Showing posts with label Rant. Show all posts
Showing posts with label Rant. Show all posts

27.7.13

The Mocking Smirk of the Loot Gods

"What's your luckydo?" - Every Grummle ever

There are some days when I just have to shake my head and smile at the weird way that things work out.

The thing about random loot drops is, obviously, that they are random and impossible to predict. You might go for weeks without getting drop, or get three great pieces in a row. Call it RNG Hell, the Loot Gods, Bad Luck or whatever, but blame random chance for that one item of gear that you've been unable to upgrade.

That's where I was last night. My gear was looking pretty good; 522 or better on every single item except for Boots (502 Raid Finder, so at least current tier) and my Shoulders.

The shoulders were embarrassing: [White Tiger Mantle], my LFR shoulders from last Tier that stubbornly refused to upgrade themselves. Weekly LFR runs of Iron Qon and Primordius and almost daily Heroic Scenario runs in the hopes that I would beat the miniscule odds and get a 516 drop with stats that weren't entirely useless.

Nothing. The Loot Gods were displeased, apparently.

I had given up hope completely of ever getting a drop. I was convinced that the drops didn't exist (much like the Shield from Tortos and the Twins, but that's another ranty, Gear QQ post). So I resigned myself to grinding towards Exalted with the Shado-Pan Assault and just buying a set.

And last night, right after Ji-Kun fell over dead into her own green slime, this popped up:


Finally! I was so excited. I wanted to teleport out immediately and buy them, but my raid leader told me to have some damned patience and wait until the end of the raid.

The Loot Gods are bastards, though. After more than two months of waiting and hoping and begging, once I was Exalted and could just buy the damned things and get the suffering over with, what did Primordius drop? Yup: [Spaulders of Primordial Growth].

My raid team all laughed and told me that at least I hadn't spent the money on the reputation gear and would I please finally shut the hell up about shoulders, already?

Now, you're probably saying, "So what?" This sort of thing happens to us all at one point or another. Random is random, after all.

But the Loot Gods have a real flair for the ironic. Guess what Iron Qon dropped? Yup! [Shoulders of the Crackling Conquerer].

I didn't even bother to roll on them. Yes, they're my best in slot and I would absolutely love to have them...

But three sets of shoulders in one night is just too much for any Paladin.

19.1.12

This Week in Raiding: Nerf Acceptance... Sort of

"From the deepest desires often come the deadliest hate." - Socrates
Yesterday, Blizzard announced that Dragon Soul would receive the first of a series of progressive Nerfs, starting on January 31st. They are starting with a 5% reduction in health and damage dealt to all mobs in the instance. As well, there will be a way to toggle the Nerfs off, similar to how Icecrown Citadel's buff worked.

Now, I'm sure that many of you are thinking to yourself, "Oh shit, here he goes again. Another vitriol filled post about how much nerfs sucks and how they're ruining the game. Where's the fucking exit?"

Well, stick around; I don't plan on spewing any Nerf hate today. No sir, not me. Nuh-uh.

Now, while I'm no fan of Nerfs (as you may recall from this post from September), I am in a zen-like state of acceptance with this round of adjustments for a couple of different reasons:

Firstly, Blizzard approached these changes differently than previously in that they made no attempt to hide the fact that they were coming. Even before Dragon Soul was released on the live servers, the developers told us that they would be nerfed at some point. As well, they are giving us almost two weeks of notice before they come into effect. Contrast this approach with the sudden onset of the Firelands changes and it makes them a lot easier to accept.

Secondly, they are gradual. Looking again at Firelands, the nerfs that were implemented were savage in their  scope and extraordinarily sudden in their implementation. Such is not the case with Dragon Soul. Starting with a 5% reduction in all damage and health is reasonable and won't have such a jarring effect as the Firelands changes did. Dragon Soul will not turn into pale shadow of itself overnight; the adjustment period will be slow as the nerfs are gradually but progressively increased over the next few months.

Thirdly, they can be completely turned off to experience the fights at full difficulty. This brings back the successful buff system that Blizzard put into place for ICC, whereby talking to an NPC will turn off the Nerfs so a raid group can see the fights at full difficulty. This is a tiny bone to the hardcore players out there in an attempt to keep them happy by giving them the option to make the instance the original difficulty.

However, while it's nice to have I doubt this feature will ever be used—even by the extreme hardcore amongst us. And the reason is that there is no benefit to turning off the buffs other than self-satisfaction. With no way to tell whether a boss was killed with the Nerf on or off, any boss kill after the nerfs are implemented are tainted from a progression standpoint. I can say that I am 7/7 in Firelands, but anyone can look at the date of my Ragnaros achievement and see that it occurred after the Great Nerfening of September. That kill is valued less on a potential guild application than it would be if it had been done the week before. Dragon Soul will be the same.

Lastly, Dragon Soul normal modes are easy enough that it felt nerfed right from the beginning. So in that context, what does another Nerf matter? It's hard to get upset when something goes from easy to slightly easier.

I do have some questions though:

Why a raid-wide nerf? I don't think that a raid-wide buff was needed, honestly. Some of the bosses in normal modes could certainly use some tweaking: Zon'ozz, Ultraxion and Warmaster Blackhorn being the three that gave our raid team the most trouble. I sincerely believe that it's better to balance specific fights that are overtuned rather than nerf the entire instance. If a specific encounter is tuned such that the majority of people with the appropriate gear level cannot beat the encounter then by all means it should be re-balanced to bring it in line, but I feel the raid-wide approach is a bit like using a jackhammer to open a can of beans.

Why so fast? If, as Blizzard says, these Nerfs are being implemented because Raid Groups are hitting "brick walls" and not progressing, we now can gauge exactly what pace Blizzard expects their content to be cleared. These nerfs are appearing 9 weeks after Dragon Soul launched, meaning that Blizzard expects raiders to clear one boss per week at minimum before it considers them "stalled". Apparently, wiping on a boss for several weeks is now considered "hitting the wall" and "getting stuck on progression" and thereby grounds for nerfing the instance. Whereas in previous expansions wiping on a boss repeatedly was called "figuring out how to do shit" and an essential part of the learning process.

As with Firelands (which was nerfed in 12 weeks, giving slightly less than two weeks per boss), Blizzard isn't giving us enough time to figure things out. They continuously make more difficult and more elaborate dances in their encounters and are continually cutting short the time we have to learn them before getting heavy-handed with the nerfbat.

Kurn wrote an excellent article talking about the Dragon Soul nerfs and goes into a lot more detail on the timelines that previous instances have see in regards to difficulty changes. Check it out here: A Sigh of Resignation. She seems... uh... a little more angry about these nerfs than I am.


I AM THE PLAYER THESE NERFS ARE FOR

Matthew Rossi of WoW Insider shares an interesting statistic:
The Raid Finder is head and shoulders above normal mode raiding in terms of popularity. 35% of level 85 players have completed Raid Finder vs. 4% completing normal mode; that's a huge, huge shift. Keep in mind that Blizzard has more exacting statistics available internally, but this serves as an indicator of a trend.
On the surface, that is a shocking number. It seems like a lot of people have jumped in the Raid Finder at one point or another and have succeeded in killing Deathwing, far more than have done it on Normal difficulty. A 29% difference is significant, certainly, but let's think about this for a moment.

First of all, the statistic is for those players who have completed Dragon Soul by defeating the Madness of Deathwing encounter, something that can be done in the Raid Finder in an hour or two. Normal modes require a significantly larger investment in time, so it's not surprising that fewer people have completed it. Not only that, but divergent schedules of the raiders and other factors that aren't a concern in LFR can lead to slower progress. Nerfs can't fix that problem.

I don't know about your guild, but ours hasn't had enough time to even pull the Madness of Deathwing encounter yet after only 7 weeks of raiding, and yet I don't feel that we've hit a roadblock in our progression. In fact, at 7/8 I had thought we were making damned good progress towards our goal—until I heard about these nerfs that is. Now it seems that we're behind the curve and require some divine intervention from the developers.

I think Blizzard is making the classic mistake of underestimating it's user base. We're a resilient, intelligent bunch of people who are very good at figuring out what to do to get an encounter down given enough time.

I would be very interesting to see just how far people are getting in Dragon Soul without the nerfs. If 4% of level 85 characters have cleared Dragon Soul on normal, how many have gone 7/8 like me? How many are 4/8 and stuck on Ultraxion? How many are 2/8 and stuck on Zon'ozz? How many people just need more time to clear 8/8?

If specific encounters can be found that are causing the majority of the problems, then adjust those encounters to help those that are stuck and let the rest of us get back to work.


LEARNING TO ACCEPT REALITY

Frankly, I've come to accept that the days of the exquisitely difficult raid encounter are gone for good. No more will a raid encounter stubbornly refuse to yield to a dedicated and prepared raid group because the developers were feeling really evil when they designed it and just made that particular boss a massive son-of-a-bitch. The hard work, preparation and min-maxing that those encounters required are an out-dated mindset, apparently. And the raiders who enjoyed that type of challenge—the smart, resilient problem-solvers who think figuring out a problem is half the fun—are continually being marginalized.

If Blizzard feels that the raid is difficult enough that it is preventing people from completing it, then they should do what they feel is in the best interests of the health of their game. I can accept that.

Really, I don't much care what difficulty baseline Blizzard wants to set for it's raids. Whether it's incredibly hard, ridiculously easy or walking a fine tight-rope in between, I just want to complete the raid at the same difficulty level as the top-end guilds and everyone else. I don't want help and I don't want charity.

I'm not trying to sound elitist here. I don't consider myself a hardcore raider by any stretch of the imagination. I don't spend hours thinking about my spec or my gear or where I need to stand during an encounter. I have never run a gearing simulation and wouldn't know how to use a spreadsheet to tell me anything about WoW at all. All I do is show up and push buttons and dodge the fire until the boss dies.

If the fights are legitimately too hard, I'm all for nerfing them carefully and thoughtfully until they provide a good balance between challenge and accessibility to everyone. Everyone deserves to be able to play all aspects of this game, including Normal Mode raiding.

But I hope the developers never forget that there is a benefit to hard work. We as human beings learn from failure more than success. And while making raids simpler and easier is a good way to increase the overall number of raiders, allowing people to fail every once in a while—to truly have to work at something before succeeding—will make them better raiders.


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.

 
 

13.7.11

Elusive Purple Wrist Candy

It's no secret to anyone of the Holy Paladin persuasion that bracers were a huge problem in Tier 11. Only 4 sets of PVE Intellect Plate bracers were available when Cataclysm first launched: two heroic level 346 bracers, a set that dropped from Cho'gall and finally a heroic-only set that dropped from Sinestra. None of these were terribly common drops, and throughout the entirety of Tier 11 not a single one dropped for me.

Not one.

Early on I had picked up the blue PVP bracers as a stop-gap. Even with the utterly useless Resilience, the Intellect upgrade was more than enough reason to choose them over the iLvl 333 Bracers of Umbral Mending that I was sporting since regular Grim Batol. They were not ideal, but I figured that they would do until something else dropped.

I wore them for six months.

And it's not like I didn't have opportunities to get them, either. I ran Grim Batol until my eyes were bleeding since the Dungeon Finder had a particularly evil habit of choosing no other dungeon for me. The bracers never dropped. Cho'gall didn't drop his either, but since I only ever got him down two or three times it's not nearly as surprising.

Fast-forward to Patch 4.1 and the Zandalari Troll instances and we see two new dungeons, dropping iLvl 353 gear that was designed to fill in the gaps between normal Heroic gear and normal-mode Raid gear. I was very excited when I learned that the Bracers of Hidden Purpose would be available in Zul'Aman; even more so when I learned that it would be off Akil'zon, the first boss in the instance. No more struggling with end bosses to get the nifty Plate Intellect bracers!

I figured I'd have them in a week.

Sadly, the same, familiar story was repeated with these bracers, only with an twist. The Dungeon Finder, with it's cruel, anti-Holy-Paladin bias, would choose nothing but Zul'Gurub for me when I would queue up for a Random Zandalari dungeon. And the odd time that it did choose Zul'Aman I would invariably zone into a group who had already downed Akil'zon and thus not even have a chance to get them. In the whole time that Zul'Aman has been back as a 5-man dungeon I think I have seen and killed the Eagle Boss 3 or 4 times total.

It's enough to drive a Dwarf to drink. Not that we need much of an excuse, mind you.

Jump ahead again to 4.2 and a new guild: Taking my own advice, I was running a lot of guild groups into the Troll-roics and I finally managed to snag the ever so elusive purple wrist candy. I should have been excited as I enchanted them for our first raids into the Firelands, but I wasn't. I was fairly ambivalent, actually, because I knew that not 5 days later I would acquire enough Valor Points to simply go and buy the Bracers of Imperious Truths.

So after eight months of struggling to get decent bracers, within the span of a week I now have two. Admittedly, the new Valor Point bracers are vastly and unquestionably superior, but since they are Bind on Equip the temptation to sell them for a ridiculous amount of gold is extremely hard to resist. There are none of these on the Auction House on my realm, nor have any been listed to my knowledge. Can I live with these troll-rific bracers for another week or so to get a huge, potential payday right now?

I think I can, as long as the money is truly, epicly ridiculous.

So I put them up on the Auction House. I couldn't believe I was doing it even as I was clicking the Post Auction button. The thought of 50,000 gold makes a boy do silly things.

As a responsible raider, however, I set the Auction to time-out just before our raid starts tonight. If they don't sell - and at 50k gold I figure it's a low probability that they will - I'll enchant and reforge them and rock them in Shannox's face tonight.

And if they do sell, then I'll try use the money to craft some of the great gear that's available. I'm sure it won't last long, but the start of a Patch like this is a golden opportunity to cash in. It's not like these bracers will be hard to obtain, after all.

UPDATE: For better or for worse, the Bracers of Imperious Truths didn't sell for my rather ambitious asking price before our raid last night, so I equipped them for our fight against Shannox. The irony is, of course, that Shannox - should we ever kill the fucker - drops bracers too.
 
 

6.7.11

Tag, I'm it! 20 Questions for Healing WebRing 2.0

Saunder over at Non-Squishy Heals has resurrected an old blogging meme originally started by Miss Medicina, one of the great, lost luminaries of WoW blogging. The original 20 questions circulated back before I started writing Battle Medic, or even reading WoW blogs, so I didn't have a chance to participate or read any of the old ones. Saunder has tagged me to help kick things off, and I'll tag two more people at the end to carry on.


1. What is the name, class, and spec of your primary healer? 

My main healer is a Paladin by the name of Thosif. He is, confusingly enough given the title of my blog, a human and not a dwarf, although I'm very tempted to change that.

2. What is your primary group healing environment? (i.e. raids, pvp, 5 mans)

I am a dedicated PVE healer, so my main healing environment is anywhere people are trying to kill Internet Dragons. I enjoy raiding in particular, and I love the intensity and accountability of the 10-man raiding format where there isn't anyone else to cover for me if I make mistakes. It's the most delightful kind of stress imaginable.

3. What is your favorite healing spell for your class and why?

Lay on Hands, or as I like to call it: The Reset Button. It is the most deliciously overpowered spell in the game on a measly seven minute cooldown when properly glyphed and talented. There is no other spell in the game that can instantly reset a Tank's health and give the caster a huge chunk of mana at the same time. There is no greater feeling of exultation than a perfectly timed Lay on Hands that saves a person from imminent death. I look for any excuse I can find to cast it.

I just wish it could Crit and transfer through the Beacon of Light. I miss those days, but if there ever was a spell that was overpowered, that was it.

The biggest problem with Lay on Hands is when I accidentally hit it a split second too late to save the target. I have Auto-Self-Cast set to On, and so if I cast LoH just a split second too late and my tank dies, it automatically casts it on me, usually wasting a large majority of the heal. I've had to create a macro to only cast it if my target isn't dead to work around the problem. My Tank will still die, but at least I don't blow a long cooldown for no reason any more.

4. What healing spell do you use least for your class and why?

Flash of Light. It's definitely the Holy Paladin's most useless spell. It's better now that Infusion of Light makes it instant, but it's still too expensive relative to the amount it heals, and it's cast time isn't fast enough to justify ever using it. I admit, however, that I do use it occasionally when a raid member is on the brink of death. It's a rare occasion when I do, though, and it normally means that the person in question is a single stiff breeze away from being a floor smear.

5. What do you feel is the biggest strength of your healing class and why?

As far as healing in Cataclysm goes, the Holy Paladin's biggest strength is Mana Efficiency. This point is proven every single patch as Blizzard frantically nerfs us to bring Holy Paladins down to the same level of efficiency as the rest of the healing classes, and each time the plate-wearin' battle medics just roll with it and keep bombing the big, expensive heal. Holy Paladins simply have a staggering array of unique methods that regenerate a silly amount of mana - Divine Plea, LoH and Judgements - in addition to options like potions and trinkets that are available to all classes. I continually find it astonishing how quickly I can make a dire mana situation comfortable again by just intelligently using the tools available.

6. What do you feel is the biggest weakness of your healing class and why?

Raid Healing, no question. With only Holy Radiance and Light of Dawn to add a tiny amount of AOE healing to a raid setting, Paladins are hard pressed to keep up with the other classes when the raid is taking a lot of damage. And if everyone is spread out then we're completely screwed.

Interestingly, Blizzard started Cataclysm with the goal that each healing class would be able to fulfill both tank and raid healing roles, and yet it seems that each change that they make pushes Holy Paladins back towards being specialized Tank Healers. I don't mind this because I actually like the idea of a degree of specialization in the healing classes, but I do find the inconsistency in Blizzard's approach a bit annoying. Am I as a Holy Paladin capable of being a Raid Healer that is as effective as a Shaman, Druid or Priest? As of 4.2, the answer is no.

7. In a 25 man raiding environment, what do you feel, in general, is the best healing assignment for you? 

In light of what I discussed in the previous question, my best healing assignment is on the tanks. We have a lot of flexibility and utility when it comes to Tank Healing that we simply can't bring to the raid. A single, skilled Holy Paladin can go a long way towards keeping two tanks up - although he will need some help.

8. What healing class do you enjoy healing with most and why?

I adore Paladin healing. There is a spell for any situation that can come up in an encounter and the Holy Paladin's answer is not necessarily limited to pouring more healing onto a target to solve it. Got too much threat? Hand of Salvation. The mage pulled aggro again and is about to die? Hand of Protection. Your tank is about to take a staggering amount of damage? Hand of Sacrifice. Ooops, the Tank is about to become worm food? Lay on Hands. Need an eight second vacation from all worries? Bubble, baby.

9. What healing class do you enjoy healing with least and why?

Well, I can't say that I'm an expert on the other healing classes. Aside from the Paladin, I have raid healed in WotLK with a Priest (both Holy and Discipline) and done low-level dungeons with my Shaman. My druid is still languishing at level 20, so I wouldn't say that I have a good grasp on tree healing yet.

Each of the different healing classes feels different, and I appreciate each one for what they do best. I enjoy my priest, and miss the days of the bubble-spamming discipline style. I also really like the little Shaman: There's nothing quite like healing with bouncing laser beams. And while I haven't got a good feel for Druid healing, I have always loved Heal Over Time spells, and that style of healing really appeals to me.

To avoid sounding like a complete cop-out, though, I suppose that the class that has the healing style that I like the least is probably the Shaman. I find that having all cooldowns tied to totems needlessly complex compared to the simplicity of the Paladin abilities. Having to turn off one ability - Healing Stream Totem, for example - to activate another and then remembering to reactivate the first one seems a lot more clunky than could possibly be fun. I can see myself healing a raid as a druid, but I'm not sure if I can keep all the various totems straight to the point where I could be effective on a Shaman. Time will tell, I guess.

10. What is your worst habit as a healer?

Well, one of the officers of my guild would say that it's letting Enhancement Shaman die too frequently.

As with most healers, I can tend to focus on my raid frames too much and not be as aware of what's going on around me as I should be. It's killed me more times than I can count. I call it getting Gridlocked.

Also, every now and then I'll accidentally hit the Whisper Reply button while healing and get stuck in the chat box and unable to heal or move. It's easy to tell when this happens to me, because I'll die and then immediately say, "11111111111wwwwwwqqqqqqqqq333333333" to the raid. It's kind of embarrassing, honestly. I can already see the comment section filling up with people telling me to switch to Clique.

11. What is your biggest pet peeve in a group environment while healing?

My biggest pet peeve when it comes to healing is when a Warlock Life Taps himself to the brink of death and then expects me to heal him mere seconds before a pull. This is why you guys are so squishy! Life Tap is a great tool, but it's not designed so that you don't ever have to use water to regenerate mana. All you're doing is forcing me to drink after I heal your lazy ass.

12. Do you feel that your class/spec is well balanced with other healers for PvE healing?

If by well-balanced you mean ridiculously overpowered, then yes.

Seriously though, I think that Healing is in a good place right now and all of the healing classes are well balanced right now. Healing numbers in the raids that I've seen have been very close, and any healing class can top the meters on any given fight. A rare victory for the Bring the Player Not the Class concept.

13. What tools do you use to evaluate your own performance as a healer?

I use Recount, and I look at my spell choices and performance after most boss fights, particularly the wipes. I haven't really used World of Logs much, although I understand it's unrivaled as far as deep performance analysis goes.

But the main criteria that I use is the ol' Did my Healing Assignment Die? method.

14. What do you think is the biggest misconception people have about your healing class?

The biggest misconception that people have about Holy Paladins is that they seem to think the we're not absolutely awesome in every way. Flaws are for other, lesser healing classes.

Another misconception is that all Holy Paladin players become extremely arrogant once they put on Intellect plate, and I have no idea why this myth keeps persisting. It's a mystery.

15. What do you feel is the most difficult thing for new healers of your class to learn?

The thing that most new Holy Paladins have a hard time getting used to is that one of the most fundamental things that must be done constantly has nothing to do with healing: Judging. Casting Judgment returns a significant amount of mana and gives us our Judgments of the Pure buff. The one thing it doesn't do is actually heal, so it's a little counter-intuitive that a healer should be wasting a Global Cooldown on it. Once that lesson is learned, mana problems tend to become a lot easier to deal with.

Also, it takes a long time for a new Paladin healer to get used to all of the utility spells that are available. There are a lot of them, and they aren't going to be something that will be used every single fight, but are extraordinarily powerful when used at the right time. Believe me, the Mage that's topping the meters will adore the Paladin that casts Hand of Salvation on them to help reduce their threat so they can rock out even more DPS.

16. If someone were to try to evaluate your performance as a healer via recount, what sort of patterns would they see (i.e. lots of overhealing, low healing output, etc)?

They would likely notice that I strictly follow my policy of never healing Rogues. Just kidding, I love my stealthy, backstabbing brethren.

A very close analysis of my healing logs would show a very good usage of short-term cooldowns such as Judgement and Holy Shock, and an appallingly poor usage of long-term ones. I admit, I'm awful at using my throughput cooldowns like Avenging Wrath or Divine Favor. It's a flaw that I'm working hard to overcome, and just put together a couple of new Power Auras to remind me to use them and let me know when they're available. I'm just always afraid that I'll use a cooldown and then not have it available when I truly need it. As far as flaws in my game go, this is probably the biggest.

17. Haste or Crit (or Mastery) and why?

I have always been a Haste fan. I like the responsiveness that haste allows, and the throughput benefits in undeniable. I ate, slept and pooped haste in Wrath of the Lich King.

However, with the changes to Mastery in 4.2, let's just say that I'm crit-curious. At some point I am going to experiment with a Crit/Mastery build and see how that goes. I'm pretty sure that the pure healing numbers will be great, but I'm not sure about how it's going to feel: Is it going to feel so slow and clunky as to make healing no fun? Are my heals going to arrive a split second too late all the time? I don't know, but at some point I'm going to give it a try.

18. What healing class do you feel you understand least?

Druids, for the simple reason that I haven't ever really played one before - at least not in any meaningful content. Although I do keep up with a lot of Druid bloggers, so I think I have a decent theoretical understanding of the class.

19. What add-ons or macros do you use, if any, to aid you in healing?

I don't do any healing at all if Grid is not installed. It is my minimum requirement as far as addons go. Thankfully, the developers seems to respond quickly when Blizzard breaks it with a patch and it's downtime is typically very minimal. I also have GridManaBars and GridSideIndicators installed and customized. I have it configured just so, and it is a warm, fuzzy blanket of comfort when I step into a new dungeon because while the encounters may be unfamiliar, Grid is always there for me.

I also use Deadly Boss Mods, Mik's Scrolling Combat Text, Power Auras, Stuf Unit Frames (not the Raid Frames), Recount and Omen. I try to keep my user interface relatively stock and basic - it's more patch resistant that way - but I've been noticing that more and more addons have been creeping in as I try to improve my healing performance. But I really try to make Grid and Power Auras do most of the heavy lifting as opposed to having more addons.

20. Do you strive primarily for balance between your healing stats, or do you stack some much higher than others, and why?

A Holy Paladin that isn't stacking Intellect these days is an rarity, certainly. The secondary stats are more up in the air, however the vast majority of Holy Paladins came down on the side of Spirit and Haste. Unfortunately, until patch 4.2 our Crit and Master simply weren't good enough to bother with. Now that our mastery has been vastly improved there is a little more wiggle room for out-of-the-box thinking.


Well, there we go. 20 questions answered - some more thoroughly and less glibly than others, but answered nonetheless. I hope you enjoyed it or, at the least, didn't find it offensive. Now to tag two more healers representing different classes to pass it on.

I throw it over to Angelya of Revive and Rejuvinate and Oestrus of The Stories of O. I can't wait to see what these lovely ladies have to say.

EDIT: I also tagged Glorwynn of Heavy Wool Bandage to answer this questionnaire as well. She has answered here from her unique perspective as a dedicated, but low-level healer. Give her a read!
 
 

24.6.11

Illuminated Healing in 4.2: New! Improved! 100% More Shiny!

I'm forever blowing bubbles,
Pretty bubbles in the air,
They fly so high,
Nearly reach the sky,
Then like my dreams
They fade and die. - lyrics by James Kendis, James Brockman and Nat Vincent[1]

Ahh, Holy Paladin Mastery. You are so young and yet have lived a very checkered and unappreciated life. Greeted with an overwhelming wave of indifference when you were born which turned into outright hostility as you grew up into an awkward adolescent that no one knew what to do with. It became so bad that people could barely look you in the eye any longer and simply reforged as much of you away as they could, pretending that you didn't exist. It's not really fair, is it? We all had such high hopes for you.

Patch 4.2 represents a coming of age of sorts for Illuminated Healing. The awkward teenage years of short, non-stacking, pimple-like bubbles are gone. In it's place is a more mature and grown-up Mastery ready to take on the real world and make a difference.

Alright, I think I've taken that metaphor as far as I can go. Consider yourself spared the Clearasil jokes.

MASTERY PRE-4.2

As a stat for Holy Paladins, Mastery in 4.1 is generally considered beyond worthless. It is the automatic choice for reforging. Our mastery ability, Illuminated Healing, puts a shield on the target of a Paladin's single-target healing spells for 12% of the healed amount, modified by mastery. Sounds great, in theory. Who wouldn't want an across-the-board 12% increase in their healing effectiveness due to the mitigation of incoming damage? Discipline Priests have made a living with doing just that through two expansions now.

The Evolution of Illuminated Healing
The problem is that it just doesn't play out that way in reality. The shields are too small to be meaningful. They don't last long enough to reliably be counted on to absorb damage. And they don't stack - meaning a heal cast on a target with a shield on it will overwrite it with a new shield based on the new healing spell. These three things combined means that most of the Shields simply go to waste and the ones that are used are small enough to be insignificant.

Throughout Cataclysm, Blizzard has been steadily tweaking Illuminated Healing with a series of small buffs. It's very apparent that they are being cautious with our mastery in an attempt to ensure that it doesn't become overpowered. Each patch has come with tiny little buffs and balances to answer the ability's critics in the hopes of finally making Mastery a desirable stat for a Healadin. 

MASTERY: NEW, IMPROVED AND READY FOR PRIME TIME

Patch 4.2 finally answers the final critique of Illuminated Healing with the addition of stacking shields up to 33% of the Paladin's health. Here is the patch note detailing this:
Illuminated Healing (Mastery) has been adjusted slightly so that if a paladin refreshes an existing copy of his or her own Illuminated Healing on a target, the new absorption amount will be added into the old absorption amount and the duration will be reset. The total absorption created can never exceed 1/3 of the casting paladin's health.
The reactions to this change have ranged all over the place. Kurn, Rohan and Adgamorix all posted widely varying opinions on the subject, as have many others.

I look at this change, and the changes that have preceded it and am satisfied. I think that Blizzard has finally got Illuminated Healing to a good place and it will finally start working as it was initially intended to: To have each direct heal that a Paladin cast give it's target a shield to reliably be counted on to mitigate a portion of future incoming damage. And now that subsequent casts will increase the amount absorbed and refresh the duration, it's much less likely a shield will go to waste.

Will we be able to pump up the shield to maximum quickly and efficiently before the pull? No, but that's alright because that's not the way it's intended to work. Are we going to be able to quickly shield a raid using Holy Radiance? No, but that's alright because that's not how it's intended to work. Will we be able to shield both the target we're healing and the tank we have Beacon of Light on in a single cast? No, but that's okay too.

All of those things would be extremely nice, but likely would be unbalanced. As it is, Blizzard can't help but nerf all of our single target heals every single patch, so let's not give them any more incentive because of an overpowered Mastery.

I feel that the intent of our mastery is to provide a buffer: The more we heal a target, the smoother and easier to manage future damage becomes, and I think that this buff goes a long way to making this concept finally work.

IS MASTERY DESIRABLE?

The big question this change brings up is: Should a Holy Paladin gear for Mastery?

I still believe the answer is no: Haste is still a better throughput stat for Holy Paladins. I am still a big fan of a Haste-heavy build if for no other reason than to increase the responsiveness of my healing. To me, it feels better to be casting quickly and more often. Mastery is still valuable with this gearing strategy since quick heals will allow a Paladin to stack shielding quicker.

However, the changes to Illuminated Healing coupled with Critical Strikes now healing for 200% certainly do make an argument that a Critical Strike and Mastery gearing strategy could prove to finally be viable come 4.2. Slow, frequently critical heals that leave a shield twice the size of a normal heal could prove to be equally effective as faster heals that crit less - and may be easier on the mana pool, something that may prove important as we move into the Firelands to play with Ragnaros and his diabolical minions. I am no theorycrafter, so I will let others do the math on this one, but I'm curious to try it out and see how it works.

That being said, I think that Mastery is still not as important as either Haste or Crit, regardless of which gearing strategy you decide to go with. My order of preference for secondary stats is as follows:
SPIRIT > HASTE = CRIT > MASTERY
In this scenario, Haste and Crit are equal, but separate. Choose one at the expense of the other. Either way, Mastery is still not something that a Paladin should go out of their way to get, but having it on otherwise well-itemized gear is no longer quite such a detriment.

In this sense, Mastery is still a bit of a troubled child. No longer is it completely worthless, and Illuminated Healing is now quite good, but that extra little bit of shielding that the Mastery stat provides pales in comparison to what Haste and Critical Strike provides. I guess it's not out of the Clearasil years quite yet.

But honestly, short of scrapping and redesigning the Holy Paladin Mastery ability completely with something better, I'm not sure what Blizzard can do to make a Holy Paladin want to go out of their way to gear for it.
 
  

30.5.11

A Little Quiet Around Here

"I think writer's block is simply the dread that you are going to write something horrible. But as a writer, I believe that if you sit down at the keys long enough, sooner or later something will come out." - Roy Blount, Jr.

I have not abandoned my blog, but it's beginning to feel a little neglected these days. In the past couple of weeks I have been having a very hard time getting quality writing done. I have been struggling mightily with every post that I try to write, and so my blog has been very quiet as of late. The noise of the crickets around here is deafening.

With precious little time at home that isn't filled with satisfying the demands of either the Dwarfling or my Wife and free time at work diminishing as we enter our busy season, I am finding it increasingly hard to find the time or inspiration to sit down and write blog posts. And when I do try to bang out some words, I find myself harshly critiquing things before even getting anything written and so never manage to get very far. I'm probably over-thinking things and making it harder than it needs to be, but words just aren't coming to me easily right now.

It really bugs me that this Blog is as quiet as it is right now. I take a lot of pride in Battle Medic, and to see it wither - even temporarily - is painful to me. I think about it all the time. Not posting feels like a failure, which makes actually sitting down and working on new posts even harder because of the pressure that I'm putting on myself to get new and excellent content up. Filler posts like these are okay, I suppose, but I can't imagine listening to me whine about not posting is terribly compelling to anyone.


WHAT'S COMING

The worst part is that I have a lot of great posts that I want to get posted. Each one has a start, or a concept in my Drafts folder, but I am finding finishing them very difficult. As a result I have slipped quite dreadfully from my goal of three posts per week, and am barely managing one a week at the moment. I thought that in lieu of actually giving all you Battle Medic fans actual content, I would fill you folks in on what I'm currently working on.
  • A Dungeoneering Shaman's Journey to 60
  • The Druid Dilemma talking about why I don't have a druid even though I've always wanted one
  • An article on my Power Auras for Holy Paladins & Resto Shamans
  • Holy Paladin Basics guides
  • an update on Raiding
  • an article on the Recycling of content (ie, the Troll Dungeons)
  • an article on the current state of WoW
  • Serenity Saz's 15 Days of Screenshots Challenge with a unique Battle Medic flair. I'm actually quite excited about this and looking forward to doing it.

BATTLE MEDIC'S GREATEST HITS

I picked up lot of new readers and new subscribers in April while I was doing the 20 Days of WoW Challenge. With that in mind and seeing as how this is a filler post anyway, I thought that I would share with everyone a list of the posts from the earlier months of the blog that I am most proud of. This feels quite self-indulgent, but I hope that someone who hasn't gone through and read Battle Medic from the beginning finds something interesting.










REAL CONTENT COMING SOON

I promise.
  
  

28.3.11

The Death of WoW and the Circle of Life

It is safe to say that World of Warcraft is going through something of a transition these days. The change to Cataclysm's new style of play has not been easy for a lot of people – particularly people who have been playing this game for a long time.

Evidence of this is all around us. Every time someone gives up healing or tanking because it's too hard, there it is. Whenever we hear that a long time WoW player has dropped his subscription we're reminded of it. Every time that a player drops WoW for Rift and starts spamming Twitter with an incessant stream of achievement spam, we can't help but notice. Whenever a beloved, long-time WoW blogger closes up shop, a flagrantly obvious fact is right there in your face like a village full of murlocs:

WoW isn't the same game that you fell in love with six years ago.

Over the past couple of months, many notable WoW bloggers have decided to retire their blogs. Tam at Righteous Orbs, for instance, and most recently Larisa at Pink Pigtail Inn has called it a day. Many others have quietly faded into oblivion without so much as a 'farewell' post - their blogs going dark, leaving their readership to wonder. There is no question that the WoW blogging community is smaller and less brilliant because of their loss of these voices that we were so accustomed to hearing, but as Vidalya at Manalicious so elegantly put it, "other's endings are not my endings".

Being plugged into Twitter and the Blogosphere means that it's impossible to not hear grumbling and griping about all sorts of things and very rarely do we hear someone mentioning how great something is. We bloggers are, if nothing else, champion complainers - and it's not a hard stretch to imagine that hearing all the doom and gloom would affect our opinion of our game and our community to the point where we would begin to believe that it's dying.

I'm curious how a WoW player who isn't active in the community feels about this game and it's health. Do they look at their guild and the competition for a raid spot and feel that the game is hemorrhaging people? Do they think that losing a long time guild member means that there is something wrong with the game? Or do they look at it as the natural way of these things?


IT'S NATURAL

With any game that sticks around for a long time, it's natural for people to come and go as their level of interest waivers. I'm not sure how anyone could play the same game for five or six years - or any length of time for that matter - without losing interest or feeling burnout at some point.

Before I started playing WoW, my game of choice was Counter-strike, and I played it for a long time. I ran my own large clan of players, operated my own public server, a private server and Ventrilo server and even competed in organized league play. I was as involved in that game as it was possible to be. Over time, the game became much less fun and the only thing keeping me coming back was the relationships I had with my clanmates. Eventually I quit, disbanded the clan and moved on. It was a very tough decision.

I see the same thing happening with WoW. I know that when I left Counter-strike the game continued on just fine without me, and the same is true when someone from the WoW community leaves. This game is bigger than any of us and will soldier on as we leave.


CHA-CHA-CHA-CHA-CHANGES

For better or for worse is still a point of great debate, but there is no question that World of Warcraft has changed a lot in the past six years.  And whenever change happens there are going to be people who don't agree with or like the changes. There is no way to please twelve million people, and as I mentioned in my 2010 Peevie Awards, it's the definition of insanity to try.

The people who are most likely to be left out in the cold when change happens are the people who have been around the longest. These are your raid leaders, guild officers and respected, pillars-of-the-community types. And in the blogosphere, they are the ones that have become institutions.  "Oh, [Popular Blogger] could never leave, he's been here forever and he's too good to ever quit." Of course, it doesn't work that way. Quite the opposite; they are the most likely to drift away to something else.

Losing one of these bloggers or guild members is hard, but it says nothing about the game or the community or your guild as a whole. The health of any community is determined by the strength of the people involved, and as someone leaves for other things inevitably someone else will come forward to take their place. New raid leaders will step up, a guild will pick a new leader with new ideas, and new bloggers will begin writing to fill the void.


THE CIRCLE OF LIFE

In the past few months since Cataclysm several high profile blogs have shut down, but even more new bloggers have taken up the blogging challenge. These blogs aren't high profile yet, and they don't have the readership numbers of the blogs that have quit, but they are providing fresh new voices for the community to listen to. Different styles, new opinions and formats are being injected into the community everyday.

That's what tells me that our game and our community are doing just fine. This community and game are far from stagnant, as the new and vibrant voices are showing in every corner of the blogosphere.

The circle of life continues.


NEW VOICES

Vidalya issued a challenge in her post: Introduce and link to a new blogger.  I love this idea, and even as a new, post-cataclysm writer myself, here is a list of recent blog starts that have caught my attention. All of these blogs were started around the time that Cataclysm launched, although I'm using this criteria fairly loosely.

Muradin Musings by Janyaa

Unleashed Rage by Bloody Gneisha.

Ask a Salty by SaltySlainte

Mortigan the Lock by Mortigan

Zwingli's Blog by Zwingli (An older blog that has recently returned from the ether.)

Beer Bacon Brawling by Beerbelly.

Healer Aggro by Ttrinity

The Casual Raider by Jack

Rants of a Priest by Morituri

Elfi's World by Elfindale

Cleansing Waters by Mylindara

Specced for Drama by Ama (Who turns out to have been around longer than I thought... her blogspot blog has only been around since November, tho!)

Stand in the Blue Circle by Alacran

Word of Glory by Lynesta

Heavy Wool Bandage by Glorwynn

Healbot by Gina

And more!  I'm quite certain I've missed a bunch of people, and I'm sorry for forgetting you! If you have a newish blog and would like it listed here, leave me a comment and I'll include it.

24.3.11

Pushing a Boulder Uphill

or The Tale of a Dwarf, a Dwarfling and Not Enough Zees


The Dwarf had a fatigued look about him as he trudged along the path.  His formerly red hair, now streaked with enough grey to make his beard look snow-covered, blew wildly in the strong Dun Morogh winds.  His bright blue eyes were beset with creases and wrinkles but carried a determined squint, a defence against the stingingly bright snow of the mountains.  His head was bent forward as he pushed himself onward.

The last few weeks have been quite hard here at Battle Medic HQ.  The Dwarfling has been a part of my life for five weeks now and, as wonderful as she is, she is freaking exhausting.

My wife has been fantastic during this period, and has been trying her best to insulate me from the sleepless nights that come with a newborn baby so that I can perform well at work.  Still, I find myself up during the night fairly frequently rocking the baby to sleep or waking up when Mrs. Fannon gets up to look after her.

The snow was mercifully packed down from recent travelers along the road and it was no longer snowing, making each step the Dwarf took easier.  The Dwarf knew, however, that the journey would become more difficult.  With his hand he shaded his eyes and glanced upward towards the summit, grimacing.

The lack of sleep is really starting to get to me, and my brain feels like pea mush baby food – all green and squishy and not really all that appealing to think about.

This fatigue induced brain-fuzziness that I’m feeling lately has touched all aspects of my life and made even the most mundane tasks seem as daunting as pushing a gigantic boulder up a hill.  I find it very hard to concentrate at work, which given my profession is a very bad thing.  Most days it’s all I can do to stumble through until 6 o’clock.

He reached a fork in the road and paused for a moment.  In between the heavily snow-laden pine trees a path was visible leading up the slope.  It was apparent that it had been used recently and was kept well maintained, but the snow had blown in during the night and piled itself in deep drifts, covering much of the path so as to make any traveler’s journey up the hill arduous.  The Dwarf turned and started up the path, his feet sinking into the deep snow up to his knees, and began to slowly and painstakingly ascend the hill.

I find it extremely difficult to sit down and write for my blogs.  The words fight with me a lot more than I find they do when I have a clear head, and the wit and humour that I try to inject into each post has been missing, or at least hard to find.  I have started three or four posts over the past couple of days and all of them feel extremely tedious and repetitive and repetitive.  My normal technique of dealing with writer’s block by sitting down with my laptop and a glass of wine in a quiet room and just writing is hard these days because the house doesn’t get quiet for any length of time.

The other issue is figuring out just what to write about.  It’s a sad fact that my play time over the course of the past five weeks has been woefully restricted.  And when I have been able to play, the fatigue and fuzziness has ensured that I don’t get a lot done.  It’s tough to write a really compelling and personal WoW blog when you’re not actually playing WoW very much.

And before anyone panics, this is not a goodbye post.  I’m not leaving WoW for another game.  I’m certainly not quitting the blog – I enjoy this far too much.  I want to play, but life is conspiring against me.  I find it ironic that there are a lot of people who are leaving WoW because they’re bored with it, and I am desperate to play and can’t.

Seemingly after an eternity of backbreaking effort he reached a plateau and stopped for a rest.  He reached out his hand to brace himself against a large, gnarly pine tree; the rough bark feeling oddly warm in the frigid cold of the failing day.  He was breathing hard from the exertion of the climb and his breath had accumulated into icicles that clung to his beard, hiding any red hair that remained beneath a coating of frost.  A mountain hare sitting on a nearby stump considered him for a moment before hopping away.

The Dwarf smiled and looked up towards his destination nestled into the hillside at the far end of the plateau.  A warm and cheery glow was coming from around the sturdy, oaken door of the little stone home, and the smell of roasting boar was wafting through the crisp evening air.

The vast majority of my WoW time lately has been spent playing Fannon 2.0.  I’ve been really enjoying the levelling experience, but the most compelling thing is that I can play in small chunks with no consequences.  I find logging onto my main these days very stressful because I don’t feel like there is anything that I can do that is both fun and can be dropped at a moments notice when the Dwarfling decides that she wants daddy.  There is no pressure on Fannon 2.0.

I am still managing to raid twice a week, for the most part.  And while my wife and I have an agreement on my raiding time, Dwarfling Aggro has been a frequent occurrence.  More than once I have wiped the raid because the crying starts and I’m trying to heal and move with only one hand because I had to pick her up.  Ascendant Council is a pain in the butt with only one arm.

With a renewed vigour, he crossed the clearing and pushed open the heavy door.  The warmth from the cheery fire burning in the corner was a welcome sensation as he entered the little home.  White bear skins lined the floor and walls, and a table was set along one wall with crockery laid out for an evening meal, with two mugs of foamy ale already poured.

I suppose that I shouldn’t have expected less.  The exhaustion, the lack of time to do the things, the stumbling around like a zombie singing lullabies to your rather confused co-workers; these things are all normal when you have a newborn.

Still, I am looking forward to the day when I can play WoW and get a good nights sleep.

“Fannon, darlin’, is that yeh?” came a call from the next room over and presently a Dwarf woman carrying a bundle appeared in the doorway, her ample braids bouncing.

“I’m so glad yer finally home.  Everythin’ all righ’?” she said, passing the bundle to Fannon.

The Dwarf looked down at the tiny dwarfling face poking out of the swaddled blankets. The dwarfling’s eyes were closed, and her small, wrinkled face squirmed from the cold that radiated from her father. A drop of water from the melting icicles dangling off his beard dripped onto the dwarfling’s forehead and she began to cry.

“Aye, lass,” he smiled, his tired eyes twinkling.  “Everythin’ is just perfect.”



12.2.11

Light of Fizzle - Stealth Nerf in 4.0.6a

UPDATE:  It appears that this change has been reverted.  Check out my latest post for more.


Oh, those sneaky Blizzard folks are at it again.

They snuck in a small patch last night, 4.0.6a, with a few more untested and surprise changes to the classes.  This was quite unexpected, considering that they had close to a month to test this patch on the PTR.

But the change of interest to the Holy Paladins is a big one:
Beacon of Light no longer triggers from Light of Dawn.
This is very interesting, actually.  This is now the second time that they have stealthily nerfed Light of Dawn for being too good.  I talked about the first round of nerfs in my Tower of Fizzle post, in which I suggested that instead of removing Holy Light's synergy with Tower of Radiance, preventing Light of Dawn from transferring through the Beacon of Light was a better way to go.

I'm gratified that Blizzard seems to be listening to me, but, err, I didn't mean for you to do both!

As of right now, Light of Dawn is a very small heal.  It's tiny, in fact.  So much so that the only compelling reason to cast is was the fact that it transferred 50% of it's heals to the Beacon target.  It turns out that one-half of five or six little heals adds up to one big heal on the Beacon, which apparently is unbalanced.

What makes this truly intriguing is that in response the the outcry after the first round of nerfs,  Nethaera posted on the official forums (I think it was Nethaera on this thread, but I'll have to check later.  Sadly, the official forums are blocked at work. Look for an update later today) saying that it is specifically intended that Light of Dawn transfer through the Beacon.

This means that, with this most recent change, Blizzard has reversed a fundamental design philosophy of Paladin healing, more than likely due to it being too mana efficient.  This change is one more nail in the coffin of the whole Holy Power experiment, which in my opinion is a complete and utter failure.  I'm not sure how Blizzard expected giving Paladins free heals not to lead to mana efficiency.  Isn't that the whole point of a free heal in the first place?  It seems to me that the Holy Power concept has caused more grief and problems for the Holy spec than it has solved, and with this change Paladin healing simply has no synergy whatsoever.  It is now just a random collection of spells that you can cast, and you should keep a Post-It note on your screen with a list of what does and does not transfer to the Beacon or generate Holy Power.

Not that Holy Power is all that useful anymore.

You know what?  I think I'm okay with this change.  A zen-like feeling of calm and peace is washing away the nerdrage that I was feeling last night when I heard of this change.  I've entered a chakra-like state of bliss and serenity.  It's okay, honestly.  Blizzard has spoken from on high and said, "You know that whole 'Paladin raid-healing' thing we were playing around with?  Yeah, just forget about it".

Holy Paladins are single target healers again.  It's official.

We're all back in our old comfort zone.  You'll hear a lot of raid leaders again saying:
"Holy Paladin in the raid?  Just stick him on the tanks.  They're not as good as they used to be, but they are good tank healers. 
And it's not like they can do anything else anyway."