Showing posts with label normal. Show all posts
Showing posts with label normal. Show all posts

Tuesday, 31 May 2011

Sounding the Death Knell for ‘Old Heroics’

Are the original Cata heroics dead and buried already?

gongAs my regular reader may have noted, I’ve not written much on here recently; this is due mainly to me sunning myself in various parts of Europe.  Hope you all had fun while I was away… Having had a mini-break from WOW of just under 2 weeks (which I think I needed as I was becoming a little jaded anyways) I waded back into ZG and ZA with my priest.  Oh how I was rusty, it’s amazing how you forget the subtleties of playing your class after a bit of a break.  Anyway, after five minutes of flailing about aimlessly, I remembered how to cast Chakra and all was well.  I completed a few runs on the priest, but as I’m pretty much as well geared on my priest as I’m going to be from the new heroics (although the damn 2h caster staff from ZG still eludes me) I thought I’d dust off the DK tank and the druid and do a few ‘old’ heroic runs.  Now I know that they’re not technically that old, more middle aged, but that seems to be the way everyone seems to refer to all of the 5 man instances apart from ZA & ZG; far be it from me to fly in the face of convention.

Firstly I dusted off the tank, now I haven’t actually done much tanking since the release of the 4.1 patch as I’ve been concentrating on the mage and the priest.  My ilvl was 2 below the requirement for the Zanzilar instances so I’m pretty well geared as the old heroics go, but oh how I was rusty.  I actually took some time to read up and refresh my memory on tanking with the DK before venturing into an instance.  First off it was Grim Batol, oh the joy (my regular reader knows how I love this place, if you’re not him, have a read of this).  Not only was it Grim Batol, it was a half complete Grim Batol, their previous tank had deserted them, give them a chance I though, ‘he may have just disconnected’.  Oh how wrong I was.   We were at General Umbriss the penultimate boss in there, it’s really not that difficult as DPS or healer (especially with a reasonably geared tank), its a simple matter of not getting too far away so the breath can be avoided, not standing in shit, and dpsing the adds which spawn.  The healer, it seems, had a death wish, running at spawned adds, standing in the shit, and generally just jumping off cliffs as much as possible, but that’s not the worst of it, of the three DPS, only one of them managed over 5k, and him only just.  Now I know DPS isn’t everything, but we had a druid, hunter and a mage, regardless of how bad their gear was they should be kicking out at least double that; hell on my fire mage I was getting close to 12k on some boss fights before getting a single piece of heroic gear.

After five failed attempts, five failed attempts that weren’t even close and showed no signs of improvements, I decided enough was enough.  Now I hate dumping groups like this, but it was clear this was really going nowhere.  I took the time to apologise and politely (I hope)explained that I didn’t feel this groups DPS was anywhere near what was needed and left, I suppose I could have pointed out that their positioning sucked, and at least two of them didn't have a clue how to play their class, but I decided against it; to be fair, I’m not the greatest tank in the world and it would have felt a touch hypocritical.

So I queued for another random, after a quick food break, back refreshed, we were off to the Lost City of Tol’vir.  The first pull went badly, partly my fault I suppose, but not helped by someone breaking the crowd control at least twice and the groups inability to attack the marked targets.  Before the fight was over, the mage who’s crowd control had been broken had left.  Replacing the departed mage we cracked on, round to the first boss.  Now this boss, lets face it, is pretty easy.  Don’t stand on mines, avoid the charge (which is telegraphed well in advance of it happening), and blast away.  As I was kiting xxx boss xxx round for about the tenth circuit, it struck me that things weren’t going to well, we finally killed it, and I had a cursory glance at the DPS meters; none of the DPS had more than 4k!! what on earth is going on?? ok, there’s a bit of movement which effects the numbers, but not that much.  At this point I had a quick inspect of peoples gear, it was clear that at least one of the party had cheated the ilvl requirements, the rest of the party was in low to average quality gear, but you’d expect them to be able to manage the instance easily.  Not long after the group fell apart.

I ran a few further instances, both on the tank and the druid healing.  I witnessed it all, tanks who don’t know how to tank (no not me, worse than that), healers who had no clue how to manage their mana pool, DPS who refuse to switch to adds on bosses, and my favourite of all, people who were new to instances (which is fine, we all had L plates once up on a time) who were asked directly “do you know what to do here” only to cause a wipe and say, “sorry this is my first heroic, I didn’t know what to do”.

Not the most enjoyable afternoons play I’ve ever experienced, but it made for a new rant post, it got me thinking, why is it so bad in PUGs for old heroics? and it struck me, they’re basically training areas for people aspiring to the Zanzilar instances and 10 man raids.  People are able to power level to 85 from scratch in a few days, either not touching an instance on the way or being so overpowered, their inability to play their class doesn’t matter.  They hit 85, buy the gear they need to meet the ilvl, and then hack straight into the heroics. 
I’ve met a lot more new players also over the last few days in old heroics, either WOW is undergoing a resurgence in new subscriptions, or there are less experienced players doing the older content; I suspect the latter.  It seems people plough through the old heroics, gathering the gear they need and then jump straight into the new content; why wouldn’t you?  There’s very little reward for hanging around after you’ve met the ilvl, you’ll replace most of the gear in a few runs of the new stuff anyway.

So you’re not going to get too many people hanging around with better than average gear, so those players with poor gear stand out far more, they can no longer expect to be carried by the players doing the better DPS.  Those players who are ‘good’ players tend, in my experience of the last few days, to be far less forgiving, I’ve seen people drop out on inspecting other peoples gear before a shot had been fired, I’ve seen far more abuse from players, who weren’t that good themselves, and generally people treating PUGs as their means of getting to better things as quickly as possible, not really caring about who they trample over on the way.  The one thing I haven’t seen (yet) is ninja looting of gear which is better suited to others in the party.
It strikes me that the new ZA & ZG instances are where it’s at at the moment, and as everyone is clamouring to meet the requirements to get into those they expect to be handed the gear on a plate from the lesser instances, it seems to be fostering the kind of abhorrent behaviour which no one particularly likes to see, and also exposes the newer players to the game to an environment where they’re most certainly not going to learn, and more likely going to get turned off the game quickly.

Now I’m not saying that I don’t want new content, I’m already starting to feel that I’ve done the two new heroics to death, but Blizzard need to be wary of releasing new content which walks all over the existing stuff, are we going to get to a stage where the next lot of dungeons are released, which means that ZA & ZG simply become gearing zergs? With patch 4.2 coming along sometime soon, T11 gear is going to be far more attainable, I suspect so.  Blizzard have already proved they are capable of revitalising old content, in the changes they’ve made to the lower level zones, but as I’ve already mentioned in many of my other posts, the lower level instances, that is, the instances that aren’t the top level heroics, are just a joke.  Without a bit of care, Blizzard could be nullifying most of the content they created for Cataclysm only half a year after it was released.

Thursday, 10 March 2011

Fostering Performance

I read a blog on Bossy Pally earlier in the week about constructive criticism, what it is, why it's a good thing, and specifically why it's not a bad thing. This post was spurred by another great blog post by Rhii on the novel approach her guild deals with criticism (incidentally another blog which mentions llamas and has no supporting pictures whatsoever). I've always been one to actively seek constructive criticism in work and sport – I'd far rather the person I'm asking tell me what I'm doing wrong and how to improve on it than highlight the good stuff, I can't improve if I don't know I'm doing it wrong – if I knew I was doing it wrong I'd be doing something about it. This approach often raises eyebrows in the person I'm asking, and they sometimes feel uncomfortable giving constructive criticism. These two blogs got me thinking about how people 'manage performance' in WOW (that sounds so corporate) and how anyone can aid the performance of themselves and others quite easily.

I'm not going to talk massively about constructive criticism, Ophelie has already covered this, but I'll frame it briefly for the purpose of this post. Constructive Criticism is giving feedback on areas that can be improved (which need not be bad, but could be better) in a manner which indicates what the issues are, and a 'framework' to go about improving them. It is most certainly not "you suck" type comments, that comes under the abuse category. Football fans will probably agree that Lionel Messi is, if not one of the best, the best footballers in the world at the moment; is he perfect? No, could he improve? Most definitely – he's not the best header of the ball, there's one area he might work on in training. At this point, this post is in danger of becoming a whitepaper on how corporate performance management does and doesn't work, I'll try and keep away from that little can of worms, really I will, but there's a lot of similarities between (good) corporate practice and good gaming.

I'll ignore self-improvement for the moment and concentrate on helping other people, as much of the lessons apply when you turn the focus on yourself. Firstly, who can you help? The answer is anyone; I've helped people who I met 5 minutes precious in a PUG, through to experienced raiders who know their class inside out. Giving advice and having it taken on board are two different things, it's all about the relationship you have with the individual and the way you frame your advice. You have a relationship, of sorts, with anyone you've ever interacted with, it may be a very superficial relationship as in my PUG example, but it's still a relationship. If the person has reason to respect what you say, they are more likely to take heed of your words. Imagine for a moment that on the first pull you've shouted in party chat "GOGOGO" and OMG "WTF IS GOING ON WITH YOUR DPS" and then whisper the other shadow priest in the party and say "excuse me, but do you realise that the Mind Spike you're using is removing the three DoTs you've just cast from your target? You'd be better off…." The recipient of this advice is likely to completely ignore it or worse, tell you to stick it. If however you started off with a pleasant "hi guys" or similar you've already framed your words in an (admittedly thin) veil of respect. By starting off with "I hope you don't mind me saying…." Or similar you further open the person up to accepting you're not just trying to call them a noob.

In recent months, I've seen numerous examples of heroics that were heading south being turned around because someone has helped out one or more of the party (quite often be being one of those on the receiving end). So it's clear that something can be done in the very short term to improve performance, I've seen equally as many, if not more instances of members simple leaving or vote-kicking without a word as soon as problems are encountered.

Taking this to the raiding and guild environment, where improvement is more likely to be sought, or even demanded, it's a bit easier, but also a lot harder in some respects. On the relationship front, it's a lot easier, you've had a long time to establish trust, but they recipient has also had a lot more time to observe your actions, if they see that you're not practicing what you preach or lack respect for your words, for whatever reason then you've hit problems. You will also be more likely to encounter the suborn types, you know the ones, the pretty decent players who aren't the best, but are better than average who assume they are the finished article, they're not! See my comments about the certain diminutive football player above.

Once you have established a trusting relationship, how do you go about improvement? Firstly look for the low hanging fruit, pick the easiest things which give the biggest boost first. Take saving money on energy bills for instance, if you want to save money on your electricity bill, what do you do? Spend £10,000 on a solar panel for your roof? No, you pay £100 to replace the insulation in your loft; it's cheaper, easier and quicker, and gives a far better payback on the investment. In the same vein, if someone's DPS is 15k and the best achievable is 18k, but they keep dying, it's probably more profitable to look at why they're dying and focussing on positioning rather than DPS rotation (incidentally DPS may reduce in the short term as a result, but total damage output will drastically improve). On the same token, concentrate on one area at a time, try rubbing your tummy in a circular motion and patting your head at the same time, unless you've practiced for hours (saddo) you almost certainly can't do it – peoples brains best deal with things in a serial nature, tackle one thing, 'fix' it, move on to the next.

If you're a raid leader and you need to help someone improve, you need to make sure your message doesn't come out of the blue – if someone's DPS has been substandard for three months, telling them you've been watching them for some time and they have a week to sort it out or be benched is silly, tackle issues openly and early to avoid drama (llamas?). On the same token, it's not just about negatives, focus on positives, which sounds best "you're DPS is good, but I think we can improve it by…." Or "you're not doing enough DPS, you need to improve by…." Notice also the subtle difference between we and you! We are a team and we are working together to jointly improve our performance. As opposed to you aren't good enough and you need to do something about it.

My final point, is don't forget to look in the mirror; lead by example (even if you're not a GM or a raid leader, you can still lead), actively seek feedback, it's almost impossible to spot your own failings without help; if you've ever tried to proof read an assignment at school or college thinking it was perfect, only to have the teacher hand it back scrawled in red ink you'll know what I mean. Don't shy away from people offering advice, be thick skinned and take it, whether you like what you're hearing or not. Above all, nobody is perfect, everyone can improve in some respect or other, so don't think it doesn't apply to you.



And finally, finally, I've mentioned llama's twice, so I'm going to lead by example, practice what I preach and all that, and include a nice picture!

Friday, 25 February 2011

Nostalgic goodness or developer laziness?

The blogsphere has been awash with news of the instances in 4.1 since the first inkling that Zul'Aman and Zul'Gurub we're to make a comeback in the same way that SFK, Deadmines and Onyxia did in Cata, and Naxxramas did back in Wrath. There's been a mixed response on the blogs I've read, and the comments left on those blogs, some hailing it as a great idea, some lambasting blizzard for profiteering and laziness.

The draw of rehashing old content, from blizzards point of view, is pretty clear. Instance design is not an easy thing, simply reusing old instance 'skins' takes a lot of time (i.e. cost) out of the development and testing process so hypothetically sees more profit for them. If you assume profit equals entertainment value though (i.e. blizzard keep making profit as long as their game still entertains people) is this quite the case? Larisa talks about an analogous gum chewing exercise in diminishing returns with her post on the subject, and I have to say I agree (to some extent) with her on this; players play WOW for entertainment, entertainment comes in many forms, but in terms of raids and heroics you can safely say it generally comes down to a mixture of: the challenge, new experiences and loot. If the instance is the same layout and the same strategies, the longevity of the former two is diminished. That leaves you with loot, I've talked about this previously, people think they want loot, but actually they don't it's a pseudo-reward, people need loot to progress to the next stage in the game, it's a means to an end, nothing more (though I accept there are some people in the game who just want loot for loots sake). This potentially leaves Blizzard in a dangerous position which many companies see them self in; reducing costs to boost short term profits, but at the expense of future opportunity. Opportunity is a very difficult thing to measure, and because of this the men in grey suits tend to ignore it; if an organisation cuts costs and costs alone they eventually erode that company's ability to make and money, this is a long drawn out process and is hard to see happening until it is too late. In the same way, Blizzard could find themselves in the position of having a disenfranchised customer base, who up sticks and jump to another game where all of the content is new to them.

The flip side of the coin is actually two fold, firstly, a lot of the players who've been around the block and look back to Vanilla WOW with a certain fondness (despite all of its failings that we've all conveniently forgotten) the chance to run those early instances again, with an added bit of spice is quite appealing. But also, for those players who never played in the days of Vanilla WOW, and there are lots, all of these instances will be new (or very nearly new) to them.

I'm undecided as to whether it's actually a good idea or not, and I suppose the proof of the pudding will be in the eating. I suppose the trick for Blizzard to achieve success with this is balance. Mixing desirable old content with enough new content to attract new and old players alike without giving the impression of the stale gum Larisa refers to for those who've been there before. My fondest raiding memories of WOW are in the days of Molten Core, and Zul'Gurub, but actually thinking about it now, you can compare it to that old flame from school that you never quite got over, as memory fades the downsides are forgotten and the good memories highlighted. Just as in the days of progress raiding in MC, it was mainly fun, but quite often an organisational nightmare which took at least 30 minutes to set up, and 15 minutes per wipe to organise which turned into a monotonous, soul destroying, grind as people geared up for Nax. In the same way, when you really think about it, the old flame was a phsyco bitch from hell and you're well shot of her…. But that's nostalgia for you…

From the limited information which has been released, I'm thinking (or is it hoping?) Blizzard might have got the balance right, they seem to be following their tried and tested model of opening up end content to the masses, just in a different way, this time converting old end content to new 5 man stuff. I like the idea (I think) of the higher ilvl requirement which makes for a heroic-heroic of sorts. I just hope, I mean really hope, that this isn't simply the accountants standing behind the game designers, with their clipboards, ready to pounce on any though of innovation which isn't focussed at maximising short term profits for the shareholders. Old content is fine, so long as it's innovated around, taking the best of the old world content and building on that, so long as this is done in addition to new content and not instead of new content, and for the love of the children, please not all of the old content; there are some things that are best left forgotten (LBRS anyone?).

Thursday, 24 February 2011

Altoholics anonymous

I'd never really considered myself an altoholic, yes I played alts, but I'd never really got into multiple toons in a big way. Throughout WOW I've generally had 3 characters at the top level, be it 60, 70, 80 or 85, generally one as a gatherer primarily and the others two as my main play-things, one which was my primary raider the other as my alt runner.

I've tended to have a play with other classes in the past, but nothing too serious, I levelled a warrior to level 60 to have a go at tanking, but didn't really like it, then Death Knights came along and he became my tank and gatherer, so the warrior got neglected, stuck in the outlands at level 63. Anyway, I was doing a little house keeping over the weekend, clearing crap out of bags and seeing if I had any spare bank space when I realised I had a character in every class but Shaman! Most were in the 40's or there abouts, those of you who've been reading regularly will know I've been levelling a druid which is now getting on for 65, I remember playing around on a Paladin about the time of TBC getting to 50 odd, and then I spotted my hunter, I didn't even know I had a hunter!?! Its level 63 SIXTY THREE!!! How can I forget levelling a toon through 63 levels?

Quite bizarre really; so it seems I am an altoholic, I even created a level 1 Shammy just to complete the set… there we go, I've admitted it, the first step on the road to recovery is admitting there's a problem after all…

I wonder how many alts the average is and how many of those are 85 or regularly active, I suppose only Blizzard knows the answer. I've found my alts incredibly useful for a number of reasons, primarily, for trade skills, I use one alt to collect stuff, one to enchant and inscribe and my main for alchemy and gem crafting which works well for me. In the past when I've been raiding, and didn't need the gear on my main the primary alt of the moment was my 'fun' player who'd do the 5 mans and alt-raids etc. I've also previously used an alt as a sanity character back when I was actively raiding and a GM, sticking it in the guild so I could keep an eye on guild chat and log over if there was a run I was interested in happening but just kick back and relax a bit more.  As far as most of the guild were aware this was just a casual member so I didn't get the constant questions about DKP, when the next raid was, randoms whispering asking for a guild invite etc. etc. More recently my alts have been my go-to characters when I'm time constrained, you need at least an hour for a random heroic these days, probably more like two if you get one of the longer instances or encounter 'issues' with the PUG… plus the wait time in LFD. So if I can't guarantee I've got at least 90 minutes I tend to either log over and level something or jump into a normal.

I've found alts have been both an important boost to my performance on my main, in terms of positional play and understanding the new dynamics of other classes and other roles (particularly tanking). I've also found they can sometimes be a bit of a hindrance; healing on the druid, especially early instances is about as simple as it gets, little heal, mid-heal, rinse, repeat. With the addition of an occasional panic heal when you've been caught staring out of the window, on a number of occasions I've dropped straight out of a lower level normal into a five man and found myself forgetting about Chakra, refreshing Renews, Prayer of Mending and a whole heap of other stuff. I've also noticed my DPS mashing rotation is similar on my Death Knight to that of the order of mash for my shadow spec, similar, but not quite the same, which has led to me firing off Mind Blasts without Orbs up and refreshing SW:P when there's been no need.

I'm not sure what the point of this post is, more an observational post I suppose, whatever, the sandwiches have been devoured and I've shed loads to do, if I plough through it I might be able to get home early and start levelling the Shammy…


 

Tuesday, 22 February 2011

SimulationCraft: What does it all mean??

It's been a pretty busy week on my blog, the busiest one traffic wise since I started spewing my ramblings onto paper (well electronic paper). My post on SimulationCraft seems to have struck a few chords so in an attempt to aimlessly chase ratings expand on my success I thought I'd have a stab at explaining what the actual results mean in plain English.

So you've read the idiots guide, you've ballsed up at least 5 attempts at simulating your characters DPS, you've gone back and read the guide again, read the official help files a bit, scratched your head a bit, and finally got some figures that look like what you've been reading on the interweb. Brilliant! You've got a page of completely incomprehensible maths, statistics and pretty graphs that'd look more at home on a PowerPoint at that next dull management meeting you were trying to avoid…

There are some figures that (may) make sense to you instantly; there are others that are best when compared to an average, or a target of where you want to be. If you're comparing something you need a baseline, for this example that's you! (or me as the case may be). For the record, I've run 5 different simulations; one with the ultimate tier 11, 25 man gear, with all the raid buffs and trimmings; one with the equivalent 10 man gear and the same buffs; one with my crappy heroic gear with all the same buffs and trimmings; one with (a slightly unrealistic) all the buffs and trimmings but with the target_level override set to 87 (i.e. a heroic boss), you'd NEVER get this amount of buffs in a 5 man as you simply wouldn't have the classes there required (you're pushing it for a 10 man); and then finally, a far more realistic 5 man scenario with just plain old Fort, Int, and MOTW (a reasonable assembly of buffs in my view), oh and replenishment as you'll be keeping that up at all times (WONT YOU?!?) as it's one of your main sources of DPS. The baseline scenario will be the final, and probably worst DPS(it's chugging away as we speak, so we'll see if my prediction shows me up to be the eejit you suspect me to be).

I'm setting the fight length to 350 seconds (nearly 6 minutes), 2 adds, Patchwerk style fight, and assuming you're the best of the best when it comes to mashing keys and given you (well me) an elite skill level – the trick is to only change one variable (or set of variables) at a time so the comparison has some meaning. As homework, I'll leave you to run your own simulation, with your gear, with a realistic skill level and fight scenario, I can't stress highly enough that stat weightings will vary massively depending on your ability (or lack of it), your gear, the number of adds, the type of fight, and a whole host of other variables, what is certain is the figures are a model (a model, by definition is an approximation, and only an approximation) of reality. Go read about statistical modelling in a text book or here on Wikipedia or somewhere else where stats geeks lurk.

Lecture over, and here we are, remember I'm using me as the baseline, the links to the full reports are at the end, I'll reference sections only, for comparison in the main text to keep my ramblings to sub War and Peace word count.

First of all, and the thing you're almost all certainally here for, the scale factors, or stat weighting s as they're sometimes known. You'll notice two values, a scale factor and a normalised value; the latter is the one you want, it simply skews everything so that it's a direct comparison to your best stat (Int) to make it easy(er) to compare one stat to another when you come to chosing your gear. I'll be posting some specific analysis on stat weights in my next blog so if you're still confused check back and I'll endeavour to confuse you more.

Int will always be best, if haste comes in at 0.5 and Crit at 0.25 it means that Int is twice as good as Haste, and Haste is twice as good as Crit (and thus Int is 4 times better than Crit). Put simply, if given those weights, you have a simple choice of a tunic with 100 Int and 150 Haste, you'd always chose the first one (but it's never that simple is it?).

Next you're at the charts, the damage per execute is a telling chart, if interpreted correctly; it's basically saying for the amount of time you spend casting these are the spells which do the most damage – i.e. devouring plague is an instant cast spell so does the most damage per cast.


















Next is the damage source pie chart, you'll notice that mind flay is near the top in all, which seems counter intuitive given the last statement. But think about it for a second, mind flay is your filler when all of the other spells are on cooldown or waiting for procs, you're casting it for the most time, so it does lots of DPS, but bang for buck its lower than the others.


The other thing to note in these early graphs is the mana timeline graph, if you're going oom regularly, you're doing something wrong (or something right, i.e. emergency healing which is saving the wipe), I've heard a few Shadow Priests complain about mana issues, this should never be the case with any level of gear.

The most important graph in my opinion is the DPS scaling at the end, this basically says if you add 100(for the sake of argument, you could use any figure) of any given stat, what is the expected DPS increase? You'll notice for me Haste Crit and Mastery all look pretty much the same, crossing once or twice; for the best spec there's a far bigger difference as you follow the graph up with Haste becoming the worst and then the best and then the worst etc. as you go up. This is because of a whole heap of internal metrics (some of which we know about or can approximate, some which Blizzard keep close to their chests).

Notice on the t11 graph, Hit and Spirit have a scale factor up to 0 (i.e. if your gear was worse) and then abruptly stop giving a dps boost – this is the hit cap. Also notice for me, it's pretty much horizontal (at target_level 87) which means I'm over my hit cap for heroics (naughty me, I'll be remedying this immediately).You'll also notice, if you look at the 3rd scenario that my dps drops, even though I've got massive buffs, this is purely because of the hit cap dynamic, and is a good reminder to follow the basic principles that have been with us for all (well almost if you forget the last 3 months) of WOW - get hit capped first!

That's it for the basics, there's loads (and loads and loads) more, have a read, if there's anything you want me to explain (or make up on the spot) leave a comment, or email, tweet, or send a carrier pigeon. I'll be posting an additional blog on the differences of the stat weightings specifically tomorrow.



Report Download

Scenario 1 – best T11 25 man gear, all buffs, raid boss

Scenario 2 – T11 10 man gear, all buffs, raid boss

Scenario 3 – my crappy gear, all buffs, raid boss

Scenario 4 - my crappy gear, all buffs, heroic boss

Scenario 5 - my crappy gear, sensible buffs, heroic boss



 

Wednesday, 16 February 2011

Just what makes you tick?

As an ex guild leader, recruitment officer, raid leader, website admin, raider, and now just plain old run of the mill casual I've seen what goes on in a guild at pretty much every level, both publically and behind the scenes. Over the past three years or so I've been studying an MBA which looks at all aspects of business. This has been sponsored by my employer and has an obvious tie in with my day to day work but I've often considered that a typical guild structure mimics that of a corporation, not only that but the types of character, and more specifically leader match the people you meet in industry and the types of characteristics you find in people which makes companies or teams more likely to succeed, or fail, are almost identical to those you find in WOW.

I'm going to talk a little here about leadership characteristics (I don't necessarily mean an appointed leader, anyone can 'lead' something in a given situation) which make for success in any organisation (including guilds). It's important first to understand what the objectives are of an organisation; you may assume all commercial organisations exist solely for profit, and that may be true, to an extent, for some. But profit for who? The owners? The shareholders? What about the workers? They make a 'profit' of sorts in their pay packet every month. Even customers make a 'profit', when looked at in these terms, they are gaining some sort of benefit from being a customer there is value in this benefit to them (the reason they derive value doesn't matter, it just matters that they do). Charitable organisations aren't really interested in profit in normal terms; they are mainly focussed on helping their target area. Even culturally company's outlooks differ, Japanese corporations, for example often regard future growth as highly, if not higher, as current profit, whereas western organisations tend to focus heavily on the short term here and now, often to the detriment of longer term stability (incidentally one of the contributing factors of the current global recession). So actually when you look under the hood of what makes an organisation tick, it differs wildly. Being very generalistic about the objectives, you could say that any objective of an organisation is to give value to its respective stakeholders. Stakeholders are anyone who has a vested interest in that organisation, no matter what it is; value is whatever benefit they derive from being a stakeholder. For a shareholder in a big company it might be the yearly dividend they receive, it may however be the opportunity they get to turn up each year at the AGM and shout at the CEO, my point is it's down do the individual; as a WOW player, in a raiding guild, it might be the shiny purples, it might be the experience of raiding, it might be the social scene, it might be the fear of not playing (addiction) or a whole range of other reasons unique to the individual. As a leader, it is important to understand what makes the stakeholders tick (and it may change from minute to minute or year to year).

Once you understand what makes people tick (or at the very least what makes others tick is not necessarily the same as you), a leader can set about trying to lead. I'm going to draw heavily from a text book which I read cover to cover for my first ever MBA module, "Reframing organizations: artistry, choice, and leadership" by Bolman and Deal, it's a great read (if you make it through the first two chapters which are truly awful), if you're actually interested I'll link this and any other reference material at the end.

So, you know what makes people in your guild tick, you understand people have different outlooks on life, and you know these differing views will inevitably cause friction at some point, how do you go about setting up your organisation (guild, raid or even 5-man party) to succeed? Firstly ask yourself what does success look like, if it's a heroic party, it might be clearing the instance; it may however be simply completing the daily heroic requirement, skipping everything that isn't necessary, it may simply be the first boss because the party's been set up to get a particular piece of loot. It may be a combination of all three (and any number of other) reasons for each of the members, already you have a possible 15 permutations (from 3 'success' criteria and 5 members) for a simple 5-man, it's a wonder any part s ever successful! For a guild it's much, much, more complicated! Hopefully you're starting to see there is no one correct answer which suits everyone, and even if it did, it would change so frequently you'd tear your hair out. All you can hope to do is abstract a set of principles or goals which mean success and apply a general framework to achieving that. By abstraction I mean Bob wants epics, lots of epixxxes; Fred wants to be the highest DPS in the guild; Clare whose sole aim in life is to wear the Mantle of Nefarius can all be abstracted to complete Blackwing Decent 25-man by x date. The framework is the tricky part, how do you as a leader best lead? This is where I'm going to reference Messer's Bolman and Deal, they refer to "four frames" of which a leader can use to lead; structural, human resource, political and symbolic. Each of the four frames is better suited to some leaders personalities than other, each has its place and depending on the situation will become more important than others.

I'll describe the four frames briefly, but if you're interested go read the book referenced at the end (it's available to view, in part, on Google Scholar)

  • Structural: the most obvious, it's about the organisational boundaries, chain of command and process, there being a set list or blueprint for getting things done. A good example of where this works is an army, in the heat of battle soldiers, no matter the rank, fall back on their highly structured, highly disciplined training.
  • Human Resource: sounds a bit corporate dunnit? Not really, the HR frame focuses on how characteristics of organisations and people shape what they do. It's the 'most important asset are our people' mentality, whereas a structural organisation will have people doing things because "that's how it's done" a HR focused organisation will more likely have people doing things "for the love of the organisation" (i.e. their derived value is more than just the pay check at the end of the month).
  • Political: it's not a dirty word, don't assume it's the negative aspects of spin and self-interest you see in the media. Viewing an organisation from the political frame simply means you're making decisions to achieve set goals whilst taking account of scarce resources and diverged interests. It's a balancing act of trying to satisfy the most people possible in pursuit of achieving your goals.
  • Symbolic: this is often one of the most powerful (and possibly destructive) a symbolic leader can be extremely powerful in terms of motivating people, think Ghandi or Martin Luther King, people we willing to die for their cause. Symbolic gestures too are extremely powerful, I remember a story of a Chief Executive and Chairman (possibly Ikea, I can't remember the exact details) who would share a hotel room whenever they were away on business "to save money" now in the context of a multi-billion pound company, a £100 a night saving isn't great, but the symbolism of the gesture is immense. Similarly adverse symbolic gestures can be hugely detrimental, think about the bad press city bankers have been getting lately for taking huge bonuses when the tax payers across the world have paid Billions to bail them out.
No do something for me, try and think of one example of each of these frames have been applied in your guild, by design, or by accident – is it the structure of officers and raid leaders, the selfless help offered in gearing a member up to raid who's taken some time off or the GM benching himself for a raid because there are more people wanting to raid than there is space? Actually, I've only given positive examples, try and think of one positive, and one negative, and then try and decide whether the person(s) involved acted without knowing the consequences, or whether (in your opinion) they'd weighed up the pro's and con's and taken the course of action with full awareness of the consequences (probably best to keep your findings private, you might upset people if you post your examples on the guild forum – political frame and all that… :-)

If you're an experienced GM, raid leader, manager, or have had any other reason to 'lead' a group of people you've almost certainly recognised yourself in what I've said, perhaps more by accident than design you'll have done things which could be construed as fitting into one of the four frames. Whether you're a GM, raid leader, or just a standard player, take some time to think about what you and your 'colleagues' want from the game in any given circumstance, and try to work out the best way to achieve 'success' whatever success may be.

WOW is a strange animal, it thrusts people into situations, which in the real world they'd never dream of, yet they survive, and not only that, excel! How many people have managed a team of 40+ people? Not many, I've had a reasonably long career in industry, managing a variety of teams, and approached that number in a couple of occasions, but think back to Vanilla WOW I was regularly organising and running 40 man raids, as were thousands of others across WOW. Leadership, more importantly good leadership isn't about being the boss, or necessarily the one who gets all the credit, it's about getting more out of others than they thought they were capable of in pursuit of achieving the organisational goals.

Even as an individual raider in a group of 25 you can have a positive impact on the group as a whole, think about the symbolic gesture of passing on a bit of loot, even though you're top of the DKP tree, for a newer raider who's gear is far worse – the total improvement to the organisation is far larger, but the symbolism of you looking after the interest of the whole guild or raid won't be lost, others will take the example and act in a similar way.



Now the reference – the link to Google Scholar http://books.google.co.uk/books?id=tsFj7wgczvYC&printsec=frontcover&dq=reframing+organisations&hl=en&ei=C9NbTdePMJKShAfJ7OXuDQ&sa=X&oi=book_result&ct=result&resnum=1&ved=0CC4Q6AEwAA

Or the proper Harvard style reference for you more studious types:

Bolman L.G. and T.E. Deal (2003). Reframing Organizations: Artistry, Choice, and Leadership, San Francisco, Jossey-Bass

Tuesday, 15 February 2011

Idiots guide to SimulationCraft


I recently downloaded SimulationCraft in order to get a better handle on whether I'm missing something on the DPS front, and what my ideal stat priorities are. I've played with SimulationCraft in the distant past but haven't touched it for a couple of years. I'd like to state up front that it's a cracking tool, though it is a modelling tool, by definition models give an approximation of reality and aren't necessarily an exact representation of it. The current version gives you the opportunity to simulate the 'ideal' fight, where everything is straight forward in terms of needing to move (which affects your DPS rotation), hitting your rotations exactly as planned, receiving buffs, and not suffering debuffs. It also gives you the ability to simulate a fight which is a bit more realistic, where you might need to be moving out of crap, dealing with adds, messing up the occasional button press etc.

So why simulate your DPS in such a way? Simple really, it gives you an idea of what your DPS potential is given your current gear levels (rather than what some Elitist Jerk tells you it should be) and lets you compare your 'normal' performance with what it could or should be. More importantly, it lets you play around with your Enchanting, Gemming and Reforging to maximise your DPS (and of course you re-run the simulation when you've changed it to confirm it's had the desired effects). SimulationCraft can be very eye opening if done right, but it does require you to be honest with yourself, if the figures come out at 15k DPS and you currently do at best 7k have you done something wrong, can you dismiss it as errors in the tool, or is there something fundamentally wrong with your playing style? Use SimulationCraft as any other addon or tool, to augment your ability to playing performance.

The main issue for most with Open Source packages such as SimulationCraft is the sheer dauntingness of opening up for the first time and trying to figure out what the hell is going on. I've had occasion to be involved in several Open Source projects over my career (I've even wrote a number of white papers on the subject) and there are two recurring theme's which are replicated in most project. Firstly the project fills a gap which is missing in the area, it is written by the 'people' (by people read user / consumer etc.) because there is a dearth of information or functionality in the said area. Secondly, the documentation sucks; developers hate documentation, Open Source developers excel at hating documentation… SimulationCraft seems to fit these two area's quite nicely, hence me writing a quick guide, I'll cover the 'perfect' scenario for a boss fight in Heroics for a Shadow Priest, the closest approximation I can come up with off-hand in Cata is if you stand up on the statue for the croc boss (thus avoid the adds) in The Lost City of Tol'Vir. I'll leave it to you to make the changes for the less than ideal scenario, raiding, or other classes, the best advice I can give you is have a play, it's the best way to learn.

Anyway, enough rambling, here we go:

You'll need to download and unpack the SimulationCraft files from here it's a standalone executable (i.e. you don't need to install it) so just stick it somewhere on your hard drive, open the folder and double click the SimulationCraft application icon in the base folder.

First thing to do is make sure you have your base options right, we're going for the 'ideal' run of the mill scenario so we'll be picking pretty easy variables. Click on the options tab and then Globals if it's not already selected here you'll see a number of options, I'm ignoring the obvious ones and concentrating on the less than straight forward ones; you're a Shadow Priest, you obviously have some common sense, use it for the options I've missed ;-)

Iterations (next to the red 'A') are important – you're simulating what could happen, there are lots of random variables around the lines of hit chance, crit chance and a whole host of others, to make sure you're using a statistically significant number you should use at least 1000 iterations, as a rule use 100 first while you're getting to grips with the tool (you'll almost certainally balls it up first time) 1000 when you're comfortable with it and 10000 when you have everything set exactly right 1000 iterations will take 10 times longer than 100, and 10000 another 10 times longer than that.

Length (B) refers to the length of the fight in seconds, we're doing heroic boss fights so pick something sensible, 200 seconds is 3 minutes 20 Seconds which seems reasonable. The vary length (C) introduces a bit of variety into the length, at 20% each iteration will pick a fight length randomly between 160-240 seconds. Adds (D) is pretty self-explanatory – we're doing straight forward so let's go for none. Fight style (E) offers the opportunity to introduce the random movement elements into the fight, Patchwerk (if you remember Naxx) is a stand and deliver DPS race, Helter Skelter is the move out of the crap equivalent of most boss fights, pick Patchwerk for now, but use Helter Skelter when you're looking for realism. The target race (F) offers the opportunity to pick a race which your class / race / build / gear allow you to excel or struggle against, stick with humanoid. Player skill is a strange one, no one (I don't think) can class themselves as Elite this, as I understand it means you get off every spell cast at the perfect moment, without lag or any other issues, even for the baseline I always select good (as an experiment you might want to keep everything else the same after your first run, and come back changing this to elite – I did say have a play!) Threads (H) refers to the processor on your machine, most modern processors have multiple cores, so can use multiple threads (i.e. run faster) if you're unsure hit ctrl-alt-delete (on windows) select task manager and then the performance tab and count the number of boxes in the CPU usage history section, or just select 1.


Next select the buffs tab, you want to be realistic here, I've assumed the presence of a druid and a mage (which isn't unreasonable) plus your own buffs, if simulating a raid you'll add most / all of these. Similarly in the debuff tab I deselect everything, it's a baseline after all, when you're playing later to get a more realistic level, try putting some in.


For Scaling and Plots (i.e. the stats which are pertinent to you as a Shadow Priest) select all of the figures which make a difference to your DPS, if you're looking at a different class then you need to know which these are.

Now comes the tricky bit, the character import, I'm on an EU server, hence the url shown, the important part is to ensure you get the correct server (I) and the character name (J) once you are confident it's correct click import and you should automatically be directed to the simulation tab with a load of stats in front of you taken form the armoury (if you haven't, which happened to me on several occasions, the only way I've got round it is to close the program and restart.





We're now almost ready to simulate something, I say almost because there's one important variable we've forgot, the boss level, SimulationCraft assumes raid boss, but we're looking at Heroic Bosses. Click on the overrides tab and enter the line 'target_level=87' as shown.

Now you can click simulate, and we're off! Depending on the number of iterations, and the speed of the computer you're using this may take some time. If you're on a reasonable PC, by the time you've read this it'll be done, if you're on a Spectrum ZX81 then go make a coffee, if you don't know what a ZX81 is, you're too young and you've not lived! Go ask your dad. Once the simulation has finished you should get a nice results pane, I say 'should', but it never works for me, if this happens go back to the SimulationCraft folder and double click the simc_report.html file – it you're unsure order the folder by date modified, it'll be one of the files close to the top – this will open the report in your web browser of choice.

And there you have it, SimulationCraft, easy no? make sure you look out for the normalised scale factors, these are your bread and butter for gearing, but also have a look at your damage sources, you'll notice your dots are the top DPSers excluding Mind Flay, you'll then (hopefully) notice the DPS per execute times and realise that for the amount of time you spend casting those DoTs compared to MF they're a huge DPS / time boost. Happy Simulating, I don't claim to be the font of all knowledge on this subject, so please if I've missed something please let me know, or just let me know how you got on.



NB: there's some suggestion that there is a slight bug in the SimulationCraft software since the 4.0.6 patch which is causing some inacuracies in the results; you might want check back and download the latest patch from time to time as these these bugs are fixed
 

Friday, 4 February 2011

Prime Position

One of the main aspects of learning to do heroics and rad in Cata is players' awareness of their surroundings and their positional play (i.e. not standing in crap). Now I'm the first to admit my positional play hasn't always been that good, not bad, but not as good as it should be, and I've made a concerted effort since I came back to sort it out. Those of you reading my last blog entry will know that I've rolled a druid alt for a bit of fun; now originally I went balance and restro for my specs as I've never really got on with melee classes, but last night I decided that balance wasn't the easiest way to roll a druid so gave it a go.

The first thing which struck me about running instances with a melee class (ok, I was supposed to be healing…) is that you instantly look up from your cast bars / healing addon, stop playing whack-a-mole and start to take notice of the world around you. I think there are two reasons for this; firstly, as melee, you're position for DPS / survival is far more important, you're far more likely to get tail-swiped, flame-breathed, or a multitude of other nasty's. You obviously need to stay in melee range, obviously, which is more difficult than staying in casting range, and your abilities may also depend on you being positioned behind the mob. Secondly, most of the main melee abilities (certainly of a druid, and a number of the other melee classes I've dabbled with) don't have cooldowns, there's a set priority of abilities to use, all of which I've been using in auto-pilot mode from keybinds, yes there are some big DPS boosts from abilities with longer cooldowns, but by definition, you're not looking down at your cast bar to find them that often.

Contrast this with my priest, firstly as a healer. First and foremost (in a heroic 5-man) I'm looking at the health of the tank, is it high enough, does he have a renew active, do I need to cast a direct heal to refresh it? Are the other party members healthy, if not can I heal them without killing the tank? Have I got Chakra up? Which Chakra state do I need next? Does anyone need decursing? WILL YOU PLEASE CLICK THE LIGHTWELL, which is the best healing spell, or combination of spells from the choice of 50-odd I have to use next? Hang on, why is my health bar dropping faster than Andy Gray's popularity with the ladies? Oh shit, I'm stood in crap….

With the shadow priest it's not quite as difficult, but still demanding, is SW:P up, does it need a MF to refresh it, what about DP and VT, do I have an Orb up to cast MB, is the mob below 25% health for a bit of SW:D lovin? Plus the numerous cooldowns that are crucial to maintaining DPS – I'm generally thinking at least two or three spells ahead at any one time.

Probably wrongly, traditionally the last thing on my mind has been movement. I put this down in some part to my past raiding experience back in the day; yes you occasionally needed to move to get in range, but it's rare as a ranged caster that I'd have been standing in crap, or had to move quickly, in any of the Vanilla WoW raid instances.

Where is this all going I hear you ask, well here it is, I've spent a couple of hours playing a melee druid in instances, and already I've noticed a marked improvement to my positional play and awareness of what's going on around me. I've only managed one heroic since then but even there I noticed my reaction times with the movement keys was a lot sharper. The moral of the story, well, if you're struggling with avoiding crap, or just general awareness of the world around you, why not roll yourself a melee class and see how the other side lives. It won't instantly make you pro, but it can't hurt? Can it?

Thursday, 3 February 2011

I has healz too!

I was messing around on the druid alt last night and decided to run a few dungeons rather than questing for a bit of a change. I signed up as the usual DPS or Healer roll (which inevitably means healer) and we were off. I had a couple of hours going spare and the footy was on so didn't really fancy doing heroics so when we finished I asked if anyone fancied another, it'd been a reasonable run so a couple of the dps did, we picked up another DPS and a new Paladin tank almost instantly and we were off again. Now on the first run in SM the tank decided he couldn't possibly die and tried to aggro every mob in the instance at the same time, whilst this makes healing a bit more of a challenge, it gets a little too much after a while. I'm happy to push the speed along in these instances, but I'd quite like to enjoy them at the same time.

Something struck me with the second tank, he was pulling at a reasonable (but not silly) rate, which meant we progressed as quick, if not quicker as mobs went down faster, and he could actually tank – I mean really tank, not only did the rest of the party almost never take any damage, he healed himself enough to enable me to stand there and scratch my balls without casting a spell for pretty much the whole instance. Now whilst the first instance was too frantic this was… well, dull; it wasn't long before I was in cat form and wading into the fight, stopping occasionally to band the odd heal about, I was averaging about half the DPS of the others as I was restro spec but I noticed an improvement in kill speed. The whole group did another instance (SM again) and I carried on as a Restro-cat and cast no more than three heals in the whole place.

Come the end of the run, only me and the tank wanted to do another, so we stuck ourselves in dungeon finder and up pops the "select your class" dialogue box. "Bugger this for a game of soldiers" I thought, I whispered my tank asking if he minded me swapping to go DPS spec and still healing, but to shout if he thought I wasn't doing enough healing – he agreed we picked up 3 new DPS and off we went; only one of them was sharp, or confident, enough to point out that I was supposed to be healing and asked why I was doing DPS…. I nearly piped up with "what a healer?" but didn't have the heart, I explained and nobody kicked up much of a fuss. After another run, I decided that whilst my DPS as Balance was reasonable in comparison to others, I was better going Feral (yes yes, I know all of the guide sites say level as Feral, but I just don't get on with melee). So I bit the bullet and respecced, I ended up knocking out as much DPS as pretty much anyone else and doing half as much healing as my Paladin tank over the course of eight or nine instances, some are easier than others, but bugger me they're far too easy, I was averaging around 45 minutes a level and actually went for nearly three instances on the trot without casting a heal.

Over the time we spent in the dungeons I got chatting to the Paladin, it turns out he's a complete alt-o-holic and has pretty much every class under the sun up to level 85. In the time we played together we saw it all; friendly, chatty players who enquired as to the 'healing' setup, the pushy warrior who was obviously better than everyone else and needed to show it through the medium of abuse and CAPITALS. Oh and special mention to the level 38 rogue, wearing predominantly level 20's cloth with spirit and intellect who asked if we minded him rolling on pair of cloth healing trousers because "they're an upgrade to what I've currently got"?!?!?!!! now I'm as forgiving as the next person, but with a comment like this I instantly hit the inspect button – the guy had 2 pieces of leather, the rest cloth, two of which were heirlooms which mean that he's managed to level at least one character to the 80's and run enough instances to be able to buy heirlooms! How can someone possibly get that far through the game and still not have the first clue how to play?

*ahem* eBay *ahem*

Anyways, a thoroughly enjoyable night all round, a new friend made who I hope to play with again sometime soon, a new spec and a football match that I ended up paying very little attention to. I'm definitely of the opinion if you want to power level, all you need to do are instances, over and over again. I'm not sure I'd enjoy that so much so I'm back to questing again with the odd instance when I play the alt.

Wednesday, 26 January 2011

WARNING ahead be beasties!

A funny thing happened to me last night, I decided pratting around on a low level alt was preferable to grinding herbs while watching the footy, and after a few quests I found myself in the dungeon finder for a low level dungeon. After about three seconds I was healing in Gnomeragon; my low level equivalent to Grim Batol, I remember many an evening wasted in this horrible place. As with all the low level dungeons it's a damn site easier than it used to be and we set of killing things.

About 5 minutes in we were jumping down to ground level to get to the first boss, if you know the place you'll know where I mean, when the shadow priest in our group hurtled past me and face planted into the ground. We pressed on to the first boss, without her as it's so easy, midway through the fight I noticed the same happened again. Third time lucky with the boss dead and we set off on trash towards the next boss where I noticed a funny noise… it was the sound of a wand being fired!! Looking round in amazement I saw a shadow priest with full mana waving their wand about! I have to admit, my mouse cursor hovered over the vote kick button momentarily, but then I stopped, and I'm glad I did; it's not like me to be quite so trigger happy so after having a word with myself I politely whispered the priest "can I ask why you're using your wand?" I was half expecting a "BECAUSE I R L33T" type answer followed by a torrent of abuse, but to my surprise her response was along the lines of "because I have one, is it wrong?" so a brief conversation later and she was sticking DoTs up properly and Mind Flaying away. We ended up chatting all the way through the instance where I found she was new to WoW (to the tune of 2 or 3 days), having moved from another MMO with her husband, both seemed to be struggling to get to grips with the deluge of information and things to learn.

This struck a few cords with me having recently returning to the game after a long absence, I felt overwhelmed at times, even finding where my mounts had gone, or where the guild roster had gone was a problem (why the hell was that ever moved of the social panel??? Nonsensical!). I still remember wandering round Silverpine Forest after I followed a friend to my first instance, not having a clue where I was or how to get home(no it wasn't last month).

We ended up staying in the same party (she was from a different server) and chatting some more and, I hopefully, gave her some pointers to getting to grips with the game, and I said I'd post a few pointers here as it'll help her out, and double my readership in one swoop, everybody's happy! I'm going to focus on priests, but I guess most of what I write will be applicable to all, here goes:

Starting Areas

When you first create your character you'll find yourself in a starting zone, this is a 'safe' area with low level mobs where you'll be drip fed your first few spells and abilities to help you learn the ropes. Depending on the race you choose you'll start in different areas so if you want to start with a fellow 'Newbie' from the very start make sure you choose players from the same race; if you're the same faction you'll be able to meet up later, but if one choses horde and one alliance you'll never be able to play together.

Zones

As a troll priest (hadn't you guessed by now?) I started in Durotar which has Orgrimmar, the main Horde city in the game to the North, if you start here you'll quickly progress to the Northern Barrens where the main town is the Cross Roads you will generally meet other Taurens. If you chose one of the other races, undead for example, you'll find yourself on another continent, it used to be the case that the quest chains naturally took you to the Cross Roads, but nowadays you'll get so much experience so quickly it'll be possible to skip the Northern Barrens all together.

Travel

You can get about the world in a number of ways, it's improved vastly from Vanilla Wow back in the old days, you can walk (clearly) or at level 20 (it used to be level 40) buy a mount to speed things along. Pretty much every outpost also now has a windrider which, once discovered, allows you to fly from point to point more quickly. There's also a Zeppelin (and sometimes boat) system at most of the major cities and ports which will let you move between the continents, generally the questing system will introduce you to these gradually, but I've found my level getting so far ahead of the quests I'm having to skip whole zones.

Levelling

You can gain experience (XP) to increase your level in a number of ways, the two main ones are questing and in instances (you'll also get quests to go to instances which give you additional benefit). You'll also get an XP boost from things like herb gathering, mining, exploring new zones and a number of other things, but I'd stick to questing and instances.

For quests stick to stuff which appear as green or yellow in your log, anything that's grey is too easy and will glean too little XP, anything which is red will be far too difficult. As a rule of thumb, if you can't kill three mobs simultaneously (from full mana and health) then you're probably in a zone which is too hard. If you're finding most of the quests are grey, look to move on to a harder zone.

Talent Spec

Specs have got a bit easier in my opinion since WoW, once you stick one point in one of the three trees available you're locked to that tree until you've spent 31 points. You'll get a new point every other level, or there abouts for the first few levels then you'll start picking up a point every level, you'll nicely get told of the new spells and talents available to you as you hit each new level.

The only real choice for levelling is shadow (you're not suck with this, and you can change at any time, plus you'll get dual specs which allow you to easily change between roles at later levels but we won't worry about that now).

There are a few mandatory choices in shadow, (actually there's a lot of mandatory talents), as a rule go for things which will improve the amount of damage you're going to do, some are obvious, some are not.

The main thing to aim for is shadow form, but before you can get that you need to open up the higher tiers by picking lower ranked talents.

I'd go for improved shadow word pain 2/2,

then Darkness 3/3, this will open the second tier,

next Twisted faith 2/2 this increases your damage and also converts spirit to hit. I won't go into the full reasons for needing hit here, but basically if you don't hit you don't do damage, there's little or no hit gear at low levels hence this is an excellent levelling talent.

Then improved devouring plague 2/2, this is a big source of damage and is important to have

You'll now have 1 point left to open shadow form, I'd go for improved mind blast
1/1, it's not a great damage spell any more, but it's useful for a buff it gives you when combined with shadow orbs (again more advanced than we really need to be going here)

This will give you shadow form with your next point, and you should have a tree something like this http://www.wowhead.com/talent#bZZG0Rd I'll leave the rest to you, the 'cookie cutter' DPS build for all shadow priests is http://www.wowhead.com/talent#bcZZGbGdMzrd0fo and if you follow this you won't go far wrong for levelling. There's a good guide to levelling builds and other stuff here http://www.wowwiki.com/Priest_builds if you want to read more

Spells and how to use them.

Make sure you always have Power Word: Fortitude and Inner Fire cast on yourself, for damage your main go-to spells for levelling at low levels should be Shadow Word: Pain, then Mind Flay – just repeat Mind Flay till the mob dies. At level 28 you'll get Devouring Plague, use this as your second spell in addition to the two above. You'll then get Shadow Word: Death at 31, use this to 'execute' mobs when they're low on health – be careful, if you use this and it doesn't kill the mob it will damage you too! When you get to 20 points in the shadow tree, you'll also be able to get Vampiric Touch, get it! This is another DoT and should be cast before Mind Flay as it does a lot of damage.

Stats

You'll notice the gear you pick up has different stats on it, some stats are better than others and some are no use to you what so ever, this differs from class to class, and spec to spec. As a Shadow Priest aim to get gear with intelligence, spell power (there isn't many items with spell power on any more), haste, crit and then spirit (in order of priority). Intellect is roughly twice as important as haste and crit.

You may notice that on your character pane you can expand the tab to till you your hit crit and haste percentages along with a whole host of other stats. You'll also notice that if you find an item at level 1 (for example here) with +10 crit on it it will make a huge difference to your crit percentage, the same item at level 85 would hardly be noticeable. This is called scalling as you go up through the levels you'll need more and more of a particular stat to keep the same percentage – don't worry to much about this for the moment, just try and get as much Int and Haste as you can

Tank? Healer? DPS? WHAT???

If you've ventured into an instance by now, chances are you'll know the difference, if not, you may not have a clue. Basically, there are three broad types of role for characters to play in WoW, all classes can be DPS foucssed, some can heal as well, some can 'tank' as well, some (Druids and Paladins) can do all three. This all depends on your choice of talents, and as a priest you have a choice of DPS or Healing. Now you've obviously been paying attention and have specced shadow haven't you? Good. This means you're DPS, at low levels you can still heal (yourself and in instances) but this will become less and less viable as you move up the levels. Tanks are there to stop us cloth wearers being squashed, if you're in an instance and you keep getting squashed, you either need to google "aggro management" or your tank is crap (or both). The healer is there to apply the magic ointment and tell you you're a brave soldier.

Monsters (mobs) and Elites

there are loads of mobs across WoW, keep an eye on their level (the number next to their picture which appears when you click them), in the same way as quests grey is too easy, and gleans no xp, green and yellow are killable, red is hard, a skull means you'll get murdered.

Look out for a metallic dragon round the picture, this means they're elite (much harder) there are different breeds of elite, bronze, silver and gold, each being harder to kill.

Guilds

Guilds are like minded group of people generally set up with a purpose in mind, some are real life friends, others objective is high end raiding, others levelling or more casual. Look on your realm forums, find one with an ethos which suits your objectives and apply to join, you'll get a wealth of information and knowledge from other players

Other Players

Thankfully I can say the majority of the WoW population are nice, friendly, people. Some however are, how shall we put this? well, arseholes. Because WoW is quite a mature game, most players know it inside out and true 'Newbies' are rare on established realms, this is one of the reasons Blizzard sets up new realms occasionally for new players, the dungeon finder circumvents this so you'll come across players on their sixth alt who expect everyone to be the same and won be very forgiving of mistakes. Generally if you explain you're new to the game, and need a little guidance they'll be fine and help out, occasionally you'll encounter idiots who'll be abusive. Remind them, they were there once, it's just like learning to drive…. It's easy once you know how. Forget about them and move on.

Trade Skills

You can do a whole host of secondary 'stuff' in WoW, if you're out to get involved in everything then trade skills are the thing for you (you can have two primary proffessions), some go well together like herbalism and alchemy, others like enchanting are stand alone. You can level without these and pick them up later, or you can start early. Read up on them before making the choice, some of the assumptions you might make about certain skills will be incorrect. http://www.wowwiki.com/Profession is a good place to start.

Addons

Addons are a big part of WoW, Blizzard has now incorporated most of the good functionality into its standard UI, given how much you need to learn, I'd ignore addons completely until you reach a higher level. Curse gaming (wow.curse.com) and wowinterface (wowinterface.com are the two main sites.



Further reading and searching

http://www.wowwiki.com/Newbie_guide

http://www.wowwiki.com/Starting_a_priest

are both good links to read

WoW Insider is an excellent blog site for everything WoW http://wow.joystiq.com

www.shadowpriest.com is for higher levels and is very in depth

www.elitistjerks.com is another good one for all classes

if you're struggling just head over to google and stick in a search, be careful of the crap from previous releases which are out of date, I tend to start all of my searches "wow cata 4.0" and then whatever I'm searching for, for this reason.



And that's it, I've intentionally skirted over lots of stuff so as not to (overly) confuse, there's lots more to learn than I could ever hope to write here, use your initiative and take time to read around areas and ask friendly players who you've met on the way – they don't bite. If you've found this useful, have questions, or would like to see more detail on anything please leave a comment or tweet me @wow_PFtT. Above all, Have Fun!

Wednesday, 19 January 2011

Little Black Book

I've been running heroics now for a good few weeks with more and more success, still having great fun, and getting up there on the gear stakes, yet there's still something still bothering me; I can't for the life of me remember strategies for bosses. This isn't so bad when I'm with guildies and it's a simple case of asking for a reminder on vent, generally I'll have recalled the strategy by the end of the first sentence and we'll be off. With PUGs however it's a different matter, it's far slower explaining strategies using text, and I feel a bit slack having been to a place several times before and still not remembering how to do things. I generally have a second computer on the desk next to my gaming pc (I work from home now and then the study doubles as a games room and office) so this has led to me scanning through wowwiki as the party approaches a boss. Not a great issue you might think, but it still leaves me feeling I'm not exactly pulling my weight on the trash, especially as some of the strategies on there are not exactly to the point, or even correct in some instances (I know, I know, it's a wiki, I can edit it… I'm lazy, deal with it )

Back in the day (I'm in danger of getting nostalgic all over again…) when we were running Molten Core, I never had this problem, I'd know exactly what each class should be doing for every boss at any given moment, not a small feat when you consider there were 40 players, so why's it such a trouble now. I'm the first to admit, my short term memory is abysmal and was chatting about it with one of the guildies on vent one evening as I was kicking back and relaxing levelling an alt. He piped up that he used a little roller-deck next to his PC with prompts for each boss. After the initial mocking from all and sundry listening in died down, I realised that this was pure genius, it also struck me why I used to know each MC boss off by heart; I used to write the boss strategies, in conjunction with one or two others, for our guild website. First think I was taught at Uni was writing notes helps commit things to memory, even if you never look at those notes again.

Out comes the A4 notebook, with a double page assigned to each instance, and separate columns for dps healing, and plenty of space left over for alts, each time I've been to a boss since I've added the strategy in troll-short-hand along the lines of "don't stand in blue fire" "move out of laser beam" and "big AOE heals at start of phase 2" etc. Anyone else reading it might think its utter gibberish, but the very act of writing it means I hardly ever now have to even look at my own notes, and when I do it's a 5 second job as we recoup mana and buff up.

Such a simple method and so successful, I'd be interested to know if anyone else suffers the same affliction, and how you deal with it?

Sunday, 16 January 2011

Shadow, in the first instance

I've been levelling up at a reasonable rate, I reckon 4-6 hours per level depending on whether I'm all out questing or taking a more leisurely pace catching up with old friends. I'm now at the heady heights of level 84 and melting my way through Uldum when a fellow guildie pops up and asks if I fancied a jaunt to the Lost City of the Tol'vir. To this point, the only thing that I've done is dps, I've intentionally not even set up my healing tree as I don't feel confident enough to have four other people relying on my heals after so long out of the game so I'm off as shadow.

There are only four of us from the guild wanting to go, so it's into dungeon finder for the fifth, or is it? Apparently not, I haven't discovered the instance so it won't let me queue… after a brief explanation as to why I can't get in the queue from my less nebbish guild mates I pop in and we're in the queue.

I have to say, I like what Blizzard have done with dungeons, less trash and difficulty that requires players to have a little bit of skill rather than simply being a gear check. It seems to basically boil down to "don't stand in crap not to die" and "kill the right things first". One thing that does strike me is that when DPS don't do this, the healer goes through mana very quickly. Admittedly, this is my first instance, so it might just be this healer, but it strikes me from the stuff I've read about the new content that this is intended. For us it's not a problem, as it's a group who know each other, but I can imagine PUG's are less forgiving and will instantly blame the healer even if it's the DPS being thick.
 
My DPS rotations due to the added need to move quite a bit during boss fights are all to pot, that combined with not using Mind Blast or Shadow Word Death in normal rotation, it seems a bit strange not to use MB (except to get the buff from having a shadow orb up) and I keep hitting it when I shouldn't out of habit. I'm still not sure whether I should be waiting for three orbs or just using it with one, the buff seems the important thing as the direct damage is pants. It's also a lot easier to maintain a mana pool, which again I believe is by design, there's a load of mechanisms to recoup mana, I'm currently using Vampiric Touch, Dark Evangelism, Shadow Fiend as a matter of course, choosing whether to pop Dark Evangelism early for the DPS boost, but wasting some of the mana regen, and getting it again by the end of a fight, or saving it till you're sub 80% mana makes a big difference. If I'm really desperate I then start hitting SWD even if the boss isn't sub 25% health, having it glyphed also helps. And if I'm really really desperate dropping out of shadow form and playing hymn of hope. I'd guess I'd only generally look to use that when the rest of the party are struggling for mana.
 
Everything goes pretty well, with a bit of a stumble at Barim, mainly due to DPS (not me noooonono) being thick as outlined above and I get a shiny new ring for my troubles. All in all a pretty successful first experience and great fun, I'm looking forward to hitting 85 and ploughing through the heroics now.