Category: Skill & Playstyle

Aug 20 2010

New Players & WoW’s Learning Curve

Today I want to write about newer players and the learning curve for a game like World of Warcraft. Compared to many other MMOs, World of Warcraft has a low learning curve. It is friendly to newer players and fairly easy to pick up even for people who haven’t gamed before. WoW proves this by appealing to a very wide demographic that you probably wouldn’t find in, say, an FPS player base. You can also see this in Blizzard’s famous 11-million-subscribers figure. But while the basics of playing WoW are simple, the massive size and complexity of the game and its vast world can make truly learning all the ins and outs a daunting task. Much of the game requires outside research and preparation in order to perform adequately enough for any group work.

Learning to play the game “right” is something established players rarely need to think about and, if they joined to play with mentoring friends, potentially something they have never had to consider. Yet much of the latest game development has brought this issue to the forefront. Recently many of us have started encountering “less knowledgeable” players frequently via the new Looking For Group dungeon tool. There has also been a great many changes in recent patches (and planned in future ones) to make the game more accessible or, as dissenters might frame it, “too easy.” With these types of players impacting everyone’s gameplay, the issue is now relevant to all WoW players.

Whether it’s the Death Knight wearing spell power, a mage that is incorrectly gemming for crit, or a rogue still playing combat daggers, many of us have found ourselves frustrated at these players. Doesn’t he know anything? How hard is it to look up the correct talent spec? Everyone knows ability X does more than Y! But it’s not that simple, and such judgments are, at least partially, unfair.

I didn’t fully realise how much about WoW I’ve really learned outside of the actual game or from friends who also played until I bought my father an account as a gift. I gave him the very exhaustive run-down of all the basics, which are more than five minutes of explanation. I showed him the various hotkeys and shortcuts, the way to control his character and access the game menus, maps, social pane, spell book, etc. I explained his abilities, the questing system, how to find things in the world and in cities, how to tell if something is worth saving, class roles, professions he could learn. I informed him about the bank and auction house, and told him about needing to repair and train weapons. I had to go over how to communicate, and how to specify if it went into a private whisper, or was out loud, or in party or guild, and when it was appropriate to talk where. Then, thinking he was set, I left him to his own devices thinking he would figure out the rest by exploration and experience.

However, when I checked in on him when his character was around level 30 (which is a only a handful of hours of gameplay, even for a brand new players) and found he’d spent no talent points — if fact, didn’t even know what they were because nothing in-game explains them to you. He was also wearing [white] vendor gear because it had “more armor” than some of the greens he was getting from quests. I told him magic items were better and that armor didn’t matter very much, only to catch him wearing cloth with useless stats for him at a later date. So then I had to explain that only some stats on magic armor were good for him, and that was followed later by me having to explain why that spell power item was bad for his hunter even though it had hit and crit on it which I had put on the list of useful stats for him. And so continued the endless cycle of me being frustrated with him not understanding and his being frustrated because I was seemingly contradicting myself and not making any sense. Even explaining something as simple as buying an epic mount reflected what a vast divide there is between his perspective and that which I am used to (“Why do I need to go faster? If I’m going a long distance I use the flight master anyway”).

Whew.

Think about the following questions: How do you know what specs are “best” for leveling, that someone probably doesn’t want to level as a holy priest or a protection warrior, especially if they’re still learning the game or aren’t playing with a friend? Why isn’t “mana per five” something they want on their mage, even though they use mana? How do you clarify armor classes to someone without misleading to them to think that armor is more important for non-tanks than it is? And how would you explain why a piece of cloth armor piece with stamina, intell, and crit is bad for their leveling warrior after you just told them that crit is useful for them, stamina is decent, and armor doesn’t really matter? Furthermore, how do you explain the differentiation on why stamina is something that you don’t gear for but that it’s nice if your armor has it, but intell is something you don’t gear for and isn’t really okay if your armor has it? How do you clarify the ambiguities of all those kinds things that don’t really matter, except when they do? How do you enlighten someone as to the delicacies of why it’s better they let the hunter take that gun, even though it has stats on it that are useful to their rogue? Where in-game do you learn about the existence of enchants, belt buckles, and armor kits, if you don’t have one of those professions? How do you know that you can put a green gem in a red socket, or whether you should?  How do you learn the value of professions in the first place, especially what they will mean in “end game?”  For that matter, how does one know definitively that a particular piece of armor, or enchant or gem or glyph or talent or ability is “worth” more than another?

I always took these types of things as blatantly obvious before but now I was beginning to see that they are pretty complicated to a player who is new to the game, and especially confusing to a person who unfamiliar with the RPG/MMO genre entirely. Today my father has six 80s (he levels them quickly and then immediately retires them after reaching the cap) but still asks me questions that kinda horrify me. He’s an intelligent man, but not only is he not a part of this “world” of outside reading and research, I don’t even think he realizes this world exists. It just doesn’t occur to him that not only do people see it as a “big deal” if you’re not doing things perfectly correct, but that people go as far as to run simulators and use spreadsheets and argue on message boards as part of the process of determining what is correct.  And even if they knew, it would probably sound like absolute madness that we do these things for a game.

It may sound bizarre to the people here. As evidence by the fact you’re reading a WoW related blog, you are the kind of person who already uses resources outside of the game to improve your characters. However, players like you and me make up a minority of the player base. For the average WoW player, it probably has never even occurred to them to do outside “research” on a game. There are tons of people whose relationship around WoW is limited to the times between opening and closing the client. Those people may not even realise things exist beyond that. So something is not made apparent through regular gameplay, they’d be oblivious of it through no fault of their own.

On top of struggling with all of this, newer players also have to face negative judgment from older players who take for granted all the knowledge they’ve acquired over the years, who assume that everyone should know the correct way to spec or gem intuitively and who resent players that don’t do so as “lazy,” even though it is fully possible that many of these players don’t even realise there is such thing as a “correct way.”

It is perhaps time, with this in mind, that we learn to adjust our tolerances and, when really exasperated, aim for educating not berating.

Jul 30 2010

Gear valuation and addons like “Gearscore”

The addon Gearscore is a very hot topic for discussion right now. At any given point in time, there are dozens of threads on WoW related forums on the issue, and if you ask just about anyone, they’ll have a strong feeling on the issue one way or another. That’s not to say people over-obsessing about gear is a new development in WoW: It certainly isn’t, and certainly not an issue created by Gearscore itself.   Gearscore is simply the flavour-of-the-month means to do something people have already been doing since the advent of MMOs.

To weigh in myself, I can understand the feelings of hostility people have. While in a vacuum, Gearscore can be seen as benign or even helpful, but it has been tainted by the community.  Although it’s not the addon itself that is at fault, it has had a very negative impact on the mentality of current players.  In addition to encouraging the usual gear-obsession, its extreme permeation and popularity has shifted the philosophy and approach to gear valuation for raiders. It has caused people to judge gear based solely on where it drops and the item level it has.  I have encountered new players that assume that “higher number” automatically equals better.  I have also noticed that it has made older players lazy about spreadsheeting upgrades to see if a recent drop really is better. Worse, I have crossed some who may even know an item is better but still wear the worse-but-higher-ilvl piece instead just because they know that half the people around them are judging them based on their “score.”  Players, good and bad, just end up so focused and obsessed on that bottom-line number that they’ve minimised the importance of actually being better in favour of looking better.

However, I absolutely support a raid leader’s choice to require a particular gear level when planning PuGs or investigating subs and new members. I disagree quite strongly with all the people who insist that gear is totally irrelevant or those who imply the people who care are just stuck up elitists. While personally I don’t use any sort of standardized gear scoring system (website or addon), I do regularly utilise the armory to check both gear and experience when seeking out players to fill open positions. I make no apologies for doing so.

If you are of the mind that such behaviour is unfair, consider the other side of that coin:

I am a “serious casual” raider, a raid captain, a raid leader, and a guild leader. I have hosted countless PuG and impromptu raids, including running weekly “farming” 25mans in at least four different instances over two expansions. I am the sole leader of an ICC10, and I am an officer who helps lead an ICC25 raid, which is where I find myself most frequently investigating newcomers. My raid is not “hardcore” or on the cutting edge of progression, but we share a commitment to clearing the content. We devote only a few hours each week to raiding, so we are diligent about making sure those precious hours are spent being productive towards our goals and towards becoming a better raid. So when it is time to fill an open spot, you can bet I’m going to make sure fill it with the best possible option, not just in terms of class balance but also gear and experience.

I’m not doing this to be elitist. I’m doing this because the “raid” belongs to all 25 of us and it is not fair to my raidmates — who have put in hundreds of hours, thousands of gold on gear upkeep, consumables and repair bills, who have worked very hard on their accomplishments, who spent time outside the game researching their class, reading strategies, watching video guides, and participating in “how can we improve” discussions on our forums – to bring in people who have NOT done these things and expect them to make up the difference. It is irresponsible leadership to risk wipes on tough enrages in order to test out the skill of some guy wearing blatantly inappropriate armor. It is improper to ask them to waste their valuable time explaining the fights to new players just for the sake of “giving them a chance.” They did not sign up for that, it is not their responsibility or obligation, and it is simply unacceptable for raid leadership to compromise the raid’s hard-earned progress needlessly.

I have absolutely nothing against those people in non-raiding gear, nor do I have any ill will for those who are new to raiding (in fact, I wish them the best of luck in my favourite aspect of the game). Everyone has to start somewhere. But the caveat is: a progression raid is not that somewhere. So, yes, I owe it to my raid to be discriminatory. They shouldn’t be expected to concede — or even risk — their successes for a stranger. You’re not being fair if you don’t look at things from that perspective.

Being exclusionary in this context is not being snobbish or cruel to new players. They have other options. Those players can simply look for another raid in more-appropriate content for their gear and experience level, or seek out a raid that is dedicated to aiding new players (they exist; I know because I have also helped lead one of those). Most promising of all, they can start their own raid! Most current raiders did not ride in on the coattails of raiders before them; a large number of us headed fresh into the new content at the same time and moved forward together. If we could do it then, so can new players today. You just have to be willing to put in the effort to work your way up from more suitable content rather than waiting for an advanced raid to carry you along tiers above your gear level.

Finally: Yes, skill matters significantly. There are lots of bad, unskilled and/or lazy players across all gear and progression levels. But let’s be practical here: there is no means to “look up” someone’s skill or rank their performance. So raid leaders use what tools are available to them: checking past accomplishments and gear level. Yes, that guy in blues might be a better player than the guy in ilvl 264 epics (side note: why do people in these discussions always assume the circumstances to be where the guy in blues is amazing and the guy in epics is terrible?), but you’d be a fool to take the guy in blues over the guy in epics without knowing either of them. I have no reason to assume either of them is better or worse than the other, so I am going to suppose they are both average players. If they are both average, then you take the best geared and most experienced, of course. It’s common sense. The player in purples certainly has more potential, more experience and, on the off chance he does have weaker skills, more gear that will balance that out, and to push him ahead if he does exhibit proficiency; the odds are vastly in his favour.

The armory let’s us look at more than just gear: we can also tell if they were good enough that a raid kept them around for multiple kills (a raid might carry you through one or two kills but probably not months of them). Yes, it’s possible he’ll die to the fire 20 seconds in, but if he’s had eight kills worth of practice on the fight — and the new guy has none AND will also need us to spend 10 minutes explaining the fight — I’m going to bet on Mister Epics living longer and putting out better results with the added bonus of less downtime for the rest of my team. That is a bet I will win nearly every time.

And let’s not kid ourselves: gear matters. The best skilled player in the world still will be incapable of meeting our DPS requirements if he’s not wearing raiding gear. There is a DPS ceiling based on gear quality; Playing well will make you exceed other similarly-geared players of lesser skill and it can bring you closer to your perfect spreadsheet figure, but it’s not magical and it’s not going to put you on par with people who vastly outgear you because that’s simply a numeric impossibility.

Jul 09 2010

Tziva’s “Not Quite Right” Guide To Battlegrounds

In World of Warcraft, player verses player (PvP) can be defined in many complicated layers.  In the simplest terms it just means killing the other player, but in the realms of Azeroth, the venues where it occurs can mean that PvPing often involves a lot more than just mowing down a lot of enemies.

You should know that venturing into battlegrounds the first time is super intimidating if you have no PvP experience.  You can negate this by reading some strategy guides and replacing your nervousness with confusion.  Or, you can just go in, copy other players until you kinda figure it out, and have a good time doing it.

But if you do want a guide, there are hundreds out there on how to PvP in WoW: how to kill the other guy as swiftly as possible, how to maximise your class abilities, how to win battlegrounds the most efficiently, overviews of PvP etiquette, and discussions of strategy.  This is not one of those guides.  Or maybe this is all of those guides.  Mostly this is my own guide: one part fun, one part silly, one part useful.

Basic Tips For Everyone

•  PvP is not always about killing your enemy.  It is also about crowd controlling, stunning, incapacitating, distracting, kiting and disorienting them.  Be smart and know when it’s better to stun someone and move on to something more important rather than always staying for the killing blow.

•  Communicating in /bg is paramount.  Call out when enemies are about to attack an objective (resource node or flag), where the flag carrier is headed or hiding, or where you are heading with the flag.  Be brief and clear; avoid chatspeak but do familiarise yourself with battleground-relevant acronyms.

•  Become familiar with your “get Away” abilities, like Blink, Sprint, Vanish, Disengage, Earthbind, etc.  Always have a plan of action for escaping a fight you know you will lose.  Some of these abilities will clear debuffs or movement impairing effects and others you will need to pair with another ability.

•  Kill healers first.  Kill healers first.  Kill healers first.  If you can’t do that: crowd control, stun, fear, incapacitate, interrupt, knockback, relocate or distract the healer and keep them away from their target.  By the way, kill the healer first.  They should always be your primary focus target as long as they are nearby.

•  Know when to use your keyboard and when to use your mouse.  The usefulness of keybinds in PvP can’t be emphasised enough.  PvP is largely about quick thinking and fast reaction times, and keybinds are pretty much the only way to do this.  On the same token, get used to mouse movement because keyboard turners are at a huge disadvantage.  You can also do things with your mouse like jump while running, turn around and instant-cast something, land facing forward and keep running without missing a beat.

•  In PvP, instants are awesome because battlegrounds are often high movement and you don’t have time to stop long enough to cast a big nuke or giant heal.  Next best is things with a quick cast time.  Not only do they make it so you don’t need to be a sitting duck for as long, but they a lot harder to catch with an interrupt or silence.

•  Heals, dispels and cleanses are a big deal in battlegrounds.  They can often make or break a game.  If you really love DPS and hate playing as support, then go ahead and stick to that, but a truly good PvPer will know when to use any heals or dispel in their arsenal, either on yourself or on your teammates.  It is often better to heal, even in DPS gear and spec, if there are no other healers around to help your teammates, or if you think it might be more advantageous to just heal yourself while you wait for reinforcements to arrive.

•  One really important thing in pvp is to know when to walk away and how to pick your fights.  Your teammates (and your enemies) will often be prone to stopping to fight anyone they see, even if killing that person won’t aid the objectives or there is no way they will be able to kill that person in a timely fashion.  Don’t get in heated one-on-one battles while your team is off doing something else, don’t stop to fight people in the middle of the map for no reason, and don’t engage in a fight you know you can’t win unless there is some legitimate strategy to it (ie, distracting the enemy).  If you avoid this, you’ll not only be a better player but you’ll also find yourself actually winning more games.

•  Using PvP gear in PvP makes a larger difference than a newcomer might expect.  Health and resilience impact your survival just as much as smart gameplay.  If you have nothing else, fly over to Wintergrasp and buy the heirloom PvP trinket until you play enough games to buy youself a whole set.  Even if you have a really good PvE piece, it is often still better to use a lower quality PvP piece in that slot.

•  Learn how to use terrain, range and line of sight to increase your survivability.  This takes practice and a different mindset than you may have from PvE, but it will help you a lot if you master it.

•  Nameplates are very useful in battlegrounds, both for watching your teammate’s health and for monitoring enemies.  It will let you know which guys are close to dead and also make it easier to target them and see them coming.

Learn Your Class Again, Because Everything You Know Is Wrong

Before you ever enter a battleground, the first thing to know is that many of the spells you like in your dungeons and raids are stupid and lame in battlegrounds.  That rotation you’ve got down perfect is useless.  And those weird abilities you got and never even put on your bar because “when the hell will I ever use that?” may end up being your favourite spells.

Look through your spellbook and consider something’s application against another player and the spells they may be using.  If you’re not sure if something is good or not, ask yourself: how much will this piss of the guy I use it on? If the answer is somewhere in the realm of “a lot,” then it is probably an awesome PvP ability.  Here is the secret to fun PvP: it’s not about killing the other guy, it’s about frustrating him endlessly.  Sometimes that involves killing him, but it also can involve things like a well-timed sheep.

At the risk of becoming a class guide, here are some spells each class should learn to love:

Mage:

•  Sheep people often.  The best times to do this are: when they are casting their big nuke spell, when they are about to heal someone, when they are running a flag or guarding a node, or just because they’re the only person around and you have the mana.  You don’t even need to fight them afterwards; if they’re just some random guy on the road, it’s better to sheep him and then run off to do something more important.  Protip: you can sheep people off their mounts.

•  Counterspell casters on cooldown.  Especially healers.  Nothing is more satisfying than that beautiful noise signifying that someone is probably going to die soon.

•  Frost Nova melee in places where they will be useless.  Actually, if it’s off of cooldown, go ahead and frost nova them no matter where they are.

•  Frostbolt and Cone of Cold are both awesome, even if you’re a fire mage.  Why?  Because it slows people, and slow people are almost as useless as dead people in battlegrounds.

•  Blastwave, if you have it, is good for relocating your enemies and interrupting their abilities.

•  Iceblock not just makes you immune to incoming damage but it will clear your debuffs so you can get back in the game.

Warlock:

•  Fear is your new favourite ability.  Your should use it as often as possible, and at the times when it will anger your opponent the most.

•  Put Curse of Tongues on all the casters.  Even if they can remove it, that’s still one more GCD when they’re not casting that heal or fireball.

•  Fall in love with your Succubus and Felhound.  Your succubus can seduce people, like healers who are healin’ a bit more than you’d like or that really buff warrior who is beating on you, and your demon puppy can spell lock anyone who you’d prefer not be able to cast.

•  DoT everyone (okay, that’s not one ability).  Seriously, put your debuffs and Damage-over-Time spells on anything that moves.  Just tab around and make sure everyone is feelin’ the hurt.  You have a good chance of killing people this way, and at the very least, the healer is going to be spending a lot of time dispelling his teammates instead of casting heals.

•  Use your Drains.  Lifedrain and manadrain benefit you at your enemy’s detriment.  Awesome.

Priest:

•  Psychic Scream every time you can.  It’s best used by running into a crowd of people before dropping it, but go ahead and use it on that one guy beating on you, too.

•  Mana Burn is great on healers, especially ones that are already low from slamming big ones on their teammates.

•  Silence, if you have it.  Of course.

•  Bubble your teammates that are getting beat on.  It doesn’t matter if you’re a healer; the rogue beating on your buddy will hate you for it, and that’s what counts.

•  Mass Dispell not only will remove magic debuffs from your teammates but also buffs from your enemies.  Best of all, it removes things like a paladin’s invulnerability bubble: the only thing in the game that will.  Use it on large groups of people fighting and also on paladin bubbles.

•  Mind Flay slows people, and because it’s channeled, will automatically turn you to help you follow runners.  Also it damages people, which never hurts.

Rogue:

•  Stock plenty of Crippling Poison, Wound Poison, and Mind-Numbing Poison.  Ideally, you want to have spare weapons to swap around for each in the appropriate situation.  Slowing player movement, delaying their casts, and making their heals weak are both extremely useful and very enjoyable.

•  Stuns are the thing you’re most loathed for.  Stun as often as you can.  Open with cheapshot and use kidney shot as your finisher.  If necessary, vanish so you can cheapshot a second time.

•  Cloak of Shadows will surely piss off that warlock who just spent a bunch of time DoTing you up.  Bonus points if you use it when he has like .2 seconds left on his big nuke, so that way he still wastes the time and mana.

•  Sap any people you cross out of combat, whether they are defending something or just merrily prancing around.

•  Dismantle will disarm your melee foes and Blind will disorient them.

Druid:

•  Shapeshift can be used to your advantage in a lot of ways.  Use it liberally to break snares.  Also know when is the right time to be in the right form; sometimes it’s better for a moonkin to bear up and wait for help than to try to fight it out.  Lastly, remember, you’re immune to polymorph when in form.

•  Hibernate works on hunter pets, shaman in ghost wolf, and other druids in cat, bear and cheetah form.  Don’t be shy about using it.  The awesome factor goes up if you use it on a wolf or cat running a flag.

•  Cyclone not only crowd controls your opponent, but it won’t be broken by your teammates incidental AoE, and the guy stuck in it won’t be healed from it.  When one guy is immune, just use it on another.

•  Typhoon, if you have the ability, is great for knocking around enemies (including off of nearby cliffs) and interrupting their spellcasts.

•  Use Roots on anything that’s going somewhere you don’t want it to.

Hunter:

•  Wing Clip is a good way to slow down your opponents, whether they’re running the flag or chasing down your healer, or just because you need to get range.  In all circumstances, it will annoy them, which alone makes it valuable.

•  Know your Shots, because depending on your spec, you can use different ones to silence, slow, sleep, and disorient.

•  Traps are awesome and you should make heavy use of both freezing and frost trap, depending on the context.

•  Disengage is a very handy way to get away from a melee attacking you, to get range on someone, or even to bounce out of someone’s cast range.

Shaman:

•  No matter your spec, Frost Shock is great for slowing people.  Pair it with an Earthbind totem and you can do fairly decent kiting of melee.

•  Grounding Totem is your best friend against casters.  Drop it on cooldown anytime one is nearby.  And don’t forget Tremor Totem to break pesky fears.

•  Purge removes buffs from your enemies.  This works on more than just things like Intellect and Fortitude: it will also remove things like speed boosts and heal-over-time spells.  Happiness is purging the HoTs off a tree.

•  Thunderstorm is a great knockback if you have it.  It is good as both an interrupt and a fun way to abuse your enemies.  Shaman are especially fond of using it to toss people off of cliffs when they get to close to the edge.

•  Wind Shear is your bread-and-butter interrupt, and it’s off the GCD.  It’s on a very short cooldown, so use it on those casters over and over and over again.  Picking a healer and waiting until their big heals are about finished to cast is both practical and extremely delightful.  Or, pair it with purge to destroy an oft-invulnerable restoration druid.

•  Hex is on a long cooldown, but it’s still great to use to crowd control people, interrupt their casting and make them an adorable frog.

Paladin:

•  Your Self Bubble is the thing everyone loathes you for.  Use it regularly to grant yourself immunity when running away or healing yourself to full.  Remember it will make your drop the flag if you’re carrying it.

•  If it says “Hand of” on the title, it’s probably great for PvP.  Freedom will break slows and snares and should be used liberally on yourself and your teammates.  Hand of Protection is splendid to use on your spellcasting and healing teammates to protect them from melee attacks (just don’t use it on physical DPS).  Sacrifice can be used to overcome abilities like sheep which will break on damage.

•  Hammer of Justice is on a longish cooldown, but it’s a great stun so don’t be shy about smacking people with it.  It comes with a highly satisfying BLAM! noise to remind you of how great it is.

•  Repentance is Retibution’s crowd control and can be used in combat.  Use it on that healer in the back or the guy playing defense.

•  Judgment of Justice will prevent your opponents from moving any faster than runspeed, whether they’re mounted or in travel form, or popping sprint.

Warrior:

•  Berserker Rage is a great ability that breaks fears and incapacitates and should be used off of cooldown.  Use it in conjunction with your trinket and you’ll find these abilities effecting you half as often as anyone else.

•  Hamstring will slow your opponents and can be used on as many people or as many times as you have rage for.  If you can, tab around and hamstring anyone who is melee DPS.

•  Disarm will cripple any melee opponent.  It’s on a decent cooldown, but don’t forget to use it when a rogue is beating on your healer or you’re locked into combat with a Death Knight.

•  Stuns should be used liberally if you have them.  All warriors have Charge, but if you’re Protection, you’ll also have Shockwave and Concussion Blow, which are both very powerful.

•  Pummel is great for interrupting spellcasting; every warrior should be prepared to Stance Dance to use it, or toss on a shield quickly for Shield Bash.

•  Few things will bring you as much joy as Spell Reflect, especially when you use it on a shaman about to Hex you or a mage coming at you with pyroblast.  You should carry a shield for this ability alone.

Death Knight:

•  Deathgrip has a lot of utility in PvP, on top of being very fun to use.  You can suck in players to interrupt their spellcasting, prevent them from hurting a teammate or capturing an objective, or getting them into range for you to kill them.  Use it with a smile and use it often.

•  Strangle is your silence to deal with those pesky casters.

•  Use Chains of Ice to slow opponents running away from you or towards a friendly.  It’s also fun just to toss on random people who are running by.  They want to be somewhere else, so appreciate how fun it is to deny them that.

•  If you’re Unholy, your Ghoul provides interrupts and stuns, so stick it on a caster target while you beat on someone else.

Approaches to Battleground

Although killin’ your foes is always superduper, what’s most important for success is different in every battleground.

Warsong Gulch

Warsong Gulch is a game of capture the flag.  The most important things that you can do in this battleground is protect your team’s flag carrier – by healing him or killing the people attacking him – or by returning our flag from the enemy – by killing him, or healing your teammates who are.  In this battleground, slowing or stopping the enemies is almost as valuable as killing then, moreso if you can slow multiple people.  Don’t get distracted fighting people mid-field.  Lastly, play to Offense if you can as you really only need a person or two on Defense in this game.

Arathi Basin

Arathi Basin is about earning more resources than your enemy.  You do this by capping and holding three resource nodes and defending them.  Playing defense is just as important as taking nodes.  Always watch on your zone map to make sure every node you own is adequately protected.  Offense may be more fun, but if no one is guarding, be the responsible player who does, or it could mean the game.  Final tip: never fight on the road, always near a flag.  Not only will you spawn closer to your graveyard, but you will be able to keep an eye on the flag at all times.  Roadfights are very common but don’t get sucked in.  You can, however, use them to your advantage if the enemy team is not watching their flag, allowing you to sneak in from behind and cap it.

Strand of the Ancients

In the Strand, the goal is to get the relic at the end of the battlegrounds, and to prevent your opponents from doing the same.  On offense, you need to use demolishers to break through a series of gates.  It is best to let melee players drive and use ranged, crowd controllers and healers as passengers to help defeat the enemies attacking your vehicle.  In defense, your top priority is always killing demolishers, either directly or by healing your DPS teammates.  Do not get distracted by players running around: always go for the demos.

Isle of Conquest and Alterac Valley

Both battlegrounds are different maps for the same objectives.  The goal is to either defeat the enemy’s general in their keep, or by depleting their reinforcements.  Capturing and holding the various objectives on the map will help your team and also grant you honour points.  Always try to find near and for these objectives rather than get caught in some random fight off on the road.

Jul 09 2010

What Makes A Good Player

While most of us  do not have the time or drive to invest all that is necessary to try to become “the best of the best,” I know a great many of us expect more from ourselves than just average performance.  I crossed this post on MMO-Champion the other day and I felt it was very well-put and is the kind of wisdom we can all appreciate:

Written by ‘PrettyBiased’ on MMO-Champ


What do top guilds mean when they say “looking for exceptional players”?

I just read a thread the other day titled “what is skill” and to be quite honest most of the answers could not have been further from correct. There is a common line you will see from nearly every high end hardcore guild in this game. The most recent trends leaves paragon to be the front runner for favorite high end guild, so right from their wowprogress page “Always recruiting exceptional players.”

What does exceptional mean?
Going for a literal explanation straight from the definition “Deviating widely from a norm, as of physical or mental ability, Well above average; extraordinary”. So literally they are looking for well above average players for recruitment.

The breakdown
So, what exactly makes up an exceptional player? What does any given player have to do to be seen as exceptional to top players, or even catch their attention? I’m going to give a definitive answer of what I personally look for and have looked for in my five years of high end gaming in the world of warcraft.

What they know, the fundamentals
First off before you even have a shot at being called average you’ve got to have a fundamental understanding of everything that makes your character preform. What does that mean exactly? It means knowing your talents and abilities, their interactions with eachother, their interactions with glyphs, their interactions with stats, their interactions with set bonuses and trinkets, their interactions with other players buffs and talents, and lastly their interactions with your environment.

What they do, the checklist
High end play is not a rigid priority list firing off in a predictable manner, it’s a constant ebb and flow of reaching out to help others and allowing them to help you. Nearly everything happening in a high end raid is on the fly and reactionary, immediate reactions and timing are key which will require keybinding. I’m going to do it a disservice and number things off on a list, this is just for ease of understanding not something to be actually followed in order.

#1. Maintaining your highest output value efficiently and consistently, this is maximum damage healing or threat per second. This is the most basic aspect of playing well, without it you might as well not even be in the raid. Effectively this is the “why you’re there” check on the list, it’s fundamental.
#2. Maintaining full utility within reason to your situation, this means interrupts, buff uptime and debuff uptime management etc. This is what keeps targets taking maximum damage and dealing their minimum, again fundamentals.
#3. Pre-emptively avoiding incoming damage and negating or reducing unavoidable damage for both you and nearby raid members.
#4. Exploiting fight mechanics to the best of your ability, no this is not the kind of exploitation that gets you banned. This is how you get world firsts, by finding a buff and using every last square inch of it.
#5. Reach outside of your class role and help those around you, misdirects, controllable damage modifiers (tricks of the trade, etc) share them with your raid efficiently to maximize their potential and that of the raid as a unit.
#6. Assuming you’re doing all of these things at the same time without slacking at any of them, using ventrilo to communicate if you need help, if the aspect of the fight you control is falling behind or way ahead etc.

Misconceptions
Doing a lot of damage/healing/threat does not make you good, it’s what you’re supposed to be doing.
Standing in fire does not make you bad in itself, there are no golden rules in this game anything can be optimal or inferior depending on circumstances good play is always about what is best in the moment.
Min/Maxing is not an option, if you’re going to take this or any other game seriously you will inevitably find yourself becoming a min/maxer or you will be falling short of your goals.
Reaching your maximum potential as a player is far greater a task than reaching your maximum potential as a character.

The verdict

Can you do more than those 6 points? Always, anyone can always do more and in fact they are encouraged to as opportunities arise during an encounter. As far as golden rules go, I am rather confident I covered the main bases. Doing one or two of these things is just as far from exceptional, as doing all but one of them. You must do all of these things at the same time consistently to step outside the label of average, this game really is about teamwork and tunnelvisioning dps tanking or healing is never going to land you a world first. It’s all about communication and knowing your own strengths and weaknesses, asking for help when it is needed, offering your help when it is needed by others, and mastering the mechanics of a fight. The top damage players in the world could fall short of being exceptional if they don’t play outside the box and make these things happen. In the end, this is what separates players in top guilds from anyone else.

I thought all those points were excellent and something we could benefit from remembering.  It can also help us pinpoint areas we may need to improve on, and not let the fact we may be high on the meters distract us from other failings like regularly dying to environmental damage, or lack of knowledge about our class.  So if you thought you were a pretty good rogue because you can top the meters on Festergut but tend to drop your defiles right on your teammates during Lich King, you might want to reconsider your position 😉

Also, this topic also touches on something that those of us who play DPS need to remind ourselves sometimes.  Being a great player isn’t just about putting out good numbers (as the poster states, that’s just the bare minimum of our job).  It is also about doing, and doing well, those other things that may be asked of us, like kicks or interrupts or switching to those pesky adds that screw up your DPS rotation.  Most of us really hate doing those kinds of things and are not shy about lamenting our DPS loss for doing so (myself included), so sometimes we need a little kick reminding us that that aspect of our job is just as important — maybe even moreso — as how we look on the meters.