in this game, it is people who do not even try. And while you occasionally see people like that in PvE, it seems like PvP attracts more of them. For example, people who go AFK in battlegrounds, or teams that deliberately lose in Arena. And to me, it seems like this behaviour is caused by the way the reward system is structured. In contrast, in PvE, it is fairly hard to get rewards if you don't try, especially on a guild or team level.
Basically my ideal system of rewards would go like:
1. Person who does not try - gets nothing
2. Person who tries but is not very successful - gets something decent
3. Person who tries and is successful - gets something good
And to me, quality of reward matters. S3/T6 should be reserved for Category 3. Category 2 maybe gets Badge Reward/S2/S1/T4/T5 depending on how unsuccessful you are. Category 1 should die in a fire.
From the raider point of view, this argument is not about how Category 3 should be treated, it's about how Categories 2 and 1 should be treated. PvE gives them T4/T5 or nothing, respectively. PvP gives them lesser amounts of S3. I just think that is an excessive reward, especially for Category 1.
Please note that I generally consider myself to be in Category 2 in both PvE and in PvP (when I do participate).
To be honest, I probably shouldn't have titled the original post "Welfare Epics". I meant it as more of a tongue-in-cheek reference to Tigole's Blizzcon presentation.
The heart of my issues with PvP rewards is probably more philosophical than anything else. I don't like rewarding failure. I like rewarding success more. And to me the PvP loot system is very close to excessively rewarding failure. It does a good job at rewarding success, it just doesn't do a good job of NOT rewarding failure, if that makes any sense.
Further, if there's one thing I hate in this game, it is people who do not even try. And while you occasionally see people like that in PvE, it seems like PvP attracts more of them. For example, people who go AFK in battlegrounds, or teams that deliberately lose in Arena. And to me, it seems like this behaviour is caused by the way the reward system is structured. In contrast, in PvE, it is fairly hard to get rewards if you don't try, especially on a guild or team level.
Basically my ideal system of rewards would go like:
1. Person who does not try - gets nothing
2. Person who tries but is not very successful - gets something decent
3. Person who tries and is successful - gets something good
And to me, quality of reward matters. S3/T6 should be reserved for Category 3. Category 2 maybe gets Badge Reward/S2/S1/T4/T5 depending on how unsuccessful you are. Category 1 should die in a fire.
From the raider point of view, this argument is not about how Category 3 should be treated, it's about how Categories 2 and 1 should be treated. PvE gives them T4/T5 or nothing, respectively. PvP gives them lesser amounts of S3. I just think that is an excessive reward, especially for Category 1.
Please note that I generally consider myself to be in Category 2 in both PvE and in PvP (when I do participate).
To be honest, I probably shouldn't have titled the original post "Welfare Epics". I meant it as more of a tongue-in-cheek reference to Tigole's Blizzcon presentation.
Wednesday, December 12, 2007
The Arena Rating Reset
One thing that's always puzzled me about Blizzard's Arena system is that Blizzard resets ratings at the beginning of every season. Most other rating systems go out of their way to avoid situations like that.
The concept of ratings is that a person has a "true skill level". Ideally, her rating accurately reflects her true skill. And as her true skill increases and decreases, so does the rating. The problem is that when a person first enters the rating system, her rating does not match her true skill, but through winning and losing many games, the two will eventually match.
As such, most rating systems treat that entry point a little differently. In chess, people are often given a "provisional" rating, which lasts for about 25 matches or so. While they have a provisional rating, rating changes are calculated differently. Microsoft's Trueskill system actually has a second value paired with the rating, which is a measure of how "confident" the system is that the rating actually reflects a player's true skill. As you play more and more games, the system becomes more and more confident that your rating is correct.
Blizzard's rating system is very unusual in that it returns everyone to that low confidence state every so often. The usual reason given is that it gives everyone a fresh start. But in reality, your true skill level doesn't change that much that quickly. All the reset does is cause people to end up playing matches against teams of wildly differing skill level. A team that should be rated 2000 is now rated 1500, and is going to steamroll most teams it will encounter at the start of the season. This happens until the ratings shake out and people are restored to their true skill levels.
I think there's a different reason Blizzard resets the ratings. The Arena rating system is meant to be a zero-sum system. If my team gains 20 points, your team loses 20 points. However, in its current incarnation, the Arena system is vulnerable to rating inflation. What happens is a low-ranked team (say 1200 rating), gets tired, dissolves, and reforms as a new team. The new team enters at 1500 points, meaning that 300 points are added into the system. They will probably eventually fall back to 1200 and the process may begin anew.
By resetting the ratings, Blizzard clears out the excess ratings added into the system and restores the system to its zero-sum balance. Unfortunately it has the side effect of ensuring that ratings don't match the true skill of the teams for a few weeks after the reset. And it causes heavy load and long queue times on the servers as the higher ranked teams seek to restore their correct rating.
It's sort of amusing, but chess actually has the same problem, only in the opposite direction. I have a friend who is heavily involved with the Chess Federation of Canada. According to him, one of the main problems with their rating system is the existence of chess schools or camps for youth. What happens is that during the summer, the kids play constantly against each other and end up being pretty good because of the practice and training (not Grandmaster-good, but better than average).
Then at the end of the summer, they will play in a couple of rated tournaments. Because their entry rating is lower than their true skill level, they end up taking a lot of rating points from the other people. However, after that summer they stop playing tournament-level chess, taking those points with them, and the chess rating system suffers from point deflation.
To combat this, the equations used by the CFC that govern rating changes have a very small bonus term, which increases the amount of rating in the system, hopefully restoring the balance and keeping the amount of rating in the system constant.
It's an amusing parallel to the situation faced because Blizzard did team-based ratings and allowed teams to be dissolved and rebuilt. A personal rating system, such as is being introduced with Season 3, tends to be more robust because it cannot be reset easily, and the system is not quite as vulnerable to inflation.
The concept of ratings is that a person has a "true skill level". Ideally, her rating accurately reflects her true skill. And as her true skill increases and decreases, so does the rating. The problem is that when a person first enters the rating system, her rating does not match her true skill, but through winning and losing many games, the two will eventually match.
As such, most rating systems treat that entry point a little differently. In chess, people are often given a "provisional" rating, which lasts for about 25 matches or so. While they have a provisional rating, rating changes are calculated differently. Microsoft's Trueskill system actually has a second value paired with the rating, which is a measure of how "confident" the system is that the rating actually reflects a player's true skill. As you play more and more games, the system becomes more and more confident that your rating is correct.
Blizzard's rating system is very unusual in that it returns everyone to that low confidence state every so often. The usual reason given is that it gives everyone a fresh start. But in reality, your true skill level doesn't change that much that quickly. All the reset does is cause people to end up playing matches against teams of wildly differing skill level. A team that should be rated 2000 is now rated 1500, and is going to steamroll most teams it will encounter at the start of the season. This happens until the ratings shake out and people are restored to their true skill levels.
I think there's a different reason Blizzard resets the ratings. The Arena rating system is meant to be a zero-sum system. If my team gains 20 points, your team loses 20 points. However, in its current incarnation, the Arena system is vulnerable to rating inflation. What happens is a low-ranked team (say 1200 rating), gets tired, dissolves, and reforms as a new team. The new team enters at 1500 points, meaning that 300 points are added into the system. They will probably eventually fall back to 1200 and the process may begin anew.
By resetting the ratings, Blizzard clears out the excess ratings added into the system and restores the system to its zero-sum balance. Unfortunately it has the side effect of ensuring that ratings don't match the true skill of the teams for a few weeks after the reset. And it causes heavy load and long queue times on the servers as the higher ranked teams seek to restore their correct rating.
It's sort of amusing, but chess actually has the same problem, only in the opposite direction. I have a friend who is heavily involved with the Chess Federation of Canada. According to him, one of the main problems with their rating system is the existence of chess schools or camps for youth. What happens is that during the summer, the kids play constantly against each other and end up being pretty good because of the practice and training (not Grandmaster-good, but better than average).
Then at the end of the summer, they will play in a couple of rated tournaments. Because their entry rating is lower than their true skill level, they end up taking a lot of rating points from the other people. However, after that summer they stop playing tournament-level chess, taking those points with them, and the chess rating system suffers from point deflation.
To combat this, the equations used by the CFC that govern rating changes have a very small bonus term, which increases the amount of rating in the system, hopefully restoring the balance and keeping the amount of rating in the system constant.
It's an amusing parallel to the situation faced because Blizzard did team-based ratings and allowed teams to be dissolved and rebuilt. A personal rating system, such as is being introduced with Season 3, tends to be more robust because it cannot be reset easily, and the system is not quite as vulnerable to inflation.
Tuesday, December 11, 2007
Why does the Reward System Matter?
This isn't about what is a more worthwhile endeavour: PvP or PvE. In my opinion, if you want to spend endgame raiding, that's fine. If you want to spend it PvP'ing, that's fine too. This is a discussion of two fundamentally different reward systems. One where quality varies with challenge/skill (Quality System), and the other where quantity varies with challenge/skill (Quantity System).
One of these is a better system than the other. I believe that the Quality System is superior because we tend to value quality more than quantity. Because it has a better natural, even progression. And that it leads to better gameplay and encourages people to constantly improve, while the Quantity System leads to unnatural and counter-intuitive gameplay.
But clearly, many of the commenters clearly don't feel the same way. To them, the Quantity System is superior because it allows people to reach parity gear-wise faster. It also means that all progression options for your character are within reach. You'll never reach a point where you just cannot improve your character because you can't meet the challenge.
It's fairly easy to use either system in PvP or PvE. For PvP, simply slap Rating requirements on the gear. Boom, there's a Quality System in PvP.
To implement a Quantity System in PvE, we could assign ratings to each boss. Attumen would be a 1000, and Illidan would be 2400 or so. The other bosses would be scattered along the spectrum between them. Each week, a PvE player gets a rating equal to the highest rating of a boss defeated that week. For example, a raid that kills Prince Malchezzar might get a 1400 rating. On Tuesday, the Consortium gives you a certain number of Raid Points depending on your rating. You then use these raid points to purchase rewards from the Consortium.
Bosses no longer drop loot. Maybe you could get a title for defeating specific high-end bosses (Coriel the Dragonkiller Killer). The only result from downing a boss is an increase in rating, if the boss had a higher rating than your current rating. Your rating would reset to zero on Tuesday. Every so often, perhaps with the PvP Seasons, Blizzard introduces new raid gear which you can purchase.
Now, there are some fine details to work out. PvE is not quite as granular as PvP, and you can't do swaps as easily, so you have to somehow account for people who sat out that fight. And ratings would inflate over time as gear makes the challenges easier, and would have to be readjusted when new instances came out. But that's a basic Quantity System implemented in PvE.
Is that a better system than we have now? Maybe. I don't think so, however. I think it would lead to stagnation for a lot of guilds, as they would reach a "comfort level" of farming and refuse to try higher bosses on the grounds that the additional rating would not be worth the time and effort, the same way that some people prefer to lose Battlegrounds fast rather than go for a drawn-out win.
But everyone else seems to be solidly in favour of the PvP Quantity System, so maybe we should leave PvP alone and change raiding to match it.
One of these is a better system than the other. I believe that the Quality System is superior because we tend to value quality more than quantity. Because it has a better natural, even progression. And that it leads to better gameplay and encourages people to constantly improve, while the Quantity System leads to unnatural and counter-intuitive gameplay.
But clearly, many of the commenters clearly don't feel the same way. To them, the Quantity System is superior because it allows people to reach parity gear-wise faster. It also means that all progression options for your character are within reach. You'll never reach a point where you just cannot improve your character because you can't meet the challenge.
It's fairly easy to use either system in PvP or PvE. For PvP, simply slap Rating requirements on the gear. Boom, there's a Quality System in PvP.
To implement a Quantity System in PvE, we could assign ratings to each boss. Attumen would be a 1000, and Illidan would be 2400 or so. The other bosses would be scattered along the spectrum between them. Each week, a PvE player gets a rating equal to the highest rating of a boss defeated that week. For example, a raid that kills Prince Malchezzar might get a 1400 rating. On Tuesday, the Consortium gives you a certain number of Raid Points depending on your rating. You then use these raid points to purchase rewards from the Consortium.
Bosses no longer drop loot. Maybe you could get a title for defeating specific high-end bosses (Coriel the Dragonkiller Killer). The only result from downing a boss is an increase in rating, if the boss had a higher rating than your current rating. Your rating would reset to zero on Tuesday. Every so often, perhaps with the PvP Seasons, Blizzard introduces new raid gear which you can purchase.
Now, there are some fine details to work out. PvE is not quite as granular as PvP, and you can't do swaps as easily, so you have to somehow account for people who sat out that fight. And ratings would inflate over time as gear makes the challenges easier, and would have to be readjusted when new instances came out. But that's a basic Quantity System implemented in PvE.
Is that a better system than we have now? Maybe. I don't think so, however. I think it would lead to stagnation for a lot of guilds, as they would reach a "comfort level" of farming and refuse to try higher bosses on the grounds that the additional rating would not be worth the time and effort, the same way that some people prefer to lose Battlegrounds fast rather than go for a drawn-out win.
But everyone else seems to be solidly in favour of the PvP Quantity System, so maybe we should leave PvP alone and change raiding to match it.
Monday, December 10, 2007
Raider Perspective on Rewards
Perhaps a deeper explanation of the raider mindset when it comes to loot rewards would help in our discussion on PvP vs Raid Epics. Please note that this is strictly from a Loot As Reward perspective, not Loot As Investment.
For a raider, quality of loot depends on the challenge you need to overcome. The harder the challenge, the higher quality your reward is. Quantity of loot does not really change. Throughout my raiding career, I've averaged about one epic every two weeks or so. It is random, so it's not exactly one every two weeks, but it's close. The rate at which a progressing raider gains upgrades doesn't really change as content changes. What changes is the quality of the upgrades. As the raid gets better and better, as harder and harder challenges are overcome, raiders are not rewarded with more loot, they are rewarded with better loot.
So in the raider mindset, quality is the most important characteristic of loot. It represents the challenge that has been overcome. Raiders generally don't like content where the quality of reward does not match the challenge. Even bosses which are too easy for their loot are disdained (Void Reaver, most of Molten Core). Bosses which are too hard for their loot inspire a lot of forum angst.
This is diametrically opposite of the PvP situation. In PvP, the quality of the reward is fixed, and is generally whatever the highest season is. What changes is the quantity of loot. Higher skill or rating, which translates into overcoming harder challenges, is rewarded with more loot, not better loot.
From a raider mindset, this is very weird. It breaks the link between challenge and reward. And we like that link. Raiders feel that having that link is important, as it inspires people to push forward. If you don't get better as a raider, you stop progressing loot-wise. In PvP, it seems like you don't the same pressure to improve your skills. You stay level, and the loot keeps coming in, and you are able to improve your character without improving in skill. Sure you could get the loot faster, but the upgrade train never actually stops or even slows down.
Raiders actually like PvP rewards that match the "challenge = quality of reward" mindset. People with the epic flyers, or the various titles, are impressive. People with high ratings get a lot of respect.
And it's an honest question if a game should break the link between challenge and quality of reward. I kind of like that the game pushes you to continually increase your skill. I would love 5-mans or solo quests that continued to increase in challenge. Zul'Aman has been highly received by the raiding community, even though it's only a 10-man. Many pre-TBC hunters still speak fondly of their quest to get their epic bow Rhok'delar, as it was supposed to be a very challenging quest.
When the game doesn't have that push, we end up with negative behavior. We have people AFK in Alterac Valley. We have teams /dancing in Arenas so that they can finish their games quickly.
Raiding does have many problems, especially with time and organizational issues. But the basic idea that "quality of reward is linked to the challenge overcome" is not one of them.
For a raider, quality of loot depends on the challenge you need to overcome. The harder the challenge, the higher quality your reward is. Quantity of loot does not really change. Throughout my raiding career, I've averaged about one epic every two weeks or so. It is random, so it's not exactly one every two weeks, but it's close. The rate at which a progressing raider gains upgrades doesn't really change as content changes. What changes is the quality of the upgrades. As the raid gets better and better, as harder and harder challenges are overcome, raiders are not rewarded with more loot, they are rewarded with better loot.
So in the raider mindset, quality is the most important characteristic of loot. It represents the challenge that has been overcome. Raiders generally don't like content where the quality of reward does not match the challenge. Even bosses which are too easy for their loot are disdained (Void Reaver, most of Molten Core). Bosses which are too hard for their loot inspire a lot of forum angst.
This is diametrically opposite of the PvP situation. In PvP, the quality of the reward is fixed, and is generally whatever the highest season is. What changes is the quantity of loot. Higher skill or rating, which translates into overcoming harder challenges, is rewarded with more loot, not better loot.
From a raider mindset, this is very weird. It breaks the link between challenge and reward. And we like that link. Raiders feel that having that link is important, as it inspires people to push forward. If you don't get better as a raider, you stop progressing loot-wise. In PvP, it seems like you don't the same pressure to improve your skills. You stay level, and the loot keeps coming in, and you are able to improve your character without improving in skill. Sure you could get the loot faster, but the upgrade train never actually stops or even slows down.
Raiders actually like PvP rewards that match the "challenge = quality of reward" mindset. People with the epic flyers, or the various titles, are impressive. People with high ratings get a lot of respect.
And it's an honest question if a game should break the link between challenge and quality of reward. I kind of like that the game pushes you to continually increase your skill. I would love 5-mans or solo quests that continued to increase in challenge. Zul'Aman has been highly received by the raiding community, even though it's only a 10-man. Many pre-TBC hunters still speak fondly of their quest to get their epic bow Rhok'delar, as it was supposed to be a very challenging quest.
When the game doesn't have that push, we end up with negative behavior. We have people AFK in Alterac Valley. We have teams /dancing in Arenas so that they can finish their games quickly.
Raiding does have many problems, especially with time and organizational issues. But the basic idea that "quality of reward is linked to the challenge overcome" is not one of them.
Ask Coriel: Levelling as Protection
We interrupt the PvP / PvE war to answer some questions from Amava:
This is a somewhat complicated question. Basically, there are a few key talents when levelling a Paladin: Spiritual Focus in Holy; Holy Shield in Protection; and Seal of Command in Retribution. Your plan should focus around which of these you want to take and when.
Protection really only comes into its own with Holy Shield at 31 points. The lower part of the tree is decent, but Holy Shield is the engine which drives the entire tree. My usual advice is not to bother with Protection until level 40 or 50. You can do well enough with the other trees for tanking purposes at the lower levels.
Spiritual Focus is an amazing talent for solo play as you can easily heal yourself while meleeing. Unfortunately, it costs 10 points in Holy, which will put off getting Holy Shield for another 10 levels. However, you don't need it if someone else will be healing you all the time.
So my usual advice is to go 10 points in Holy for Spiritual Focus, then 11 points in Ret for Seal of Command. Then level as Retribution until level 40 or 50. If you think you can get by without Spiritual Focus, respec to Protection at 40. Otherwise respec at 50 and keep SF.
Other than that the only difference between a Prot levelling build and a Prot end game build is Reckoning. Reckoning is very nice while levelling, but not all that useful at 70. I'd take Reckoning over 1H Specialization while levelling, then switch at 70.
Generally, learn the theory of tanking, especially the rules on how threat works. Take a look at:
Fortifications
This is *the* tanking guide. Although it is aimed at warriors, it is very useful for all tanks. Paladin specific resources include:
Zen Tanking
Maintankadin
After that it's pretty much just keep Holy Shield up all the time, Consecrate when necessary, and Judge Righteousness when you can. Unlike warrior tanking, the actual mechanics of paladin tanking are not that complex.
Any other advice from Protection Paladins?
I found your site the other day while searching for advice on a talent build for my levelling Paladin alt who I'm currently viewing as a tank. My main is a relatively new lvl 70 Hunter. Some things that I could not find on the site, but would love to hear your ideas on are:
1) As a Prot Pally levels, what is a good order to invest the talent points? This is for a bit of solo work and tanking in 5-man instances. Speed of levelling is not a concern of mine as I value becoming a good tank way more than rushing to the end game.
This is a somewhat complicated question. Basically, there are a few key talents when levelling a Paladin: Spiritual Focus in Holy; Holy Shield in Protection; and Seal of Command in Retribution. Your plan should focus around which of these you want to take and when.
Protection really only comes into its own with Holy Shield at 31 points. The lower part of the tree is decent, but Holy Shield is the engine which drives the entire tree. My usual advice is not to bother with Protection until level 40 or 50. You can do well enough with the other trees for tanking purposes at the lower levels.
Spiritual Focus is an amazing talent for solo play as you can easily heal yourself while meleeing. Unfortunately, it costs 10 points in Holy, which will put off getting Holy Shield for another 10 levels. However, you don't need it if someone else will be healing you all the time.
So my usual advice is to go 10 points in Holy for Spiritual Focus, then 11 points in Ret for Seal of Command. Then level as Retribution until level 40 or 50. If you think you can get by without Spiritual Focus, respec to Protection at 40. Otherwise respec at 50 and keep SF.
Other than that the only difference between a Prot levelling build and a Prot end game build is Reckoning. Reckoning is very nice while levelling, but not all that useful at 70. I'd take Reckoning over 1H Specialization while levelling, then switch at 70.
2) Besides simply running instances and performing trial-n-error, do you have any ideas for how I can develop my tanking skills? I grew up as a beast master hunter on my first toon, and tanking is a hugely counter-intuitive concept to me. Ideally, I'd like to hear about things you do in 5-man groups while levelling up, since the full spectrum of threat-generating abilities and talents is not available until you get further and further into the talent trees.
Generally, learn the theory of tanking, especially the rules on how threat works. Take a look at:
Fortifications
This is *the* tanking guide. Although it is aimed at warriors, it is very useful for all tanks. Paladin specific resources include:
Zen Tanking
Maintankadin
After that it's pretty much just keep Holy Shield up all the time, Consecrate when necessary, and Judge Righteousness when you can. Unlike warrior tanking, the actual mechanics of paladin tanking are not that complex.
Any other advice from Protection Paladins?
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