Monday, May 17, 2010

Inspiring Loyalty

It has been a while since I have written, I apologize for this. It has been rather hektic on both World of Warcraft and personal front. As a tide of big news, The Increment decided and followed up on changing realms, due to the lack of quality new recruits to strengthen our ranks, to allow us to press deeper into the ICC hard modes. We are now residing on Neptulon, much to my disappointment since it is a PvP server and all who knows me, I am not big on those. However, it has been a week now and live has continued fairly normally, though a time of mourning for many of us because we also consequently lost several old members of the guild of which, some, have been in the guild for a very long time.

The reason I picked this curious title for my next article was because during this change, decided to try my alt in a Neptulonian PvP guild, just to see how it is like and maybe get some quality PvP. It took me one whole day to find I did not like the guild and left – sent on my way by the GM’s grand statements about loyalty among members.

Loyalty, as in, honor and dedication to someone? Loyalty is inspired by respect, and respect in turn, must be earned. If it was taken for granted, you never really had it. So what is it within us that inspires respect and loyalty to a guild? Depends on the person, what each individual plays for but I’m pretty certain most people who actually play World of Warcraft value simple and common themes like dignity, honor, decency, humor, good manners and mature behavior. To judge a guild, you need to judge its character, which is made up from the personas who inhabit it.

This is where the danger lies; it is a common misconception for guild masters that people whom they invite, need to show and up hold standards, including loyalty and self-sacrificial ideals to be accepted as members of the community. However, in many minds, this only goes one way and often leads to conflicts when new members find they do not enjoy themselves. Most of the time, these can be settled amicably, in civilized manner but with millions of subscribers, you can count on finding few rotten apples in there. I personally experienced this not too long, when I specifically applied and even transferred realms to join a guild I perceived to be a good one. After a couple of months though, I quit, firmly but still politely informing them that it was not the kind of guild I was looking for and since, as long as I stayed on that server, met with a lot of hostility, even if I as much as passed them on the streets of Dalaran.

That is not the hallmark of a guild that inspires my loyalty and respect. A guild that expects us to sacrifice our evenings, join and give our full support, needs to return the favor. It is never a privilege to be a part of the community, as long as the relationship is only exploitive. For this reason, there are very few guilds, truly, who thrive whether they are big or small for running such a group is a challenge that requires a lot of talent from its leaders.

Any fool can put together a guild and invite anything from a dozen to several hundred players. It takes an exceptional individual to successfully make that guild thrive.

Some have been curious as to why, after only having been in this guild, The Increment, respectively for only such a short period of time, was I willing to spend the trouble and currency to change servers. The answer is simple: they have inspired my loyalty.

Monday, May 3, 2010

Sindragosa Down

This has truly been a good week, progression wise. First we get the Lich King down on 10-man and now the path has been cleared in 25-man, all the way to the top of the Icecrown Citadel. The only thing between us and the completion of the whole normal modes content is the Lich King himself.

Sindragosa-down-25N

The battle is set and we will reign victorious!

Sunday, May 2, 2010

Glance at Heroic Modes

So the Lich King is dead and understandably, come next lockdown and we were all eager to sink our teeth into the heroic modes of Icecrown Citadel. But even with a lot of research on the previous days, I do not think any of us were quite prepared for them. After all, we knew they would be harder, but would they really be that much harder? In a word, yes, the heroic modes are an incredibly refreshing experience after the easy normal modes and we were really taken back just by the Lord Marrowgar encounter. I am going to go through the first wing of bosses, just reviewing some of our experiences and the changes to the bosses.

Lord Marrowgar

In a twisted way, for me, this is actually the hardest of the first four encounters. In simplest terms, the damage that the raid takes has gone up and is by no means trivial anymore. Both the bonestorm and fires are big killers, and the fight is actually all about avoiding as much as possible of it. Just on a plate tank, we recorded over 10k ticks from the whirlwind and our resto shaman reported that he can at best take 2-3 ticks of it before quickly dying.

We eventually went with a 1 tank, 4 healers, and 5 dps setup. One tank should be quite capable of tanking Marrowgar alone, and in fact, it simplifies the tank’s job when he avoids the fires. When bonestorms were imminent (5 seconds or so) the raid would quickly spread, healers divided between the two sides. This is so that when Marrowgar charges someone, he will only hit max 1-2 people, who quickly move out of the way. If you have good ranged dps, they will absolutely shine on this fight, because they are able to break spikes even from middle of fire.

Lady Deathwhisper

After Lord Marrowgar, we were suddenly taken back at just how much simpler Deathwhisper is. Essentially, the big change is during the last phase. The only change to the first phase seems to be a bigger mana pool and she will CC a random person, like on 25-man normal mode. It might have been just me, but also seemed that there were also a lot more martyrs among the adds. In several cases, we had easily three risen martyrs to deal with and dps really need to watch for them.

The second phase, unlike normal mode is tanked by the stairs, at the entrance because Deathwhisper continues to periodically summon one add. She will also summon one vile spirit, which must be avoided at all cost because it explodes with an 20 yard AoE and hits really hard. It always goes for a specific person, so that person should kite it around for a few seconds.

For tanks, Deathwhisper is more of a challenge because she is immune to taunts. We sort of went heads first into it and had no defining tactics for it. Because our stacks grew so high, the person tanking the boss, would also have to tank the add and once the stacks fell off, the second tank had to get tricks in order to catch up quickly. We got her down, but I am thinking there must be an easier way to control the stacks and get a much more cleaner kill.

The Gunship Battle

Out of all the encounters, this one really is a joke. There is a little bit more damage from missiles and axes, but in general, you will hardly notice that it is on heroic mode. Like always we sent two hardcore melee dps over to the other ship, along with a tank and the mage, even with a bigger health pool, went down like a rock. The only hiccup we had was apparently an axe thrower, who for some strange, unforeseeable reason, enraged and started hitting really hard, causing our resto shaman to die total of three times, giving us a whole lot of hilarity once we finally docked.

Deathbringer Saurfang

We actually did not get many good tries on this boss because we were running out of time at this point, causing us to miss the kill but I am fairly confident we unlocked the necessary mechanic to get him down as soon as we get our next attempts. The trick with Saurfang is controlling the adds. There is a lot more damage during the encounter, but it is still doable with just two healers. Make sure you have one holy paladin and one raid healer; priest, druid, or shaman, all are good choices. The healers need to pay good attention to the marks of the fallen, for there will be more of them (thanks to Saurfang’s bigger health pool) and none of the targets are allowed to die, or the boss will heal 20%.

But with competent players, the real challenge of the fight lies with the beasts. When they spawn, they move wicked fast and basically one-shot any nontank. You need to device a strategy to keep them in control, which is why you need really good ranged dps to kill them out. Melee dps can help out, but only if they do not pull aggro on them and the beast is not rooted. A rooted beast hits anything within melee range, which is usually an eager melee dps.

Death knights are ideal for using chain of ice and I found the best tactic is to actually spam roots on one beast, while the second is slowed and zerged down by the combined ranged dps. Once the first one dies, they finish the second one off and the ideally, neither of the two beasts never get far from the boss to begin with.

All and all, we had a lot of fun doing these heroic modes and if you’re any like us, finding the normal modes boring, you should enjoy the heroics a lot more also. The changes aren’t truly severe, but there are more actual mechanics to overcome and the margin for poor performance has been almost completely removed. If you are focused, the encounters should not be overwhelming but wipe fest starts the minute you lose your concentration.

Good luck everyone.