You Call This a Raid Edition
Wednesday, May 25th, 2011
I keep forgetting that, technically, I’ve already attempted a raid during the aborted effort our guild made on Baradin Hold a back in February. Of course, that was with my Warrior who—like many of the others from that sad attempt—was not raid-ready from a gear standpoint. Last weekend’s run on Bastion of Twilight with the Mage had arguably a higher chance at success at least as far as I was concerned. I still haven’t solved the issue of the last couple of gear slots that need to be updated (that wand is going to be the bane of my existence) but then again I haven’t worked all that hard at it since the self-imposed dungeon embargo. Still, I can pull 10K DPS consistently and by most accounts that’s what you need to stand a chance at any of the current tier of raids.
And sure enough, when we got into the raid I did respectable damage, managed my crowd control and felt pretty comfortable that I belonged there. The problem was many of the others in the team were not at that level and thus we stood no chance against the bosses. So our sometimes maddening guild/raid leader declared that if we lacked a team DPS output of 10K we would make the raid a “trash run,” which is WoW code for “waste time playing the RNG.” I suppose in theory there are decent epics that drop off the trash but there’s a reason no one does 5-man heroic trash runs: Since you roll on any drops to begin with, you always have a one-in-however-many-party-members chance of scoring any given piece of loot. If some item drops at even a generous 50% rate, dungeon party members have a 20% chance to collecting that item on top of the 50%. So in most cases your best case (and unrealistic) scenario is a 10% chance that a given mob will net you a good item. There are some mathematical variables such as usability of the items to begin with, Need rolls and the actual probability for any trash drop (which is more like 5% or less, like on Maimgor as an example) but the point is, it’s not a viable strategy for gear accumulation when the collect rate for any drops is 20%, and it certainly isn’t mathematically sound when your base rate is 10% or 4% depending on the size of your raid.
With all this probability, it was predictable that nothing of value dropped and once one member declared they had to bail after the first run up to the initial boss, it started a critical mass that disbanded the group. Instead I joined a team doing a run on Zul’Aman which was fun but after another hour and a half or so I was falling asleep at the wheel and had to bow out myself.
Between this experience, the earlier Baradin Hold tryst and some of my complaints last week it’s becoming increasingly clear that this guild is not designed for raiding. I was checking through the Looking For Guild tool on my Death Knight and I noticed that my guild is the largest one that has open enrollment, with no barrier to entry at all. On one hand, that’s great for a casual, helpful leveling guild. On the other hand, it seems that being inclusive is not the best way to build a successful raid team, which is why you hear people recruiting in incredibly specific manners: “We need a Protection Warrior tank with 250K HP and an Affliction Warlock capable of 11K DPS; no Death Knights need apply.” I believe what you’re hearing when that’s said is “we lost a guy just like that and he really benefited our group” or “there’s a specific ability or dynamic these roles bring that we’re looking for to help us over a particular hump.” It’s sort of the social equivalent to theorycrafting, but as with that discipline, the more specific you can be the more value you bring. The other end of the spectrum is bringing anyone along who is online and meets the basic game requirements, having some time to kill and you end up where we are in the guild: Unable to bring down a single boss in a raid.
I mentioned before that I’m kind of conflicted about what to do. So far the guild’s strategy has been to announce the raids for times when lots of people are online and then take whoever shows up along. I feel that approach won’t work because there are good and great players in the guild and I think there are the makings of a solid progression raid team there. I don’t even know yet if I qualify (though my DPS seems high enough, I’m still a bit of a spaz on CC and I know my DPS suffers heavily when I have to deal with complex fight mechanics). Either way, raiding is something I want to do but I want to actually do it and so far there has been a lot of halfhearted efforts resulting in a vague “we need better gear” diagnosis which sends everyone back to the drawing board of “run more heroics.” Thing is, I can keep running heroics but there are a diminishing number of item upgrades out there for me which means mostly I’m doing the slow Valor Point grind which will take months and by then this tier of raid content will be old hat.
I actually did a little bit of digging to see what it might take to get into some raiding and it looks like the top raiding guild on my current server has some need for Resto Shamans and Blood DKs which means in theory once those toons are leveled up I could try applying with them to get onto a raid team. My other options would be to make a healer on a different realm (or work on an existing healer) since they seem to always be in demand and look for a raiding guild there. But a bit of the issue is that I have investment in the characters I’m using now. Specifically my Mage, whom I feel is representative of the play experience I most want to get out of the game. The scenario I imagine is one in which I can take that toon and step it lightly to one side such that my focus when logged in as that character is raid and raid preparation without the vigors of server transfers and loss of Herbalist/Alchemist access for my other alts. The level of realism this daydream contains is highly subjective.
Sha-ma-la-ma-shaman
Over the weekend I pushed my Shaman to level 50 which was necessary because I also got both Tailoring and Enchanting to 300 so there was nowhere to go without the next professional level, requiring a level 50 character. I’m finding that I actually enjoy PvP more so at this stage in the progressions than running instances, probably because the dungeons at this level are pretty epic in length and I’m surprised to find queues as a Healer—even in the late vanilla level range—to be a bit longer than I care for. Not that the PvP queues have been much better in my Battlegroup, especially the Random Battleground queue. For a bit I found queuing for specific BGs to help, but by the end of the weekend even that wasn’t really doing the trick.
One problem I’ve had in the PvP Battlegrounds is in getting my raid frames set up right. I don’t care for the default UI raid frames but the Pitbull efforts I came up with have a tendency to break down when I get dropped into, say, Alterac Valley where the raid sizes are drastically different than in Warsong Gulch. The simpler the frame is, the better, but I tend to think “Oh, I’ll definitely want this piece of information” as I’m configuring the frames only to find as useful as it may be, it’s overload. Plus Pitbull seems a little wonky at on-the-fly re-arranging of the frame columns which is where most of my hassle comes from since if the raid group gets too large I can no longer see the screen through all the unit frames. But I live and die as a healer by the frames I’m using since that’s how I target select friendly units so while it never really mattered to my DPS classes, getting this right for the Shaman is big.
I’ve also gotten now to the point where I have enough Totems that it matters which ones I’m using (before there were pretty clear cut choices, but with the addition of Mana Tide Totem I now have to at least choose between Mana Stream—for slow, steady mana, and Mana Tide—for burst regen). The grouping skills like Call of the Ancestors are great, but they do require some pre-planning. I have all three now (Call of the Spirits and Call of the Elements being the other two) and I try to think of them as “PvP Call,” “Standard Call” and “Emergency Call.” PvP call is basically my flag defense set where I give as much boosting to nearby faction-mates, debuff the opponents and try to keep myself alive knowing that the standard PvP strategy is “Kill the Healer First.” My standard set is basically a balanced set of long lasting mana assistance, heal helpers and group buffs while the emergency set is for getting back mana and health as quickly as possible in a pinch. It will be a while before I master this aspect of the class since I’m still getting used to the mechanics of keeping someone alive just using my basic spells, but I see where it is going to eventually make the difference between being a successful Resto Shaman and one who gets kicked from heroics for letting everyone die.
So, no pressure.
Shouldn’t We Be Called “Dead Knights”?
Since I was (apparently) on a round number kick I also pushed the Death Knight up to level 60 via some heavily Rested XP-assisted Hellfire Peninsula questing and a run through Hellfire Ramparts. As a tank. At level 59.
So let’s talk about that tanking experience. First of all, it solidified something I was starting to suspect which is that it isn’t just Prot Warrior tanking I don’t like: It’s just tanking. Something about the dynamic of having to be responsible for keeping track of what is going on in so many places at once really stresses me out and it feels an awful lot like the process of playing another kind of game I don’t enjoy as much as I kind of wish I did: Real-Time Strategy. I don’t like fighting to quickly target and react to the exact right thing in a split second when the hard-hitting melee mob peels off from me due to a big crit from the caster and I need to re-establish threat before it turns that party member into a greasy smear. I don’t like having to keep so much of my rotation in my mind that I’m reacting not only to what the AI-controlled enemies are doing as second nature but I’m doing the same in response to what my own party members are doing. I have pretty quick reflexes overall, but my analytical process is more deliberate than the margin for error as a tank permits. The result is I’m a very flail-y, undisciplined tank and I hate being that way.
In the run through HFR it didn’t help that I was the lowest leveled player, still wearing basic DK starting blues. To their credit the group was gracious and patient even though we wiped once on what is typically an easy dungeon. The healer griped quite a bit about how fast he was going out of mana because I was definitely struggling to keep aggro on the larger groups, especially when pats started getting pulled but fortunately the Mage, who was yanking threat like crazy as a result of being a super-rich alt decked in BoAs and BoE epics (bought for ridiculous sums that were probably still nothing to him), defended me and noted that in spite of being under-geared and under-leveled, I was doing as good a job as some heavily geared failtanks can do. It was a sort of backhanded compliment, but I found it somewhat encouraging. The biggest issue I think was that Death and Decay, a key group threat generation ability, isn’t available until level 60 so I was working without sufficient tools to begin with. In retrospect I should have specifically queued for green dungeons only since at 59 HFR shows as red (difficult for your level) in the Looking For Dungeon tool.
The way we eventually made it through was by having the other DK who was Frost specced I believe play an off-tank style so between the two of us we kept the threat off the healer and the ranged DPS and it worked out pretty well from then on. And in fact I found that, as with the Prot Warrior, I did great when I was single-target tanking. Obviously tanking is about managing threat on groups so it’s dumb to say that I like tanking as long as I only have to worry about holding aggro on one mob, but I reserve the right to this particular dumbness. If there were a role in the game that was all about locking down the aggro on one target only, I think I’d have a lot of fun with that. Anyway, all that aside we made it through and I got to level 60 which permitted me to continue my primary project of the week: Inscriptioning.
I wish I could tell you why I’ve loved this profession grind so much, but I seriously could not stop hunting down the necessary herbs, milling them up and making glyphs and cards all weekend. It’s odd because Jewelcrafting has a very similar progression mechanic to Inscription, but while Prospecting gets you the gems from stacks of ore, most of the crafted items also require annoying-to-come-by secondary mats like metal bars which aren’t sold by the profession supplier (unlike Tailoring’s thread or Inscription’s parchment). The result feels like you need to farm double mats since metal bars also come from ore: It would be as if you needed to create quills from herbs as well as milling them for pigments. Anyway, something about Inscriptioning captured me and I’ve been jamming on it, getting well up past the 300 mark in just a few days. Granted, I’ve blown through four or so farming runs with my Herbalist Mage and another 1,000 to 1,500 gold on top of that buying herbs off the Auction House but the way I figure it, once I no longer have to visit the AH for any core crafted items (other than Engineered ones) on this realm, I can start to make as much money as I can carry by working on those hard-to-craft high level items which sell for small fortunes apiece.
The only drawback now is that, like with the Shaman, I’m reaching the point where my actual character level is impeding my profession progress so at some point I’ll have to set this grind aside and do three things: Level the Shaman, level the Death Knight and do some serious ore mining with the Warrior. Guess what next week’s Edition is probably going to be about?
Actually, you’re wrong. This coming weekend is KublaCon so next week will probably be very little WoW and lots of tabletop games.
Novel!








