Archive for June, 2009

Ready Check: Summertime, and the livin’ is…

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Ready Check is a twice-a-week column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses. Today, we step back a little and look at endgame in the context of sports.

Ah, summer. Pimm’s in the sunshine, the thwack of tennis balls against grass, iced Frappucinos and hayfever. Delights like these, and others, all conspire to turn perfectly normal raiders into monsters of poor attendance. Yet guilds soldier on despite a mixture of player attrition and general unreliability — this column looks at some of the ways they manage.

The problem at hand is that many raiding guilds, at all levels of raiding, rely on a fairly tight-knit group of players. The smaller the raiding core, the more reliant you become on everyone showing up, but the better the guild is (in theory) since your players are well accustomed to working together. Additionally, loot is better used since it generally goes to those who raid rather than those who sit out.
With the advent of dual specs, it’s become even more possible to run a very tight ship in terms of player numbers. Once you solve the loot problem — giving offspec loot on the same priority as mainspec isn’t logical, but not giving your spec-switchers offspec loot leaves you undergeared for harder encounters — you really don’t need to have that many more than 25 raiders. Add in a few to cover attendance given your usual no-show rate, or recruit people without lives who will make every raid, and Bob’s your uncle.

However, summer changes things. For some, the summer holidays simply mean glorious uninterrupted time off work to farm, catch up on quests and level those alts — but for many others, they mean trips abroad to strange places without Internet and without WoW-capable PCs. If you’re running a roster that’s barely above the raid size to start with, losing several people for weeks at a time to holidays can be devastating, especially if you’re trying to beat new encounters.

The obvious solution is to recruit, but that in itself causes problems. In the short-term, there can be tension and conflicts as you overfill with trials, leading to disgruntled raiders who feel their spots are being taken. (However, there is a bonus here in that some of your raiders will be quite happy to give up a spot for bosses they don’t want any more!) There’s also the possibility that new trials won’t pass, leading to an endless succession of new recruits and frustration on the part of the raid leaders, or fellow raiders in the same class/role, having to explain the fights multiple times over.

In the long-term, of course, it’s very hard to strike the right balance. If you recruit sufficiently to still have some wiggle room in the roster at the height of the summer holidays, when people come back from their trips you’ll suddenly find an overfull bench — which can be very hard for people to deal with. However, one side-effect of summer attrition is the relatively high number of people who tend to stop raiding altogether, so this isn’t quite as terrible a problem as it might sound at first.

The turnover caused by summer all contributes to a usually-discernible change in the atmosphere and feel of a guild. People return from breaks and have no idea who half the names on the guild list are; officers struggle to manage internal dissension and accommodate prima donna veterans who waltz back in after long breaks and expect loot; raiders get frustrated at new trials who don’t automatically know everything.

How to best manage this?

The most important thing to do is really to acknowledge that summer happens. People will vanish, come back, and you will end up with pre-planned raid nights where you simply don’t have enough people online to put a raid together. If you deal with all of this as it happens, it can be frustrating, so there are various discussions the officers (and guild as a whole) can have beforehand to ease some of the stress.

Firstly, it’s useful to lay down rules on communicating absences so you have some idea of who will be away over the summer, and for how long. From this you can figure out where your trouble spots are likely to be, and decide whether to actively recruit to expand the roster, or simply call a raiding break.

Many guilds successfully take time off during the summer months due to core raider absences and it works really well for them. Overtaxed raiders get time to kick off and rewind, and in some of the more regimented guilds, being told about a break beforehand means they can plan their own summer trips knowing there’s no latent WoW guilt to deal with. For other guilds, breaks can be devastating — the mere suggestion of a break instantly divides the raidforce into those who want a bit of time off, and those who think even sleep is not an option for the hardcore. This summer comes at an interesting time raid-wise, where guilds are still progressing through Ulduar and working on Algalon and Yogg-0; the concept of delaying these kills is alien to some raiders.

If you decide that you want to recruit to cover the low period then it’s advisable to start early so you can cherry-pick trials rather than take the first few that come along just to make up the numbers. If you don’t usually recruit or have many trials, and you’re planning to take in more than normal, it’s worth explaining to the guild — or at least specifically affected players — so they don’t take it as a sign of something worse than just covering summer.

It’s also worth having an internal discussion about what your officers and raiders feel is the right thing to do if you haven’t got a full roster, or you have a sub-par composition. Would they rather come back another night with a perfect setup than wipe, or do they want to give things a go and maybe triumph against the odds? Are people likely to welcome a 10-man evening rather than do easy bosses with 23 people?

Making these decisions again and again on the fly can be draining, so it really helps to have some idea of what people actually want to do — after all, you run the guild for everyone, not just for yourself. As a raid leader, in the past I’ve called off a raid or two due to feeling hot, exhausted and with a burgeoning headache, and feeling I would rather spend the evening in a cool bath than wiping with an imperfect setup. I learned from this that despite my own preferences, the guild would have been quite happy to wipe all night rather than have cancelled their barbecues and summer parties for nothing.

The key thing is to know your guild, to plan ahead, and to acknowledge that sometimes people do just want to relax in the shade rather than play WoW. A strange concept, admittedly. Being flexible and accommodating to those with summer absences is far more likely to keep the guild healthy in the long run than reacting badly to vacations. Just be prepared for internal changes and drama, as always!

Image from CPG Midsummer Social by ulalume

Addon Spotlight: XLoot and friends

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Addon Spotlight takes a look at the little bits of Lua and XML that make our interfaces special. From bar mods to unit frames and beyond, if it goes in your Addons folder, we’ll cover it here.

Today I’m going to focus on an addon that is almost purely cosmetic. XLoot is one of those addons that people will see on screenshots and ask “ooh, what is that?” Essentially, it makes your loot frames much prettier, and somewhat more informative. You can see the default configuration in the screenshot.

It’s extremely configurable, though; anything from background and border colors to whether the loot frame snaps to your cursor can be set with a simple “/xloot options.” Personally, I like my XLoot to not snap to my cursor, since I use auto-loot and the movement is distracting. I also like to lighten it up a bit; glossy black isn’t a great fit for my UI. But everyone should be able to find a look that fits.

I also like the option to color the loot frame based on loot quality; it’s nice to see a blue frame when out questing. Finally, the “link all” button is quite handy for a raid leader, and there’s a thoughtful option to only show that button when you’re in a party/raid.

Download XLoot at Curse/WoWInterface

XLoot has a few plugins to extend its functionality, as well. XLootMaster is meant to give you more control, information, and options as a master looter.

I haven’t tried it personally yet because there were some rumors that it wasn’t working, and that’s the last thing you want as a master looter in a raid. However, a new update just got pushed two days ago, and everything I’ve heard says it works great now, so I’ll be giving it a try in my next raid.

Download XLootMaster at Curse/WoWInterface

There are two more plugins for XLoot that I have heard mixed reports on: XLootGroup and XLootMonitor. XLootGroup is meant to give you more attractive frames for rolling on items, and XLootMonitor is meant to keep track of who gets what loot as your instance progresses. However, I’m not sure they’re working right now. Is anyone using them and able to confirm/deny?

In the mean time, Tekkub has written his own take on XLootGroup called teksLoot, and that is supposed to be working, so you could try that out.

Around Azeroth: Season of the witch

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Did you really believe that the Ember Clutch was created by a bunch of fire-breathing proto-dragons? Pshaw. That’s just what they want you to think. In reality, Akrasia of Steamwheedle Cartel-EU got a little too careless with her Arcane Missiles, and what was once a thriving forest is now a bunch of very large matchsticks. Remember, kids, as the Rabid Brown Bear says, only you can prevent forest fires. At least that’s what I think he says. It’s hard to understand him through all the foaming at the mouth and chewing on my leg.

Do you have any unusual, beautiful or interesting World of Warcraft images that are just collecting dust in your screenshots folder? We’d love to see them on Around Azeroth! Sharing your screenshot is as simple as e-mailing aroundazeroth@gmail.com with a copy of your shot and a brief explanation of the scene. You could be featured here next!

Remember to include your player name, server and/or guild if you want it mentioned. Please include the word “Azeroth” in your post so it does not get swept into the spam bin. We strongly prefer full screen shots without the UI showing — use alt-Z to remove it. Please, no more battleground scoreboards, gold seller ads, or pictures of the Ninja Turtles in Dalaran.

Reader UI of the Week: Metzerott

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Reader UI of the Week is back! Each week WoW.com will bring you a fresh look at reader submitted UIs. Have a screenshot of your UI you want to submit? Send your screenshots, along with info on what mods you’re using, to readerui@gmail.com.

This interface, by Metzerott, is one of the more unusual I’ve seen. With 90% of the submissions I get featuring rectangular unit frames towards the bottom, a large bottom panel studded with action buttons, and a customized mini-map moved to the middle of the bottom, it’s nice to see something a little different. Well, it still hits the last point, but two out of three ain’t bad.

More importantly to me, it’s very minimal. It covers less of the screen than any interface I’ve seen recently, including the default UI. I’m going to guess that the left unit frame is the player, the right is the target, and the small user frame to the upper-left of the target frame is target-of-target.

Up at the top-right you can see some ElkBuffBars, and there’s a soulstone timer at the right under the zone map. The minimap has been Sexy-fied a little bit, and below that you can see the zone name, the framerate, the current coordinates, and a percentage that I’m going to guess is durability.

Finally, off to the left is Recount, done up to be mostly transparent. Based on the addon list, a lot more stuff (scrolling combat text, Omen, etc.) will pop up when it’s needed.

Here’s what Metzerott had to say about it:

My UI is designed around the concept of “Just in time information.” I tried to make as many addons as possible only appear to give me information when they have information to present. When the addon is not presenting information it goes away or goes as transparent as possible. Some addons, such as SexyMap, look cool and get to stay at a more visible alpha. This is a very beautiful game. Many people have spent many years building it, I don’t like things obstructing my view of it. This UI is made for 1680×1050 resolution.

Just-in-time, indeed. I may draw some features from this for my own UI, in fact. The circular unit frames are not for me, I’m not a fan of the font he’s using, and I like to see bars as well as numbers for health/mana, but everyone has their own preferences. I do like how there are no action bars showing; at a guess, this player has most of his core keybindings memorized, and the rest are on oPie menus.

List of mods used:

Ara_Broker_XP: ASCII experience display LibDataBroker plugin
picoEXP: Another LDB XP plugin
Fortress: Displays LDB plugin data
MakeRocketGoNow: LDB quick launcher (to be honest, I don’t really understand what this one does)
picoFPS: LDB framerate display
StatBlock_Coords: LDB coordinate display
tekKompare: Always-on equipment comparison tooltips, and hover tooltips on linked items
tekJunkSeller: Automatically vendors grey items
tekErr: Lua error manager
tekDebug: Addon debugging utility
tekability: Durability on the paperdoll screen and as an LDB plugin
oUF: Unit frame framework
oUF_Metzerott: Circular unit frames for oUF, made custom for this UI.
oUF_CombatFeedback: Adds combat feedback to oUF frames (text for events like “dodge” or taking damage)
oUF_Banzai: Aggro coloring for oUF frames
OPie: Radial action menus
OmniCC: Cooldown counts on everything
FluidFrames: Move any frame
MikScrollingBattleText: Scrolling combat text
Bartender4: Action bars
ElkBuffBars: Bars for buffs and debuffs
Omen: Threat meter
Recount: Damage meter
_Cursor: Customizable cursor trails
ArkInventory: Flexible inventory display
GoGoMount: One-key mounting
Cellular: Instant-messenger style whisper chat mod
Forte: I have no idea what this mod is
PowerAuras: Customizable indicators for just about anything
SexyMap: “Minimap awesomification”
Blipstick: Reskins minimap blips (“!”, “?”, etc.)
ButtonFacade: Support for skinning action buttons
ButtonFacade_Metz: Custom button skins
DKIRunes: Rune and disease display for Death Knights
SellOMatic: Automatically vendor whatever items you want, not just grey ones
Postal: Enhanced mailbox support
Portfolio: Library for addon options
Deadly Boss Mods: Need-to-know information about bosses
Butsu: Slick loot frame
Prat 3.0: Chat enhancements

If you like it, you can download it from WoWInterface. And if you don’t like it, and think you can do better, I invite you to submit your own UI to readerui@gmail.com.

The Queue: The day the music died

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Welcome back to The Queue, WoW.com’s daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Adam Holisky will be your host today.

Long long time ago…
I can still remember
How that music make me smile, Alex.

And I knew if I had my chance
That I could make those people dance
And, maybe, they’d be happy for a while, Alex.

Tim asked…

When discussing new content coming out, why does Blizzard always play so close to the chest? For example, the mount changes are due to be “in the next major content patch” which everyone knows is going to be patch 3.2, why don’t they just say it?

It’s all about forward looking statements, and in general companies don’t like to make them. If they make them and then things happen differently, it’s possible for them to get sued. That’s why if you look at the BlizzCon announcement page, for example, or any press release, there’s gigantic legalese attached that basically says “Blizzard is not responsible if these statements don’t come true.”

Now does saying something like “Mount changes come in patch 3.2” and then it gets delivered in patch 3.1.4 constitute a breach of some apparent contract that a judge could rule against Blizzard with? I don’t know, and I don’t think anyone knows for sure.

But no one wants to find out.

The other side to the coin is that with 11.5 million players, you’re bound to make some large group mad if you say you’ll do something and then change your mind (even though your decision not to go forward with the plan is perfectly reasonable). The folks at Blizzard are real people, despite their promises of ponies, and no one like to make 100,000 people dislike the game they play so much. Even if that 100,000 is just a rather small fraction of the overall community.

Stephen asked…

With the recent changes to mounts, how will the mount quests for Locks and Pallies be done? I’d like a Feat of Strength for my Pally to match the one on my Lock and Druid. Will we need to not buy the class mount from the trainer, and wait until level 60? Can we still do the quest if we have the mount already trained? What’s the plan?

I’d assume the quests will remain at their original levels because they’re tied to dungeons of those levels. You can do the quests whenever, even if you have the mount. They’re a fun and unique thing about WoW, and I recommend everyone tries them all out, even though they’re not required anymore.

Methuus asked…

If Blizzard is not going to let us fly in the old world, how about they give us faster land mounts (like epic flying speed, but on the ground). Seems like an obvious idea. Has anyone from Blizzard ever commented on this?

100% speed boost on the ground is pretty fast. Remember that traveling by ground you need to navigate terrain and other obstacles. By air you can pretty much go as the crow Medivh flies. Blizzard has said before they don’t want the epic flying mounts to go beyond the 280%/310% increase they give now, and it’s not hard to draw the conclusion that they’re probably okay with the land speed as is.

Out of the realm of possibilities for the land speed mounts to increase in speed? No. If they do, should we expect a major jump? No.

Encrypted Text: Rogue tips for raiding Ulduar, part 3

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Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we talk about a few of the general raiding tips every Rogue should know.

As a break in the boss-by-boss breakdown of Ulduar fights, I wanted to go over a few general raiding tips for Rogues. Some of them may be very old ideas that you’ve been using since level 60, while a few others are new tricks that we’ve learned in WotLK. Hopefully you’ll be able to glean a few good bits of information to take with you the next time you zone into any raid. There’s nothing more important than properly preparing for a new fight, but knowing the general tactics for any encounter will make understanding new fights much easier.

First, however, I would like to comment on the new Overkill. Its new form is a significant buff when looking at total energy generated, and also for PvE Mutilate Rogues. However, it is a nerf to our 6-second burst window during a Cheap Shot -> Kidney Shot combo. I feel this will end up being a net buff for Rogues, as relying solely on the first 6 seconds of a fight in PvP has become far to gimmicky for us to rely on.

Feint:
I’ll never forget the day that Feint first found its way to my hotbar. I was duo’ing Razorfen Kraul with another Rogue, trying to kill the pig boss (Agathelos the Raging) for his infamous Swinetusk Shank. After stealthing through most of the instance, we finally reached the boss. With creative use of Sap and Blind, we were able to conquer the guards outside his gate. That was the first time I actually used Sap!

After we engaged this gigantic boar, I picked up threat. I obviously used Evasion to reduce my incoming damage, but I had blown Vanish on the mobs outside and was unable to use it to wipe my threat once Evasion had ended. The boss was pounding me, I was sure to die in a few more hits. My friend began yelling furiously in party chat: “USE FEINT USE FEINT USE FEINT!!!!!”

I found it in my action bar just quick enough to press it before I died, and the boss turned to assault the other Rogue. I had exactly 1 HP left after the boar’s rampage on me, and was lucky to have survived. So my partner used his Evasion, and the boss died. The Shank even dropped for me!

Feint has come a long way from its humble beginnings. Completely removed from every Rogue’s hot bar in TBC, it’s finally found its way back to our precious key bindings. By reducing all AoE damage by 50%, Feint is now both useful in PvP (think Bladestorm) and PvE. I’ve mentioned using it in a few of the specific encounters in Ulduar, but remember that taking less damage can be valuable on nearly any fight with AoE damage. This is especially true for hard modes, where you are often short on healing classes.

Feel free to think outside the box as well. There is so much raid / AoE damage in Ulduar that you can use Feint to some benefit on nearly every fight. Just make sure to remember that you must be in melee range of something in order to activate it, and that moving out of the AoE and taking no damage is often better than staying in and taking 50% damage. Don’t use it as an excuse to play sloppy, but rather a buffer to ensure your mistakes don’t kill you.

Deadened:
General Vezax, along with a few other mobs and bosses in WotLK raids, has some very important spells that he casts that must be interrupted. Most often this task will be assigned to a team of interrupters, with Rogues being the primary candidates. I would suggest using the mod Deadened to both highlight the spells you will need to interrupt, as well as reporting your interrupts to a particular channel. This will greatly reduce the amount of communication needed between you and the other interrupters in your rotation.

On fights where you will be doing a lot of interrupting, it may make sense for both your DPS and simple logistics for you to use a pair of the PvP gloves. These essentially yield 10 energy every time you have to Kick (and you HAVE to Kick) and so they can provide a ton of value in a long raid encounter. Don’t forget that they also allow you to be more reactive with your Kicks, as you are now only waiting 1.5 seconds for the energy to kick (if empty) instead of 2.5 seconds. Just don’t log out in them, or else face the wrath of Armory trolls everywhere!

Trade Tricks:
I mentioned this in my key binding article, but I think it bears repeating. Tricks of the Trade is great for generating threat for the tanks, but if you’re in a situation where the tank is safely ahead in threat, feel free to use TotT on your highest DPS class (that’s not near stealing threat!). You can significantly improve your raid’s DPS by assisting your fellow DPS classes in this way. Just be sure to ask for other Rogues to throw their Tricks back to you. It’s not typically worth Glyphing for improved TotT, but even the normal version is a valuable additional to your arsenal.

The boss’ back is huge:
I have seen quite a few melee classes die to silly things like a spot of fire on Razorscale or a gas cloud on Grobbulus. Their normal excuse is that they need to be behind the boss to maximize their damage. While this is true, remember that you can be ANYWHERE behind a boss, which leaves you with a fairly big arc to work with when attacking. Even though it looks like you’re attacking the mob’s hip, as long as you are in the 180° arc of his back, you will still benefit from the reduced dodge/block/parry chance of the boss from this position. This is especially important on fights like Mimiron, where knowing exactly where you can stand, in relation to the boss, is half of the fight.

The second half of positioning is to stay as far away from the boss at all times as possible. You want to ideally be just on the outside edge of where he’s attackable from. This gives you an advantage in running away from AoE damage or effects, and also gives you a clearer image of the fight. If you are hugging the boss’ ankles, you are obstructing your view and exposing yourself to unnecessary problems. This is especially important on Phase 2 and Phase 4 Mimiron, where if you are too close to the center of the boss, you can be instantly killed by his laser attack. For more info on positioning, I would recommend checking out TKoE’s article on the topic (PvP focused).

Conclusion:
Next week, you will be able to put all of these tips into action, as we talk about the final two bosses between you and the glory of conquering Ulduar! General Vezax and Yogg-Saron are basically Loatheb and C’Thun (with applicable twists), and I will go into the grainy details of how to defeat these two remnants from the days when the Old Gods walked Azeroth.