Monday, July 14, 2008

New trick: Focused Chain Shield

I ran Heroic Shattered Halls this weekend. We had a good group of guys, but we may have been slightly undergeared for it. Two of us needed it for our Trial of the Naaru: Mercy quests—which we didn't get because we wiped far too many times and missed all of the timers.

But it was still a good run. I learned quite a bit on those dozen wipes. I can appreciate a few wipes when learning an instance, and actually prefer it to a one-shot run. When I run it later with a few of my guildmates I am going to know what not to do.

And I figured out a new trick.

The Shattered Halls run had a Mage who was good and was keeping an eye on his threat, but with the number of mobs he was bound to get aggro eventually and often. Especially since we had a Druid tank, instead of a Paladin.

I've been running with a Shaman main healer lately. He's a great healer, but due to the specifics of Shaman healing (lack of HOTs and instant-cast heals) damage and healing tend to be spikier than with other healing classes. When we run with DPS that don't watch their threat, Mages especially, even the fastest reaction from the Shaman might not keep them up.

After we had to rez the Mage a half-dozen times or so, I got to thinking about what I could do to help. I was getting used to throwing out more bubbles lately, as the Shaman healer is overpowered and overgeared for much of what we have been running and tends to pull aggro off of most tanks. I could watch Pitbull for the Mage's threat to go red (meaning he got aggro), but bubbling him meant stopping what I was casting, targeting him, and throwing out a bubble. The Shaman could take a few hits, but the Mage was exceptionally squishy and kept getting one- or two-shotted.

Then I remembered that really neat Shackle macro that we use.

Sure enough, this did it:
/stopcasting
/cast [target=focus] Power Word: Shield

Better yet, the way I have my UI done up, the focus target goes above my own health bar, and is big and prominent. When it flashes red, I can't help but notice it no matter where else I am looking at the screen. I bound the macro to a single key and kept an eye out.

It made a noticeable difference, especially on the last boss fight. The Blade Dance that Kargath does wasn't one-shotting the Mage, but if the Mage already had aggro from one of the adds, he was guaranteed to go down. In that fight I had to step things up even further—instead of being reactive about the bubble I essentially chain-cast it throughout the entire fight. I watched for the Weakened Soul debuff to time out, then as soon as the shield went down I threw up another one, whether or not the Mage currently had aggro. After that, the Mage never went below 50% health.

Yeah, I went out of mana with 5% left on Kargath and ended up wanding my way through the end, but we all stayed vertical.

So now I have a new tool in my toolbelt. I just have to remember to use it.

Friday, July 11, 2008

Exalted, two new areas, one long night

Thanks to running the SSO dailies for the past two weeks, last night I got this nice message:
You are now Exalted with the Shattered Sun OffensiveWhich also means that I now get these goofy messages from the NPCs:
But that's not even the big news. Last night, thanks to knowing people who know people, I made it into some new content.

I was literally one minute away from logging out for the night when Udevil got on vent and said that Origin was running a Lurker raid (SSC) and had several open slots due to a scheduling snafu. (They had both Kara and SSC down for the same night.) I glanced at my whiteboard and saw that the Spell Damage requirement for SSC was 900. I just got my [Spellstrike Pants] the day before and hadn't had a chance to properly gem them, but I was standing at 856. I had just finished a boatload of dailies and had some 350g and 20 Badges on me. It was a theoretical possibility that I might get close to 900. I asked Udevil to confirm that 900 was the requirement, which he did, and the guys thought I should go for it.

Ranii stepped up and offered to cut some gems for me, as the selection on the AH was pretty thin for reds. 300g got me one [Crimson Spinel], and 15 Badges got me a second. Slons offered to whip up some [Mystic Spellthread], and Ranii had the [Primal Mana] for it.

Holy crap, this might actually happen.

Skipping to the good part, it did happen. I was summoned and within a minute had two [Runed Crimson Spinel] and my spellthread. I got off the second elevator in SSC with exactly +900 Spell Damage.
Serpentshrine Cavern 1Hi, ma!Serpentshrine Cavern 2Wicked cool, eh?

Unfortunately, 4 wipes later we still hadn't downed Lurker. On the first 3 wipes I was in the last 3 or 4 people to die (being the very last on the first wipe), so I felt pretty confident that I had it down. But then 90 seconds into our fourth attempt I was the first one down. I was falling into the water as the Spout hit me. I hadn't tried to cut it close -- I jumped as soon as I heard the call. But I hadn't been paying enough attention to DBM and thus didn't have enough warning, as I was only a few degrees off from the tank that bought it at roughly the same time. We were the only two down, but the truth is that we just didn't have enough DPS.

Eventually the RL called it, as the fish had respawned. Everyone ported to Shatt and was told to head up to Gruul's. Awesome!

Maulgar and his crew took three attempts. There was some confusion as to healers and tanks and Hunter misdirects, so the Mage tank kept going down. I macroed a PWS for my focus, set it to the Mage tank, and spammed it whenever the timer was up. I doubt it helped all that much, but every little bit, right?

On to Gruul!
Gruul the DragonkillerGrr! Arrgh!

Gruul was a one-shot. We didn't have much time left on his Enrage timer, and the tank got to the point where he was being hit for almost 10k a shot, but the healers kept him up and the band played on. I managed to avoid most of the cave-ins, only missing the animation on two of them. I ran out of mana literally as Gruul went down: a Flay was cut short with an oom message (stupid bug), so I know I had exactly one left. Gruul dropped a second into it. That was just too cool for words.

I came out in DPS just behind the other Shadow Priest, Caspin, who was the raid leader. For it being my first time at Gruul and not being sure of myself, I'm not unhappy with that.

It was a long night, but it was fun. I honestly didn't think I'd make it into SSC any time soon. I'd been hoping for a Gruul PUG, but this worked out so much better.

Thursday, July 10, 2008

Crafting Cooldowns FTL

I've been farming and saving for a week to get my mats for my Spellstrike set. Not being an Alchemist, I didn't know that Transmute: Primal Might has a 20-hour cooldown. D'oh!

wtb TEN Alchemists that can transmute Primal Might.

Long story short: when you start to work on your Spellstrike set, do the transmutes as you get the Primals. Don't save them all up for one big orgiastic transmute party. Because, you know, it won't be.

Wednesday, July 9, 2008

What (not) to wear, Public Beta 1

Here's the first semi-real version of the chart I mentioned last time. It is essentially a "how long am I going to wear this, and when can I expect to get it?" chart for SPriests. This image just shows the Feet for now so that you can get a feel for it.


  • Horizontally along the bottom you can see the +Shadow damage of the character wearing the specific gear.
  • The vertical orientation is meaningless—it's just an order to make a pretty layout.
  • The width of each gear bar is the +Shadow range for which people are currently wearing that gear. There is at least one person at the very beginning of that range, and one at the very end of that range. (Except for the perfect squares, which mean that only one person has it equipped, but I didn't want a zero-width sliver.)
  • The color theme tells you where you get the item. Bright yellow gear, for example, are quest rewards, while the darker gold are crafted.
  • The color gradient shows you how the players are distributed within the range. In this example, you can see that the Footpads of Madness, while they cover a large range, really only have a few small clumps of players wearing them. On the other hand, FSW Boots are worn pretty much consistently across the range.

I have, for now, intentionally left out how many people are wearing the gear. I thought about scaling the bars vertically based on popularity, but I'm not sure what that would communicate. (And, really, I don't think I want to tackle the logic to wrangle a much more complicated layout.) In most cases you can infer how many people are wearing the gear by looking at the distribution gradient.

I'm hoping that this will help the "what gear should I go for next" and "should I swap out X for Y when they are basically the same" type questions over on shadowpriest.com. I'm sure it won't completely eliminate them, but it's bound to help someone other than just me.

I need more data. Many of these items are only equipped by a single person on our server, which doesn't make for a good statistical population. If anyone would like to drop a comment and suggest a particular server that I should include (this data is from Bleeding Hollow), I can do so.

Also, what do you think? Too much clown vomit? Not enough cowbell?

On Priest CC

I'm sure I am not the only person who has a lot of “if I could get others to understand just one thing about my class” moments. In fact, WowWiki has a whole series on it. This week's lesson that I want to shout from the hills is simple:
Mind Control and Shackle Undead work just like every other form of CC.

I know, it sounds like a duh kind of thing, so let me explain.

First, yes, I can pull with either. Just like a Polymorph or Hibernate pull, there are times when you want to take a mob out of the fight from the very first moment, not giving them a chance to do absolutely anything. And, just like both, some mobs are Immune. With Mind Control, I can probably even do a little extra with the abilities that I gain from the mob. It may be nuking or melee or healing, or in very rare cases buffing.

But that's not the problem. Everyone gets that part. The second part is what non-Priests seem to have the hardest time with.

If the Priest is not pulling, then Priest CC is more like Hunter CC than Mage CC.

Wait, what?

Yet again, the Priest shows a bit of flexibility and versatility. Think for a moment about the difference between how a Mage does CC and how a Hunter does CC. For a Mage, gaining the mob's attention before CC is almost always a Very Bad Thing. For a Hunter, almost all of their CC relies on getting the mob's attention. If the Hunter cannot get the mob's attention, then traps become much harder to work, and we're back into Very Bad Thing territory.

Having said that, let me repeat: If the Priest is not pulling, then Priest CC is more like Hunter CC than Mage CC.

Let me break this down by spell. Shackle Undead is the easiest to explain:

Shackle Undead is the Priest's version of a Freeze Trap.

Just like you expect a Hunter to get the mob to rush them, you need to get used to the idea that a good Priest will do the exact same thing. We'll probably tap them on the shoulder with Mind Flay (the blue frickin' laser beam). Yo. What up? Can I talk to you over here for a second?

Wait, wait, I know: “But you're squishy!”. Very, very true. Unlike a Hunter, we don't have a pet for backup. We're definitely putting ourselves at extreme risk. But, that's just how it is done. We've got our bubble and we're smart enough not to bother channelling all 3 seconds of our Mind Flay. The Shackle will come. Just be patient.

We tap the mob for the same reason the Hunter does: when we Shackle, we want the mob to be as far from the action as possible. We want the Mages and Paladins to be able to AoE without fear of breaking the Shackle. We want people to be able to tab-target without accidentally hitting our trapped mob. We also want to be able to keep our eye on it. Unlike a Freeze Trap, we can preemptively re-Shackle our target. In fact, most of us have a beautiful macro that lets us re-Shackle without ever taking out eyes off of our DPS target. (Ever tried to do Moroes without a Shackling Priest? It's a much longer and trickier fight, I assure you.)

So when the mob you've marked for Shackling runs right past you because it's got a blue laser beam hitting it, don't panic. We've got it under control. Pretend it's heading for a Freeze Trap and that the blue laser beam is just a really, really pretty arrow.

Mind Control works almost the exact same: we need to tap the mob first.

In the case of Mind Control, we're tapping the mob for a different reason: range. See, Mind Control is tricksy. Every tick that goes by the mob has a chance to break the Mind Control early. That chance is increased by the range between the Mind Controlled mob and my Priest body. The first thing a good Priest will do after applying a successful Mind Control is run the mob back to stand next to his Priest body.

Yeah, I know. We're back to that whole squishy thing. But again, it's got to be done. It's better that we take that risk than the bigger risk of letting the mob out of Mind Control early.

Wait, there's something you might have missed. Think about the implications of the range problem with Mind Control.

If you want us to melee with a Mind Controlled mob, you need to kite your mob to our mob.

Yeah, sorry, you have to come to us. We can't come to you. If we're standing around at the back of the fight doing nothing, it's probably not because we're /afk. It's probably because our mob doesn't have any ranged abilities and you've got your target too far away for us to feel comfortable running to.

We know that we're supposed to help out by using the mob's abilities. Promise. You don't need to tell us. But help us help you. We'll come a little towards you, maybe 10 yards, but that's it.

Last thing. I'm almost done.

When you ask us to “chain MC”, expect to hear our teeth grinding and a bit of a sigh. Some Priests will do it, but some won't. You've essentially stepped up from asking us to put ourselves at extreme risk to asking us to tank in our squishy cloth. Yes, really. See, did I mention that Mind Control is tricksy?

Chaining Mind Control is more of a theoretical possibility than a proven reality.

Let's go slow-mo here for a moment and recap what needs to be done to chain Mind Control:
  1. Walk the mob as far from us as we can without accidentally breaking the Mind Control as per the rules above.
  2. Cancel existing Mind Control.
    We could wait for it to end on its own, but at the level you are probably asking us to chain, we'd rather be exactly sure when it will happen. If it breaks even a second too early, we could get turned into paste pretty quick.
    No amount of Fade will help us here. Mind Control creates more threat than Fade can deal with on its own, as we're probably the only one on the mob's threat list.
  3. Bubble.
    We have to do this, as we know that we'll never get the next Mind Control off with the mob pounding on us.
  4. Wait for the GCD.
  5. Cast Mind Control.
  6. Wait 3 seconds.

It's that last step that is, sometimes quite literally, the killer part. Mind Control has a 3 second cast time. Sure, in way, way endgame scenarios (Hyjal, Sunwell) we might be stacking enough Spell Haste to reduce that to as little as 2 seconds. But any time before then, probably not.

In most cases, the mob is free to beat on the Priest for a full 4½ seconds.

Yeah, maybe a little less if we've walked the mob far enough away, but not much. For caster mobs, that's 4½ seconds to nuke us, or sheep us, or whatever. For melee mobs, that's 4½ seconds to tear down our bubble and interrupt our casting. If the mob can Kick, Silence, or Counterspell us, it may well be Game Over.

But wait, it gets worse.

Mind Control is subject to diminishing returns with many mobs, just like most other CC. Since we have little way of knowing when the second Mind Control will break, we're really hesitant to do it. So please, please appreciate why we're reluctant to chain Mind Control. It can work out okay, but the vast majority of the time it does not.

And, of course, just like a Freeze Trap, Polymorph, or other CC, the mob is going to come straight for the CCer when either Shackle or Mind Control is done. Please get the mob off of us. kthxbye.

Remember:
  • Blue Beam → Pretty Arrow
  • Don't Panic. Wait for it.
  • Kite to the Mind Controlled mob.
  • Chain Mind Control is almost always a Very Bad Idea.

Raid and Heroic timers

One of those things that they never officially explain to you is how timers work for the 10-man-and-larger raids and Heroic dungeons. The problem is compounded by the fact that many people that have been doing those types of things for a while and seem to have forgotten that not everyone knows it.

Long story short: raids and Heroics are on lockout timers. Once you have downed a boss, any boss, you are "saved" to that instance of that dungeon.

Being saved, in this sense, means this: until the timer resets, you will enter the dungeon in the exact state in which you left it. (This is true as far as bosses are concerned. Different instances have different rates at which trash respawns.)

You can check your saved instances by opening up the Social window and going over to the Raid tab:



The 5-man Heroics are on a 24-hour cycle and reset at the same time each day. The 10- and 25-man raids are on a 7-day cycle and reset the same time each week, except Zul'Aman which is on a 3-day cycle.

Saved instance timers can be both good and bad. For Heroics, they mean that you can run a particular dungeon every night of the week if you want to. Or, if you need a quest item from a dungeon, which presumably doesn't involve downing a boss, then you can have someone from a cleared instance invite you into the raid to get just that item. On the other hand, if you happen to be in the dungeon as the timer is resetting, you get kicked out and the instance resets.

Implications

When you get to the 10- and 25-man content, however, the implications get a bit more insidious. Remember that the rule is that once you down a boss you are saved to the instance. It doesn't have to be the first boss, nor does it have to be the last, just any boss will do. You have to be careful when PUGging the larger raids then, as you need to communicate with the group as to which bosses have been downed, which they will be doing that night, and what the schedule is going forward.

Let's say, for example, that you get in a PUG for Kara that starts with the Curator. If you down the Curator, then you will be saved to that instance. You will have to wait until the following week if you want to go back and hit up Attumen or Moroes or any of the other bosses that had already been downed.

Worse yet, if the group breaks up right after downing the Curator, then you are pretty much up a creek for the rest of the bosses. If you are smart, you will take down the names of the others that were saved to the same instance and try to get as many of them back the following night to continue the raid. You'll probably have holes to fill, at which point you are going to have a harder time as there are now even fewer bosses that other non-saved players can down, and thus fewer loot drops.

Tuesday, July 8, 2008

What (not) to wear

The Quest Progression Chart was fun to do, and it taught me more about the game than I probably would have had the patience to scroll through in the tiny little quest window. When people say "I'm stuck on Zuluhed", I actually know wtf they are talking about.

I also learned a very key lesson: doing that kind of thing by hand completely sucks.

Since I've been working on doing data mining of our server's SPriest population, I thought I could put that to some use. To that end, here's a teaser of what I am working on now:



Of course, the final version will include all gear slots, not just feet.

This time it's completely automagically generated. But ... right now it's only seeing around 450 SPriests. I'd like to open it up to get a better sampling of the population, but that takes time.

We'll see how it turns out.