Showing posts with label Wall of Text. Show all posts
Showing posts with label Wall of Text. Show all posts

14.12.11

One Year Later...

“And in the end, it's not the years in your life that count. It's the life in your years.” - Abraham Lincoln 
One year ago Sunday, I was sitting in my office at work. It was a cold, snowy, miserable Saturday in December, ensuring that only the bravest and most motivated customers would dare visit the lot. In an attempt to stave off a level of boredom that would have resulted in me falling asleep at my desk, I started casually fooling around with Blogger to see if I could find a blog design that would catch my eye. An hour and a half later, I had the basic look that you see here now (unless you're on a feedreader) and my first post up. The rest, as they say, is history.

I've talked before about what motivated me to begin writing Battle Medic, why I chose the name and who my influences were - all really excellent topics for an anniversary post, but I'm not going to go into all that again. But I have been doing some pondering on my experiences and feelings about this whole blogging thing.


SOME VITAL STATISTICS

Because I'm sure there are people out there dying to know...

Over the past year, as of this writing Battle Medic has seen over 41,500 pageviews according to Blogspot's statistic's page. The best month I had was June with 6,136 views. As well, I have a good number of subscribers to my feed, although I don't really have an accurate way to track that. Google Reader tells me that 188 people are subscribed to the blog.

4 of my Top 5 all-time posts in terms of traffic are unsurprisingly due to being linked by the 800 pound gorilla of the WoW blogosphere, WoW Insider, which always results in a 20-fold increase in traffic for a day or two. However, the post that is hanging on in fifth place is my most controversial post, but also the one that I am most proud of writing: On Raiding Disappointment: An Open Letter to Blizzard. Although some people didn't agree with the content of the post, I think that in terms of the way in which the ideas are expressed it is my most powerful bit of writing. I'm glad that it's managing to hold on to a top spot, despite not being linked by WoW Insider.

I'd like to give a shout-out to my top referrers while I'm at it. WoW Insider is, of course, the site that has sent me the most traffic, although it's not as extreme as you might think. Blessing of Kings - the big daddy of Paladin blogs - is second, even beating Google. It appears that a lot of you use Rohan's Blog Roll to find your way here, and I credit getting listed on his site as what really got Battle Medic off the ground in terms of traffic and exposure. Thanks, Rohan! Orcish Army Knife, Bossy Pally and the Giant Spoon round out the top referrers.

I am extremely proud that Battle Medic is listed on so many Blog Rolls around the blogosphere, and I thank everyone who thinks enough of my writing that they would add me to their site. It's a thrill every time I run across a blog that I'm unfamiliar with and see my blog listed there as something that they read and recommend.

All told, I have been extremely satisfied with the amount of people that are seeing what I write.

Traffic, however, is not that important if the people visiting are not finding the content engaging, and the only way to really know what you, the reader is thinking is the comments. There are a lot of reasons why a person wouldn't write a comment, but the only thing that is going to make someone (especially someone viewing a post in a reader) to stop what they're doing and respond to a post is if it has a compelling message. Agree with me or not, I value every single comment that I have received on Battle Medic, and over the course of the past year people have commented 572 times on the blog. Now I just need to be better at responding to them.


IMPRESSIONS AFTER THE FIRST YEAR

I can honestly say that Battle Medic has not quite turned out the way I anticipated. Don't get me wrong, I am very proud of the posts that I have written, but I hoped that it would have turned into more of a Kurn-esque resource blog rather than the personal game journal that it is now. While I would like to do more analytical posts, I think one of the most important lessons that I learned is that while those how-to and resource posts bring in a lot of views from the search engines, regular readers are more interested in what a blogger thinks about something. It's the personal opinions and viewpoints that keep bringing readers back.

That idea has shaped the evolution of Battle Medic more than anything.

Well, aside from the Dwarfling. I've written about this numerous times - it's almost to the point of getting quite stale - but my life, and consequently my ability to focus on my blog, has changed remarkably since I started a year ago. There have been far too many of the "I'm tired, no time to write" posts for my liking. The last thing I want is to turn this post into another of those, but the Dwarfling certainly has had a big effect on my posting and gameplay.

Still, I have enjoyed writing this blog more than I ever would have thought possible. Before starting it, I didn't realize how much I enjoyed the process and creative release of writing. More importantly, though, I didn't realize that I had something to say. I have opinions on this game and my experiences playing it, and I had no idea that there was a burning need to express them until I started writing about them. It's made me think about the game quite differently.


COMMUNITY

Writing a blog is fun, but interacting with the readers is much more rewarding. It's that interaction that begins to build a community, and the WoW Blogging community is great. It's diverse, engaging and very supportive. I don't think there would be much point in blogging in a void.

Everyone I talk to, whether it be on Twitter, forums or through comments, has been amazing. Support, advice and sympathy have been offered whenever I've been feeling like a grumpy Dwarf, and congratulations are never in short supply when something good happens. And, of course, there is nothing that will generate conversation and comments like posting a picture of the Dwarfling; the internet certainly seems to be taken with her.

I was planning on doing a list of people who have been influential to me and the blog and thank them, but honestly, there are far too many to list. The post would either get too long (it already is... this was supposed to be a short post!), or I would end up forgetting someone important, and I would hate to do that.

However, if you are reading this blog regularly, I thank you. I appreciate how special it is that someone takes time out of their day to read the drivel that I spew onto the interwebs. I hope that what I write is informative, enlightening or at the very least entertaining.

If you have ever commented on Battle Medic, I thank you. Believe me, I know how hard it is to comment on a post. Personally, I find it much harder to write an interesting comment than I do an interesting article. Know that each and every comment, regardless of whether I get off my tuckus to respond to it or not is read and appreciated. In fact, I get a shiver of anticipation every time I see that there is a new one.

If we have ever interacted on Twitter, I thank you. I jumped on the Twitter bandwagon quite late - I still haven't had one year on that yet - but I have a really good number of followers. In my wildest dreams I didn't think that there would be that many people interested in what I have to say.

If you are a blogger and have added me to your Blog Roll, I thank you. If you've ever ReTweeted, linked or written a response to one of my posts, I thank you.

If I have influenced you in some way - to start a blog, join Twitter, think about screenshots differently, or even to ditch all the other races in favour of the clearly superior Dwarves - I thank you. I write this blog for myself, but to know that there are people out there who enjoy what I write enough that it inspired them to do something themselves is very satisfying. I'm glad I could help, and I thank you for valuing what I do here.

And if you read this blog and didn't like it, well, I thank you anyway. Honestly, I get a lot of positive feedback here (the WoW blogosphere is very supportive), and I would love to get some idea of what I'm doing wrong. So thank you for all the constructive criticism in advance.

There... I think that covers just about everyone.


THE FUTURE OF BATTLE MEDIC

Back on that blustery day last December when I pushed the Publish button for the first time, I had no idea whether I would enjoy blogging or whether I would keep up with it. So many of the projects that I take on start out so brilliantly and then fizzle into a small, grey lump of nothing, and I'm glad that I've managed to keep Battle Medic as active as I have, given the circumstances.

I will continue to write this blog as long as there are people reading it. I'm hopeful that I'll be able to increase the frequency of the posting around here, as it's been much quieter than I'd like since August. I look forward to writing another of these posts next year!


23.9.11

On Raiding Disappointment: An Open Letter to Blizzard


When we long for life without difficulties, remind us that oaks grow strong in contrary winds and diamonds are made under pressure - Peter Marshall

Dear Blizzard,

As a subscriber who came to World of Warcraft with the Wrath of the Lich King expansion, Cataclysm represented my first true opportunity to get in on the ground floor of new content. For the first time I felt as if I wasn't lagging behind everyone else and was finally experiencing content the way it was meant to be experienced. I greeted the new expansion with a lot of anticipation and enthusiasm.

Cataclysm introduced many controversial changes, many of which were not received terribly enthusiastically by the community. I, on the other hand (being an avid Kool-Aid drinker), was thrilled with a lot of the changes, and incredibly excited to see the new content, experience the new levelling experience and, most importantly, to progress through the new raids. I understood the need to make the game more accessible, and supported the changes.

In fact, I was very frustrated with a lot of the complaining and the griping coming from the WoW community. Back in March I wrote a post critizing the community for having a "Doom and Gloom" outlook on the current state of the game, saying that people come and go, but the game itself was in a good place.

This week, you proved me wrong, Blizzard. I now feel compelled to add my voice to the chorous of the discontented.

Lord Rhyolith: Call me Admiral McROFLStompyPants

And it's because this week saw the introduction of significant nerfs to the Firelands bosses, crippling each boss - in both normal and heroic modes - anywhere from 15 to 25 percent in damage done and health, as well as simplifying several of the more difficult mechanics. This was done in an unprecedentedly brief time period since the raid was released.

Regardless of what your intention is, the significance of this change is instantly and universally understood by your player base: If you didn't clear Firelands before this nerf, you failed. Here are your free charity epics.

This is the exact same message that was sent regarding Tier 11 when Tier 12 came out. Didn't clear it before? No problem, let me hold your hand and walk you through it. Don't worry, the Internet Dragons are toothless now, so you won't get hurt. Just try to stay awake, okay?

At least back then we had a new, full-difficulty raid tier to busy ourselves with. Reducing the difficulty on previous tier content in order to allow more people to see it makes sense, at least. And it worked; raids were able to go back into Tier 11 and cut through the bosses like a they were barely there, and mechanics that were previously raid killers became irrelevant.

These changes to the current tier are completely inexplicable and inexcusable. They go too far, much too soon.

I mean, it's not as if people were complaining that the Firelands bosses were too hard. Quite the reverse, really; early on a lot of people were complaining that Firelands was decidedly too easy and that Raid Teams were blowing through it far too quickly. And it wasn't just the elite raiding guilds that were expressing this opinion, either.

Our raid team, for instance, is not at the cutting edge of progression. We are never likely to compete for a Realm First but neither are we at the bottom end of progression. We are probably the poster children of your average raiders; a casually-oriented guild that raids 6-8 hours a week. We expect to tackle the encounters, learn them and defeat them as they were originally designed.

Why aren't you giving us the time to do this?

My guild and I have been raiding Firelands from the day it was released. We were a new guild then, still gelling as a team, but we went in and got things done. Some of the encounters were really challenging and tested us; we wiped more than a few times on some of these bosses, which made downing them that much sweeter. I don't cheer out loud - causing my wife to give me strange looks - when we down an easy encounter. No, that is saved for when we overcome a significant obstacle that has stood in our path blocking our progression like an obstinate traffic cop. I like cheering, Blizzard, but where are the obstacles?

Wednesday night we went through Firelands after the nerfs and did six bosses. The difference in the level of difficulty is painfully obvious. It's actually invasive. Bosses that previously required precise play, good communication and teamwork even at good gear levels are now simplistic and easy. Lord Rhyolith, for example, lasted less than 10 seconds into Phase 2. I didn't even have time to get into position before he died. The burn phases of Shannox and Beth'tilac, which were previously heavy-damage phases that required the use of healer and tank cooldowns as well as skillful play to get through, are similarly laughable. As a healer, it seemed like Health Bars barely moved in those phases.

There is no thrill or enjoyment in beating up crippled children, Blizzard, and that's what you've turned these raid bosses into. You might as well give Fandral Staghelm a wool cap and a cane and rename him Tiny Tim. I actually felt sorry for Rageface the other night because he died so quickly, and his whole purpose for living - to Rage on Faces - was no more painful than a puppy dog licking ice cream off your toes. It does not qualify as something to be concerned about any longer. PETA will be hearing about this.

I think that in the pursuit of the noble goal of making the game more accessible to a larger variety of people a large chunk of the challenge of World of Warcraft has been removed. Many aspects of the game have fallen victim to this, with the endgame being the most notable and most damning, but even levelling is now so quick and painless that there is no sense of danger left in the game. Even without heirlooms, enemies fall over dead with little more than a mere glance, and there is a distinct lack of worry that something is actually dangerous. Low level dungeons are, even with poor gear, ridiculously easy, which is especially obvious when the vast majority of boss fights last under 30 seconds.

In fact, there is so little challenge left in WoW that your players are taking it upon themselves to make the game more difficult. Your very intelligent and creative players are coming up with things like the WoW Ironman Challenge and the Naked Dungeon Challenge just so that they have something to do that doesn't involve one-shotting the poor denizens of Dun Morogh on yet another overpowered Alt.

Thomas Paine said, "What we obtain too cheap, we esteem too lightly; it is dearness only that gives everything its value", and I think that is a lesson that has been forgotten. There is a benefit to difficulties, a benefit of failure. Overcoming adversity is how people learn and improve, and it's how fierce emotional attachments are created. Raiders who raided Molten Core don't look back on the gear that they got with such love and devotion because getting it was easy, but rather because the blood, sweat and sheer red-hot effort that they expended to get it has branded it into their souls.

I think it's time to put the challenge back into the World.

BALANCING ACT

I understand that balancing the many different types of players and trying to make everyone happy is a difficult, if not impossible task. I can't think of a more thankless job that trying to please eleven million people, all of whom want something different, and at the same time trying to feed the corporate overlord's insatiable lust for profits.

I know that there are quite a number of people who are happy with these changes to the raids because it gives them a chance to finally see the content. But I think that there is a difference between seeing the content and experiencing the content.  The idea of merely seeing the content reminds me of a tourist: Someone who comes to visit and see the sights, but wants to have a good, relaxing time and not really get their hands dirty. While experiencing the content implies slogging through the worst that the raid can throw at you and working through the inevitable failures and hardships. These are two very different types of players who want two completely different types of gaming experiences.

However, nerfing current content when there is no alternative, higher-end content available means turning everyone into the Tourist.

I know that Patch 4.3 is brings us the Raid Finder tool and a new difficulty level that caters to the Tourists, PUGers and people who just want to see the content but are, for whatever reason, unable to raid at the normal difficulty levels. I'm sure it's your hope that this elmininates the need for nerfs such as these, and I'm optimistic that it will work very well. But that doesn't change the fact that in this patch, on this raid, you took away my challenge.

We're going into Firelands to kill Ragnaros for the first time this week. Last week it was an exciting prospect, now it's just something to do on a Sunday. Oh, we'll get the achievement, but the accomplishment has been made lesser. Like Roger Maris, I will forever have an asterisk next to my 7/7 achievement.


Sincerely,

Fannon
Dwarven Battle Medic and Dissatisfied Raider.

Ragnaros: Still tough, but 25% less satisfying.

 
 

2.7.11

Fitting Into a New Guild

"Céad míle fáilte" - Irish Gaelic greeting
Imagine being invited to a party and walking into a room full of people you've never met before who are chatting amongst themselves as if they have known each other their whole lives, but the person who invited you is no where to be found. Finding oneself in a new social setting can, for a lot of people, be one of the most intimidating social nightmares possible.

Well, you know that new druid in the questing greens and blues that just joined your guild? That's what he's going through right now. He is the WoW equivalent of the guy standing in the corner of your guild's party trying to pretend he's interested in the photo of your Great Aunt Olga that's hanging on the wall. Which, depending on the expression on his face, can be extremely uncomfortable for everyone involved.

I started this article while dealing with helping new recruits fit into a very old, established guild as part of my role as the recruiter. Ironically, I now find myself in a new guild as well, trying to make new friends and fit in. In this article, I'm going to talk about this topic from both perspectives.


THE RECRUIT'S PERSPECTIVE
Or, Making Friends for Fun and Purples
"If a man does not make new acquaintances as he advances through life, he will soon find himself alone. A man should keep his friendships in constant repair." - Samuel Johnson
Join the Right Guild in the First Place

The first step to fitting into a new guild is to make sure that you are compatible with each other. Sadly, while Blizzard has added a lot of new functionality to make finding a guild easier there is no such thing as eHarmony for guilds, so finding a good match takes a bit of work.

Before joining up with that guild with the cool name that you've been eyeing up, do a little research to find out what they're all about. Whisper one of their members and ask what type of guild they are. Do they PVP, Raid, or just sit around in Guild Chat telling dirty jokes in character? No one is going to think less of you for asking questions about their guild, and they are likely going to be asking some questions about you as well. It's important stuff to know, because joining up with a guild that doesn't do what you're looking at doing is just a waste of everyone's time.

Blizzard's new Guild Finder tool is decent, but doesn't really tell a potential recruit much about the inner workings of a guild, and certainly won't help you determine if you'll fit into their culture. By all means, send in a Guild Request using it, but follow that up with a PM or in-game mail to the recruitment contact of that guild and ask them some questions. If nothing else, it shows that you are genuinely interested and not just clicking the Apply button randomly.

Don't Join a Guild Hoping it Will Change
"Happy families are all alike; every unhappy family is unhappy in its own way." - Leo Tolstoy
A player that is mismatched to the guild they're in is an unhappy player who is unlikely to stick around. A guild with unhappy players is an unhappy and drama-filled guild. The best and happiest guilds are the ones which have a membership that is all on the same page as to what they want to do in-game.

As a potential recruit, make sure that the guild you are looking at joining is doing the things that you want to be doing before you join, and don't expect the guild to change just because you show up with different plans. A casual guild will always be casual, a PVP-oriented guild will always want to eat the opposing faction's faces, and coming into that type of guild with a different mindset will eventually cause problems.

Be Social!

As a recruiter, nothing annoyed me more than inviting someone to the guild and then have them remain stone-cold silent in Guild Chat only to quit the guild the next day. Going back to the party metaphor, if someone walks into a room full of people and then doesn't make any attempt at all to interact with the other guests... well, it's kinda creepy.

What I always want to see is a new recruit start interacting in Guild Chat immediately, even if it's just something simple as introducing themselves or asking more questions about the guild and how things are done. It's very hard to jump into a new social group and instantly be the life of the party, and no one expects anyone to do that, but the only way to begin to fit into a new guild is to start talking to people.

I think that the internet has skewed normal social rules to a degree, and it's become normal when going into a new social situation (forums, for instance) to lurk for a while to get a feel for the culture. Imagine yourself back at that party and the new guy is hiding behind a potted plant listening to your conversation: what would be considered strange and abnormal behaviour in the context of normal, face-to-face social rules is now the norm on the Internet. I understand the desire not to jump into a social scenario until you understand the dynamics, but Lurkers in a new guild tend to forget one, simple and important fact:

These people wouldn't have let you join if they didn't want to talk to you.

So talk to them! Ask questions about the guild, or about their Raiding or PVP habits. Tell them a little about yourself. Ask them if they like kittens or puppies or My Little Pony. Jump into a conversation with a joke or an observation. Just say something so that you're not just another anonymous and silent name in the guild roster.


Forums


Virtually every guild has a webpage with forums, and every guild that has forums complains that their members don't use them enough. 

If you must Lurk or feel more comfortable getting the lay of the land before jumping into a conversation, the Guild Forums are a great way to get an idea of your new guild's personality without having to actually communicate with them. The variety of posts will tell a new recruit whether the guild is serious and business-like or whimsical and fun-loving. Most times the forums will also let you in on a lot of the inside jokes and past accomplishments of a guild, helping a new recruit feel more a part of it.

The forums are also a great place to post an introduction to yourself so that the guild can get to know you. Oftentimes it is easier and far less intimidating to post something like that rather than typing it in Guild Chat or saying it in Voice Chat. If your new guild has an introduction thread that other people have used, so much the better, as the previous posts will give you a good idea who these people that you've signed up with are, and what they would like to know about you in your own introduction post.


Groups

Of course, the best way to get to know people in a game is to play together. There are many different ways to group up with your guildies: Dungeons, Raids, Battlegrounds, Arenas or questing, among others.

Sharing an activity is the easiest and most comfortable method - in game or out - to get to know someone. It gives everyone involved something in common to talk about which, given time, will allow openings into other, non-activity related conversation topics. And if nothing else, grouping with your new guildies and sharing a gameplay activity will show them what kind of a player you are, even if nothing is said.

It's unlikely, depending on the guild and how friendly and welcoming they are, that a new recruit will be swamped with group invites upon joining. In my experience, most guilds are friendly to new people but don't go out of their way to try to immediately include them in spontaneous guild activities, and it's left up to the recruit to find a way in. This really is a horrible way to welcome a new member into your social group and in my opinion, the worst mistake that most guilds make with their new recruits.

The best way that I've found to get involved in your guild is to simply ask. Let people know what you're doing and ask if anyone wants to join you. Or, if someone is organizing a group for something, offer to join in. I feel that a brand new recruit in guild is still queuing for Random Dungeons or Battlegrounds by themselves without at least asking for company in Guild Chat is not doing themselves any favours - both in terms of fitting in socially and showing the guild that they are a team player.

Remember, if you've done your homework right and are in a guild with compatible goals to your own then there should always be people willing to join you in doing whatever it is you want to do. All you need to do is ask.

Voice Chat

Ahh, Voice Chat. For a person who is nervous or uncomfortable in new and unfamiliar social situations, chatting in Ventrilo or Mumble can produce a lot of anxiety. Who do you talk to? Which channel? Is it okay to listen into a conversation in a channel, or will you be thought of as that creepy guy behind the ficus tree again? Is it okay to jump into a conversation between two people? Oh god, oh god what the hell do you say?!?

Every guild will have a different culture when it comes to Voice Chat, and it's a lot harder to generalize than Guild Chat. Some guilds will use it only for organized guild activities such as Raiding or PVP, others will use it as the primary means of communication, with a dead silent Guild Chat and a buzzing, lively Voice Chat server.

Everyone knows that Guild Chat is public and available to anyone in the guild to see and therefore the rules are understood to everyone without being spoken. Voice Chat can seem like it's completely different, but it really isn't. Here are some basic things to keep in mind:

Get in there and start chatting! It's surprising how much of some guild's social interaction goes on in Ventrilo or Mumble. If your guild is like this then get in the channel and jump into a conversation!

Voice Channels are public forums unless they are marked private in some way. Normally, as a member of a guild you will have every right to join any of the public channels in your voice chat server. Any channel that you're not supposed to be in will be marked Private or password protected. These are normally reserved for Officers or specific functions, but often there will be specially marked channels for people who want to have a private conversation.

If you interrupt or join a private conversation, the people involved will either stop talking, find somewhere else to chat or ask you to leave. It's important to remember that this doesn't mean that they're anti-social or that they don't like you, it simply means that they are talking about something that should have been done in a private channel. You had every right to be in the channel, but out of respect for the people involved it's best to say sorry and find a different channel. In this scenario, don't worry about it if they're a little rude asking you to leave; you don't know whether or not they are talking about something personally upsetting.

There's no point to being in Voice Chat if you don't talk. If you're in Voice Chat, by all means, say something. Even if you just break in now and then to offer a comment on what other people are talking about. Talking to someone is the best way to get to know each them, and they you.

Don't worry about it. Seriously, there is nothing that anyone can say to you in Voice Chat (or Guild Chat for that matter) that will change who you are. If someone is saying or joking about something that you don't like, simply leave the channel. If you say something stupid that you immediately wish you could take back, don't worry about it - ignore it or make a joke about it or apologize then move on. I guarantee you that everyone you're talking to has said something completely asinine themselves at one point or another.

Surviving the Trial Period

Most guilds will have a Trial or assessment period of some sort, and all of them will have different rules on how they run it. It's a good idea to know about these before you join, or at least ask about them after.

Offering specific advice on how to survive the trial period is impossible because each guild is looking for something different. A Raiding Guild will evaluate you based on raid performance while a PVP Guild will rate you based on how proficient you are at melting Horde faces. Study up on your class, Enchant and Gem your gear the best you can and play as well as you are able is about all you can do.

Outside of game performance, however, there are things you can do to make yourself stand out, and a lot of it is simply following the advice I've detailed above. Be friendly, have a great attitude and play your best. Regardless of performance, it's much harder to kick a friend out of a guild. It may not help you get your raid spot, but a good, friendly attitude will never ever hurt your chances.


THE GUILD'S PERSPECTIVE
Or, How Not to be a Dick to the New Guy
"Ah, beware of snobbery; it is the unwelcome recognition of one's own past failings." - Cary Grant
As an established member or officer of a guild, there are a lot of things you can do to help a new recruit feel at home. Most of them are common sense and blindingly obvious, but rarely done. I can't even count the number of times that I've invited a new person to a guild only to have Guild Chat remain frustratingly silent and unwelcoming.

Include the New Guy

Assuming the goal of guild recruiting is to create stable, happy, long-term members, the most important thing that a guild can do to make their new members feel at home is to actively go out of their way to include them in guild activities. A new recruit that is invited to a Raid, or a Rated Battleground or even a simple Random Dungeon will immediately feel more comfortable and have a much greater likelihood of sticking around than if they were left to their own devices. Think of it as offering to get that new person at your house party a drink when they arrive instead of just pointing them in the general direction of the fridge and telling them to figure it out for themselves.

One of the most intimidating things that a new member of a guild has to do is ask to be included in group activities. Since a recruit doesn't really know who any of the people in the new guild are, running a dungeon or a battleground with a guild group is not a whole lot different than a PUG. And while it's in the recruit's best interests to be sociable and start or ask to be included in groups, it's much friendlier if the guild offers and attempts to make the recruit feel welcome and included.

Engage Them Socially

What is a recruit to think when the rousing and encouraging chorus of "Welcome!" that he gets in Guild Chat when joining is followed by nothing but intimidating, icy silence? Just as with grouping, starting a conversation with a new group of people is intimidating as the new person. It's much more natural and comfortable if the established members of the guild take the initiative and try to get to know the new recruit. Even simple questions like, "Where are you from?" or "How long have you been playing?" will go a long way to breaking the ice and help the recruit feel more comfortable.

This is especially important in guilds that are old and established or composed primarily of real life friends. Guilds like these are very hard to fit into successfully for a new person. Inside jokes fly around constantly, leaving the new recruit on the outside with no idea what anyone is talking about. Large guilds that have been around for a long time also tend to have cliques - groups of people who primarily talk within their own group - which are extremely hard to break into as a new recruit. If a guild like this doesn't make an effort to include the new recruit in some way or give him some kind of acknowledgement that his input and participation is desired, the odds of him sticking around and making the large effort required to be accepted by these groups on his own is slim.


Tell Them How Things Work

You've been a great host at your party so far, you've pulled the new guy away from starting at Aunt Olga and introduced him to a few of your guests and they're chatting away like old friends and getting to know one another. But then you make a mistake and say something like, "Help yourself to a drink in the cooler, but don't take one of Jack's or he'll rip your teeth out with a Yellowstone National Park commemorative spoon". Great advice, unless you neglect to mention which drinks are Jack's.

Having a new recruit that is fitting in but that doesn't know the rules or how things work in your guild is asking for trouble. Let them know the things that they need to know. Are there any restrictions on using the Voice Chat server? What are the Guild Bank rules and does the recruit even have access? If not, when will he? How do the promotions work? How does one sign up for raids? Is there something to never bring up around Jack lest he go postal on your bicuspids? Whatever taboos or unusual policies your guild has should be communicated to a new recruit. Most guilds will have a post on their forums detailing a lot of this stuff, so make sure that the recruit knows where that post is.


CONCLUSION

The guests have left, your house is a mess and your liquor cabinet was emptied around 2am to create a "Super Cocktail" in your dearly departed mother's favourite fruit bowl, but the party was a rousing success. Judging from the fact that one is passed out in the corner with a lampshade on his head and drooling into the azaleas, the recruits fit in fantastically, had a great time and left Aunt Olga's picture unmolested.

Fitting into a new guild, or helping a new recruit get comfortable in an existing guild really just boils down to commonsense and friendliness. The best way to get accepted by any new group is to simply be social, and conversely, the best way to make someone feel accepted is to talk to them and include them in activities. Remember that the people on the other side of the computer screen have the same fears and insecurities that you do. Being friendly and open will, in the long run, make everyone feel that the guild is a safe, comfortable home that they would be crazy to leave.
 
   

16.5.11

This Week in Raiding: Unfamiliar Waters


I must not fear. 
Fear is the mind-killer. Fear is the little-death that brings total obliteration.I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.
The Litany Against Fear from Frank Herbert's Dune

In recent weeks my guild has run into a wall.

Shadowgarde needs healers
Call it the summer doldrums or boredom from running the same raids for four months, but our raiding has pretty much stopped in its tracks. The raid group that began the expansion with such promise and progress has fallen to the attendance boss for the past three weeks: A boss that is impossible in its mechanics, and has a very poor loot table.

Our Raid Leaders have given up on trying to get raids together after losing a few people. Our tanks have disappeared. One of our healers wanted to switch and start raiding with his warrior, and then quit the guild when he felt that that wasn't going to happen. Our Raid Leader is leaving for the summer.

Nine bosses out of twelve down and we give up. Speaking personally, it’s very frustrating to see my goal so close and then see progression ended simply because the weather has improved.

It has left me with a few options if I want to continue raiding before the next tier becomes a reality in Patch 4.2:

  1. Continue as is and hope that the raid group reforms. 
  2. PUG or run with a different guild.
  3. Quit Shadowgarde and join another guild, hoping to get a roster spot. Not an encouraging prospect.
  4. Suck it up and lead my own raid group.

Simply waiting for the problem to solve itself is not an option because it simply won't happen and everybody involved knows it. If history has taught me anything with this guild it's that Raiding runs hot and cold, and after an intense hot patch to start the expansion we are moving into a lull.

Option two or three would be the easiest option in many ways. It's easy to run away from a problem and join another guild, but all I would be doing is moving from a group with known issues to one with unknown problems. And it would mean abandoning the effort that I have put into this guild. I have been there for over a year now, and I like the people in it very much. I have worked very hard to fit in to the guild and to become a respected member. Leaving Shadowgarde is something that I really don't want to be forced to consider, but if eventually it turns out that my goals are incompatible with the guild's then it may eventually be my only option. Frankly, it sickens me to even have to be thinking about it.


I admit, out of all these choices, leading my own group is by far the most intimidating. I have never led a raid before, nor have I ever really even considered it. Do I have the situational awareness to successfully manage a raid during a fight? Do I have the ability to get people dancing to the right tune without becoming a shrill, demanding dictator? Will anybody even listen to me? Hell, will I even be able to find enough people to fill a raid?

I have always been the guild cheerleader in many ways. I've always been the guy who offers up the "Good attempt, we'll get him" encouragements after a wipe and the one who cracks jokes and tries to keep the mood light when things are getting tense. But I rarely get into discussions regarding the strategy beyond talking about healing assignments. An actual leadership role is entirely foreign territory.

All that being said, I am jumping somewhat blindly into the unfamiliar waters of Raid Leading. I guess I'll learn if I can swim once I'm submerged into it.

Our first raid is scheduled for this coming Sunday, so I have a full week to prepare myself and assemble my team. I think we'll be okay for Tanks, even though our Bear off-tank is a little rusty and not geared as well as I would like to see. Our DPS will be fine as well, I think; with a mix of newer raiders and (hopefully) a couple of seasoned people who have been raiding with this group from the beginning.

The big concern I have is healers. Aside from me, I have no idea where the other healers are going to come from. I am likely going to have to do some heavy recruiting this week and see if I can snag a raid-ready healer or two.

And then there are the fights themselves. I've always studied the fights from a healers perspective, but now I'm going to have to explain them to everyone and give people assignments. Which mean I'm going to need a great deal more detailed knowledge about what's going on. And I'm going to need to learn how to communicate what is going on and what I need people to do clearly. "Avoid the giant purple puke" isn't going to cut it.

Luckily I have the help and support of my friend and co-leader, Medea, who is an experienced raid leader and our main tank. So I'm not doing this entirely alone.

I have to admit that I am exited and terrified at this new challenge. I honestly never thought that I would be doing this. Does anyone have any advice for a fledgling Raid Leader about to take the dive?
 
 

5.5.11

Catching Up

"The time has come," the walrus said, "to talk of many things: of shoes and ships - and sealing wax - of cabbages and kings." - Lewis Carroll
Unless this is your first visit to Battle Medic (and if so, welcome!), you are aware that the month of April was dominated by the 20 Days of WoW Challenge. I wasn't really able to do much posting on topics other than the challenge itself, so I figured that it might be nice to pull up a chair, pour ourselves a drink and catch up on what's been going on.


LESSONS LEARNED FROM THE CHALLENGE
"Reading the quotes you chose for the beginnings of these posts is awesome sprinkles on a cupcake of win." - Glorwynn of Heavy Wool Bandage via Twitter
Of all the comments and reactions that my 20 Days of... blogathon generated, the one quoted above is my absolute favourite.

I learned many things during the last month while I tackled the Challenge. I learned that I like writing and posting everyday. And even though I didn't accomplish my goal of posting each and every day, I like the feeling of frequent posts. I have never in my life written as much or as often as I did last month. It was a lot harder than I thought to consistently churn out quality content, even when the topics were set ahead of time. Overall, however, I am extremely happy with how the Challenge went.

There are several posts that I am unsatified with (Day 7 and Day 19 were fairly lackluster efforts), but there are many more posts that I am very proud of: Day 5, talking about the books of Azeroth. Day 15 surprised me since the post ended up having nothing to do with WoW at all, but reads well and felt really good to write. The post on Day 17 is special because I had a lot of fun doing the images of Southshore and Loch Modan for it.

I also realized that I really enjoy writing the little in-character fiction pieces that I included in Day 20: Denouement, and the older post Pushing a Boulder Uphill. It is a completely different style of writing; one that is quite compelling and something that I want to explore further. I am very pleased with how Denouement turned out, even though I wish I would have given it one final edit before hitting the publish button - I think the prose could be a bit tighter.

The 20 Days of WoW Challenge also taught me that I have a long way to go in terms of engaging my readers and generating more interaction through the comments. I was blown away by the reader response to these posts when it came to pageviews - I averaged about 120 pageviews per day, not including people using readers - but those views didn't translate into comments. It's something that I would like to improve on, but am not entirely sure how.


THIS WEEK MONTH IN RAIDING

After several weeks of working on it to the exclusion of everything else, Shadowgarde finally managed to down Cho'gall a couple of times, bringing us to 9 of 12 bosses down in normal progression. Cho'gall still refuses to drop Holy Paladin gear, however, which puts him on my naughty list.

I find it amazing that once I got comfortable with what I needed to do and when I needed to do it, the fight becomes quite easy. The trick for me as the Paladin assigned to the tanks was to learn to anticipate the moments during the add phases that the Cho'gall tank would be taking extreme damage and to time the use of cooldowns accordingly. As well, convincing the Add Tank to stay within Line-of-Sight so that my Beacon of Light could heal him helped tremendously.

Unfortunately, we've had a bit of a setback in raid attendance. Our two tanks and several of our regular raiders have gone AWOL since Easter, leaving us scrambling for alternatives. We've been doing fine; we're still managing to get our farm bosses down without too much fuss, but our progression work on Nefarian has completely ground to a halt. And with Patch 4.2 looming on the horizon and with it the imminent appearance of the next raiding tier, time is running out to accomplish my 12/12 goal.


LOWBIE ADVENTURES IN TANKING

What does it mean when there are a dozen mobs running all over the place, spells flying every-which-way, so many things going on that I can't even begin to keep track of them all, and through it all somebody is constantly punching me in the face?


Oh yes, it must mean that I'm tanking.

I took Fannon 2.0 into the Scarlet Monastery Library last night to get the last experience points needed to finally ding level 40. In the process I dipped my foot into tanking for the first time since the Elemental Invasions that preceded Cataclysm, and for the first time ever on a Paladin.

Now, firstly, I was a full five levels above the next highest in the group and going into the SM Library at the very last level that I was eligible to do so in the Dungeon Finder, so I expected it to be a complete faceroll. I wasn't disappointed, either. We steamrolled the dungeon, and I was doing double the DPS of the next highest person - again, not unexpected given the level discrepancy.

I mention it because even given all that, Tanking is just as chaotic and insane as I remember. Trying to keep track of where the mobs are, who they're attacking and still keep up a threat/DPS rotation was a lot of work, whereas healing the same dungeon on my lowbie Shaman, Thallie, was a snorefest.

We succeeded and completed the dungeon without any casualties, or really even any real scares, even when I pulled Arcanist Doan somewhat prematurely. But the lesson learned here is that I need to do a lot of work before I can call myself an accomplished Tank. It gives me a new appreciation for what those meat-shields go through every raid.

On the other hand, my main's Protection off-spec (which arguably has better gear than my main spec), is a lot of fun to play doing dailies on Tol Barad.


THE FAST AND FURIOUS FOURTEEN LEVELS... WITH BUNNIES

The wife and Dwarfling went to visit family for six days over the Easter holidays, which allowed me the unprecedented opportunity to binge on WoW like I haven't done in months. And while I spent a fair bit of time raiding and instancing on my main, I also dedicated a great deal of time to my young, dungeoneering Shaman.

When we last left Thallie she still had the Level 30 achievement banner hanging off of her, and when the Easter weekend started that's just where she remained. Twenty-four hours after my wife left for her trip and dozens of random dungeon runs later, however, Thallie was sitting at a very pretty level 40. All told I probably spent about Eight or Nine hours running dungeon after dungeon and having an absolute blast.

Scarlet Monastery Library, Armory and Cathedral, Razorfen Kraul, Maraudon, Dire Maul Warpwood Quarter, and Uldaman were all knocked down in exceptionally short order.

In the process I was fortunate to run into a couple of extremely good groups of people. On two separate occasions the random groups were fun and chatty and above all competent, and so stayed together for multiple instances. As fast and anonymous as the Dungeon Finder can tend to make instance runs, it's still a wonderful feeling when you run across that great group that is a lot of fun to play with. It's a pity that it doesn't happen very often.

Aside from the dungeons, though, I also decided to get Thallie her first title. Noblegarden has been my favourite WoW holiday ever since I did it for the first time on my priest, and "The Noble" is probably my favourite title as well. I ended up gaining about two levels just from doing the holiday quests and the few quests required to get the boat needed to cross Thousand Needles so I could do [Desert Rose] and [Hard Boiled].

Bunnies! Bunnies, it must be bunnies!
The tricky part of the Noblegarden meta achievement for me was finding an Orc female, which apparently are as rare as a Blood Elf with a mullet on my server. I even tried running Battlegrounds to see if I could find one there (which ended up getting me another 2 levels). I ended up riding to Orgrimmar (Water Walking for the win) and using Far Sight (also, FTW) to spy on the entrance to see if I could spot one. It took me two evenings of searching, but I eventually found that green, fanged goddess, stuck bunny ears on her and got my achievement. The Hordies that were outside Orgrimmar only killed me a little.

They were rather short-sighted considering Thallie is a relatively rare Dwarf Female, and was also wearing the Elegant Dress - perfect for their holiday achievement needs.

Oh well... say hello to Thallie the Noble, level 44.
 
 

11.3.11

This Week in Raiding: Healing Omnotron Defense System

This Week in Raiding is a (hopefully) weekly feature discussing the raiding encounters that my guild tackled this week, the lessons learned from them, as well as any news or thoughts on raiding in general. This week we have the Omnotron Defense Council encounter from the perspective of the Holy Paladin, although much of this article will be useful to all healing classes.  This is not a strategy guide, but everything that you need to know to heal this encounter successfully.  If you would like a more detailed description of the fight and overall strategy, please check out Tankspot's write up and video.


The Omnotron Defense System is a group of four Golems that make up what is typically considered the second boss encounter in Blackwing Descent.  It is a Council style fight; the bosses share a health pool and have a lot of abilities, making this a complex and chaotic fight.  Environmental awareness from the raiders and clear communication from the raid leader are keys to downing this fight reliably.

My raiding team uses the following raid composition for this fight:  Two tanks, three healers and 5 DPS.  A typical raid composition for 25 man would be Two tanks, six healers and seventeen DPS.



IN THIS CORNER, THE BOSSES

Magmatron is the fire boss.  He has two abilities that are going to make a healers life difficult: Incineration Security Measure and Flamethrower.  
  • Incineration Security Measure is a raid-wide area-of-effect flame ability.  It has a very obvious flame graphic that is impossible to miss.  You can't avoid this damage, even thought the graphic makes it look like you can, so don't try.
  • Flamethrower is a single target ability that shoots a jet of flame, does a lot of damage and is preceded by Acquiring Target, which projects a very large and obvious red laser beam at it's target for four seconds.  The raid needs to run away from the path of the laser beam, and the person targeted needs to stand still so that they don't spread the damage to other people.  The healers should start precasting heals or use mitigation cooldowns on the target in order to ensure survival.  As a Paladin, if you Divine Shield yourself while the laser is targeting you it will cancel the effect entirely, and Magmatron will not cast his flamethrower.  Hand of Protection has no effect on this ability.
Toxitron is the poison boss.  His bag of tricks consists of Poison Cloud and Poison Protocol.
  • Poison Cloud. Toxitron will periodically spew poison clouds at a random target that gives whoever stands in them a 50% increased damage debuff.  This includes the boss, so it's likely that your tank will try to stand the boss in the cloud, so be ready to heal through the extra damage if your tank isn't positioned perfectly.
  • Poison Protocol is the ability that caused my raid group the most difficulty.  The boss will release 3 poison slimes that will randomly target a player and move towards them.  If they reach their target, they explode and create a large poison puddle.  Getting hit by a slime is instant death.  They are untauntable and need to be burned down by the DPS as quickly as possible.  Avoid them at all costs (See below).
Electron is the lightning boss.  He does Electrical Discharge and Lightning Conductor.
  • Electrical Discharge is a fairly straight-forward chain lightning ability.  Spread out a minimum of 8 yards and be mindful of other people moving close to you.  It is not hugely damaging unless it's being spread to a lot of people.
  • Lightning Conductor is placed on a random raid member and will do electrical damage to that person and anyone around it.  If it is placed on you, run out of the raid.  As well, be aware of other people around you who have it and stay away from them, especially if it happens to be on the tank.
Arcanotron is the magic boss and he is responsible for Power Generator and Arcane Annihilator. 
  • Arcane Annihilator is a large damage, single target ability that will be the responsibility of your tanks and melee damage dealers to interrupt.  As a healer, be aware of sudden health dips when Arcanotron is up.
  • Power Generator is a hugely important mechanic for all casters, including the healers.  Arcanotron will put a puddle underneath his feet which will increase his damage significantly.  It's the tanks job to move him out of this.  The ranged DPS and the healers should stand in it for a damage boost and mana regeneration (See below).
Shields:  Two bosses will be active at any given time (except the very beginning), one active and one protected by a shield.  It's vitally important not to attack the boss with the shield active.  Each shield has a powerful effect that will go off if it is damaged, so target switching is extremely important.  Even a stray Judgement can cause a ridiculous amount of damage to the raid.

The only exception is Toxitron's Poison Soaked Shell, which will put a stacking damage-over-time debuff on anyone who attacks it, but also gives a large burst damage increase.  This debuff can be Cleansed, but many raiders will pick up a couple of stacks intentionally for the extra damage.  Ask beforehand if your raid leader wants it cleansed, but in my experience, just leave it if the person who has it is in no danger of dying.  Watch their health closely though, in case they get a bit overzealous in grabbing stacks.


JUDGING

As always, Judge as often as you can for the mana regeneration.

If you are using your Focus Target to determine your Judgement targets, it's important to put it on the right person in this fight.  It is not optimal to Focus/Judge on a tank on this fight because 50% of the time the tank is going to be targeting a boss with his Shield up.  It's better to Focus on a Ranged DPS who is reliable at switching targets, and it's even better to focus on the Raid Leader who is calling out the switches, if possible.

Judging the wrong target on this fight could potentially cause a lot of damage to your raid.  Be careful of your targets!


MANA MANAGEMENT
(or Using Power Generator for Fun and Profit!)

Arcanotron will create a blue puddle on the ground which will give him or whoever is standing in it a damage buff.  Your tank will move him out of this puddle.  You need to stand in this puddle as much as you can, as it regenerates mana while you stand in it.   

Power Generator also grants a damage buff as well, so your caster DPS is going to want to jump in the puddle with you, which most of the time is fine.  It gets problematic when Arcanotron and Electron are up at the same time, however, the chain lightning will cause an insane amount of damage if half the raid is stacked up, costing more mana to heal than will be gained from the puddle.

It's best to keep the DPS out of the Power Generator in this case, and let the healers regenerate their mana.  The damage caused by Electrical Discharge chaining to the 2 or 3 healers (5 or 6 in 25man) is very easy to heal through.  Talk to your raid leader about this if it becomes a problem.


DIVINE PLEA

There is no excellent and obvious period of low damage in this fight to regenerate mana using Divine Plea, so I recommend using Guardian of the Ancient Kings to offset the 50% healing reduction.  Since GAK has a 5 minute cooldown, you can only do this combination once during the fight.  If you are having major mana problems, use Avenging Wrath and Divine Favor in combination with Divine Plea throughout the fight.

If I am on the ball and using the Power Generator wisely, I find that I only need to use Divine Plea once during this fight, so GAK is a perfect offsetting cooldown.  Use your discretion based on your own mana needs.

If you have any Spirit trinkets - like Core of Ripeness - use those on cooldown.


LIGHT OF DAWN OR WORD OF GLORY?

In the 10-man version of this fight, your raid is going to be spread out a lot making it difficult to hit the 5 (or 6, glyphed) people needed to really make Light of Dawn worth it, so Word of Glory is a stronger choice most of the time.  With the increased amount of people in a 25 person raid, Light of Dawn would be the go-to Holy Power heal much of the time.  Just be mindful of how many people you will hit with your LoD before you cast it; if it looks like you won't hit 5 people (pets count too, remember), then go with WoG.

When everyone stacks in the Power Generator, Light of Dawn will be much easier to use effectively in 10-man.


WHERE THE HECK IS EVERYONE?

For a healer, range awareness is key to this fight, as everyone will be moving around a lot and can easily get out of range at a crucial time, causing a death. Stay in the middle of the room as much as you can, and be prepared to move to either side as the situation warrants. Keep an eye on your tanks and make sure that you keep them in range.


USING BEACON OF LIGHT

One of the tanks will get the Beacon of Light. There will be only one boss when the encounter begins, so put your Beacon on that tank.

If you are finding that one of the tanks is out of range a lot, put the Beacon on him instead. Beacon of Light has a 60 yard range, far greater than any of a Paladin's heals. This way you can ensure that if a tank is out of range he is still going to be receiving some healing while you reposition yourself to get within range again.

Unless your raid has incredibly high DPS, this fight will last longer than the five-minute duration of your Beacon, so be prepared to reapply it as needed.


HELP! THE SLIMES WANT TO EAT ME!

Probably the single most frequent cause of wipes on this encounter will be Poison Protocol.  It sounds simple in theory:  Avoid the Slimes.  It's a bit harder in practice, however.
  • First thing to do is position yourself as far away from Toxitron as you can while he's active.  Space can get a little tight when both Toxitron and Electron are up, but I'd rather let an Electrical Discharge chain once or twice than be too close to the Slimes when they spawn.
  • Set up your Raid Frames to show Aggro.  I have a big, menacing looking red box around my frames to indicate aggro that is hard to miss.  Hopefully your Raid Leader will call out the Slime targets as well.  Either way, once you realize you are targeted by a Slime, start running away from it.  The Slime will only explode if it hits it's target, so it's absolutely vital that it doesn't get to you.  Healing does not matter as much at this point.
  • Run around the outside of the room to give your DPS the most time to burn down the Slimes.
  • Use the Speed of Light speed bonus from Holy Radiance to put some distance between you and your Slime.  This will also spread some heals around the room as you run.
  • Do not let it get too close to you.  It has a much larger range than it would seem.

AURAS AND COOLDOWNS

Try to have Resistance Aura up so that can use Aura Mastery during Magmatron's Incineration Security Measure AOE. If you can time it correctly, you can have double resistance for the entire time this ability is active, substantially reducing damage.

Devotion Aura is much less useful for a Holy Paladin in this fight, as the incoming physical damage is very light. Let another Paladin or a Shaman put that buff on the raid.

Save using your first cooldown until the second boss activates. Aside from Magmatron, the damage caused by a single boss is very minor - Toxitron especially. Divine Favor and Avenging Wrath should be used as often as you can, unless you are saving them to offset Divine Plea (see above). I prefer to save them and hit them just after a boss switch. Magmatron is the big AOE damage dealer in this fight, so if you are assigned to healing the raid, save your cooldowns for when he's active.

Hand of Sacrifice is best used on the target of Flamethrower, or on a tank that is taking extra damage from standing in a Poison Cloud.

Save Divine Shield for Flamethrower. If you are targeted by Acquiring Target, hit your bubble and the flamethrower will not go off at all. If Divine Shield is on cooldown, use Divine Protection to help mitigate some of the damage.

Guardian of the Ancient Kings should be saved to offset the Divine Plea debuff (see above).


THE PAYOFF

Omnotron Defense Council drop two items that are good for Holy Paladins: Security Measure Alpha and Life Force Chargers. Both are worth getting.


* Big thanks Ophelie and Leetsauced for answering a few questions on Omnotron 25, and Rades for helping me get the Wowhead hoverlinks working.  Thanks, everyone!

25.2.11

Let's Be Careful Out There: Account Security - Guest Post by Aoife

While I am neck deep in diapers, baby powder, hyper-aggressive mutant cold germs and a zombie-like wife suffering from sleep deprivation, I have called out to the Blogosphere for help in the form of Guest Posts.  Aoife was kind enough to take pity on this tired ol' dwarf, and responded with a post about account security.

LET'S BE CAREFUL OUT THERE

Hi folks! Aoife of Mok'Nathal here, filling in for Fannon while he tends to Dwarfling Battle Poop (his words, not mine). As way of introduction, Aoife (Gaelic, pronounced 'Eee-fah'), my main, is a lvl 85 Hunter (BM/MM) and the first toon I created back in late 2006. I'm guild leader of the Divine Alliance of Mok’Nathal (we'll celebrate our 4th anniversary on 9th March this year). I have 9 other toons on Mok, 5 of whom are lvl 85, and numerous toons on other realms. No, I don't have a life.

The directive I received from Fannon was to write about any WoW-related topic that I wished. Well, there are oodles of WoW-related topics near and dear to my heart and I couldn't decide on which one. So I sent a message to my guildies requesting ideas for topics. I started to write from the perspective of my lvl 85 healer, Caöimhe (also Gaelic, pronounced ‘Kee-vah’), but things conspired against her ranting about DPS refusing to heal themselves in instances and raids even though they are capable. Plus there were other blog posts that week that shared her views and she just didn't feel the need to be heard. So that post was shelved (deleted) and what took its place was my personal ranting about account and internet security and safety, plus some useful (I hope) tips to keep your account safe.

I'm a webmaster for our guild website and forums, and several non-WoW-related websites and forums as well. I do battle daily with hack attacks and attempts to break into our sites and forums mostly for no other reason than to spew garbage and wreak havoc. About a week ago Sunday, our guild forums came under attack by hackbots that were out to crack the passwords of members. This caused a huge headache and many moments of terror and panic but the attempts were thwarted at the beginning by our tight security which has been made even tighter since the initial attacks. Account security and safety for forum members is utmost in my mind at all times. I can appreciate fully the concerns and efforts Blizzard has on these topics as well.

As a guild leader, I’ve had to deal with guildies who've had their accounts hacked, oftentimes being the one who discovers that hack and opening the first ticket to nail the thief. More than once I’ve even had the opportunity to 'chat' with the thieves who try unsuccessfully to convince me they were the owner of the account. One of them even said to me, "Excuse me, I'm busy – my account has been hacked." <sigh>

In our guild, we talk daily in guild chat and on vent about account security. I post information on our forums under our 'Account Security' board and send out information to our email list. And yet friends and guildies still get hacked. And this past week, one of our own officers received a whisper ingame from a hacker pretending to be from Blizzard. The officer's account was hacked the next morning, and our guild bank was stripped of gold and items. I discovered the hack about 2 hours after it had happened and opened a ticket and notified the officer immediately. We got the items back within a few hours of my reporting the hack to Blizz – they were right on top of it and got the account secured and items returned in record time! As I said, I've had to deal with Blizz folks several times concerning guildies' hacked accounts and I just cannot praise those Blizz folks enough for their efforts.

Anyway, enough of my rambling. Let's go over some ways to prevent these hacks from occurring. I will say that attempts will occur. There is no way to stop the attempts. Not with people being paid to do the attempts and being paid to create ways to do the attempts. Not gonna stop the attempts. Nope. Not gonna happen. So, what can we do? There a number of steps we can take that, when combined, will set up an nearly impenetrable defense. And I will state this over and over:

GET AN AUTHENTICATOR! Going without an authenticator on your account is like leaving your car running with the doors wide open and a 'Please Steal Me' sign on the dash. With an authenticator, combined with all the other measures below, you're protecting your credit card and bank account information as well.

A lot of the following information comes from Blizzard’s updated Account Security and You (Yes, You) - World of Warcraft (http://us.battle.net/wow/en/blog/2299938).


· Create an email address and password that are ONLY for your Battle.net account and be sure to use that email address and password ONLY for that account. If you get a phishing email to some other email address, you'll know it’s a hack attempt.

· Never give out your account information. Sharing account information with ANYONE is an easy way to lose control of your account and have your account compromised. Allowing someone else to access your account can definitely put it at risk because you can't control how that person will make use of your account information, or how secure their own system might be.

· Be mindful of phishing scams. Phishing scams are designed to trick you into giving out your account information, and they'll usually come in the form of emails or in-game messages that appear to be sent by Blizzard employees. Sometimes these messages encourage you to visit a malicious website, which might contain a web form, or even software that can steal your login information. In other cases, you may be asked to reply with your account name and password. NOTE: Some of these emails can look surprisingly legitimate, and even the links will lead to websites/pages that look authentic. DO NOT BE FOOLED! Suspect every email and whisper! (puts on tinfoil hat) Blizzard will NOT whisper you ingame about potential account violations and threats of closing your account. AND Blizzard will NOT ask for your password in any correspondence.

· Don't use gold selling or power-leveling services. Supporting these types of illicit services is not only against the Terms of Use, but it promotes botting, spamming, and other forms of exploitation -- as well as account theft. And that gold you're buying is commonly stolen from compromised accounts and turned around to be sold back to other players.

· Get an Authenticator. The Battle.net Authenticator and Mobile Authenticator are easy ways to add an additional level of security to your account. They work by providing a secure authentication code on command that's unique to your Battle.net account. After an Authenticator is associated with your Battle.net account, the authentication code will be necessary for each client and Account Management login, increasing your protection against account compromising attacks.

· Install antivirus and anti-spyware software. There are a number of programs that can help you identify and remove any viruses, Trojans, and/or keyloggers that may sneak onto your computer. KEEP THIS SOFTWARE UPDATED!

· Keep your operating system up-to-date. If you're using Windows, you can check for the most current updates at any time by visiting the Microsoft Windows Update page, or by clicking Windows Update in the Start menu. If you're a Mac user, you can check for software updates at Apple.com; Apple security updates are also available there.

· Keep your browser and browser plug-ins up-to-date. Browser updates can include new security definitions and more comprehensive phishing filters.


14.1.11

On Heroics: When Is The Nerf Bat Appropriate?

Yesterday was a very interesting day when it comes to Heroic Dungeons. 

Rohan at Blessing of Kings did the WOW blogging equivalent of sticking a hand grenade in a hive of killer bees, calling for Heroic Dungeons to be nerfed.  This follows Ghostcrawler’s informative, but rather oddly timed post where he says that yes, heroics are hard and that's what Blizzard intended.  Meanwhile, the 4.0.6 patch notes are released detailing a very long list of nerfs to the very same dungeons that Ghostcrawler was talking about keeping difficult.  As Janyaa at Muradin Musings aptly pointed out, it seems like Blizzard is giving us an inconsistent message

Rohan’s point (and I encourage you to read his post if you already haven’t) was that Heroics are positioned as a “necessary stepping stone” to raiding, and as such the difficulty level is simply a barrier that a large percentage of the player base are unable to get past and is therefore being turned off of raiding. 


NERFS HAVE THEIR PLACE

I can understand where he is coming from, and I have seen people who have been intimidated enough by the difficulty of the Heroic Dungeons that they have either switched to an easier role, given up raiding or given up the game altogether.  In our guild, for instance, we had 7 people say that they planned on healing in raids come Cataclysm, but now that we're here we have only 2, plus one other who stepped up and respeced when the lack of healers became evident.  In each case, the people who have stopped healing did so because healing in heroic dungeons was difficult enough so as to prevent it from being fun.

I’m sure by now most of us have had the experience of entering a random Heroic and spending 2 hours running up against a brick wall.  The inevitable end result of these evenings is a feeling of frustration and that you wasted your time and have nothing to show for your effort.  I can only speak as a healer, but depending on the gear level of the group, it can be bloody murder going through a dungeon when you have 2 or 3 people who are undergeared.  And as Rohan pointed out and we I'm experiencing with my own guild, this can deter people from even wanting to step foot into a raid.

One of the major drawbacks with using difficult Heroics as a gear gateway to raiding is the time that it takes to run them.  Spending 1 to 3 hours (sometimes more) on a single dungeon run is frustrating and restrictive when you are a player with limited play time.  And that is made worse if you don't get a drop from it.  Making the dungeons easier would speed things up and allow people to run them more frequently, thereby getting more drops and more Justice Points and allowing a quicker journey up the gear ladder.  

However, the biggest problem with heroics right now is that some encounters have specific ability requirements that can make it completely impossible to complete the fight without them.  Baron Ashbury is a great example of an encounter that is essentially impossible if you do not have at least two players with a reliable interrupt.  As well, without two CCers, Lady Naz’Jar or Beauty are very difficult if not impossible to defeat.  It is not fun to zone into a dungeon and know that simply because of the class make-up of your party that you cannot hope to complete it.  Nerfing encounters to be more accommodating to a wider variety of group compositions is a good change.


THE BENEFITS OF FAILING

On the other hand, the thrill of getting a great group together, random or not, that can persevere through the difficult encounters (Commander Springvale, I’m looking at you) is fantastic.  There was nothing in WotLK short of raid bosses that compares to the exhilaration of downing a heroic boss or figuring out a mechanic that your random group of strangers has worked on for an hour.

There are other benefits of very difficult heroic dungeons as well, especially if you look at them as a gateway to raiding.  It stands to reason that a player who does not take the time to learn the skills needed to successfully make his way through heroics has no business stepping into a raid in the first place.  Heroics that are difficult teach players teamwork, communication, how to deal with boss mechanics and most importantly, patience.  These are all essential skills in raiding, and a player who lacks one or more of them can be a hindrance to a raid until he learns.  Easy heroics teach impatience and the infamous “Gogogogogogo” attitude that we had to deal with ever since the Dungeon Finder was introduced.

Also, it's important to know that these heroics do get easier the more you do them and the better your gear gets.  The difference (at least for me) of doing heroics with an average gear level of 329 to doing them with a 341 average has been astonishing.  The interesting thing about my experiences is that I have had the worst luck with Holy Paladin drops in Heroics.  Most of my gear has come from high level normal dungeons, faction reputations or Justice Points.  It is actually very easy to get a level of gear that makes heroics much less terrifying and frustrating without ever setting foot in one.

Of course, knowing the encounters tends to help as well, and the more you run them the more comfortable the mechanics will become.  Given the amount of information that is available on the fights in these heroics, there is no excuse to walk into a dungeon without at least a passing familiarity with it.  If nothing else, ask if you don't know the encounter.  A vast majority of the time someone will tell you want to do and what you need to avoid.  


WHEN TO USE THE NERF BAT

In my opinion, an encounter should only be reduced in difficulty if an average group in appropriate gear would find it nearly impossible to complete without perfect play.  It makes no sense to nerf encounters so that any random PUG can get through it with no difficulty, particularly if there are undergeared people in the group.  On the other hand, just because well geared and coordinated groups can breeze through an instance does not mean that it is too easy, either.  A properly tuned encounter should require communication and coordination but should not require a specific class or ability, nor should it be so difficult that you need to be wearing full heroic gear in order to have a reasonable chance of success.

I hope that Blizzard is not downgrading these heroic dungeon encounters to cater to people who get the minimum item level requirement for heroics and expect to breeze through them like we all did in Wrath.  At 329 these heroics should be bloody hard!  As it is designed right now, once you are at the minimum item level, it is still in your best interests to continue questing and farming normal dungeons until you have enough gear to make the heroic runs a lot smoother.  A lot of people will jump straight into heroics because that's how it was done in Wrath and its what we're used to.  As Ghostcrawler pointed out in his post, there is a lot of great iLvl 333 gear that's available in the Twilight Highlands quests and in the higher level Normal Dungeons, and getting this gear makes running Heroics much easier.

However, if an encounter is legitimately too hard for an appropriately geared group, then the Nerf Bat should start a-whackin’. 


FINALLY, THE POINT

Heroics do not need to be nerfed.  They do, however, need to be tweaked and rebalanced to allow for the realities of the Random Dungeon Finder.  I think it is important that any reasonably geared group of any composition should have the ability to at least have a chance of completing a dungeon.  The heroics will still be hard, just not so dependant on group composition, the evil Random Number Generator or other things that are quite often out of the players control.

Looking at the changes that Blizzard is proposing, I don't think they are doing anything so major to these encounters so as to reduce the difficulty back to Wrath of the Lich King levels.  The era of silent zergs with random strangers is still a thing of the past, at least until the gear levels escalate and the Loot Piñatas start popping.