Tuesday, April 27, 2010

10-Man Raiding in Catacylsm

Or another title might be, "____! It's about time!"

In case you haven't heard, there's some really good news for 10-man raiding in Cataclysm. Maybe not so good for 25, but we'll see. The source is from the European forums found here. And to sum it all up, 10-man and 25-man raids will have the same loot drops in Cataclysm. There will also be only one raid lock-out for each. So, you don't have 25-man guilds also farming 10-man content and gearing up much faster than people that only run 10-man content.

To offset it, the 25-man content will drop more loot, and more gold as well. They still want 25-man content to be a more efficient way of gearing up. (Writer Warning: lots of math-type stuff ahead.)

So, let's play with this a bit. Let's say that trends continue, and each boss on 10-man raids drops 2 items (or 1 for every 5 players). An even way would be for 25-man bosses to drop 5 items (same 1:5 ratio). Making it slightly more profitable would mean 25-man would drop say 6 items. If loot tables are something like the first 3 bosses in ICC, there's 12 different items that will drop on 10-man. That means you have a 1 in 6 chance for your loot to drop in 10-man, but 1 in 2 chance for your loot to drop in 25-man.

But will you win it? I'll have to make some assumptions here. Let's assume gear is very homogenized. There will still be some differences though. For example, some hybrid classes will still have 2 sets of gear, especially those that require completely different stats (like a healing druid vs. a tanking druid). But for the sake of this conversation, let's say that we have a 10-man raid with one of each class. As a Shaman healer (best case), I get every single drop that's casting mail. (Only shaman in raid, and hunters don't want it.) As a cloth mage (worst case), I have to fight 2 other classes making my initial drop rate of 1 in 6 change to a loot rate chance to 1 in 18.

Our 25-man raid has to be guessed at. Let's assume 1 of each class/role. Where only 1 role for the class is available, we'll assume they bring two of those class (hunter, mage, rogue, warlock). We may have too many tanks (4), and probably not enough healers (4), but it's simply for illustration purposes. I also threw in another paladin healer (5 healers now) since they were in a armor group all by themselves. Here's what I came up with for this fictional raid:

death knight dps
death knight tank
druid healer
druid melee
druid ranged
druid tank
hunter
hunter
mage
mage
paladin healer
paladin healer
paladin melee
paladin tank
priest healer
priest ranged
rogue
rogue
shaman healer
shaman melee
shaman ranged
warlock
warlock
warrior melee
warrior tank

So, your odds vary quite a bit here as well. You have anywhere from a 1 in 2 chance to get your item (paladin healer vs. paladin healer, or, shaman healer vs. shaman ranged, or, druid healer vs. druid ranged) all the way to a 1 in 6 chance (all clothies, or, all melee/tank plate wearers). So, the 1 in 2 chance that your item will drop becomes a 1 in 4 loot rate (best case scenario) or a 1 in 12 loot rate (worst case scenario), with a couple other odds in between.

Anyway... point being... I think this will be a great change. I'm still not sure it's completely on track. Like I've mentioned and has been said many times before, 10-man raiding can be more difficult than 25-man. If one person dies on 10-man, that's 10% of your raid. A 25-man death is only 4%. But if they made it completely equal, it would be the death to the 25-man raiding for sure. And while I have found that 10-man raiding is by far what I enjoy, there's still a special place in my heart for the 25-man stuff that I did all through TBC.

Thursday, April 8, 2010

Cataclysm Changes to Resto Shaman - First Thoughts

I don't know where the last month went as far as blogging goes. I had a few posts flying around in my head, and they never seemed to get off the ground. So let me take this moment to stretch, so I don't hurt my typing fingers.
Alright... that felt good.

In case you haven't heard, Blizzard has been releasing come class previews for Cataclysm. As of this writing (and without me constantly checking on MMO-Champion), they have released Shaman, Warlocks, and Priests. I actually like some of the more creative things they're doing with Priests. I'm kind of neutral to the Warlock changes (mainly since my only lock is like lvl 23). And honestly, I'm unsure about the Shaman changes.

See, here's the thing... I actually like the simple healing of the Shaman. Unless I'm doing it wrong, there's essentially about 7 healing spells for a Shaman. And a few of those are pretty much fire-and-forget spells. First off, there's Earthliving Weapon. Every 30 minutes, I have to put it on my weapon. That's almost a true fire-and-forget heal. (I even have a mod that puts this on for me.) Next is Healing Stream Totem. It isn't a strong heal, but gradually ticks and will slowly heal all group members for 5 minutes. Then there's Earth Shield that lasts 10 minutes, but has charges, so usually less than that. A spell that's used a lot, but not cast a lot. Then you get into our active spells. Chain Heal is for group heals. Riptide is nice, insta-cast heal with a HoT, but has a cooldown. And finally you have Lesser Healing Wave (fast) and Healing Wave.

That's it. Simple. Straight forward. Spells that take care of the job.

Now, never having played the other classes as healers at lvl 80, here's what I came up with for them. (So, feel free to correct me if I missed a spell.) Paladins are also pretty straight-forward with 6 healing spells: Sacred Shield, Holy Shock, Holy Light, Flash of Light, Lay on Hands, and Beacon of Light. Druids get a tad more complex with 8 spells: Wild Growth, Tranquility, Rejuvenation, Nourish, Lifebloom, Healing Touch, Regrowth, and Rebirth. (Yep, I'm including their Battle Rez.) And then you have Priests that have all sorts of crazy heal spells for every situation imaginable. There's 13 spells. I'm not listing them out.

So, now with the changes to Cataclysm, they want to add 3 spells to our arsenal. And I'm just not sure they're needed. Here's my thoughts why.

Healing Wave
This is the new Healing Wave. Don't confuse it with the old Healing Wave. The old one will be called Greater Healing Wave while the new one will be just Healing Wave. This will be the Shaman's "go-to heal". Maybe I'm too casual of a player now, but really, Tidal Waves seems to fill in the gap quite nicely for me. Riptide, two quick (Greater) Healing Waves, and then maybe a Lesser Healing Wave before Riptide is off cool down, then start it all over again. With my haste, I think I'm about 1.8 seconds for a (Greater) Healing Wave that's been buffed with Tidal Wave. Seems like a pretty quick nuke-heal. I can certainly see the need if you want to spam one spell, but it doesn't seem like that's Blizzard's approach. At any rate... not sure this was necessary, but we're getting it anyway.

Unleash Weapon
Let me quote what this does for the Earthliving Weapon enchant "Heals the target slightly and buffs the shaman's next healing spell by 20%." Holy crap! How original! Wait... isn't that pretty much the exact same thing that Riptide does with Tidal Waves? Only, Riptide has a HoT on it as well... and does 2 spells not 1... and has a 6-second cooldown instead of a 15. Yeah.. umm.. not sure I'm interested in this one just to have a new spell.

Healing Rain
Okay, now maybe we're getting somewhere. 2-second targetable cast with a 10-second HoT AoE. I can certainly see the limitation on Chain Heal, especially for 25-man raiding. But... I don't know... Can't we have an AoE spell that doesn't have such a limiting range or area? Or maybe just improve Chain Heal so that it jumps a lot further. (Raid Leader says, "Spread out so you don't get hurt as much by the AoE." Shamans cry.) So, maybe it just depends on the size of the area healed. But Circle of Healing is 15 yards. And Prayer of Healing is 30. I suppose it really depends on the encounters. And maybe I'm not as disappointed with this spell as the others, but still see a niche where our healing spells kind of fall short. In all honesty, this is probably the spell I see the most potential for. But I reserve the right to be excited until I actually see it in action. But being that you get it at lvl 83... and how long they say it will take to lvl in Cataclysm... I'm thinking I'll probably see it in action by Christmas... of next year.

Tuesday, February 23, 2010

Redesigning Professions

Last night, we were having a discussion in guild chat about some gems. Mainly it was a discussion about mage gems, but this topic certainly applies to all classes. Basically, it comes down to the whole discussion of what is a better stat to use. If, for example, you're a mage, everyone can agree that you need stats in +hit until capped, and then either haste or spell power (I think this changes with every patch). But as far as gear goes, Crit can be important... and I don't think Intellect has really been important since Arcane Mages in BC... your gear just generally has enough Intellect to cover stuff.

But with Cataclysm, Blizzard has already announced that they are working towards getting rid of a few stats. To be specific, they're looking to get rid of 5 stats. Attack Power, Spell Power, Armor Penetration, Defense Rating, and Mp5 are all going away (or at least, that's what they've planned). So, healers will have to get Spirit for mana regen and Intellect for Spell Power, which probably means that you can look at just how much mana a healer has to figure out their potential HPS. lol. Spell dps will need Intellect (again, looking at that mana pool), and then I guess hit and haste. All of this in an attempt to simplify gear, so people can actually tell what's an upgrade.

Now let me go on the record and say this is great. I think it's an awesome step for the game. I feel that I'm constantly consulting outside resources like Rawr to figure out if this higher ilvl item is actually an upgrade... even if they're both obviously shaman healing pieces... sometimes the lower ilvl item is better. It's all about stat allocation.

But... (and here's to the title of this post) this is really changing a lot of stuff to the game. Not only does Blizzard have to completely redo stats for all gear (which touches the professions of Blacksmithing, Leatherworking, and Tailor), but they'll also have to convert certain potions and flasks, and they'll be obliterating 5 core color gems. And with rough calculations, and not actually looking to see if all combination exist, that's something like 42 gem cuts, not including the original 5!

And now where dps Spell damage would have previously wanted red gems for spell power, they'll now want yellow for Intellect (which is also the same color for haste). Where melee dps wanted red for Attack Power, they'll still want red for Strength or Agility (depending on the class). And where healers previously wanted purple for mp5 or Spirit and Spell Power, they'll now want... green for Spirit and Intellect. Tanks will probably stay in the purple category to get Stamina and Strength/Agility for threat generation.

So... the only major change is really for spell dps. Let's look at this from another perspective. In a "standard" 10-man raid, you'll have 2-3 healers (green), 2 tanks (purple), 2-3 melee dps, including hunters (red), and 2-3 ranged dps (yellow). Maybe I'm wrong, but it really seems that they're trying to redistribute how gems are used.

And then I realized... they track this kind of stuff. Somebody pulls up a query and finds out that there's 5 million red gems compared to only 100,000 yellow gems, or whatever. And until this last patch, yellow wasn't really needed at all, but now haste is the latest thing, so yellow is useful again. They are in constant efforts to balance the economy... and gear... and different classes... And I imagine some planning meetings at Blizzard where they have the itemization guys vying for one thing, and the AH guys asking for something else, and the Profession guys wanting to make sure their babies aren't touched... Wow! There's simply a lot that goes into this game and the thinking... and we get to simply sit back and criticize enjoy the game that we play. I don't know... there's just something really cool about that.

Monday, February 22, 2010

Links Now in Custom Channels

This might be pretty minor news for the most of you. Heck, this may not even be newsworthy to some of you at all. Everyone is aware that they can create custom channels, right? You simply type /join CustomChannelName (CustomChannelName being pretty much anything you want) and voila! You're now in that channel. If somebody else already has that created, then you've now joined their channel. (As long as there isn't a password.) There's actually a ton of things you can do in these custom channels. Like a password, you can also ban players or kick players.

But that's not really the point here. If you want to know about any of those things, you can see all the commands on Wowwiki.

The point of this is that there are certain channels where things cannot be linked. General used to be one of them (I'm not sure if this is still true) and custom channels was another. So, in the custom channel I have with my closest friends, for example, I'd have to whisper-link any item to all of them; I couldn't just put it in the custom channel. But now, linking is available in these custom channels as well. Yeah!

That is all.

Thursday, February 11, 2010

Old Habits Die Hard - The Cooldown Edition

I've found that I have a number of habits that have carried over from old skool Wow. Most of these have changed as the game has evolved (such as using my own epic flyer to fly some place instead of wasting the gold to use the taxi service), but some of them have carried over (such as continuing to use IF for the AH and visiting the same auctioneer every time).

But I found that one of my habits has to do with how I perform in the game. And this one is a bad thing. You see, I still remember the days when there were super powerful spells... spells that were so strong that they were almost like instant "I Win" buttons. These spells were so powerful that they got put on these ridiculously long cooldowns. Spells for example, that would blast a target with a pyro so large... that it would continue to burn long after impact, or a spell that would put up a shield that was as big as a wall, or a spell that would allow your to spiritually lay your hands on yourself or another player to instantly heal them for an insane amount of health. These spells would have cooldowns of days... or at least what seemed like days sometimes. But as we've progressed through the various versions of Wow, they've slowly lessened or removed cooldowns for these special spells.

But I still treat them as special. I still have something in the back of my mind that tells me that I should save them for special occasions. Certainly I'd use them for a boss fight, but trash? Unheard of!

And this habit carries over to new spells as well. Take Mirror Image for example. It's only a 3-minute cooldown, so I should probably use it pretty much every chance I get. Heck, if we're doing new bosses it guaranteed that the explanation alone will take more than 3 minutes. Furthermore, even on the boss fight, I'm afraid to use it until the right time. I want to wait for heroism.. I want it to be at the best time... Heck! If we're using heroism at the end of the fight, I probably can pop my clones towards the beginning of the fight and be able to cast them again once heroism starts.

Granted, I haven't been playing my mage much, so it's not like I recognized it from my lack of not playing my mage. No, this time I was looking at spell rotations for my wife's shadow priest. And for all things shadow, where do you turn? That's right, ShadowPriest.com. So, in the standard rotation, they start off with spells to start buffs and debuffs, get a little damage in, and then BAM! Shadowfiend. But... but... you're supposed to use that only when you're almost out of mana, right? Granted with a normal Shadow Priest, it's on a 3-minute cooldown, not 5. But it's not just about mana, it's also about increased damage. And it's not like it's a 30-minute cooldown, it's only 3.

So, while I'm sure that I'm the only that still has this "issue" remember to use your cooldowns on a consistent basis, not just when the raid leader yells, "pop all cooldowns!"

Wednesday, February 10, 2010

Lovely Charms Fixed

Well, it looks like I've come out of my shell, started blogging again because of some silly holiday achievement, and then what did Blizzard do? They went and made it so that the party with the kill gets the Lovely Charm. GG Blizzard. lol.

Yes, so I was in a heroic last night, not even trying to kill anything, just keep everyone alive, and sure enough... I got a Lovely Charm. It happened a number of times during the night, so I knew it wasn't some fluke. Honestly though... I'm surprised they didn't think of that when they first implemented these charms. I mean... come on. 1 in 5 people in every instance party is generally a healer, so you'd think that would have crossed their mind. It's not like there's anything else in the game that operates off of killing blows. So, they would have had to program them in like that. Kind of strange, if you ask me.

This may sound silly, and I know it's pretty low priority, but I'm surprised I didn't see anyone else blog about this. Maybe I just missed it or I don't follow the blogs that mentioned it. Oh well... either way... glad it's over. :)

Tuesday, February 9, 2010

Lovely Charms for Healers

I was again lamenting last night at the fact that while I was keeping everyone alive in a random heroic, I wasn't getting any Lovely Charms as everyone else was. I even tried to get in the killing blows with a last-second shock spell to increase my chances, but it had very little effect. But then one of my guildies told me that we could collect them in Ulduar. So, 4 of us traipsed off to Ulduar to jump in some vehicles, kill a bunch of trash mobs and collect Lovely Charms.

If you don't kill the towers, the guys keep pouring out and you can kill until your bags are full. It's incredibly easy. I got the 120 that I needed for for Charming. And technically speaking, that should be all the Lovely Charms / Love Tokens that you need. You'll need 4 of those Lovely Charm Braclets to turn in to the 4 different faction leaders for Nation of Adoration. That will net you 20 Love Tokens. With those, you can buy a Lovely Dress Box for Lovely Luck Is On Your Side.

And technically speaking, that's all the Love Tokens you need. All of the other items can be bought off the AH, or borrowed from a friend. So all my complaining about missing my Aoe spells really wasn't necessary.

On a side note: we 4-manned Flame Leviathon. Shouldn't that be an achievement or something?