Category: Tidbit O’ Wisdom

Nov 09 2010

The Worst Sins In Raiding

Survey any raider on the worst offenses one of their fellow raiders can commit, and you will generally find they fall under one of the following four categories. While no raider is perfect, a good player will always be aware of how their behaviour affects their teammates and will make good effort to make sure these sins do not occur.

Making People Wait On You

Time rules a raider’s schedule. Whether it’s getting that one last attempt in before calling it for the night or plowing through trash to get to the boss, everything is balanced around the amount of time a raid gets together each lockout period. Time is the most precious commodity a raider can have and nothing makes people angrier than those who waste it for everyone.

Sins:
• Showing up late
• Taking excessive AFKs
• Waiting until immediately before start time to buy flasks or gems, set up addons, or get enchants.
• Failure to travel to instance in advance and expecting a summons

Being Unrealiable

Raiding, like many sports, is all about teamwork. Raiders rely and count on each other, and the mark of a good raid is making your strengths work together and balancing out each other’s weaknesses. Unreliable people erode the framework of cooperation at the foundation. If a player can’t count on his teammate, the raid’s performance stunted and resentment festers between members.

Sins:
• Having a poor internet connection
• Failure to respond to the calendar invites
• Habit of not showing up when promised
• Being distracted during raid time

Showing An Obvious Lack of Effort For Your Role

Although being a good raider means being able to work well with your raiding peers, every player has an individual responsibility to prepare him to contribute to the group as best they can. This means doing research on the class you play, the instance you’ll be visiting and your roles and duties within. A good player will be proactive about reading guides and strategies, monitoring patch notes for changes and keeping up with relevant theorycrafting and always showing up for a raid prepared.

Sins:
• Failure to keep gear gemmed and enchanted
• Ignorance about class playstyle
• Lack of research on boss strategies or guides
• Showing up in the wrong spec or gear
• Didn’t bring proper consumables or reagents

Bad Attitude

By sheer virtue of being an activity that involves working closely with other people for many hours of the week, raiding is a highly social activity. While knowledge and skill may rule a raid’s success, the attitude of a raid controls how happy the players are with that group. People who harm the social dynamics of a raid are like a poison, causing disharmony, hurt feelings, a tense atmosphere and making raiding feel more like work than a hobby.

Sins:
• Blaming other people constantly
• Excessively offering unsolicited advice and critiques
• Being mean, rude, or belittling teammates
• Whoring loot at the expense of others
• Dominating voice chat constantly
• Inability communicate issues in a constructive fashion.

Sep 13 2010

Raid Preparation Checklist

An hour ‘til. Check:

  • Put the kids to bed, send your girlfriend home, tell Aunt Lucille that you’ll call her back tomorrow, let the dog out, take your smoke break.
  • Have you spec’d back to a raiding spec and spoken with the trainer?
  • Got all your glyphs?
  • Fill any empty gem sockets and make sure your new stuff enchanted.
  • Dump stuff you don’t need in the bank to make room for PhatLootz™.
  • Have you read the weekly post and the strategy guide?
  • Make sure all your add-ons updated, set-up and working.
  • Bring your dinner of cheesepuffs & Dr. Pepper to your desk. If necessary, bring enough additional puffs to cover snacks and dessert. Make sure you have enough napkins to wipe down the keyboard when you spill so you don’t need to get up in the middle of a boss fight.

Invites are begining. Check:

  • Be on the appropriate character and join your raiding channels.
  • Do you have enough flasks or elixirs appropriate to your class/spec?
  • Make sure you have enough potions of all the types you’ll need.
  • Refill your personal stock of buffing food in case no one has prepared any feasts.
  • Check your bags for that resist gear or off-set spec.
  • How is your supply of bandages? If low, have you prepared a bribe for a healer?
  • Confirm that you have an adequate supply of drinking water, in case of no mage.
  • Are you carrying enough reagents, be they purchased or fashioned from souls?
  • Are you on Ventrilo and in the right channel?
  • Get on the bird to the dungeon entrance.

Five minutes ‘til pull. Check:

  • Are you in the instance, next to your buddies, in front of the night’s first target?
  • Eat your buffing food, take your elixirs, apply your self buffs.
  • Quick gear re-check to make sure you aren’t still wielding Last Month’s Mutton.
  • Have you buffed people, dropped a table or soulwell, or offered to help summon the remaining stragglers?
  • Get in position, prepare for the pull, be awesome.
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.