Friday, 15 January 2010

Heading back to Tanking


One of the benefits of playing a hybrid class is the ability to switch to a different role by spending your talent points differently and getting a different gear set up together.

Well the dual talent feature means it's easy to switch how your talent points are spent and gear now is very easy to get with random dungeons and all the badges you can get from doing it.

So have geared up for running retribution I carried on running the heroics in order to get a protection set up together. That, a couple of crafted items and a few drops along the way meant I've put together a pretty good tanking set which has me crit immune for raid bosses, 30k unbuffed health and a bunch of other tasty tanking stats. I've gone for a threat based build given that I mainly plan to run heroics (for zero queue time) and the majority of that tanking in there is trash pulls.

I tend to do a lot of reading around game mechanics to get advice on things I haven't done before, and there are some great references out there which mean you don't have to go in blind trying to figure out what does what and how to go about things. However knowing is only half the battle, it's only once you've actually gone in there and tried things out do you know how well you can cope and whether you've got the situational analysis to cope with mobs running around the place especially if the dps or healer has pulled aggro.

Not wanting to risk completely stuffing up a run with a random group I run a couple of random dungeons with some willing guildies and while they weren't perfect they did at least show that I could get the required trash packs under control and not have the aggro monkeys peel them off me.

While it was good to get those under my belt and get back into the swing of things the plan for short queues and easy frost badges would only work if I could do the job with four random people pulled in by the tool. Putting on some bravery I signed up (admittedly with DPS ticked as well) as a tank. After a couple of failed attempts where the DPS had clearly fallen asleep while waiting for the queue to pop, five ticks appeared and I found myself in Violet Hold.

I decided not to warn the group given that I had tanked this instance before on a previous character, and the mobs spawn at regular intervals meaning that I didn't have to worry too much about the speed of pulls and I could be fairly certain about what I would be facing for each portal. The only concern was the random bosses, but fortunately we got the two tank and spank ones and soon the place was clear and I had some extra badges.

I'd still be nervous about hitting the new IceCrown instances but everything else should be doable and a few more items should have me in a raid ready set of gear should our guild find itself in need of an extra tank.

Tuesday, 5 January 2010

A Retadin in ICC Part 1

Having pugged my way into suitable gear for the Icecrown Citadel raid I got into one of our guilds raids which merrily cut a swathe through the enemy. So here are my impressions of the fights and if you're taking your retribution paladin in there what you should expect.

Trash
Yes, trash is back, and frankly I'm slightly pleased. There's nothing like a few short fights to dust off any cobwebs and allow a group to gel. Our guild doesn't have a standard raiding team so potential there will be different tanks, different healers and different buffs each run meaning a few kills to get used to everyone's threat generation should mean a lot fewer slip ups on the boss fights.

The mobs have a lot of health so Seal of Corruption/Vengeance is the order of the day, though if you have very high raid dps it may be worth switching to Corruption. The only caveat to this is the reintroduction of crowd control which means you need to add some extra care to where you're slinging that holy damage. Be sure you're clear before using Divine Storm or Consecrate though hopefully your tanks should be pulling their mobs clear allowing you to do what's required. If their not, then a polite word may be required.

Lord Marrowgar
A fairly straightforward tank and spank boss, with some of that annoying target switching. More than ever you'll want to stay away from the front of the boss as there is one attack which splits the damage between everyone in front of him. Normally this will be just the tanks but as plate wearing DPS you might be called upon to stand there as well.

Make sure you stand within his hit box as this will mean he can't target you with his Cold Flame ability, and hopefully the ranged will group up there as well which will make his next ability a bit easier to deal with. Bone graveyard will impale a random member and needs to be dps'd down to release them. If everyone switches then they should die quickly meaning you can get back on the boss before any of those tasty debuffs wear off.

Finally he does a whirlwind (yeah another whirlwind mob) which hits everyone in the raid for varying damage depending on how close you are to him. He'll also spawn 4 cold flames so during this phase you need to stay out of the fire and away from the boss. There's no point trying to damage him so use Flash of Light where possible to help out the healers and get ready to run back in when he's stopped. When running back remember not to get in front of him for fear of taking those nasty hits.

Rinse and repeat until he's dead and you're ready to move onto the next boss.

Lady Deathwhisper
A boss with adds, oh joy that means running about. So having cleared the trash you'll spot this Lichess who when attacked puts up a massive mana shield which absorbs all damage done but drains her mana when it absorbs damage.

During this time there will be regular add spawns from the alcoves on each side. On 10 man we only get one side at a time, but there will be three and these need to be taken down as quickly as possible. It's possible that the boss will buff one of them which will make them either 99% immune to physical or magical damage. If it's the physical one then you can run back and smack the mana shield a bit, if it's the magical one then make sure your raid leader knows you're not going to be bringing as much hurt given that seals, judgements etc. will be doing a tiny fraction of the normal damage. You'll also need to watch out for Death and Decay being put on the floor, get out of the nasty yellow stuff.

Once the mana shield goes down no more adds spawn and it turns into a fairly standard tank and spank fight. You'll still need to get out of the nasty stuff on the ground and there will be non-attackable ghosts which explode for damage you need to keep an eye on. If you find yourself below half health it will probably be worth helping your healers out with a potion or healing spell. Otherwise you might be hoping for a battle rez while you stare up from the floor at the rest of the raid.

Gunship Battle
The Chess event of this expansion, by which I mean a very straightforward event with some nice loot available at the end. As melee you're likely to be stopping on your own ship and using the cannons, however this doesn't mean you shouldn't grab one of the rocket shirts and have a jump about.

The cannons are another use of the vehicle mechanic but they also have a resource to be aware of. There are two types of shot, the first which does a set amount of damage and generates an amount of heat and the second which consumes all this heat in a flaming ball of death. You want to make sure that the amount of heat in your gun never reaches 100 otherwise you'll be unable to fire for a few seconds while it cools down. Your tactic here is to spam the '1' key still you get to 80-90 heat and then hit '2', rinse and repeat. You'll be aiming at the opposing cannons mostly but also keep a lookout for the rocketeers at the back and chuck a few shots that way.

Periodically the opposition will be boarding your ship through portals, so a tank will be round them up and a mage will appear on the opposition ship and freeze your cannon in a block of ice. While the boarding party take down the mage you can take down the invaders. Be aware of rocket strikes while doing so though, if you're stood in a target on the ground, don't be and you'll be fine.

Deathbringer Saurfang
Time to face off against the latest deathknight in the Scourge army. For melee this is very straightforward as all you have to do is stand there and hit him. However you do need to keep an eye on the other abilities he does. Throughout the fight he'll be gaining blood power based on the abilities he does, when it reaches 100 he'll cast a Mark on a random player which does damage and helps him gain blood power faster.

The biggest concern for the raid is the blood beasts that spawn. These should be nuked down by the ranged and kited/rooted away from you. Being hit by these is a big no no as this will cause an increase in blood power, so having them hitting you will cause problems. This means that you want to avoid dropping consecration 10 seconds before they spawn and not hit Divine Storm just beforehand. If you do accidentally pull aggro then run away and wait for the ranged guys to grab it off you.

Conclusion
That's the first four bosses done, and the second wing is now available with 3 new bosses to have a bosh at. So once I've had a go with the guild at them I'll add a part 2 with some impressions on those.

Sunday, 13 December 2009

Dos and Don'ts of LFG

I've done enough random dungeons over the last few days to pick up 'the Patient' as a title, enough badges to get 4 pieces of T9 and enchanting mats to get them raid ready. So here's my list of dos and don'ts based on recent experiences.

DO: keep yourself stocked up with reagents, water and ammo where appropriate, you don't want to be there at the beginning or halfway through a boss fight missing something vital

DON'T: assume you having a hissy fit and dropping group will make a difference, every time this has happened we've found a replacement and had a fantastic run.

DO: take a few seconds to say hello at the beginning and goodbye at the end, it doesn't take much but just helps remember you're playing with other people.

DON'T: be afraid of the Occulus. Yes it's very different to all the other instances with the vehicle mechanics but even in completely random pugs we're able to complete 'Make it Count'

DO: be prepared to wait for a group if you're dps. This might have just been my experience but it can't take a while for the group to form, which means there's plenty of time to get dailies and quests done.

DON'T: be disheartened if there's a wipe. Playing the blame game doesn't help anyone and there is still room within the game for there to be a random happenstance which gets everyone killed.

If you haven't played around with with the random dungeon finder then at least give it a go once, especially as it should be a fairly painless way to get a couple of frost emblems.

Friday, 11 December 2009

Hitting the Heroics

I have made a decision in guild to switch my main from Crash to Acidlake my paladin who has been so much fun to play as ret both in solo play and in groups.

However given the guild is preparing to hit IceCrown Citadel and I'm still rocking heirloom items and quest rewards some severe gear upgrades will be required. Fortunately the recent change in badge drops and that tier 9 is wholly available from badges means that there is a clear and straightforward route to getting raid ready, heroic instances.

Normally this would have required trying to grab any groups that were forming in guild and possible get one or two done. But given we're now in the land of patch 3.3 and the new looking for group tool.

I'd only had one experience with the old LFG tool when we picked up a healer for heroic Ramparts back in TBC days. It didn't end completely well due to the complexity of heroic instances back then and since then the only random dungeons had done had been pugs organised either through whispers or adverts in /2.

Hoping that I wasn't too undergeared I signed up for a random dungeon looking forward to the possibility of new emblems and a chance to try out running as part of a group with people who don't know me from Adam.

Getting Azjol-Nerub was a bit of a blessing and having completed all the heroics before means I know the tactics well enough to know what to hit and when. We completed all the boss kills without a hitch, including the speed kill achievement on Anub'arak. Achievements appeared, extra boxes appeared to say the dungeon was completed and my collection of badges had increased.

From then on I've been hooked. The simple way of getting to the instance, not quite knowing which one it will be and the extra badges every time it completes mean I can just queue up at a time I'm able to play should I not be able to fit things in around what the rest of the guild is doing.

I'm probably 2 runs away from getting the 'the Patient' title which I shall proudly display in future pugs and have picked up a couple of very nice pieces of T9 ret gear.

The new instances also provide a great way of getting gear as well as containing a fantastic part of the storyline but those journeys can wait for another post.

Monday, 9 November 2009

Shifting the questing paradigm

One of the interesting things about levelling up from the original game and through the expansions is seeing how Blizzard has changed how you go about picking up quests and going through the zones.

From about level 20 onwards you generally find yourself in one or more zones, going back and forth grabbing whatever quests were available and within the right level range. Often this could be quite annoying especially if you have to wait to level before continuing with a quest chain and the constant travelling could really eat into your play time.

Things got worse as you headed towards 60, chances are you'd only be doing 1 or 2 quests in a zone before having to fly/ride off to another zone.

Once you ride through the dark portal things change slightly, suddenly there are entire zones to complete at any one time before moving onto the next one. Each quest hub you approach is suddenly awash with yellow exclamation marks which you can run around and pick up before heading off to complete the objectives. Naturally there will be quests that can be completed at the same time, but you are going to have to figure that out yourself otherwise you may well spend lots of time riding back and forth to the same spot.

Finally the frozen north beckons and you find yourself on the coast of Northrend with a whole new set of zones to quest through and quest hubs springing up. However this time instead of being awash with exclamation points there are only one or two and as you complete quests you either progress the chains or open up new quests to do. The other main advantage is that when doing quests they tend to be all grouped up in the same area.

Of the three models I definitely prefer what has been done in Northrend, the story lines are much easier to follow and I don't feel I'm wasting time travelling around trying to sort out the best order to do all the quests in. I really hope that Blizzard keep this questing model for future expansions, or indeed find some way to improve upon it.

Sunday, 1 November 2009

Hitting Outlands (again!)

My paladin levelling has carried on apace, and in no time I found myself at level 58 and a choice. Stay in Azeroth for the next two levels or head through the dark portal to a land of increased XP and shinier quest rewards.

Unlike a certain shaman who carried on with the plaguelands, I decided to run the risk of orange quests and hit Hellfire Peninsula. It turned out that there wasn't really much of a problem, killing demons and having plate armor meant I ran through the quests in short order and found myself at level 60 and a letter in the mail inviting me to purchase a flying mount and the skill to ride it.

Being able to fly makes a massive difference, no longer do I have to run around avoiding hellboars and questing becomes a lot more point to point rather than following the terrain. Personally this is a good thing, I've ridden around Outlands twice and it was fun at the time, but with the current expansion my sights are set on Northrend so these things that help me get there quicker are obviously a good thing.

I'm still enjoying the retribution tree which puts out a decent amount of damage while being able to stay alive through emergency heals. In fact I'm getting so comfortable with the play style that several of the elite group quests are falling easily beneath my axe.

Just four more levels and I'll but hitting the fjord again, but will also have to fit in levelling professions and trying to get epic flying skill again. Ah, good times.

Saturday, 17 October 2009

Joining the fold

I've started levelling another alt. There, I've said it but I don't think there's anything to be ashamed about.

The current state of the end game at 80 for me is either to run heroics repeatedly (all of which I've done) or grind the Argent Tournament for seals (which I've done).

The new raids are interesting, but are kind of a one night deal at the moment leaving any other night I decide to play slightly light on things I want to do. This isn't a rant about what Blizzard have done with the game, in fact I'm very happy with everything I'm able to do compared with the previous expansion. However there are times when I need to try out something else.

So I've resurrected my paladin alt who's currently decked out with a set of heirlooms and is tearing her way through the levels at a terrifying rate. Again it's melee dps but as I've mentioned before on this blog it's the style of play that suits me, and with the added bonus of heals and panic abilities it's very easy to tear through the mobs.

The mount changes meaning I can ride around since level 20 has also sped things up dramatically, no more running back and forth from Tarren Mill to Hillsbrad farm between quests and running past hostile mobs pretty quickly to get to where I need to go.

I have no real plans on what to do once I reach level 80. Though running through things as a ret pally could well be a laugh with the added advantages of plate armor and self-heals.