This week's arena

| Monday, September 29, 2008
We ran into a lot of fail. Uncountable fail. Unimaginable fail. In other words, we ran into people who are legitimately in the 1500 bracket rather than point sellers.

We started off in the mid-1400s and went 8-2, finishing at 1577. I figured we should just keep what we had and work up further next week when we have more time.

I learned a few important lessons.
1) Huntards are really easy to kill.
2) Shockadins are fail. They burn their mana like crazy for DPS, leaving them nothing to heal with, so the partner dies and the team has no more damage since OOM shockadins are ever worse damage.
3) Enhancement shamans are bad for healers, but I'm even worse for them.
4) SL/SL warlocks are surprisingly squishy after you kill the minion twice, but they are still stubborn when combined with fear and a healer. Interrupt the fear and the healer heals, interrupt the heal and the warlock fears. More burst damage would have helped, maybe I should try to coordinate better with my partner for things like double wings and DF->holy shock.

We did run into a few tough teams and two of them beat us, but even those weren't total slaughters. They seemed to come down to the luck (or lack thereof) of resists.

Kara with noobs

| Friday, September 26, 2008
Actually it wasn't too bad. The main tank was at the requirements for the early fights, but was definitely a bit of a stress on the healers. But hey, that's how people first did Kara. That's what happens when someone doesn't get run through half the game.

We did wipe on Attumen. I died on Moroes. We wiped on Maiden. We wiped on Nightbane (because the tank was clearly undergeared for that fight). We wiped on Prince, again because of the tank's gear. We took a second shot at it and he used shield wall to get through phase two. The fight was pretty much saved by having tons of DPS. We had decent luck with drops, one bad one, but not at a critical time, so we easily adjusted.

I got the BoL libram from opera, which I will probably never use. I got to run with WF totem. I could tell it made a huge difference, along with the 10% more AP from the shaman. He started out with two daggers, but the end he had Fool's Bane and Decapitator, so I'm glad that the world of warcraft is a slightly better place now. Aside from the libram I got no gear, though I think I picked up a total of 20 badges. I think my repairs were balanced by trash drops, greens, and a few motes and a void crystal. Even if not, I can farm gold much more easily than badges.

Overall it was a good night, but now it's very late, by my standards at least, 3:10.

Oh right, for my first time ever I did not kill myself with seal of blood during Prince. This took three times as DPS to learn. However I did die to a shadow nova in phase three when my bubble was down (due to the infernal placement during an enfeeble) and my healthstone was already gone from the previous nova.

Getting people into the right gear

| Wednesday, September 24, 2008
If a hunter would rather wear leather than mail, something is wrong. That goes doubly so for a warrior or paladin. Fixing itemization would help, but it's clearly not as easy as it seems or it might have happened already. I propose a new method which can be easily applied to all gear (once the basic method is figured out), though it may be tricky to implement the mechanics.

The general concept is to make each level of class benefit less from gear, but then in the reverse order, make the gear stronger. For example, a warrior would get 10% less benefit from gear, but plate would have 10% greater stats. The exact numbers are not the important part and would have to be adjusted to give an exact balance, it this case 10% up and 10% down results in a slight damage loss. These changes would scale downward as well, so hunters and shamans work better with mail than leather, warriors and paladins work better with plate than mail and much better than with leather. For casters, mages, priests, and warlocks would have no changes. Druids would be offset by one tier, shamans by two, and paladins by three.

My first idea was to have more stats on plate and reduced stat benefits, but that would be incredibly complex, both due to changing all gear and adjusting stat benefits.

A later idea was to have a hidden anti-BoK which would affect secondary stats (AP, crit, health...) and then have the reverse on plate. But again this seemed too complex and very hard to implement.

My final idea is to have an overall damage or healing output reduction as you go up the armor tiers but then each piece of armor of the proper sort gives an increase in damage. For example, a warrior would have 8%x3 base reduction. Putting on all leather would reduce this to 8%x2. All mail would yield 8%x1. Finally all plate would lead to no changes. If you didn't pick up on it, each piece of armor/tier is worth 1%, so a warrior in one mail piece would be down 1% damage, leather is 2%, a leather and a mail is 3%. The result is that downranking armor isn't totally crippling, so dramatic upgrades are still good (I'd hate to excessively penalize people who have awful luck with drops and end up with other armor classes), but min-maxing will be much less likely to put a warrior in leather.

I apologize that I constantly said warrior instead of paladin, but in my experience I've seen a lot more warriors grabbing gear from other classes than paladins, so that's a stronger idea in my mind. I'm looking at you, warriors that took Crown of Destruction and Ghoul Skin Tunic.

TL;DR:
Make lower tiers of armor cause reduced damage output in order to discourage the use of lower armor classes.

Oh my god, I'm a noob!

| Tuesday, September 23, 2008
Ever since the collapse of Word of Redemption almost 3/4 of a year ago, I've not seriously tried raiding much. I had a few half-ass guilds (no offense to them, just that I had terrible luck) and then a bad schedule for raiding. The furthest I've ever killed are Hydross, Lurker, Solarian, and T4 content.

Even my gear barely shows this. My ret gear is almost entirely honor, arena, badge, and crafted gear with a couple heroic pieces and a single raid piece: DPS wrists from HKM. Except for Scale of the Sands rep for Hyjal trash, my armory doesn't even reflect kills past HKM. My prot gear shows that I killed the Eagle boss in ZA and TK trash. My holy gear doesn't even get outside of Kara except for an ungemmed, unenchanted shield from Dragonhawk in ZA which I don't use.

I don't consider myself a noob, but looking at my actual gear and experience, what else could be concluded?

In unrelated news, I'm fucking sick of Blizzard putting blue/yellow gems on DPS gear. The yellow I don't mind too much since crit isn't bad, but I'm sick of skipping having to pick between skipping useful socket bonuses and wasting gem value on stam. Even casters don't get so fucked on blue gems; mana/5 and spirit are useful for certain classes and even warlocks at least want stam. I suppose there's no real way to add melee regen since that would probably end up being way better than any other stat since rage and energy are major limiters compared to mana.

Resto druid *ahem* adjustment for arenas

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Lifebloom was supposed to get nerfed, but Blizzard didn't want to screw up PvE healing. I hope I have a solution.

Reduce the +healing benefit of instant casts by at least 50%. Make them really weak. To maintain raid healing output, buff heals with a cast time. The combination of these should keep raid healing output and efficiency the same. In PvP it will foce druids to make a harder choice between mobility and efficiency/output. Staying still makes them better at healing, but also vulnerable to interrupts and damage, just like any other healer. Going mobile gives protection, but with lost healing.

When all you have is a hammer...

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Dear DPS-specced hybrids,

I respect your damage and your right to spec however you like. You've chosen to be primarily a source of damage and I don't want to take that from you. However damage is a only hammer and as hybrids you're running around with a small toolbox. Rogues only have hammers, though these can also drive screws, badly (CC). Hybrids have the prying tool on back (this heals people), drills (these remove debuffs), and pliers (these hold aggro). Using your full toolset will work better than just swinging the hammer harder.

When a mob gets loose, you could hammer it really hard, or you could try to tank it (switching to bear or throwing on a shield). Or you could help heal the person being attacked. Throw a stun or snare on it so the person can get some range and the tank has time to grab it.

You might have to drop moonkin form or switch out of berseker stance. But would you rather lose five seconds of damage or have a dead healer? Dead healers tend to result in dead everyone (except the paladins who just have to fly back from the inn) and dead you (since you are part of everyone) are bad at DPS.

In other, more condescending terms: fury warriors, enhancement shamans, feral druids, and ret paladins ARE NOT ROGUES. Elemental shamans and moonkin ARE NOT MAGES. You're also not warlocks, so don't get any ideas about striking fear into your enemies.

Welfare epics are work

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So-called welfare epics are hardly welfare. They're actually a pretty good imitation of real life work. Let's start with honor gear.

You don't need to be especially good to get honor gear. In fact, you can suck. However excessive fail will lead to slower gains than a better player, especially one working with a group. Think of this as the McDonalds of gear sources. Given enough time even the chumps there can save up for Corvettes.

Badge gear is similar. You do some minimal task and get rewarded, but it takes a while. Think of them as the PvE version of honor.

Arenas are the best simulation. Low points lead to low gains. You have to do your minimum amount of 'work', ten games. Past that you're basically putting in unpaid overtime for a chance to do better and move up. If you're good, you have a higher rating and get 'paid' more.

If WoW was trying to have welfare, it would have been giving me points and honor for the months after I stopped doing PvP. But it doesn't. Do nothing, get nothing. WoW doesn't have welfare.

New arena team: resto shaman and MS warrior

| Monday, September 22, 2008
I'm hoping that this team will work better than ret-holy. If it starts to do well enough, we'll move our paladins over and leech a bit.

Unfortunately we're not doing well. I've identified two major problems.
1) I am completely unused to being a healer, let alone a shaman healer, in PvP. I don't watch my health super-closely and I'm not expecting to be interrupted, since usually people are watching the holy paladin, not me. I'm also just making mistakes like letting myself get too far from cover.

2) My gear is terrible. I'm in the rep PvP gear, unenchanted. By resilience and health are low and my healing is sub-1000. I can be torn apart in seconds.

It's not all doom and gloom though. If I survive an initial burst, I stand a decent chance of survival thanks to earth shield and nature's guardian. I think with some more practice and gear, I'll be able to make something of this team. As for my paladin, we moved up slightly. We had a good run and got to the mid-1500s (up from low 1400s), but then had an awful string of losses. Unfortunately I didn't notice that we were close to dropping under 1500 and wasn't able to play it safe and keep what we had.

I can also see that the expansion will help a ton. Better off-healing and loads of mana will make me a lot more effective over long fights. I can see dozens of times where even slightly higher damage (let alone the huge burst increase we got) would have won the game.
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