Tuesday, January 20, 2009
You shouldent be here.
Friday, January 16, 2009
The Road to Hall is Paved With QQ
Its okay MissElf, ppl R stoopid, we know. There there. You should totally tell off whoever inspired this post, and /ignore them. Just sayin'. (Oh.... Ranting is sorta your, thing, isint it? Well disregard then.)
And Z, my good friend. The Ripper is about 1000000^234 times better now. How can that be the straw for you? I mean, you have been holding back so long on how you really feel about change (read: you fear and despise it,) we know. you could always give the Ripper to me... First thing I did when I saw the change was the first thing you did; run screaming out of the room, throwing various things at the people we saw. But I did it because I was angry I never got the Ripper in the first place! See, my reasons for being rage-a-licious are so much more positive!
And I ask again, what... the... hell... is with Blizzard and Trolls and Axes?
Okay, back to my complaining about gear planning. I was wrong. But not because it doesn't cause some people to put the blinders on, and run only things they 'need.' No, I was wrong because there are so many other good ways to use gear plans, and indeed, they are almost necessary. My issue with gear planning on my blog is really much more simple. I hate gear planning. If I hate something, and I blog about it, its gonna suck. So, I have decided not to blog about gear planning! You see, what I really like about WoW is the game... of WoW. But, there is a problem, almost all WoW bloggers blog about gear planning. In fact, a lot do it almost exclusively. Some have a gift for it, others just compile lists of links. Instead, I am going to do something different. To fill that space on my blog, I am going to write definitive and complete guides to instances. They will be primarily tank oriented, but will cover how things are traditionally handled. What will make these guides different is that they are done by me, so I wont miss things, or gloss over things that are actually important or interesting.
Thursday, January 15, 2009
Not A Post
I got asked to tank Heroic Utgard Keep. See?
Wednesday, January 14, 2009
Long Live the King
I guess I just dont agree. But this is for me personally, and before I go into my specs, I wonder, in what situations, should a paladin not pick up Kings? In order to frame that question, we have to understand the history. Kings has been with us since sometime before I started playing, at that point, Blessing of Kings was the protection 11 point talent. It was with the release of Wrath of the Lich King that it was moved to tier one, but as a 5 point talent. (Split, as is required by the technology, into one one pointer, and another four pointer.)
But the interesting bit about the history of Kings is its efficacy over time. No one argues that a flat 10% increase to all stats is one of the best buffs in the game, the argument is whether it is the best buff. If it is truly the best buff, then Palordin is right, all paladins should have it. I am no longer convinced it is best. For some specs and classes, it absolutely is (warlocks, looking at you here.) But that fact tells us a lot. When BC came out, stats other than attributes became far more common, because of the new rating system. In other words, a much higher percentage of your crit chance came from your Critical Strike Rating than it did from Agility. In addition, as was always the case with Spell Damage and Healing (now Spell Power,) Attack Power has become a key stat, instead of being constructed almost entirely from Strength and/or Agility. Kings only helps those classes and specs that stack attributes, for the other classes, Kings is more of a questionable prospect.
I am not suggesting that Kings is not hugely beneficial, or even, in many situations, the best blessing out there. All I am saying, is that Blessing of Kings should be much more thoroughly inspected than it is.
But, all that discussion, however academic and intriguing, is entirely moot for most players. Most players need to be aware of the needs of their guilds or raids, not taking a rule of thumb as the gospel. Only one Paladin should be required to take Kings if there is more than one per raid. And for me personally, I do not take Kings in my Protection build.
I take Pursuit of Justice. That's because I am a freak. (Which, therefore, should make you wonder if you should have even listened to me about Kings in the first place.) This is my protection build. I love it, because for me, the build has to have a certain amount of me in it. I cannot stand cookie cutter builds.
For me, Pursuit of Justice more than makes up for the loss of some of the other talents I have to give up, and I have never had a problem doing my job. (Incedentially, the threat game is over, folks, why are we so focused on Seals of the Pure?) In addition, Pursuit of Justice helps me tank better in many situations where I am required to reposition myself or the boss. And the disarm reduction is a nice bonus, even if its largely meaningless.
There are required talents, so be sure, but Kings doesn't make you a lesser Tank, DPS/Battery, or Healer. Its incidental. We have never been stacked in a raid for it (that was for Salvation.) The buff itself is often not used when raids have no paladins. It is not required. But if you want it, take it, it has immense value. I value the player who makes the decision (one way or the other,) over the player who lets anyone tell them what to do, me included.
(Think about it... Get it?)
Twit! Wait, what?
I have to say, I missed that. Its funny, only on the internet could you feel comfortable enough with a person to call them a friend, and not know who they really are.
I'm fairly incognito myself, but I tend to be that way cause, well, I'm boring. Funny what you learn.
(I want points, btw, for not making some snarky joke, about how he linked to the USO donate page, rather than the About USO page, or even just the USO front page. =p)
(Oh, crap, I did make a snarky joke.)
Tuesday, January 13, 2009
DnD and the Scenario Blues
I have decided to start a series of posts called the DnD Scenario Blues. (DnD:SB.) In each post, I will explore another scenario that could be used in place of a standard bash n’ smash. I encourage people to use these, (even though I know only 2 people in the whole world read this blog.) Some will involve combat, some will not, some will be skill challenges, some will not.
For my first offering. I give you, the breakthrough. There really is nothing revolutionary about this, but it’s the beginning for me, and so it is the beginning for this series. It started when I had my players face a different kind of challenge. They had to get through a horde of bad-guys to reach a point on the map. Really, it’s that simple. But it has revolutionized my game, and I knew it immediately.
The party was trying to find this oracle, who ran off without her wards for unknown purposes. They had to track her down through various means, but when they at last arrived, they saw hundreds of snake-like creatures attacking a huge warding sphere that was shielding the oracle. When I described the scene, it took a while for me to convince my players that I really meant what I said, "hundreds." I’ve thrown hordes at them, and with minions, and the all the new ways you can move in 4e, they have stopped quaking in their boots at the sight of all those glass beads. But 'hundreds' is a scale they had never imagined they would have to face. They were confused, trying to reason out how they could kill hundreds of monsters. And then one of them got it. "Look, guys, all we have to do is get to the sphere, she will let us in.*"
I saw the wave of revelation dawn over the players, and most of them started grinning and leaning forward, trying to get an idea of how to get through. They were engaged in a way I had only ever been able to achieve once or twice before. In short, it was awesome.
So, the breakthrough definitely fits in any DM's repertoire; but, what are the key points to making a good breakthrough scenario?
First and foremost, there has to be a lot of pressure. And I mean a lot, in most combat encounters; you end up with a 'fair' fight. Meaning it is, on it merits, 'beatable,' the breakthrough has to be a suicide mission if they stay and fight. Not because you are in any danger of players staying and fighting, but because you have to make each movement painful. The flip-side is that it cannot be impossible. Characters cannot pass through spaces that monsters occupy. Knowing this, it would be easy for the monsters to win, by positioning themselves into walls of monsters that would have to be defeated. This does, sometimes, present you a logic problem. If the monsters are smart enough, they would 'use the rules' and block players. There has to be some reason why they are less densely packed.
The second key point is summed up in one word. Minions, minions, minions. (Fine, one word, three times.) Monsters have to be able to be killed easily without entangling the characters for more than a round. Players will not risk attacks of opportunity at the beginning, and strategically, this makes sense; you’re not going to simply run the gauntlet, you would be cut down before you get there. But if the monsters are not minions, it turns into yet another slog fest.
The last key point is supply. Because monsters cannot bunch up too densely, and because they should be minions, you are going to find out that players are easily able to clear out large amounts of monsters, nullifying the difficulty if there is not a large (and I honestly recommend infinite,) supply of reinforcements. Working out how this work obviously depends on the encounter itself.
If you have used the breakthrough before, or have some really savvy players, you may want to throw some complications in there. The vast majority of monsters should be minions, but a few regular monsters, especially soldier-type monsters, make the encounter much more troublesome. Also, make use of the terrain, don’t be afraid to force the characters to deviate from a straight line. We have a house rule where we place pennies where monsters have died, one penny is difficult terrain, two is 'double-difficult' (taking 3 squares of movement to enter,) and three is impassible. This makes even the bodies of minions an impediment. Perhaps the most devious, add a time-limit, perhaps a door is closing or it takes time to open. Or, you could require the players to escort fragile NPCs through. (But remember, nothing should ever turn into something that is impossible, if the door closes, there should be a way to force it open again.)
In my game, the chose to move as a unit. So, I had them all roll initiative, and had them all move at the highest point (they had plenty of time to prepare before charging in, so it didn’t seem fair (or make sense,) to make them all go on the lowest initiative.) They were able to bust through about half the length of the field, but then they got hung up, because I had some non-minion monsters in there. But, they adapted well, eventually they broke off, and moved individually, but the fighter and paladin went first, to soak up the attacks of opportunity. Eventually, they broke through, and got their rewards.
The breakthrough is an excellent scenario for you to explore, but there are some concerns. First, expect to be rolling a lot of monster attacks, thankfully, the widespread use of minions mitigate that by having set damage. Also, a good breakthrough should probably take the place of a boss encounter, because the characters will be forced to expend a lot of healing surges and encounter and daily powers. The last concern is the reward. Experience should not be awarded for monsters slain, because the point of the scenario has nothing to do with killing, likewise, awarding experience for the number of monsters present would yield far too much. My suggestion is to award the same experience you would award for the most difficult encounter the group is capable of undertaking.
The short version; breakthrough encounters are when the characters are required to get from point A to point B, and there are massive amounts of monsters in the way. In order for those monsters to provide the challenge, follow the guidelines below.
- Don’t skimp, the monsters should be able to tear the PCs apart if they stop.
- Use minions.
- Have many (infinite) reinforcements for the monsters.
- Make use of complications.
- A few regular monsters.
- Varied Terrain (bodies make difficult terrain.)
- Add a time limit, or maybe even a squishy to escort.
(* I have taken several liberties in explaining this story here, the real game was a little more complicated.)
The WoW Post
That's right, levels 79 and 80, in one post! I posted about getting 78 the other day, the next day, I ran one instance, and because of my rested bonus, I was halfway to 79. I quested the other half out, and then, with the help of some friends (L.X, I'd link ya, but I don't know if you have any home on the net...) we three manned Drak'Tharon Keep, and then did the Northrend Arena quests. And magically delicious, I was 80! (Oh, and I got an axe, so I didnt have to use the stupidist-looking-weapon-evar. (What is with Blizz and their hard-ons for trolls and axes, btw?))
However, after the glee wore off, I came to realize something. The easy, (albeit time consuming) part is over. I'm going to have to make, like, choices on how to proceed. As you know, I am no fan of gear lists. So, to me, any heroic at all is good, but even while running, I have to choose which tabard to wear, which means knowing, and prioritizing, faction rewards.
It also means reputation grinding for factions without tabards, such as the Kalu'ak, and Sons of Hodir, but we will get to those some other time
But, first things first, lets get down to deciding which dungeon faction I am going to work on. There are four to choose from, the Argent Crusade, their antithisis-in-arms (oxymor-who?) the Knights of the Ebon Blade, The Kirin Tor, and the Wyrmrest Accord. Now, right off the bat, I have not quested in Icecrown, and I'm not even friendly yet with the two Lich-Hatin'-Sects, plus, I figure that I would get at least honored by doing their quests once I get to it, so the Argent Crusade and the Knights of the Ebon Blade are out, for now, I'll get back to them. That leaves:
The Kirin Tor
And the Wyrmrest Accord
- Tabard
- Cloak of Peaceful Resolutions
- Fang of Truth
- Breastplate of the Solemn Council
- Sabatons of Draconic Vigor
- Design: Glimmering Monarch Topaz
- Reins of the Red Drake
I'm just liking the amount of rewards from the dragons best, so I am using their tabard, for sure... Expected more? Comparisons of the items against each other and others? Agony-inducing lists of items? This is what I am getting at about item planning. I am going to be wearing a tabard anyway, right? I don't need to bother comparing the pieces available against the Tempered Saronite* pieces, or even against pieces I would be getting from various heroics, because if I have better when I get around to buying, I just wont buy, and move on. A detailed item list would only make me less likely to want to run a heroic at this point, that is the only purpose it would serve. (Though, I admit, this may be an entirely personal thing.)
So, as I am doing my thinking, I see a LFG for heroic Violet Hold, and I jump on it. They need DPS, which is fine with me; I'm still specced Ret. Man, it was a blast (even though I didnt get anything.) And look at this....
Yeah, I don't know whats going on with her either, is she dying, or hacking up a scale-ball? Either way, without really trying, we get the "optional"** achievement, Defenseless. And since it was the first time for me (hell, it was the first Wrath heroic at all for me,) I got the completion achievement too.
When both achievements popped up, I thought, "Wrath really is too easy." But then I saw the damage meters. We had a hunter in there, and he had 42% of the dps without even popping trinkets. Meanwhile, myself and a kitty druid were working our tails off to even compete with the paladin tank! I know Z is gonna be mad, and I have to say, I dont know a thing about PvP, but in PvE, I really do think Hunters are OP. And before you ask, he was not substatially better geared than us.
So, there you have it, some announcements about levels, some philosophy on how to plan, some achivements, and a topping (bottom-ing?) of QQ, thats a WoW blog post if I ever did see one.
(* The Tempered Saronite gear is really good, but man, it is boring, Str, Sta, Defense, thats all. Ill be useing a buncha peices of it, to be sure, but I am going to avoid it as much as possible. Why arent these sets with set bonuses?!?)
(** Are any achivements really optional?)
(Palordin, I'm going to get you tommorrow, just you wait....)
The Future of the Ogre
I promise you that if I quit blogging, Ill just ubruptly, and without warning, stop. I wouldent want to be like other people.
Anyway, back to what I am going to do, as opposed to what I am not. I am working on a self-hosted (sorta) wordpress platform for teh Ogre. Its going to be kindly donated to me by the fine folks at Raid Nazgrel. We will see if it works.
They already set it up for me, and I gleefully went into the admin section to play... And promptly broke it.
Im an Ogre, what can I say?
As for now, I am going to go ahead and post two more posts, one from the world of WoW, and the other from the world of DnD. Call it an apology for not posting. (Or, call it for what it is, soul-shattering guilt over not posting for too long.)
Friday, January 9, 2009
Twit! Nerf RNG-based EQ attacks, n00bs!
Blizzard needs to nerf earthquakes, or the class that uses them, the earth, to the ground, baby! Amirite? If they dont do this, I am going to reroll my life.
Thursday, January 8, 2009
Things I see...
Nine spells have had a bug-fix whereby the 'correct damage modifires will be applied to the spell based on the target's creature type.' This bug-fix was applied to four classes, Druids, Paladins, Priests, and Warlocks; however, only one class has a talent that increase their damage against spicific opponents, Paladins: Crusade will now interact properly with:
- Judgement of Blood
- Judgement of the Martyr
- Judgement of Command
Druids have no such talent, and yet Entangleing Roots got the same treatment, as did the Priest's Shadow Word: Pain, and the Warlock's Corruption, Haunt, Soul Siphon, and Unstable Affliction. As I said, I can see the future, and I see; nothing. All these spells changed because they all share similar coding. Could Blizzard introduce creature spicific damage bonuses in the future? Absolutely. Will they? Maybe, but these bug-fixes dont indicate that. Like Mystic Chicancery said, any assumption that this indicates anything is 'crazy talk.'
***
Clams can now be opened while sitting (read, eating and drinking,) and while mounted (taxi or normal.) Some may scoff, and others even bitch about how other more important things should be fixed, but I always welcome 'quality-of-life' changes to the game.
***
Apparently, we didnt unlearn the old Paladin talent, Precision. It has been hotfixed, along with several other talents that were removed/merged. Basically, Im loosing chance to hit; RAAAGE!
***
The official patch notes were written by a 4 year old, or someone with no time at all. Here is what they said about Entangling Roots.Entangling Roots: When determining if a new Entangling Roots should overwrite an old one, and will now calculate the correct damage modifiers for the creature type of the target.Now, it sounds like to me, that there are two parts to that. One, as I discussed above, is a big fix to another spell entirely that made sense there too. The other is one a friend of mine noticed. So, S, if your listening, I dont think you should be having a hard time re-rooting after 3.0.8! Yay!
Jessica Sellers, a new vendor in the Dalaran inscription shop, will sell most inscription inks for the cost of one Ink of the Sea. She also sells Snowfall Ink for multiple Inks of the Sea.Inscription never made sense to me, because it doesent scale. Take Glyph of Spiritual Attunement, for a Paladin Tank, thats about as required as they come, aggree or not, but the point is, its a level 18 glyph. To make it, you have to have one Midnight Ink, and one Light Parchment, the Midnight Ink requires two Dusky Pigment, which you get from milling Mageroyal, Swiftthistle, Briarthorn, Bruiseweed, or Stranglekelp, all low level herbs. But the glyphs that are made are required at all levels of play. And because Glyphs are not permanent, anyone from level 18 to 80 may need a new Glyph of Spiritual Attunement at any time. This scaling schema makes no sense, and there is no corrolary to any other profession. Now, you will be able to use your Ink of the Sea (made from Azure Pigment, milled from Northrend Herbs) to trade down to the Inks you will need. No more requirement for you to go herbing all over this world and the next to get the proper pigments. Its a crappy solution to a stupid problem, but its a solution. Next up, Jewelcrafting, looks like we are getting our Brilliant Glass for WotLK, its called Icy Prism, and instead of 3 of each of the green gems, it will require 3 of the purple, blue, and green (color, not rarity) gems, and a Frozen Orb, early reports suggest it will drop at least 2 of the blue (quality, thats Autumn's Glow, Forest Emerald, Monarch Topaz, Scarlet Ruby, Sky Sapphire, and Twilight Opal) gems, and has a chance for a 3rd, is also has a small chance to drop a Dragon's Eye. I wonder what we are supposed to do with surpluses of the other three green gems. In Mining news, we will only have to tap the mine node once, instead of multiple times. Call it quality-of-life, ultimately, its better this way, but I do admit, I will miss being different than herbalism. (I suppose the secondary benefits of herbalism, mining, and skinning will have to do.)
Wednesday, January 7, 2009
The 'Good' WoW Player
Tuesday, January 6, 2009
Twit! Quit yer bitchin'
The Saga is over
Twit! The WoW Me.
Monday, January 5, 2009
Twit! Why I like GC
BTW, this post was not sarcastic! To my wide, and varied audience, how do you see GC?Q u o t e:Anyone else get a mental picture of a half naked GC in a room full of strippers and blow, excusing himself to 'check on his crew' at the closest computer? Q u o t e:I see him sitting in a dark room around a large round table of devs who sit there and conspire how to nerf priests and make us bow to our dps overlords It's actually a beach with sand the color of cookie dough where mysterious ladies bring mixed drinks and blow sand off my laptop keyboard. The drinks have names so full of vowels that I can't pronounce them. When it rains, the wifi goes down so nobody can post and everybody dances. You can hear the little pink crabs tiptoeing down at the waterline and the splash of coconuts that fall from the palms and there are no mutilate spec rogues on the entire island.
Or maybe that's the gin talking.
It whispers: nerf me.
Good night!
Friday, January 2, 2009
Twit! OMG, Computer!
The Rule of Cool, and I just cant do it.
Twit! Lolcat Resolutions
BTW, I have had just about ENOUGH of Blogger. I cant cut-n-paste the way I want, the blogger editor does not properly maintain formatting, especially when I use bullet lists. I'm at my wit's end!