Jan 22nd 2009 11:35PM "There is a very small 2 or 3 second grace period after each Polarity Shift where you can run from one side to the other (with the fastest way being to run straight through Thaddius himself) without "shocking" fellow players, but that's all you'll get. You have to move quickly"
Nice guide other than the parenthetical in this paragraph. Mages can blink through Thaddius on Polarity Shift to get into position, but advocating everyone running through him is the quickest and surest way for your raid's dead weight to get people killed.
The MT should establish initial position for Thaddius at the mid point between his starting position and the edge of the platform he's standing on. This should give enough room for folks to run in a counter-clockwise (or clockwise, the choice is arbitrary) arc from neg to pos or pos to neg on polarity shift.
Jan 15th 2009 10:07AM In order to kill multiple birds with one stone, use www.elitistjerks.com for all your talent and spell rotation needs. EJ does focus more on raiding than leveling, but the leveling process in the Wrath era is so easy that it really isn't worth stressing over a misplaced talent point here or there.
I'd also recommend WoWhead for item and quest info.
Dec 9th 2008 9:16AM Allison,
While I agree in principle with what's being said, I think the design princliples for the early Wrath raid instances (accessability), as well as the article here proceed from a false assumption: "If everyone can do everything, they will".
Players in World of Warcraft have had the opportunity to gather themselves into sub-communities of like-minded and like-scheduled individuals since the advent of paid character transfers. One would have thought that transfers would have allowed groups of players to gravitate to one another to form guilds and such with the goal of grogressing content at whatever speed the created guild could handle. It is possible, given enough elbow grease. We turned "Octale and Hordak's Big Idea" into a fully functional raid force in 4 weeks just before 3.0.2 was released, so it can be done, with very successful results. All it takes is a small set of people with the courage and work ethic to lead such an effort.
With the sweeping nerfs in 3.0.2, WoW players were left with little reason to not raid. T4 and T5 content became well within reach of players who were willing to take direction and min/max a little bit (some fights were still unforgiving of stupidity); however, in general, most of the bosses through SSC and TK became epic pinatas.
What's interesting, at least to me, was the statistics at Wowjutsu didn't change all that much. When I heard about the 3.0.2 changes, I was expecting a jump of 1 million in the population of the "raiderbase". I figured with the ability to gather and very little obsticles in terms of encounter difficulty, people would flock to the raid instances. As I recall, pre 3.0.2, the number of players was around 4.3 million, and post 3.0.2, the number did jump, but only to 4.5 million. What is also interesting is that the longer 10 man raid, Karazahn, had nearly 30% more players in it than the much shorter introductory 25-mans.
"What's the point," you may ask. It is simply this: Blizzard's design team, whether through internal pressures from the marketing department, or of their own free will, designed raid content for a group of people who choose not to participate in it. The same demographic (I shan't name it) that had every excuse in the TBC 3.0.2 era to participate in raid content is not going to participate in raid content in Wrath, no matter how easy it is. What difference does it make that Malygos and Sartharion have little to no trash? Gruul and Mags had little to no trash in it, and that didn't change the demographics of who was going at all.
My suspicions are right in line with Allison's, in as much as the successive raids will be harder. I'll even go a step further and say, armed with the statistics in hand of who is going where, the design team gets an opportunity to really show how talented and creative they can be to give the playerbase something really special in Ulduar Icecrown.
Dec 7th 2008 11:16PM Nothing is the normal instances should be a challenge for any sentient carbon-based lifeform. Since you're writing and/or posting here, my suspicion is you are. Congratulations, you have all the skills necessary to complete every normal instance in Wrath.
Almost all the trash in the normal instances can be AoE'd assuming the tank in your group is competent in the least to hold aggro, and I've seen TG warriors with less than 10k HPs "tank" Drektharon Keep on normal. Things don't get remotely interesting until the heroics, and therein lies the problem.
BlizzActivision's promise of "accesability" for all, while true in the strict constructionist view of the word, falls totally flat on it's face in the heorics. Heroic Loken will be unkillable for large sectors of the playerbase without significant encounter nerfs or class buffs (and, of course, T9 epics unlocked by achievement points...). As in the TBC model, the trick is to find the "low hanging fruit" of the heroics, and farm it for everything it is worth. Thus far, my experience is Heroic Nexus is as good a place as any to start, but Heroic Drek'tharon Keep isn't too terrible, either.
I guess keep your fingers crossed that future patches add more compelling content and address the accessability issues?
Nov 26th 2008 7:34AM Alex,
Very well written; however, I think to write off compulsive gaming as a psychological issue altogether is folly. These are the types of things that happen when weak-minded and weak-willed people start having children. How can a child, who has never seen his/her parents exhibit any amount of self-control in any situation throughout that childs life possibly be expected to know how much of anything is too much?
Nov 2nd 2008 11:37AM So, if I get this right, the hotfix was enough to spend a blog post whining about the changes, but not enough to stop playing the class...
Full of sound and fury signifying nothing.
Oct 19th 2008 11:02AM Everyone should be doing these. After all, do you really want to be the only kid on your block not running around in K-Marthas equivilent epics when patch 3.4 hits?
Oct 17th 2008 7:57AM @ Mitch,
You're right, to a point....
So long as you're soloing, spec 0/0/0 for all I care. The instant one walks into a team situation, he/she is obligated to perform at the highest level latency allows; the direct consequence of this obligation to perform is min/maxing one's spec. If one is not going to min/max one's spec, then they ought to know where they're losing performance and by roughly how much (either as a raw number or as a percentage), and be able to explain their talent choices. These things should fall under common courtesy and "teamsmanship", but somehow don't.
Oct 16th 2008 9:06AM If only there were a forum community where a bunch of experts congregated and spent 100's of pages debating various aspects of class/spec theory to determine the highest possible output for .
If only the average player would spend the time necessary to glean from the work the hardcore theorycrafters are doing.
Life is nice in fantasy land...
Sep 22nd 2008 6:18PM 1 year in all honesty, is plenty of time between expansions. It allows raid guild competing for world firsts to farm sufficient gear for their respective raid forces, while simultaneously forcing the design team to concentrate on the next expansion's design vice designing contrivances for appeasement epics for the players that suck. Everyone wins.