SK Gaming interview: Kil'jaeden, Sunwell, and why to stack +haste

If you didn't catch our first interview with Neg, you can find that here, but read on for an inside look at the toughest raiding you'll find in the game:
WoW Insider: What was behind your decision to leave Nihilum?
My initial decision to leave Nihilum was made quite some time ago, about 2 months. At that time, the effect of 8 months without new content started to become very clear to me. A lot of people just weren't interested in WoW anymore; they were saying on vent that they wanted Kil'Jaeden to be released as soon as possible so some guild could kill him and they could quit WoW. And as Xi from Death and Taxes stated, people didn't have the decency to quit so they could be replaced. Having unmotivated people in your guild isn't really an issue while you're farming content, but when new content arrives and really intensive raiding is needed again, then all of a sudden problems start to arise rapidly and make it almost impossible to raid competitively, the way Sunwell requires. The whole atmosphere just changed and not for the better. That we lost so few core raiders during BC also worked against in a way; the longer people play, the bigger the risk of a burnout.
I also started to lose confidence in Kungen. He is the sole leader; if he doesn't do something, it doesn't happen, simple as that -- and I didn't see any indications that Kungen was likely to fix our roster problems. I also started to get the feeling that personal relationships were starting to influence his judgment. People were getting credit based on their friendship with Kungen. I can't prove that of course, but to me it was the only explanation for some of his decisions, and thoughts like this troubled me. Kungen's behavior in raids also started to annoy me more and more. A lot of AFKing on trash, taking unannounced breaks all of a sudden as he had to go do something, and starting raids at times that were only good for his schedule. When Kungen instantly hearthstoned out of a Mount Hyjal farm raid once he'd finally gotten his Pepe's Shroud of Pacification (a trash drop epic tanking cloak), I snapped. There were 24 other people there farming a really boring instance so that a few people could get an upgrade. You don't bail on them the second you get your own upgrade; that's a big no-no in my book.
I decided that it was time to leave right there, but instead of /gquitting right away I spoke to Kungen about my concerns. To my surprise he agreed on some of them, and told me he would make a post about how things were going in the guild. I decided to not leave Nihilum right away but to give things more time in the hope that matters would improve.
Some weeks later Sunwell Plateau was released. No post was made, nothing changed. Sunwell went as expected -- really badly. And when M'uru was released people started bailing big time. Raids with 8-10 casuals or people who quit playing ages ago aren't going to win you a world-first kill. When we even had to cancel a raid on M'uru I /gquit instantly. Fortunately SK Gaming was looking for a Shaman and I moved to them straight away.
WI: A lot of guilds seem to be encountering major problems in Sunwell. Is it the zone itself, or is it just a normal transition period with Wrath of the Lich King coming up?
In my opinion it has nothing to do with Sunwell itself, which is the best raid zone of Burning Crusade without a doubt. I think it has more to do with the timing of Sunwell's release. No content for 10 months is a killer for a competitive guild -- you lose people, but still worse are the people who lose motivation but stick around. When they're called upon for hardcore progression content, there is a big chance they will let you down. So a lot of problems in the guild will stay hidden and then erupt all of a sudden when you least want them.
WI: What happens during the M'uru and Kil'jaeden fights? You've previously described M'uru as an add fight; what happens during KJ that we don't necessarily see from the videos? What are the fights like to heal?
Healing Kil'jaeden is absolutely a lot of fun. Blizzard is really taking the idea of raid damage to another level in Sunwell. There is so much going on during the encounter that you have to be on your toes all fight long.

WI: Is it somewhat comparable to Archimonde, which seems to be the existing fight with the highest degree of personal responsibility? A lot of Tier 6 guilds trip on him for this reason, and it sounds like Kil'jaeden's the same way.
Archimonde is an easy fight compared to Kil'jaeden -- the personal responsibility isn't that high with the major thing there being not to die from fall damage. There are far more demanding personal elements on Kil'jaeden. Positioning yourself correctly all the time, moving at the right moment, and keeping yourself alive with the burst damage that gets spread around.
I would actually compare it to C'thun. It has a lot of the same elements that C'thun had, both with respect to positioning, individual DPS requirements, and moving from deadly abilities (C'thun's Dark Glare and Kil'Jaeden's Darkness of a Thousand Souls).
WI: Overall, how would you describe the level of tuning in Sunwell? Is it comparable to what Naxxramas was like, harder than Naxx, or easier?
WI: In your opinion, what is the best fight in Sunwell?

WI: You've raided now with two of the most elite raiding guilds in the world. What advice would you give to competent raiding guilds who are looking to improve their level or rate of progression? Is it all about the people, or have you observed a pattern in successful guilds that can be copied?
WI: On that note, how does SK Gaming differ in its approach as compared to Nihilum?
Another big difference is how encounters are approached. In Nihilum it was mostly brute force: just out-DPS, out-heal everything, don't question why it happens, deal with it and make it work. In SK Gaming, encounters are approached with a measure of theorycraft, resulting in more efficient (but arguably harder to execute) strategies.
WI: You're probably one of the few people on the planet who's seen all of the existing raid content in World of Warcraft. In your opinion, what are the best and worst boss encounters in both vanilla WoW and BC?
The worst encounter would still be Gruul. The design of it is just wrong, completely wrong. Now that it's nerfed, it's not that hard anymore, but when it was released it was pure horror. When Gruul went live and guilds were trying him, people were raiding with 7-8K HP and the Shatter ability did horrendous damage. Being close to another raid member would kill you instantly. Randomness isn't always bad, but basing an entire encounter on randomness is very bad. I really don't see how Blizzard could have made that encounter and not realized how bad it was.

As for the best encounter I would still put Four Horsemen at the top of my list. Making 40 people run around that large room on such a strict schedule was truly epic. I still think that if you take 40 level 70 players who have never done the fight before, they're still going to have a very hard time with it.
The perfect tuning of Kil'jaeden and how the fight is structured puts it really close to Four Horsemen, but 25-man encounters just feel less epic then 40-man.
WI: I've noticed that guilds in Sunwell are continuing to run 4-5 Shaman. You've mentioned before that Nihilum went looking for 5 Shamans for the Brutallus fight as Grounding Totem soaked up a ton of potential damage; why are Shamans so valuable in the rest of the zone?
Priests also shine in Sunwell -- Circle of Healing and Prayer of Mending are insane (nerf!), but they don't bring buffs or Bloodlust/Heroism. And with the very tight tuning in Sunwell, totem buffs are very valuable. The same (but a bit less) is true for Druids; excellent Sunwell healers but no buffs. Paladins are the healers who really get left behind. They were the kings of healing in early Burning Crusade, but the most efficient way to use them in Sunwell is quite sadly having them outside of the raid buffing people.
WI: In the Kil'Jaeden video that SK Gaming's posted, I've noticed that the resto Shaman seems to be packing a lot of +haste. At least, Chain Heal is firing fast, insanely fast compared to what I'm used to seeing. You mentioned in our previous interview that the +haste gear from Sunwell made a huge difference to the healers' speed. Is +haste becoming the new must-have stat for for healers? Is raid damage sufficiently bad in Sunwell that it's a virtual necessity?
Haste is without a doubt the strongest healing stat around right now; you can downrank to save mana, and a heal landing for a bit less but faster is usually enough to save someone. Going from a 2.5-second cast time to a 1.9 second cast for the exact same spell is an enormous difference.
But the really fast healing on Kil'jaeden is partially because of a buff you get from the dragon's breath. It gives you faster attacks, casting and running. Combining that buff with a lot of +haste gear gives the speed-casting you see in the video. I think we reached around a 1.4-second cast time on Chain Heal there.
These buffs are crucial to killing Kil'jaeden; without them you will never have enough DPS, but getting the buffs themselves is the tricky part. Kil'jaeden has four abilities that will kill your raid if you hug at the wrong time, so it has to be executed perfectly. Hug too much and at the wrong time, you'll die; hug too little and people won't get the buffs, so your DPS won't be sufficient to banish him before he kills the raid.
Many thanks again to Neg for his time and willingness to answer questions!
Filed under: Druid, Classes, Bosses, The Burning Crusade, Raiding, Features, Expansions, News items, Analysis / Opinion, Patches, Shaman, Priest, Paladin, Interviews






Reader Comments (Page 1 of 3)
moink Jun 3rd 2008 10:50AM
After the first two questions, this was a great interview. But I always hate hearing just one side of a story on guild drama, especially when it has involved people quitting, etc. Every guild has interpersonal issues, not just the high end ones, and just because it's Nihilum doesn't make it any less mundane.
Charlie Jun 3rd 2008 12:15PM
I have to agree, but the way he handled it was the right way. He didn't storm out on a whim, he talked to his GM about it, it was a very thought out process. If it comes down to it, that is a textbook example of quitting a guild the right way.
Bastiaan Jun 3rd 2008 12:17PM
I liked the first two questions as well. I agree with you, moink, that it's only one side of the story, but it would've been very unprofessional not to ask about why Neg switched guilds. Basically, the guy leaves the world's top guild RIGHT at the moment that they are starting to decline, and joins the new number one guild. I'd say that the reason behind his decision will probably shed some light on what can go wrong in top guilds.
It would've been even better if there had been some comments on this from someone who still IS in Nihilum: why did he/she make the decision to stay? Were the issues that Neg quit over felt in the same way by the other guild members?
His reasons for leaving can be summarized by 'leadership problems' which, in itself, is indeed pretty mundane. However, the cause of these problems, the nine-month gap between the release of BT and the Sunwell, is something that is felt much less by the majority of WoW players. I find it interesting to see how incredibly hard it is to maintain people's motivation in times of inactivity, and how even very experienced guild leaders apparently can not deal with this.
Faar Jun 3rd 2008 2:43PM
"Basically, the guy leaves the world's top guild RIGHT at the moment that they are starting to decline, and joins the new number one guild. I'd say that the reason behind his decision will probably shed some light on what can go wrong in top guilds."
The thing with being the top guild - or the top anything for that matter - is that when you've actually reached the top, the only place you've left to go is down.
And the longer you stay on top, the more likely it is you will fall. That's the way it is with everything, from video games manufacturers (first Atari, then Nintendo, after that Sony), to car manufacturers (General Motors.....), to countries (Alexander the Great and Genghis Khan's empires, Roman Empire, British Empire), and so on and so forth.
So it should be no surprise that Nihilum lost its crown to another guild. And it will happen again some day. Nothing lasts forever, especially not fame and glory! :P
mk Jun 3rd 2008 3:22PM
also appreciated hearing about guild problems. from my personal experience, my former guild went from top 50 US kill of kalecgos to completely dissolved a few weeks later and i think that while our guild was obviously not on the same level in terms of progress, the same problems of retaining people and keeping them motivated and interested in an absence of quality leadership led to our demise as well.
Tim Jun 3rd 2008 11:08AM
I get so tired of hearing about guild drama. Why do people have this compulsion to quit *publicly* and endlessly torture fellow guild members with their personal problems? If the game gets you down, just uninstall it and leave quietly. Don't PMS for hours in the guild channel and on forums.
Naix Jun 3rd 2008 11:43AM
So very true.
Silversurfer Jun 3rd 2008 11:34AM
Makes me sad to hear about the holy paladins. But, only a antoher voice that confirming that the current state of the class/spec is "broken" since the (I guess) nerf.
kw Jun 3rd 2008 1:29PM
I have to agree with Charlie there.. in 40-man raiding it seemed like there were always 10-12 people who were always slacking, just getting carried by people who actually cared.
With 25 and especially 10 man raiding.. you can't do that. It seems like Blizzard has taken to requiring each person in the raid to actually "bring their A-game." So one person not showing up, or deciding to goof off, can actually have a serious impact on the entire raid. Much more potential for drama there!
kw Jun 3rd 2008 1:32PM
Replied to wrong comment.. Post is in respose to Charlie's comment a bit further down about 10 man runs having greater drama potential than larger raids.
anonymoose Jun 3rd 2008 2:45PM
Pallies, I feel for you--right after release of TBC priests were exactly where you are now. I don't know if it's specific brokeness as a class OR that the content has been tuned for the other healers better than for the paladins. Sort of the way feral druids can be used in place of warriors for a great deal of T5 content, but suddenly in T6 there are specific fights where a warrior is the ideal--much less flexibility.
But yeah, trying to find a raid as a priest early in TBC release--if it hadn't been for the shackles needed in Kara I'm not sure anyone would have taken my priest. I raid on a resto shaman now, and the increase in utility in T6 content is definitely there for my class as well as the CoH priests.
Antiquity Jun 3rd 2008 11:42AM
This is why large man guild content is stupid. You have to bring together 25+ people (use to be 40) for a game. It's a stupid design. Think about real life...you don't usually have that many people as friends, let alone on a sports team at one time playing. It is a formula for just so many problems. Egos, attitudes, laziness, etc.
I'm glad 10 man progression is coming. It will lead to a lot less headaches and drama. Honestly they should just stop developing 25 man and get going on 10 man content as the norm and put out 2x the content.
Also, 25 man and 10 man should have the same loot, just the bosses should drop less...meaning if a boss in 25 man drops 2 pieces, then the 10 man version gets 1, etc.
Naix Jun 3rd 2008 11:44AM
I would sign that.
Aaron Jun 3rd 2008 11:55AM
I miss 72 person raids from EverQuest. 25-man is nothing. 10 man is just lame.
I hope that 25-man raiding will always be worth it.
Antiquity Jun 3rd 2008 12:03PM
Nothing is epic about large man content except the organization. It takes more time and effort to get people online, geared, etc but that doesn't mean its epic or amazing.
How many books, movies, etc have epic fights with 25+ people. Those are cannon fodder fights.
All the good stories, movies, etc...the parties are small in size. Everyone pulls their weight, etc.
Blizzard could design some serious and hard 10 man content and I hope they do. Its obvious that the large man raiding community is tiny....very tiny. Most people who are realistic about the game and life realize its stupid to sink so much time into a game. Games are meant to be fun and sometimes challenging, not a second job. That's what large man raiding is, a job.
Charlie Jun 3rd 2008 12:22PM
Don't be so sure about the headaches and drama part. I wouldn't be suprised if 10 mans had more. Think about this: There are alot of players who will go the 10 man route but are currently in 25 mans. The players who will play 25 mans will go for the challenge (as the purples aren't a big enough incentive), I find the people that enjoy the challenge of raiding are ussualy those who carry the least amount of drama and those who go for eazy purples carry the most.
And there needs to be some extra incentive besides an extra challenge for 25mans, thus the loot quality difference. Or else most people, even those who like the challenge wont do them because you can't find a group.
Naix Jun 3rd 2008 11:42AM
Save the guild drama for your mama. No one cares about a epic tale of a player /gquiting from a guild.
Big deal.
kr3wman Jun 3rd 2008 12:04PM
When you leave a guild because people are leaving...You don't really look like a nice guy after that. Especially at the time when the guild you left and the guild you joined were in direct competition with each other. Sorry, but no amount of knowledge about Shamans and the encounters is gonna get my attention turned away from that.
Taeous Jun 3rd 2008 12:23PM
And you care about this why? So what if he left. So what if the guild he went to was in direct competition. Why do you care?
Bosswally Jun 3rd 2008 12:36PM
i didnt know Nihilum did not use Vent, thats surprising