Jan 8th 2009 10:19PM This blog post other than being the usual opinionated tripe Mike gives is so deviod of any useful insight to be almost tabloid in nature.
There is never any bad data collection - merely bad interpretation of data.
In other words - healing meters are extremly useful if you know how to use them. Their best use rather than looking at HPS or overheals is to look at spell breakdown. This table alone gives me, as a raid leader, a good insight into wether or not my healers are doing their job and understand the fight mechanics.
Take Loatheb for example. A priest on Loatheb will often que a single big heal to tick just after the debuff wears off, and then do circle of healings with the remaining time. During the other 10-12 seconds if they are not casting constant power word shields then something is wrong. One of our first goes at Four horseman, the back tanks were dying every first transitions. they insisted they were healing fine and moving correctly. When I checked recount - the pali that kept dying was exclusively casting Holy Light when he should have done flashes.
And thats just minor examples of where these bad bad meters have helped me improve the skill of my raiders.
As another poster mentioned - the death count and seeing what killed a person is also very good way to get an understanding of whats happening during a fight. I also like taking a look at mana gained during an encounter. This can indicate alot of things when tied into other reports. Are we standing in the right spot, are people placing down or using appropriate mana regen abilities, is a person who is gaining alot of mana constantly running out or vice versa.
If you are a healer like myself - such reports as the overhealing one can give you a greater understanding of a fight based on a role. If you are assigned as one of the tank healers and 90% of your healing is overheals then perhaps there are too many healers on the tank? Perhaps you are using the wrong heals?
While fixation on meters is bad - again this is the fault of the player, not the meter. If you want to improve your play skills, the meters give you invaluable data.
The rest is up to you.
Dec 2nd 2008 10:33PM Heilig:
I never said anything about having trouble finding defence gear. In fact - I don't. Getting crit immune is not too hard.
"You have exactly one less usable slot than my paladin."
Actually we have two - Shield and Weapon. While its not much as you point out - maybe what 60 odd rating or so, when you move to epics which have lowered defence for more mitigation, it does make that shift easier, at the same time, it also means that you could gem/enchant blues with stamina over defence which does make you easier to heal.
" Drop a stam trinket and replace it with a defense trinket and you're good to go."
If only it was that easy. Defence trinkets are hard enough (there is grand total of 1 that doesn't require raiding in Northrend) to get and are extremely valuable to maintiang crit immunity. I will look forward to when I can drop it for more stamina.
"There are TONS of 2H weapons out there with 100+ stam on them to make up for what you lose."
This is very true, and does help to alleviate the loss from sockets and enchants
"Outside of weapons, your gearing is a non-issue. Try looking for tanking gear with spell damage on it for two years and come talk to me about gearing issues."
Honestly - I couldn't care less about a classes problems of the past - I played a feral druid from day dot - so I understand them well enough. What I do care about is that Blizzard learnt from those mistakes and do not repeat them with DK's.
Dec 2nd 2008 8:22PM These fixes all sound good and are needed, though they are minor and I do hope the bigger ones come sooner than later.
I am surprised they ahven't addressed the Sigil issue. How hard is it to create 3 blue quality and 3 rare quality sigils (1 for dps, 1 for utility and 1 for tanking) and then hotfix them into the game (via say last nights downtime) with the blues spread across factions as revered rep rewards and the epic ones costing badges at the approriate rate. That would go a long way to help alleviate some of the pain.
On the defence problem I think the only way they can address the issue is to incorporate defence into one of the T1 tank talents, and this too needs to be done sooner than later as most of us are moving into epic gear which has much reduced rates of defence than blues (and thus we give up stamina enchants gems for defence ones which also hurts).
Overall though I have no problems with threat generation or DPS. I think in general DK's are fairly balanced (for a new class) and that the tweaks will be minor which is good.
Nov 4th 2008 11:14PM Zach:
Resilence only lowers crit damage and the modifier has gone from 2x to 2.2x which is not a huge jump. I have 400 resilence so essentially it lowers 2% more crit damage.
What I am seeing is extremely low normal damage as well. I gather from the responses that everyone else seems to be having no problems with their damage output, so I will look into it at my end to try and see whats configured wrongly.
Nov 4th 2008 9:04PM "The study of MMORPG's isn't really part of mainstream a
academia (...yet), "
Just thought I would let you know: I work for one of Australia's leading Universities. We own our own island in 2nd life where much of it is used for research into comparissions between online and standard teaching methods and the use of a VR world as a teaching space.
Recently alot of new papers have come to the fore, especially in Business areas, that look at online gaming - especially MMO enviroments - as useful training tools, predominantly in areas like the armed forces, who currently already make heavy use of simulators for training means.
While this has little impact on WoW, the leadership and management skills being obtained in these enviroments is rapidly gaining credibility.
I remember a prior article on WoW Insider about putting Warcraft on your resume (the full version), and the interesting debate this fostered. I was for doing this simply because in the right industry it can create a personal link to previously unknown people and make you more memorable to you prespective employer. I did similar 10 years ago with my resume when I listed my achievement as a Queen Scout. Many people have been a scout so understood what it meant. Nowdays - training to be a Scout Leader (which I am) will also give you a Cert IV in Leadership. I see no reason why MMO games can't go down a similar path and reward/help a person achieve compententancy in minor awards.
Nov 4th 2008 8:53PM fgsfds -
Reading Comprehension FTW eh?
I stated my gear and yes those numebrs I stated are also correct. I did all the other things to like check I was using the highest rank spells and that I was fully trained.
Is there anyone else who has had similar problems or can offer something more inteliigent as a response please?
Nov 4th 2008 6:56PM Slightly off topic - but has Elemental been substantially nerfed in all these patches. I took my elemental shaman out for a spin for the first time in about a month. I am fully decked out in T6 or equivilant gear and while I am PvE (pvp spec) my damage output has always been strong. Now my LB's hit for like 800 and CL for 1.1k with crits just over 2k
My crits aren't much better.
When I was raiding, my CL crits could edge close to 4k, though never under 3k.....
Now I don;t make a dent at people running at me, yet a mage I took on finished me with a 4.4k crit arcane barrage - and instant for over 4k? Is this right?
What has happened?!
Should I just scrap my elemental?
Oct 8th 2008 12:29AM Great article - especially for the newer players.
For your next one though - as a long term tank - I would like to see you move towards talking about the mid-range skills that tanks need to aquire and is actually a skill level I see many get stuck at.
Two good examples to cover would be:
1. Don't tank 'skull' - Just apply minimal threat as it should be dead pretty quick and your big abilities should be used on the other loose mobs lest you make your healer cry(also bad).
2. Learn to tank multiple mobs - This seems to be the hardest thing to do and is as much about learning threat priority as it is about learning how to change the abilities you use and the order you use them in.
I do like your ancient proverb though. I think I will have to cut it into some of my guidls tanks :)
Sep 11th 2008 8:00PM While some of the tips are fairly obvious - you need to do just a little maths first before you commit to something like making bandages for profit.
Bandages take 3 seconds to make each, so you can make a stack of 20 in 1 minute or 60 stacks an hour.
Selling to a vendor this means you make 360 gold.
If you buy the cloth for 2.5g a stack (for example) which is 5g for a stack of bandages, your outlay is 300g and 1 hour.
So for 1 hour of time you make 60g.
Currently I can grind mobs for 200g an hour not including AH drops which if I get lucky can make huge gains.
Lets say we get the cloth at 1.5g a stack or 3g for a stack of bandages. This means our outlay for the same hour is 180g. This means we get 180g in profit.
Again, grinding is still more efficient especially because you have a chance at good blues or epic drops.
Of course you can set your charecter to make bandages and then walk away from the computer which still makes it viable to do on the side.
The point still remains, consider the time involved in making the money and not just profit.
Aug 28th 2008 7:21PM If I am understanding this correctly - it sounds like a massive nerf to feral PvP (like it was needed?!).
Essentially if I "powershift" (which is not what I am doing, all I am doing is a shift out and back in) to remove a snare, I will have 0 energy?
Can anyone comfirm that this is correct?
Stuff it - I am going back to my warrior