The Ghost Walkers Take on Blackrock Spire

As a wild idea (of which I have many) I set an all Death Knight guild event to get the Jenkins Title. Why? Well pretty much just to get us all together while getting us out of the grind. I’m a big fan of doing something different every once in a while.

So we all flew in to the Burning Stepps and rode over to Blackrock. We blew through the mobs to the Rookery and completed the event to open the doors. Once the even finished and the doors opened, we took out the Dragonkin inside and proceeded to open as many eggs as possible and AoE the lot of them. That was pretty fun actually, hehe.

The sad part is that we got that done pretty fast. That’s when one of our guild members (the Tauren in the picture there) suggested that we take out the boss and get the achievement. I figured, hey why not. It’d been a blast up to this point right?

So we did, and you know what? We got the achievement. Yeah there were some *cough, cough* snafu’s here and there, but we did it. Did we have fun? Yes. Did we have a healer? No. It was nuts! It was almost as much fun as the Molten Core night (I miss my friend that would help me chant out lines from the MCRaiders song at the end of Illegal Danish).

Unfortunately what I found out tonight is that I can tank and I can take charge. We didn’t just mash buttons through the whole dungeon. I called out the pulls, my guild followed the calls, and we made the kills. I’m very proud of these guys and gals. It’ll be interesting to see what else we can accomplish.

Poof?

So yeah, no posts in a bit. I still feel like blogging I've just got to find some time. I've been leveling the DK, writing for a friend's blog, and trying out Lord of the Rings Online with some buddies. I even logged back into Runes of Magic just to see what I thought of the game in it's post release state.

I'll have to write up some notes on those games too. I'm still on trial only for Lord of the Rings but so far I like some aspects of the game. One of the things I like the most about it is that it hasn't filled up with folks that log in to find an audience but rather folks that log in to play. It seems like the community there is still very helpful and supportive. The game's also pretty complex so it keeps my attention. Ok, yeah, it has fishing. Laughing

I'm an explorer, it's what I do. I like to try out new things and trying out new games is just fun for me. So I may not be an expert in any one game, but personally, doing the same things all of the time makes me want to drive ice picks into my eye sockets. So yeah, I don't like it much.

Death Knight Follow UP

Ok so I’ve been getting comments on my post “Death Knights: Dual Wielding DPS Specs” (Link) and I wanted to follow up on that post.

So out of all of the specs listed in that post the 0/33/38 spec did the most damage out of the builds tested. I’m not going to rehash what was said there. I will though mention that folks in the PTR are letting on that this build will not do as much damage once 3.1 lands due to revisions in the Death Knight talent tree that move things around. Those changes aren’t final yet and there’s a lot of testing going on, but as of this post Dual Wielding DPS works fine in 3.0, but in 3.1 don’t expect to see the same damage.

New to WotLK: The Group or How Not to be 'That Guy'

WoWScrnShot_010709_201217 Now keep in mind that WoW is not a first person shooter game, and it isn’t a game where you only interact with or work with NPC’s. WoW is a game where you regularly interact with actual people. I know, scary isn’t it? Ok, maybe that’s just me.

So here’s the deal, to kind of make it so that folks work together and are actually successful when they do work together, the classes in WoW are centered around, the proto group.

There’s 3 roles in the proto group. There’s the Tank, the Healer, and the DPS. Each of these three roles has their own job to do in the group.

If you want to make friends and influence people in WoW, you need to know your role.

If you don’t know where you fit in a group and you do all the wrong things, or even some of the wrong things at the right time, you wipe the group, and everyone’s mad at you. There’s also a good chance that if you do it enough times, you’re booted from the group. Now you’re totally ‘that guy’. No one wants to be ‘that guy’. Yes even if you’re not male, you still do not want to be ‘that guy’, trust me.

So now your asking, ok, I need to know my role but which role is mine? Well don’t get you’re undies in a bunch because I’m getting to it. Today we’re just going to go over the 3 roles, in the next post I’m going to write about how the classes fit into the roles. For now though, let’s focus on what are the roles and how they work together to not die, actually kill stuff, and get the phat lewtz.

Here’s the 3 Roles:

  • Tank
  • Healer
  • DPS (which stands for Damage Per Second, but really these are players that do damage)

Ok so how do these roles work together? Well you start with your tank.

The Tank

Tank + Threat + Healing = Win

The Tank is they member of the group that has the toughest armor and usually lands some pretty hard hits. Classes that Tank also have special abilities that increase Threat.

Threat is that part of the game that sends mobs running in your direction. When you’re running around questing solo, you don’t want increase your Threat because you don’t want an entire zone of mobs headed your way right? But Tanks WANT to build Threat because they want the mobs to focus on them. This is because the Tank has 3 things going for them. They have heavy armor, they have someone healing them like crazy, and they have a team of folks standing behind him blasting the crap out of stuff.

It sounds crazy, but here’s how it works. The DSP and Healer in the group generally do not have as much armor as that guy standing front and center. Not to mention the fact that if you’re a casting class, each time you get hit by something it increases the amount of time it takes to get that spell off. So the Tank takes a beating to give everyone else a chance to get some hits in. The downside to this is that if the DPS does more damage than the tank and the Tank doesn’t hit harder or use a Threat building ability soon enough, the mobs will go after the DPS faster than a little kid chasing an ice cream truck, but we’ll get into that later on.

The Healer

Healer + Mana – Threat = Win

While the Tank may have a tough outer shell, there’s still a limit to just how much damage that shell can take before the Tank takes a trip to the grave yard. As we just learned, Tank + Grave Yard = Dead Group. This is where the Healer comes in. The Healer’s main focus in any group is to keep the Tank alive. They may heal other folks in the group as they need it, but their main priority is the tank. End of story, no wiggle room, no exceptions, do not pass go, do not collect 200 silver.

The Healer also does NOT want to generate any Threat. Unfortuntatly Healers generate a lot of Threat because they patch up they guy that the mobs are trying to kill. When you’re taking out mobs you always want to take out the mobs that heal before you take out anything else. Other wise they’ll just keep healing everything you’re trying to kill and you’ll end up running out of health before you run out of mobs. The mobs in the game follow this rule too. So the Healer wants to make sure that the Tank has the full attention of any mobs in the area before healing the Tank and the Tank wants to make sure that the Healer has a full bar of mana before charging into the next group.

The DPS

DPS + Damage – Threat = Win

Here’s why the DPS is along for the ride. DPS makes things dead, pure and simple. The goal for the DPS though is to try to make things dead before the Healer runs out of Mana. The healer needs Mana to heal the tank. If the Tank gets no heals, the Tank dies. Then the mobs run to finish off the Healer and finally the DPS. Since the Healer and DPS aren’t as tough as the Tank, this would be a very very bad situation.

You’ll also notice that Healing is not part of this equation. Why is that? Well because the DPS shouldn’t need healing. That doesn’t mean that they shouldn’t get healed if they need it, but that for the most part, they shouldn’t be taking enough damage to need healing. Why? Because the Tank should be taking that damage for them, that’s the Tank’s job.

That’s where the ‘- Threat’ comes in. DPS wants to make sure that they do as much damage to the mobs as possible, but they don’t want to attract attention to themselves. Why? Because they are not the tank. When you’re squishy you don’t want something running after you with two blades and a foaming mouth. Otherwise you’ll be on a corpse run before you can yell ‘dang it’.

Where Things Break Down

WoWScrnShot_031409_023036_4  Ok so everyone has been in a group that was just awful. Admit it, you’ve seen one. No? Well I’m sure you will eventually. Here’s a few things that usually happen that cause the group to go down in flames.

1) The Squishy Tank – If you’re in a fight and the Tank is taking a dirt nap after three blows from the boss, chances are you have a squishy tank. Tanks need to make sure that they have a lot of armor and a lot of stamina. Stamina goes right to the health bar. The more Stamina you have the more hits you can take without hitting the floor. Tanks can usually also use talents that keep them alive longer, shields, +Defense, and other stuff like +Block etc. If you’re a tank and you’re taking a lot of damage in dungeons, take a look at your gear and spec so you can beef yourself up to keep yourself alive.

2) Out of Mana – Running out of mana at a crucial time is every healers worst nightmare. There are things however that healers can do to help them out too. First of Intellect, you want to have a lot of Intellect, this will give you a fat and happy mana pool to draw from and give you a chance to keep plugging away. Spell Power, you also want to look for gear that gives you + Spell Power. While yeah it looks like that stuff is helpful for making big booms, it’s also good for heals. Healing spells are spells too and when you lump on the + Spell Power it helps you to squeeze a few more points of health out of every heal. So if you heal bigger, you don’t have to heal as often. Healers can also conserve mana by using quicker heals that cost less mana. While they’d have to cast these more often, they’ll still be able to heal over a longer span of time, and sometimes that’s what matters.

3) The Tank Pulls – Ok so we know that the Tank is the one that goes in, gets the mob’s attention and tries to keep it right? So what happens if someone else gets the attention first? Well then the Tank has to work extra hard to get that attention away from whoever managed to torque the mob. We also know that the Healer’s main focus is keeping the Tank alive, so if the DPS folks start taking a lot of hits and a lot of damage, chances are the healer may not be able to heal them AND the tank too. So it’s a good idea to let the tank do their thing and then hit the stuff the Tank is hitting.

3) Pulling Too Soon – So chances are even if the Healer is careful with their mana and has all the Intellect they could find, they’re still probably going to run low on or out of mana each time the group enters combat. This is just the nature of the game. This means that the Healer’s going to need to stop and take a drink (likely some of the DPS will need to do this too). So if our Tank decides to go ahead and get the next group nice and angry before everyone is ready, well things will get real ugly real fast. Remember (Tank – Heals) + Grave Yard = Group Dead. There’s times that I’ve played a healer where I’ve actually let the Tank sweat it, and held off healing until I was done drinking. I figured, hey if we didn’t make it HOPEFULLY he’d get the message. Let me tell you he did.

So to all the Tanks out there, If you want your bar to stay green, make sure that you’re healer’s bar stays blue. Got it? Good.

4) Pulling Mobs Off the Tank – This is usually where DPS ends up taking a dirt nap. The folks rolling in to be the DPS of the group aren’t set up with a ton of hit points. That’s just fine, they aren’t supposed to have a ton of hit points, that’s the Tank’s department. They still need to have a lot of life, but not as much as the Tank. Every once in a while though the DPS hits the wrong target or lets out a spell that hits more than one target. If the Tank hasn’t had a chance to get these guys good and angry, then they’ll run right after whatever hit them.

Wrapping it Up

Ok so these are really just the most basic bits about grouping. There’s really a lot more to playing your class in a group. There’s all kinds of resources out there though that will help you pick the right talents and use the right spells or abilities. I always encourage folks to take a look at blogs and forums that focus on their class to get the real scoop from folks who play one class exclusively. In my next article I’ll go over classes and how the classes fit into each of these roles. So for folks that aren’t sure if their class is right for them or they’re still picking out a class, that will hopefully be a helpful article for them.

/Creep

WotLK Newbs: 80’s to the left, thier alts to the right, and me in the middle as a newb…

WoWScrnShot_111908_203506 Ok so my blog has been pretty, well, squishy so far. Lately though I’ve noticed that there’s a real lack of content for a whole set of folks playing WoW, the Post WotLK Newbs. Why should I write for these folks? I mean is being a newb now really any different than it was to be a newb in BC or in Vanilla WoW? Actually yeah.. it is.

So in Vanilla WoW, life was different for Newbs. I didn’t get a chance to play WoW during the vanilla WoW days, but I know a lot of folks who have. I’ve listened to their stories and I’ve gotta say that the game was a lot different for folks just starting out back in those days than it is now. There was only one ‘world’, there were only 60 levels to the level cap, there were more folks to group with at lower levels, and Auction House prices were a little more reasonable (for the most part).

Now fast forward to the Burning Crusade expansion. Everyone runs for level 70. The Burning Crusade adds two new elements to the game Dailies and Heroics. These are two great new features that give players something to do aside from raiding and PvP once they get up to 70. There’s also a lot of gold to be had in them there Outlands! With shiny new gear and all this new content, folks pretty much abandoned the old world for the Outlands and never looked back. Sure they’d level an alt once in a while, but why go through all that grind when you can just hang out in Shattrah City and show off all your awesome new gear and yep a flying mount!! For folks that started the game post Burning Crusade, you now had 70 levels to catch up on, an inflated server economy because people would rather spend gold than have their main set foot in the old world, and aside from Barrens Chat, the Old World seemed bleak and empty.

This is where I entered WoW. I spent a lot of time questing solo and since I was solo leveling a Priest, I’m really surprised that I didn’t quit the game all together. I did make friends when I first started out. In fact my first 5 minutes in the game I made my first WoW friend ever who invited me over to the Horde side. Once on the Horde side I found another friend that I ran with for a few months. Once my real life friend found out I was playing she let me know which server she was on and I re-rolled a priest to compliment her hubby’s Warrior and her Mage. My buddy followed me over and rolled a warrior, but these two classes were just so annoying to level that we just eventually gave up. I quit the game for a while and he went back to his old server. When I got back to the game I got back to leveling that Priest, this time solo of course. It wasn’t fast leveling that’s for sure and it took a lot of strategy to complete quests without spending most of my playtime in the graveyard. My friend and her hubby helped me out and chatted with me when they were online, but they were almost to 70 so I didn’t see them very often since they were leveling in the Outlands. There was also only one way to get in and out of the Outlands making it a bit of a hassle for higher level folks to get back into the old world. Since there was so much to do at level 70, there weren’t a whole lot of folks rolling alts and since I started between expansions, there also weren’t a whole lot of folks starting up the game for the first time, so the old world was pretty lonely. Actually once I even made it up to the Outlands, they were pretty empty as well.

In rolls WotLK. So many sweet new features, more accessible end game content, new dailies, new flying mounts, achievements, it’s almost a whole new game. Now all of the folks who were 70 rushed up the 10 levels to get to 80. They whined a bit, but once they got there they were gearing up for end game content, doing more dailies, leveling trade skills, whining about being bored in the new Shattrah, Dalaran. Blizz did make it a little easier to get in and out of Northrend, but there’s so much to do out there, why go back to the Outlands, and so many of those folks spent so much time on the old world content that they aren’t going back, well unless they need to hit the auction house of course.

I’m feeling for folks who are starting to play WoW now, or started playing around the time the expansion hit. Now it seems like things are even more expensive since there seems to be even more gold in the new continent. Leveling has been toned down so it’s faster to get to 80, but there’s two problems with that. First off trade skills are problematic because chances are you’ll level out of a zone before you gather enough materials to get your trade skills high enough for the next zone. Less quests are required to get to the next level while that means dealing with fewer of the ‘get 50 ears for Zul’tan’ style quests, it also means less coin. This can make it a lot harder to pay for class training, travel, and mounts (training and the mount). It also makes it easier to skip group quests. If you can get the xp elsewhere and it’s too much of a pain to get a group together, why bother finishing those quests? Problem is that grouping for dungeons is a great way to learn how the skills of one class work with the other classes to take down the bosses. Without this experience there’s a ton of people that are getting up into the end game content and basically doing all the same things they’d do while they were running solo. That just doesn’t work and ends up leading to a string of wipes and a lot of wasted time (ok granted there’s probably also a lot of folks that just didn’t have the patience to get ready for and raid in the BC expansion that are now running amok in WotLK and making us all look bad).

So safe to say WoW is slowly becoming a game that’s really unfriendly to new players. Yeah the recruit a friend program is really helpful, in that it gets you to the level cap faster, but think of all the content that’s getting passed up on the way to 80.