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Posts with tag endgame

Officers' Quarters: Leveling as a guild in Cataclysm


Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available this spring from No Starch Press.

The weeks after an expansion goes live are a strange time for guilds. After months of working as a team toward a common goal, most members go off on their own to level up through solo quests. Since raiding at the cap is impossible and raiding old content isn't nearly as interesting as questing in the new zones, your guild can find itself strangely fractured during this time. This week, one guild leader wonders how to keep a guild from falling apart during the leveling process.

Scott,

I was a member of a "raiding" guild in The Burning Crusade (they didn't do too much raiding), but I hit level cap a week before Wrath of the Lich King came out. The guild basically came apart at the seams before anyone hit level cap. Then they tried to reform again a little before ToC and nothing really worked out. Now I'm running my own little raiding guild and don't want to repeat the mistakes of the past. What keeps a raiding guild together through the leveling process? I was thinking about putting in incentives in our loot policy for people getting to cap, but I'm not sure if that's a good idea. What are some things I should be doing, and what are some things I shouldn't be doing?

Thisius
Hells Vanguard
Sisters of Elune (US)

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Filed under: Officers' Quarters (Guild Leadership)

Justifying the tiered badge system

Wrath is almost all wrapped up, and while we didn't know much about it before the expansion, we've all certainly experienced the token system that Blizzard implemented as they went along, where early instances drop one kind of badge/token, and then the newer instances offer up new tokens, which can then be exchanged back for the older ones and their rewards. Now that we see the big picture at the end of the expansion, it's pretty ingenious, actually, and it even allows Blizzard to beef up other parts of the game, as they did with the rewards in the new Dungeon system.

Not that he needs to, but Bornakk steps up on the forums to justify exactly this kind of tiered system. Players complain that Ulduar is "useless" now that you can obtain its badges from lots of different places, but Bornakk says this system is definitely preferable to what Blizzard did in vanilla and BC, which was requiring new raiders to run through all of the old content before seeing the new and shiny stuff. They don't want the old content to sit useless (and it's not -- lots of guilds are still running Ulduar and even Naxx for the hard modes and achievements), but after the high-end raiders have their fun, it's important to get everyone else up to speed as well.

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Filed under: Patches, Items, Analysis / Opinion, Instances, Raiding, Bosses, Wrath of the Lich King

Healer survey contains a wealth of information about healing

If you've ever wanted a close-up look at the game's healing zeitgeist, Miss Medicina has it -- she recently started up a survey/meme of healers around the WoW blogosphere, and the answers are now in and posted on her site. They make for some interesting weekend reading, especially if you're interested in healing and what healers think of it. I'm sure there's lots of conclusions that could be drawn out of this (I'll let you all come up with some in the comments as well), but just reading through them on my own, it seems like there's a few threads between them. The majority of healing seems to be done in 10-mans, which probably isn't too surprising, given that's where most of the endgame players are right now as well. There's no clear winner on class or spec (all four healing classes are represented pretty evenly, though I didn't really crunch the numbers), though there are quite a few priests, and of those, things seem to be split between holy and disc.

In terms of a favorite spell, there's almost no crossover at all -- people are all over the place, from Beacon to Penance to Circle of Healing. To hear these guys tell it, healers have all kinds of fun spells to play with. In terms of a weakness to healing, two main answers appear: mana regeneration (always an issue with mana-heavy classes like healers) and mobility. Shamans and druids have problems with big burst healing, and paladins say they need more group healing strength, but almost everyone mentions either mana or movement. There's a lot more to look through, too, in terms of how healers evaluate their performance and addon recommendations from everyone. As a look inside the healer "scene," there is a ton of information in there about what healers are up to out on the realms.

Filed under: Druid, Paladin, Priest, Shaman, Analysis / Opinion, Fan stuff, Virtual selves, Classes, Buffs

All the World's a Stage: The art of the alt

All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.

With all the talk lately about starting new characters once the Cataclysm arrives, it struck me that most roleplayers already have more than one, including myself. Like most players, I started with one, a night elf druid, and focused on playing that exclusively for quite some time. It didn't really occur to me that I would even want to play more than one.

Then, I began to notice that other people played more than one character, even within the same small group of friends. I had one friend in particular who had mastered the art of roleplaying multiple characters. She never said anything out of character to anyone in our group, and it took me ages to even realize that her characters were ally played by the same person in the first place. Each one had its own personality, and each had a different relationship with all our mutual friends.

Knowing her made something click inside my mind, and I began to see other possibilities for myself too, other sorts of characters I could play with different weaknesses, strengths, and entirely different stories to tell. As my roleplaying experience grew, I began to feel as though one character couldn't contain all the ideas I had jumbling about in my head, so... I started another one, then another, and ... another. Little did I know all the pitfalls I could run into with so many characters, nor the quirky little tricks that could become possible with multiple characters, a small group of friends, and a bit of creativity.

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Filed under: Analysis / Opinion, How-tos, Guilds, RP, Classes, Alts, All the World's a Stage (Roleplaying)

Why Hit is a "sexy stat"

This post on Gray Matter has some pretty insightful thoughts about the much-maligned Hit stat. We've posted quite a few times about Hit with the various classes, and yet it's still fairly hard to get a handle on -- most people know their class has a "hit cap" that they have to reach to keep any of their swings or shots from missing, but other than that, they haven't really tangled with the stat much the way they might have some of the more core stats for their class. But Grey Matter argues that "Hit is sexy" -- despite the fact that, unlike other stats, Hit is required just to make your class do the right thing (rather than doing it better), Graylo still likes the idea, and actually likes the balance that Hit requires. No matter what ilvl your gear, you still need a certain amount of Hit on it, and the balancing job of keeping your hit cap met versus providing other stats on your gear is what Gray seems to like about Hit. While other stats just go up and up, Hit is the great limiter -- having more of it frees up space on other gear for more pressing stats, but you still have to balance out the pieces you wear to try and meet the cap.

To that extent, I agree. I do think that Hit is a relatively arbitrary stat (we know what it means in real life to be Stronger or have more Intelligence, but Hit is really just designed to keep game levels in line), but on the other hand, Gray's right -- because you need a certain amount of hit in your gear, it does become an interesting balancing game of "do I need this more powerful piece of gear, or this weaker piece of gear with some extra Hit on it?" It does a nice job of mixing things up as an endgame-balancing mechanic.

Filed under: Items, Analysis / Opinion, Raiding, Classes, Buffs

WoW Insider Show Episode 93: Avoiding the scam

Our podcast was so much fun last Saturday that we went even longer than usual -- this week instead of the usual hour, you get nearly an hour and ten minutes for your download (and all for the same low, low price of free!). Robin Torres and Lesley Smith joined Turpster and me to talk about what I did at E3 last week (meeting Michele Boyd was definitely a highlight), the new Druid forms and how they look, what's new in the game with 3.1.3, and some recent player achievements, including Ensidia's big win, and the no-deaths character. Plus, we talked with Robin about her recent scam experience, and how you can avoid having something like that happen to you in the future. One quick note: during the show, we guessed that Blizzard would never ask you for your Authenticator passcode, but that's not true: they do require you to give it to them when you sign in on their site. But our other tips are valid: if you make sure that you're the one typing the URL in to "blizzard.com" or "WorldofWarcraft.com," then you'll never have to worry about any sneaky sites grabbing your name and password.

And of course we answered your emails as usual -- if you have any movie posters to send in to us this week, you can send them along to theshow@wow.com. Enjoy the show, we'll see you next weekend.

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Filed under: Analysis / Opinion, Podcasts, Podcasting, Fan stuff, Odds and ends, Blood Elves, WoW Insider Show

What happens if Algalon isn't defeated?


This week information about the final boss of Ulduar has slowly been revealed, thanks to the guild Wraith on EU-Ysondre. We never got to meet Algalon the Observer on the PTRs so this encounter is one of the most mysterious, both in terms of tactics and of lore.

From what I've seen it's also one of the most gorgeous, but then again, I like stars and floating planets. Algalon himself is an entity composed of stars, a spectral being who is not uncompassionate to the heroes who have come to kill him. He just has a job to do. A job which could see our world being put in serious - even cataclysmic jepoardy.

Needless to say, from here on in, there be SPOILERS about the actual boss fight so read on at your own peril!

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Filed under: Patches, Analysis / Opinion, Events, Blizzard, Expansions, Lore, Wrath of the Lich King

The drama of DKP

Donnyman is going through an issue with his guild that many a guild has faced before: the drama of going to DKP. Especially lately, it seems like lots of guilds are aiming to make the jump to DKP: because the endgame is relatively easier lately, lots of folks are getting into raiding seriously, and unless your guild is the closest of friends, you can really only go so long without people starting to wonder why the other guy got that roll when he's only been to two raids in the last month when they've been to five. At that point, the guild either breaks up due to loot drama -- or you decide to settle on a system like DKP.

The good news is that lots of guilds have been through this before, and there's a lot of great guidance out there about how to switch to DKP and what kinds of systems you might use if you do. I've only been in one guild that decided to go from a free-for-all roll to a loot system -- they chose Suicide Kings, everyone agreed it was fair, and they've never looked back. Donnyman's having an issue with his guild leadership's decision to put a little erosion on the DKP, and it's true -- if the whole guild isn't behind a disagreement like that, there could be some breakup. There's lots of great discussion in the LJ thread about how decay actually affects people who can't raid from time to time, and Donny ends up with two choices: be OK with it, or find another guild (there's plenty of them around).

It's not impossible to pull off a switch to DKP from a free-for-all system, but you need to a) make it clear that it's in everyone's best interest (if loot drama is starting to sneak up, it probably is), and b) make sure it's as fair as can be. Consider what your guildies want (more loot, just to have a good time raiding, or to reward people who do well or people who need the gear), and then go with a system that meets those needs.

Filed under: Tips, Virtual selves, Guilds, Odds and ends, Raiding

Phat Loot Phriday: Cowl of Sheet Lightning


Lots of the endgame cloth headpieces look the same actually, but it's a good look -- the pointy head, the glowing eyes. And nothing says power than a name like "sheet lightning."

Name: Cowl of Sheet Lightning (Wowhead, Thottbot, WoWDigger)
Type: Epic Cloth Head
Armor: 244
Attributes:
  • +67 Stamina, +68 Intellect
  • Meta and a Yellow socket, with a socket bonus of +9 spell power
  • Improves Haste rating by 48, and spellpower by 85

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Filed under: Mage, Priest, Warlock, Items, Analysis / Opinion, Raiding, Phat Loot Phriday, Classes, Wrath of the Lich King

WoW Insider's predictions for 2009

Another year has come and gone, and we're on the verge of WoW's fifth year of existence. So it's time once again to look into the crystal ball, and pull out some predictions. Some of these are surefire (we're definitely going to hear more about the content patches for Wrath this year), some are tossups depending on who you ask (will we see another expansion in the works?), and some are just random guesses. But we're guaranteed one thing: 2009 is going to be a wild year, so if you want our very first insight on what might happen, here you go.

These are compiled from the WoW Insider staff -- we differed in a few places, and where we did, I've pointed out who thought what. Keep in mind that no one can predict the future, of course, so these are predictions, and that's all. By now we should all know that Blizzard will do all they can to keep us guessing. And feel free to put your own predictions (or just respond to ours in the comments below. Happy New Year -- here's to a great 2009!

Update: Also be sure to check out Big Download's PC predictions for 2009 -- they've got something to say about Blizzard's next expansion, too.

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Filed under: Analysis / Opinion, Events, Fan stuff, Virtual selves, Odds and ends, Blizzard, Instances, Classes, BlizzCon, Death Knight, Wrath of the Lich King

Forum post of the day: No really, you are not prepared

Khanagi of Maelstrom sent out a plea in the official forums for players to be prepared when they group up for a heroic instance. His main complains is that as a Warrior Tank, he is often out DPSing the DPS. He feels that everyone in the group has a job to do, and many are falling short of their appointed task. His sentiment was met with considerable agreement from responders, who pointed out that AOE tanks will often have high DPS. This does not excuse the DPS from their responsibilities.

Back in the day, when Burning Crusade was launched, one had to be revered to get their heroic instance keys. This meant you had to grind out reputation with a particular faction to get the heroic key, usually through the highest level instance. This changed in Patch 2.3.0, which lowered the requirement to honored. At that time, there was much rejoicing. Honored reputation with a faction can easily be achieved with leveling quests. You no longer have to cross the threshold of a dungeon to meet this requirement.

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Filed under: Analysis / Opinion, Instances, Guides, Forums, Forum Post of the Day

Ghostcrawler: If you're 80, you're hardcore

We had quite the firey argument yesterday here on the site -- first, Adam postulated that raiding was so easy we didn't even need to track it, and then I responded by saying that anyone who'd already beat the raid content was just going too fast. And now we have a response from Ghostcrawler (even though he beat us to the punch anyway by posting on Wednesday -- that's just how awesome he is). "If you're 80 already," he says on the forums, "you are a relatively hardcore player."

That will ruffle a few feathers, and I should know, because I ruffled a few of the same feathers yesterday. But the stats back GC up -- it's true that most of the players in the game haven't gotten to 80 yet, and of course it doesn't mean that you're a no-life loser if you're 80; it just means that you're faster than the average player. Congrats.

But in the hopes of actually bringing this whole thing home to a place we can all agree on without flaming each other, let's take a look at the new way of doing the endgame: the regular, show up-and-fight PvE content is now for casual players. Ulduar will be harder than the current endgame, says GC, but it still won't be as hard as AQ40 and the original Naxx were in their day. And for the hardcore players, Blizzard is offering achievements and special runs -- have you finished Sartharion with three drakes yet, he asks? Have you finished all of the achievements yet (and if you have, let us know, because we'd love to post about you)? There are really hardcore, really challenging things to do in the game, still, and Blizzard is working on offering appropriate rewards for them, says GC. But the average endgame is no longer the domain of people who raid three times a week or more, and that's the way Blizzard wants it.

Filed under: Analysis / Opinion, Virtual selves, Odds and ends, Blizzard, Expansions, Raiding, Bosses, Wrath of the Lich King

Counterpoint: Yes, we should track raiding progression

There's been a lot of hemming and hawing lately about how Wrath is too easy. And there's no question that it is: Ensidia cut through the endgame like an epic dagger through the Vykrul, and any guild that steps into the endgame these days, even with low numbers or cheap gear, finds success. Adam suggested this morning that raiding is so easy these days that we shouldn't bother to track progression, and while Adam is a great writer and a terrific player, I'm here to disagree with his opinion: progression is exactly what the new endgame is all about.

While Karazhan was one of the (if not the) most successful instances ever, it had one big problem: it killed guilds. It murdered progression. It was a roadblock after a roadblock, so much so that it took some guilds months to conquer, if they survived at all. Ten man Naxx obviously doesn't have that problem -- anyone with a little raiding experience who wants to beat bosses in there can do so, and Obsidian Sanctum is just as easy. The problem now, however, is that guilds like Ensidia and guilds who pushed through to Sunwell in the old endgame, are finishing the content already, and wondering what's next? They were 80 two weeks ago, and now, barely a month after the expansion's release, they've toppled every dungeon they can find.

And what's wrong with that? Nothing.

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Filed under: Analysis / Opinion, Odds and ends, Expansions, Raiding, Bosses, Wrath of the Lich King

Guildwatch: "I'm a #(*$ing fantastic Rogue"


"Oh boy. Look, it's not you, it's us. We'd just rather take PuGs to Obs. Sanctum, ok? When we recruited you, you were a Ret Pally, and that was fine, but we'd really rather have a Holy Pally now, see? And we've got these old friends we're running with, and, well, it just isn't working out. You'll find someone else, you really will."

Guild breakups, lots of endgame conquering, and plenty of new guilds to join (just in case you got that speech above) in this week's Guildwatch. Be sure to send your drama, downed, and recruiting news to wowguildwatch@gmail.com (and we need lots of it, so if there's news from your guild worth reporting, send it along!), and click the link below to see this week's news from around the realms.

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Filed under: Analysis / Opinion, Guilds, Blizzard, Humor, Raiding, Guildwatch, Wrath of the Lich King

Ready Check: Everything's dead, Dave



Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, ZA or Sunwell Plateau, everyone can get in on the action and down some bosses. This week, we look at the sort of people who've already killed everything, and ask "Why?"...

There's been a lot of discussion over the last week concerning hardcore raiders -- specifically those among the raiding corps who've raced to 80 as fast as possible and cleared every instance in game already. To people outside this group, it's quite easy to get a bit carried away when discussing raiders: these people don't have jobs, they ruin the game for themselves, they can't be actually enjoying a moment of it...

None of the above is true, of course. This week's Ready Check looks at the current raiding game from the perspective of one who's cleared it all, and attempts to inject a little myth-busting and reality into the hyperbole.

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Filed under: Analysis / Opinion, Instances, Raiding, Bosses, Ready Check (Raiding)

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