Monday, April 18, 2011

Warrior’s Journal: In the Face!

facePunch I believe my new warrior character was at level 31 when I last wrote about his progress. Few days have now passed and he has reached level 48 and so far, I cannot find anything about the Arms spec to complain about. It almost seems like Blizzard intentionally chose to make Arms the early level spec of choice, simply due to the rate of abilities you learn. At 15 you got everything you needed to begin tanking and the progression supports the protection tree. For DPS role, the early progression supports Arms a lot more than Fury. In fact, by the time you get to level 44 you will have learned all but a couple of your core abilities; including slam, rend, overpower, etc. After that point, the next upgrade does not even come until in the next expansion, beyond level 60 and from this point on, you will gain fury abilities.

So if you would prefer to level as fury, do not feel disheartened. Stick to Arms first until you begin gaining those Fury powers and then make the switch. I am fully enjoying my time as an Arms warrior so I will stick with it. Actually, I have so many of my Arms abilities that I cannot find a niche to use them, except with the odd “difficult” quest boss.

But enough of that lets have a look at the spec I am currently playing.

http://www.wowhead.com/talent#LhbcfMMR:MZMZ0

You will notice, from my old spec, I have switched two points from [Second Wind] over to [Drums of War], like I said I would in my previous article. I have also progressed through the 4th tier of talents. You will want to pick them all, trust me. They are all good for you but the difference is in the order you pick them. The reason is, if you check what level you learn Slam, it will not be until level 44, so until then taking [Improved Slam] is just not useful. [Deadly Calm] is an iconic Arms cooldown ability, but also not very useful during normal pve questing. So I started by picking two points in [Blood Frency] and then taking my first point in imp slam at level 43. That way, I would learn Slam at 44 and get my second point immediately after at 45.

Questing Zones

Someone asked me how I am picking the zones that I go quest in, so I figured I would dedicate a paragraph for it. Although, with that said, I do not really have any higher logic to that I pick which way to go. I only have two rules for the selection process and those are 1) somewhere I have not been to yet, 2) once started, do enough quests to complete the loremaster achievement for that particular zone. The simple reason is that I do not think the choice matters a whole lot in the end, not anymore at least, as Cataclysm has improved the zones so much. The loremaster achievement is just so that, if I want to later come back and actually get the titled of Loremaster, I will not have to figure where I left off with the quests but can just move from one zone to another and start them over. Not only that, but Blizzard has done a great job in weaving attractive storylines into each zones and you only truly appreciate it in the end, if you finish all the quests and get to the see the climax.

Ofc, there are some disappointments along the way. Not every zone can be as good, as the previous one. As a human, I naturally started in Elwynn and progressed through Westfall and Redridge Mountains. From there I went south to Duskwood and continued further to Stranglethorn Vale. The problem I ran into was that in Duskwood and especially in STV, the questing became much more scattered, with quest objectives piling in and marked all over the map, so it was much harder to work through them in an organized fashion, like I like to. The Cape of Stranglethorn was a particular bane in my backside because of the bug with the quest lines where you infiltrate the bloodsails. If you follow on my footsteps, make sure that after you start, do not logout before you have finished defending Booty Bay. The reason is that if you logout while you are friendly with the bloodsails, they will be marked hostile again after you come back in. They will not attack you but you cannot return any quests either. The only way I managed to reset it was to visit Kalimdor and come back, and I had to do that twice.

After STV, I figured Thousand Needles would be another fun place to visit, and it definitely was. I fully enjoyed questing in the area, even if some of the quests were rather annoying. The speedbarge was confusing to navigate, at first, and the mobs on the shore that throw alcoholic beverages at you… ohh man. Ever tried to swim when your character is drunk? It does not work. I am also notoriously bad at reading quests and just clicked “whateva” when they pop up. If I had read them better, I would have noticed that I had my own private speed boat at my disposal the whole time and would not have had to swim from A to B, to C, to D, to E, to F … and to P.

A true derp moment…

Warrior Training

The last tip of the day I can give you is to do not fret about visiting your trainer regularly. Always be aware of what you would be gaining and if the ability has no bearing on your current situation, postpone it. You will not find trainers at every corner and flying over to one and back can be rather time consuming. Some good and iconic abilities, ofc, you should go pick up but you can mostly go on for half a dozen levels at a time without any need to train in between.

That is all I have for now. Stay tuned and feel free to e-mail with feedback or leave a comment on the post. I will check regularly to approve them and I really cannot stress enough how much I would prefer to get those comments. That is what the system is there for :)

Sunday, April 17, 2011

Binary Hard Modes

binary-tunnel I have a lot of topics I have wanted to write about for quite some time and this is definitely one of them. To those who do not know the term; binary hard modes are what is referred to as switching from normal to hard mode encounters, in World of Warcraft raiding. The name derives from binary numbers, as computers understand them, 1s and 0s and the fact that to alternate between the difficulty levels you only need to basically flip a switch.

As a concept itself, we saw a lot of experimentation by Blizzard during the Wrath of the Lich King expansion, as hard modes only did their debut in the Ulduar raid dungeon, released 3.1 patch. Until then, in the Naxxramas “reloaded” the difficulty level was only based on raid sizes; 10- and 25-man, with the larger raid size sporting slightly more difficult encounters. Until then, hard modes did not really exist. In TBC everything was, essentially, hard mode. There really was not much distinction for the more casual player and the more hard core, progression raider and everything was the same.

I do not know a lot of people who dislike the separation of normal and hard mode, although a few have come across, who basically think everything should be hard mode, like it was in TBC but that’s, in my opinion, just silly. The very reason to create such a division was to let less skilled players stick to easier content and the really hard stuff is targeted at the more skilled players. It is a great idea actually, but the problem is, as usual, implementation. I have spoken with a lot of people about this and a majority of them agree that the current, binary system is bad.

Why is it bad?

Because it is not just boring but basically forces raiders to complete the dungeons twice. We saw that in Icecrown Citadel, where most raiders were so sick of the system and running the same encounters over, and over again, on whichever difficulty level. Cataclysm narrowed it down a bit by making 10- and 25-man raids equal in difficulty, so there are only two levels of challenge now. However, personally I think the original, Ulduar hard modes were the most interesting. Instead of just a flipping switch, you would issue an encounter by completing a specific mechanic within the fight. For example, on Freya you would not kill any of the three guardian treants before pulling her and thus allow Freya to gain new abilities from the guardians, or on XT-002, you would wait for the heart phase and then DPS the heart to zero hit points to start the hard mode.

To me, they were much more interesting and fun to do, rather just switch between normal and hard outside the instance. The only problem I can foresee about this method is that players might not be fully aware what is a hard mode and what is just an achievement because, lets face it, they mix together quite seamlessly. Then there is also, ofc, the fact that Blizzard would be pressured to come up with these unique mechanics, which while might not sounds difficult at first, but is always one more thing to add to an encounter and Blizzard is having problem coming up with new stuff as it is. I do not mean that as a derogatory remark, but simply an observation that a lot of the encounters recycle ideas. They might be slightly polished or minutely altered, but essentially still the same.

A good example is the “Marrowgar” encounter in Halls of Origination, or the Aegis Shield on the fire boss of Ascendant Council that demonstrates a lot of similarities to the Twin Valkyr encounter in the old ToC raid. However, I still think it would be more interesting to see the Ulduar type of hard modes and more to the point, more variety between hard more and normal mode loot. This is a pretty big issue actually because right now, once you figure out the BiS list for your spec, you can just farm it and then you simply aim for the heroic versions of those items. Once again, Ulduar showed a much more interesting method where as the hard mode loot were completely different to the items that dropped if you did the encounter on normal mode.

To be completely honestly, I think Blizzard has done a mistake in moving away from the Ulduar style dungeon. I love the fact that dungeons are smaller now but many things would be elevated to a higher level if Blizzard brought back the lessons learned in Ulduar. It is still widely held as the most balanced and well designed dungeon thus far in the game or at the very least since WotLK came out, and what is there not to like? It was stunningly beautiful, encounters were amazingly well designed, balanced through as you progressed deeper into the dungeon, and featured many things for the first time; such as a hard mode only boss, Algalon. I never got to kill him and even now, today, I wish to go back and simply experience it.

Now the logic of these type of hard modes is not solely to make them more interesting to play, but to avoid necessary repetition of normal and hard modes. Granted, most players will have to first complete and farm the normal modes for the necessary gear, in order to even have a chance at running hard modes. However, the world top guilds, and I am not just talking about the first ten but the first hundred, or even further than that, did not farm normal modes before moving to the hard modes. Even now in tier 1 of Cataclysm they simply did not have the time as they were racing for world and server firsts at killing those encounters. They have the skill and creativity to actually jump into normal modes with inferior gear, run them through and hop onto hard modes and just gear themselves by doing those, skipping normal modes altogether and bypassing the artificial block.

Think of how much more interesting could be if you could have gone to the Bastion of Twilight, progressed to Cho’gall and instead of killing of farming the first bosses needlessly for a couple of weeks, as you practiced the last boss, and tried your hand at Halfus HM. You could even benefit from killing a first hard mode boss, get gear from that, before moving onto the last boss. At least to me, that would be awesome.

Friday, April 15, 2011

Warrior’s Journal: Charge!

warrior-charge-2 I have been gnawed upon by a problem with my main warrior character for quite sometime now and that is the limitations of dual speccing in World of Warcraft. I can see Blizzard's logic when they explain why they do not want to add options to maintain more than two permanent specs per character, the way that Rift, for example, allows. However, I am currently joggling to keep track of three tanking specs and two fury specs, one for pvp and one for pve. With the new 4.1 changes that are coming around, looks like I am finally forced to switch my pvp spec to arms, adding even more complications.

Some, more politically correct players would tell you that it is already a waste of time to play fury pvp, simply due to how easy it is to counter. But still, I enjoy the fury spec in all its forms, which is why the change is coming with a heavy heart. With that in mind I have decided to separate my pvp and pve into different characters. That way I can devote each character more fully into the task which I am designing it. That is not just good for me but more than fair for my guild and arena partner.

I have already leveled a couple of characters in Cataclysm but none of them were warriors and I figured would be a fun idea to keep something of a journal through the progress. I actually once planned on doing a similar, more mechanical journal for leveling a protection warrior and I might still return that, perhaps depending on my experiences with this journal.

Choosing a Realm

I chose to level my warrior on Neptulon, a pvp realm where I had the most access to heirlooms, and also because I more in my element when playing on a pvp realm. This is an important decision though and you should not adopt for a pvp realm unless you are comfortable with the fact that, from time to time, members of the opposite factions will jump at the chance to kick your parts around the landscape. However, do keep in mind that the legends surrounding pvp realms are largely exaggerated and often blown out of proportion by explosive examples. It is all true ofc; you are as likely to be attacked by those of your level and those above you, for other reason but to kill you for fun of it. Some max level players go hunting for low level players.

But still, it happens a lot less frequently then people are letting on. I remember leveling my main character, a warrior on a pvp realm, as well as other characters, like my mage and hunter. In all cases, I got attacked maybe a handful of times between levels 1 and 80. From those times, it was rarely by anyone who was actually good at pvp and mostly I would just kill them and go on with my questing.

Choosing a Spec

For now, I have reached level 31 inside two days of leveling and my choice of spec is naturally Arms. I am unsure how fury plays at lower levels these days but my previous experiences did demonstrate an alarming lack of rage. I do not want to go through that again so I specced arms and it is working out quite well. Without dual wielding, hitting targets is easy and mostly die within two globals. For the specific talent selection, so far I have distributed my points in the following manner:

War Academy & Blitz: This was an easy choice because both contribute to my damage and the more I can deal, the faster I can move onto the next quest.

Second Wind & Deep Wounds: This was a bit more tricky; [Deep Wounds] was obvious but [Second Wind] is only a placeholder talent for now, until I finally learn pummel. When that happens, I will switch the two points over to [Drums of War]. Second Wind is still a good choice if you do more battlegrounds than I, but is inferior for free interrupts. Not only is the rage you save valuable but at lower level pvp, if you get stunned, you are most likely going to die.

It is just a simple fact. I have been doing a couple of battlegrounds so far and the experience speaks loud and clear; the classes are not well balanced. Even an heirloom geared player can get 2-3 and if the opponent can stun or kite you, it is game over.

Taste For Blood & Impale: So far this has been the hardest tier to choose between my talents and again, if you opt to play more battlegrounds than I, suggest you alternate your choices a little bit. Hamstring is pretty useless for questing, so I left it out, same as [Sweeping Strikes]. That was a painful choice and I might actually still go back to put a sixth point in this tier. Especially once I start hitting more dungeons, Sweeping Strikes will do some good damage. Just for questing however, I figured getting those overpower procs would be more valuable.

http://www.wowhead.com/talent#Lhbf0M:MZMZ0

I will continue the spec as I gain more levels.

Dungeons

Especially if you have access to a ton of heirlooms and a high level guild, doing dungeons between quests is a perfectly valid way to level up. There are quests at the beginning of every dungeon and most of them are still extensive enough to hold a lot of trash, multiplying the amount of XP you will gain. My first Wailing Caverns run gained me two complete levels, after I had returned the quests. You will also get some gear that helps out with quests in the world, reputation, and just simply bring a change of pace to your routine.

However, be warned. If you have ever experienced bad dungeon runs at max level (which I assume you have if you have ever used the LFD tool before), expect it to be worse at low levels. People have close to no patience, ninja pull at random, and care little whether the tank is ready or the healer has enough mana. Granted, much of the early dungeons like Deadmine do not even need a tank but courtesy should still be paid no matter what. I generally do not grind gear or run a lot of dungeons as I level, but just enough to complete the quests in the dungeons and to get the daily extra XP from random queue.

Getting On With It

There is not a whole lot else that can be said about it. Just get in there and start completing quests. The nice thing about the warrior class is the fact that you get some of the most iconic abilities early on. Both charge and rend, I believe, became available before I had left the starting zone. Soon I also gained overpower and heroic strike, both which I use regularly. My main opener is charge + rend + HS. By that time, most mobs die anyway and I rarely ever drop to zero rage. I have enough to spare for a quick overpower and mortal strike if necessary.

Overpower could very well become more prevalent when I gain three points in the Taste for Blood talent because it lets me proc it from rend. All and all, I cannot find anything wrong with my leveling process so far. Since the Cataclysm revamp, Blizzard obviously made a lot of adjustments to what level and order you gain your abilities and I really cannot complain. The warrior is equally ready to function as a DPS or tank once you hit level 15. Both are viable options.