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Sep 14th 2011 5:19PM Dragons in particular usually have a "sweet spot" for melee. In my experience, standing even with their rear leg will keep you well out of cleaves, and give you a bit of breathing room for tail swipes. Move forward, and you may get popped with a cleave, or worse a breath, which sometimes seem to spawn from the base of their neck. On fights requiring movement, get used to strafing to maintain your positioning in the safe zone while keeping your weapons pointed at the boss.
Also, legendary rogue dagger! Any thoughts/predictions?
Sep 14th 2011 3:22PM Unskilled can be overcome. Unmotivated, on the other hand, is not your problem. Given the amount of resources on the web that can give a player basic information about their character, there's no excuse for any player to not have the knowledge to play their character at a respectable level. If a player wants to end up with a raid spot, they need to be tapping into those resources on their own time. Spending one hour reading forums and guides like the ones on this website is worth hours and hours of wiping in raids. Fact is, many of the mechanics that control your toons' performance are not intutitive to the average player. Happily, there are people willing to crunch the numbers or spend 3 hours chain-casting a single spell at a target dummy to discern the way every spell, item, buff, and debuff in the game work.
If a player doesn't care enough to utilize those resources, they shouldn't be surprised if they get passed up for runs. There is some measure of personal responsibility we all bear. To me, that includes having some idea of what a boss is going to do, where I should stand, and what I need to do to help the tanks/healers/DPS perform their job. It also includes a basic knowledge of what your class/spec's core abilities are. Resto Shaman don't need to rely on Healing Surge every cast. Rogues shouldn't be building combo points with Shiv. DPS Warriors probably shouldn't be in Defensive Stance. I have no issue giving a brief explanation of the fights to new players. I do have issues when they continue to make the same mistake after having it pointed out to them. Helping someone through a new encounter is enjoyable to me; endlessly wiping to avoidable mistakes is not.
Sep 14th 2011 10:50AM Tasty, tasty dagger. Sorry other people who keep me alive while I'm stabbing things, I get a shiny.
LFR is a double edged sword IMO. Raiding on training wheels is a nice concept, but how does it go live? One of two ways, best I can tell. Either they remove a mechanic from each fight, meaning that when it happens in a regular raid the LFR-er won't know what to do, or they make the mechanic less painful, and the LFR-er learns that they don't really need to move from fire, because they can be healed through it.
I wonder what effect this will have on the skilled player who can't raid for logisitical reasons? There are a couple of folks in my guild who are perfectly capable of performing, but are unable to join our raid times. Occasionally they'll get pulled in as a substitute when someone can't make it, so we know they can produce. Will they share the lockout with the non-LFR raid?
Question number next concerns gear. How do we deal with someone coming in halfway through the raid due to a vote-kick/DC/whatever? If the loot I want/need is on the fist boss, but the group I'm placed in has already killed that boss, am I relegated to another X minutes of sitting in the queue? Will I get a deserter debuff? I suppose one solution is to have a shared loot table across all LFR bosses, or restrict tier tokens to the regular raid drops.
I want answers, and I want 'em now, Blizz!
Overall though, I like the concept of allowing more people to see the content. I hope it results in more dev time being allocated to raid instances. In other threads I've lamented what I consider to be the misallocation of resources at Blizzard, and have been told in retort that since so few people raid on a regular basis, it doesn't make sense to spend dev time on the projects. Now with more people walking into raid instances, I hope we get more than 7 bosses per tier.
Sep 13th 2011 5:26AM EP/GP can be a bit daunting at first, but my experience was that once you'd spent 30 minutes configuring the addon, it largely took care of itself. We use it in my 10-man right now, and have done so for going on 3 years now based on our experience with it in the initial Uld alt runs. YMMV, but downloading an addon or two (there's one called EP/GP Lootmaster that even pops up a box for each player to convey their request to the LM with one click, and allows for one-click assignment of gear) that took care of loot issues for my group was certainly worth a few minutes on Curse.
Sep 12th 2011 4:04PM Having dealt with various loot distribution systems, I can recommend EP/GP for your situation. We had a similar situation from T8-T10, with a main group doing 25s, but a decently geared, fairly regular alt group doing 10s.
You award EP (Effort Points) for time spent raiding, boss kills, boss wipes, and anything else in your discretion (we'd do a /roll for who was dropping feasts, and that person got 50 pts for the night). These points add up over time. GP (Gear points) are assigned to each piece of loot depending on slot (Weapons, Armor, Trinkets/jewelry). You then divide EP by GP to get a priority ranking. This means that person A, who rolls and receives his first piece of gear, essentially drops to the bottom of the list, and has to build up his EP again, or wait on others to get gear so their priority drops. If it seems complex to track, there's a great addon that will handle all of it. It's a little hard to explain, but after 3 weeks of using it, it was the most fair system I've seen.
I agree with Scott's suggestion about voting. When we're stuck on a boss, sometimes a simple Ready Check with "Yes to keep on this guy, No to try something else" solves any dispute. Also works for "Yes to keep going, no to call it a night." That said, if you don't want to make every decision by committee, tell the complainers that they're free to take their alts elsewhere and get into a 3/7 HC PuG. Unless your server is progressed way more than mine, I doubt there are very many simlar groups. It's your run, and you should be enjoying yourself as well.
Also, congratulations on using "tenterhooks." It's not often someone pulls it off.
Sep 12th 2011 10:17AM OP, you could always go the no microphone route if you're that concerned about it. I've run with very skilled tanks that don't use voice communications, but rely on macros to announce what they're doing ("Popping X Cooldown, reduced damage for 10 sec", or "at 4 stacks, taunt now!!") While it's not ideal, I have encountered several players who, for whatever reason, are unable to hop on voice chat during raids. As long as they are not the leader, it can work very well.
If the rest of the guild can't accept that a young player is skilled and an integral part of the team, then you can do better. I do wonder though, how is their maturity level, or to be more exact, the maturity level of their chat? My guild has an 18+ rule because we want to be able to joke freely without worrying that someone's mother is going to try and create an issue when our chat heads beyond PG-13. We have a few children of our raiders with toons in the guild, and we tone it down when they log on out of respect for them and their parents' wishes. Your guild may have similar concerns, and it's their right to limit membership as they see fit.
Sep 8th 2011 5:42PM Guilds and raid groups make a choice when they toggle heroic mode. Nothing in the game requires that one gather achievements. The cost of a flying mount is negligible these days when held against the amount of gold a player can earn in a day. Once upon a time ("back in my day, sonny") epic flight was a grind and an achievement in and of itself, as was grinding the rep to get some of the cooler looking mounts (Netherwing, anybody?). But from a purely functional perspective, with the availability of 310% flight speed to anyone with the gold, there is no *need* to complete achievements to experience all the game has to offer. The attitude that one "must" complete achievements to they can have another mount is entirely self-imposed. I agree that completing the achievement has intrinsic value in that I find it enjoyable, but that value may not translate to other players' experience.
Your argument about having to go back and complete achievements from new members is likewise self-imposed. My guild kicked a shaman during our ICC days because he was constantly and annoyingly agitating for us to return to Ulduar so he could get his drake. We offered to put something together on an off-night, but he demanded (rather rudely at times) that we spend our regular raid nights doing content we'd cleared two tiers ago. While he was an otherwise valued member of the guild, he lacked the willingness to understand that the point of progression raiding was to progress, not go back and faceroll content that we'd already cleared on time we'd allocated to new encounters.
In my view, it all traces back to the concept held by many players who feel that "Paragon gets to have it, I'm entitled to it as well." Thing is, elite guilds exist for that reason, and their members commit to the schedules and other requirements that are far beyond what the average player can commit. There is no entitlement in WoW. If you want something, you have to work for it, plain and simple. Would I love to have my toon decked out in all heroic versions of gear? Absolutely. But the reality of my life is that I can't spend 20 hours a week raiding. Therefore, if I want to get something, I either accept that I'll get it a few weeks or months later, or never at all (damn you Immortal title!).
TL, DR: If you don't want to fool with achievements, don't.
Sep 2nd 2011 5:26PM Side bets within a guild are pretty commonplace in my experience, whether it be first person to die, to hit level cap after an expansion, etc.
My question is whether one could organize an event for in-game gold that relies on skill rather than chance. Example, the level 1 gnome race. Could I form a raid, charge people 500g to enter, then set a start and end point, first person to the finish line takes (almost) all? You'd need some type of map addon to make sure people weren't corpse running (I suppose a raid frame would work, if you stay dead for more than X seconds, you are DQ'd) and someone you trusted to make sure everyone started at the same time.
What about a farming contest? First person to bring me X Embersilk Scraps wins?
Sep 2nd 2011 1:30PM Then it' about smart placement of your Beacon. If a pally is overhealing because of beacon, you're right, not much to do. But if someone else could have benefitted from the beacon and they've placed it on a target who won't be taking damage, shame on them.
Sep 2nd 2011 1:27PM Good thoughts. Only thing I'd expound on is that raid leaders need to get familiar with heals to an even higher level than they do with tanks or DPS. Knowing what each is capable of allows you to make better choices about assignments for each encounter.
One thing my gulid tries to do is get on vent together and watch new encounters with all our healers. Many of them have raid CDs that can save a wipe, and knowing when to drop them beforehand means you're being proactive, not trying to play catch up. When I'm healing on my shaman, I find that the only times I go OOM are when I didn't adequately anticipate damage (which is sometimes caused by someone standing in the fire too long, but that's another issue). Once that happens, I get stuck making choices about who gets to live (and inevitably, I choose me and the tank).
Healers shouldn't be afraid to pre-cast their cheap heal. I use HW like an autoattack. If my target doesn't need a heal, I cancel the cast with a hop or a little juke to one side or the other. But I've always got one spell or another in progress so that if they do take a big hit when I'm not expecting it, I have a little cushion to work with. Once you've done this for a while, I think you find a rhythm to the incoming damage that lets you know when to precast that big heal and keep your heal targets topped off.