Turkey Love is in the air

So, the Love is in the Air holiday started over the weekend.

For info on how to do the holiday quests and such, there is a great deal of info on other sites (like wow.com). Instead of writing yet another guide, I thought I’d have a little more fun.

First, apparently, love is in the air even for the turkeys & rabbits of the world. The Spring Rabbit holiday pet can apparently fall in love (and mate with) the Thanksgiving turkey pets. We found this out in our raid, when I couldn’t figure out why my turkey was going so crazy. The rabbit stopped having hearts over it’s head & making baby bunnies when I put my turkey back into it’s stable. It’s actually fun to see pets interacting with each other.

Also, if you want another new pet, you can head over to SFK and summon the new boss encounter out there, and learn the meaning of “tough love”.

I don’t have the meta-achievement yet for this holiday yet, so I still have a few things left to do that I didn’t finish last year. I like the new version of this holiday. They took out a lot of the randomness of the “love is in the air” holiday, and made it just come down to doing daily quests (or killing random mobs if you want to speed up your token acquisition).

Cataclysm Gearing: Is reforging something to look forward to?

Okay, so my moonkin is having a terrible time trying to gear up in ICC. I’m having a hard time finding things like belts & bracers out of the 25-man instance that would be worthwhile, and I had to pick up a crit/spirit dagger off Morrow (paired with an off-hand I had from the ICC 5-mans). All the upgrades I really want are either in the 10-man or from badges.

All my gearing frustration, however, just makes me want Cataclysm to come sooner. So, lets take a look at what has me so excited about gearing my moonkin in Cataclysm.

Here’s a quote from my post at the Blizzcon Class pannel:

Reforging – Customizing gear. Relatively cheap. Given to blacksmiths, leatherworkers, tailors, Jewelcrafters, & Engineers. Reduce one stat for more of another (some restrictions apply).

Now, there are tons of items right now where I go: That would be great except that it has X stat instead of Y stat. We could turn a spirit-heavy resto item into a spirit-light moonkin item (since we were told no spirit for moonkin).

So, I did some digging around, and here’s is some info I’ve been able to dig up on reforging:

It’s too early to go into a lot of detail on the new features, but the basic idea here was to make an undesirable drop possibly more desirable. It still shouldn’t compete with gear that is actually itemized for you.

As an example, letting someone turn stamina into a dps stat is something we’d be unlikely to do (or at least impose a lot of restrictions) since that lets you turn an undesirable stat for most characters into something good.

Think of reforging more as a consolation prize or as a way to work around things like hit caps, and not the kind of thing that clever players are going to be able to use to vastly min max their character power.

Along with this one here:

Imagine reforging could work like enchanting, where there are specific recipes that everyone knows. Example: “Converts Spirit into 50% equivalent hit rating on gloves.” I’m not saying it would work like this, but something along those lines would be pretty comparable to existing features.

I still think that being able to turn spirit into a DPS-friendly stat, or changing hit rating into another stat (OR adding hit rating to an item if needed) could be a very powerful use fo this feature. I would like to think that they would design Reforging so that hybrids like moonkin (who they never really want to design specialized gear for) will benefit a lot from this kind of change. We don’t really need to change stamina into damage dealing stats, but we will benefit from being able to turn healer gear into DPS gear.

What stats moonkin should want in cataclysm:

What stats resto should want in cataclysm:

  • Int (will give SP), spirit, haste crit, & the new mastery stat.

So, the theory would be that moonkin could potentially take the healing gear with spirit and turn it into something worthwhile for us, and resto could take something without spirit to turn it into something with spirit.

But there’s always a catch. Here are the Potential Problems:

  • It may only remove half of the unwanted stat, leaving gear with half the unwanted stat (ie. hit or spirit for caster leather). So, that gear really would be sub-optimal and perhaps make the reforging system not actually all happy like I first thought it might be.  This would leave Blizzard still having to make leather without spirit on it for moonkin, as we wouldn’t be able to remove all the spirit from healing leather.
  • EDIT: It may also potentially be designed take more than it gives back, IE. taking all the spirit but only giving you half the value back in another stat, which would mean the item ends up not really being a replacement for well-itemized gear for that slot. If you have to do this for half your gear for end-game raiding, suddenly you are losing out on an awful lot of stats you could have had with better itemized gear in the first place.
  • If Blizzard has further incentives for classes to use their highest armor type (in this case, leather for druids), moonkin may be more prohibited from wearing cloth than we already are, and the reforging system may have raid leaders being more reluctant to let moonkin take cloth drops. Add to that the fact we can’t roll “need” on cloth from 5-man dungeons, and things may still be tricky for moonkin to gear up in Cataclysm.
  • Blizzard has a long history of not wanting to make item drops that only one spec of one class will want to wear. Since Moonkin & elemental shaman are niche-specs that tend to not be super abundant in raid groups, I’m betting that these two specs will still have a hard time gearing up in Cataclysm raid dungeons, since Blizzard may see reforging as the best way to let us turn healing gear into DPS gear, which could potentially leave moonkin with really still sub-optimal gear and no way to turn all the junk stats into stats we want.

Conclusions:

Reforging has the potential to be a great opportunity for Blizzard to deal with specs like moonkin & elemental shaman that can’t just DPS in healing gear (and shouldn’t heal in hit rating gear), but don’t otherwise share gear with anyone else.

However, the only way for reforging to fill this role is if ALL of spirit or hit rating can be removed from an item and converted into a wanted stat for other specs that share the gear. Otherwise, Reforging is never going to let casters and healers share gear, and will leave us with the same problems with gearing that we have right now. It also needs to give back enough of the wanted stat so that you aren’t losing huge chunks of stats if you are forced to reforge rather than be given good options for your gear. These may also be the only two stats where removing all of it from an item should need to be an option. I’m sure melee classes would benefit from being able to remove all the hit from an item, so that they could turn hit-rating pieces into something useful for them after they reach the hit-cap. In this case, everyone could win.

I like puppies.

Okay, so I tried to run a Heroic Random dungeon once a day for my frost badges. Some days, I didn’t have time. Other days, I probably did more than one.

However, while everyone around me was getting pug pets, I wasn’t even close for a long time.

Why? Because I mainly ran 5-mans with guild members. Once we could get together a tank and a healer, finding DPS was relatively easy. One of the things I like about my guild is that they make running the 5-mans for frost badges pretty easy (though some days I don’t like having to run the old-content 5-mans in the first place).

So, after 2 months of running dungeons without very many pugs in them, I finally got my PUG pet reward. I think he’s pretty cute, but he doesn’t listen to me very well. Given that most runs had 1 or 2 pugs in them, the drawn-out process made me feel sometimes like I’d never get this reward.

Patch 3.3.2 – Moonkin fixes

Okay, so moonkin are getting some attention in the 3.3.2 patch.

The main patch note for moonkin is:

Earth and Moon: This talent now increases the druid’s spell damage by 2/4/6%, up from 1/2/3%.

What this means is that moonkin’s DPS should come out 2.91% better. This change has no effect on the debuff that gives the whole raid 13% damage. It effects only the moonkin’s damage directly. This is a straight buff, which is good. It doesn’t address any underlying problems for moonkin, however we didn’t really expect major changes. This is actually the best way to address moonkin’s damage falling behind, as they didn’t just buff Eclipse again. ;)

Moonkin Tier 10 – 4 piece bonus

While I don’t have the set piece yet, a handful of other moonkin have. They reported that it was having a high amount of resists (above and beyond what is a normal resist amount). It was verified that the bug was that Languish was being treated as a level 1 spell. The patch note for it reads: Fixed a bug to allow for this bonus to properly trigger. This should (hopefully) mean that it should stop having resist problems, so that it will actually become a decent set bonus again.

PvP changes for everyone

They are changing the way that resilience works (to reduce the amount of damage done in pvp), however they are also reducing the amount of healing done in PvP by 10%. Since I don’t pvp, I’m not really able to analyze these changes. My bet is that it’s not going to change druid balance compared to other classes all that much, if at all.

Walk faster!

They also made some improvements to 5-man dungeons such as:

Brann Bronzebeard has been getting into shape and now feels comfortable walking faster when escorted.

Yes! Take those exercise classes! Even with all the moonkin buffs, this is by far my favorite patch note, because it shows that the patch note writers have a sense of humor. :)

If anything else is discovered that didn’t make it into the notes, I’ll update as needed.

Conspiracy Recruiting again!

Okay, so now that we have gotten through the holiday slump, and we are progressing our way through Icecrown Citadel, the officers of my guild have started more actively recruiting again. My guild is Conspiracy, Alliance side on the Elune (US) server. Elune is a fairly active PvE server, which I am happy to call my home.

What we’re currently looking for: pretty much anything EXCEPT no more resto druids (sorry – we have too many). I’m even willing to share moonkin gear with a good boomy player. ;) What I personally think we could actually use is more damage dealers above anything else for prime raiding spots. I think it’s really strange to have a problem recruiting DPS. The officers have also stated that we’re looking for a resto shaman, or holy paladin/priest to boost our non-druid healing balance.

There is a recruitment post up on our realm forums here, that has more information about what my officers are looking for. You can apply to the guild by posting on our forums.

Our raiding schedule: We are currently progressing through Icecrown Citadel. We raid 25-mans on Wednesday and Thursday evenings. We raid 10-mans on Sundays (sometimes Mondays). Our raids run from 8:00 to 11:30 pm EST.

I have talked before about how much fun I have raiding with them. We’re looking to beef up our numbers so that we can have the numbers to keep progressing through the 25-man content, without the risk of possibly having to cancel raids just because someone is having internet problems, or too many people want to call in with “RL stuff” for a night.

We progress at what I think is a good pace through normal-mode instances (though we choose not to spend the extra time it takes to learn hard-modes because we are more casual-friendly than that).  We’re not super-hard-core, but that’s the way I like it, because it creates a more fun & friendly atmosphere, rather than an atmosphere of “must raid ’til our eyes bleed”. I like it here, and I hope that other people who are looking for a guild to call “home” will talk to me or the officers in my guild about seeing if we’re the right fit for you!

Talent guides of the future: Is all choice good choice?

Okay, so it’s no secret that I spend a LOT of my time coming up with talent guides. I’ve done talent guides for leveling. Talent guides for end-game raiding. Analysis of what talents I think are good. Analysis for what talents I think are bad and should be changed. I also apologize in advance for just rambling theoretically about guide writing and talent choices. None of this reflects actual things we know are coming, but I want to talk about the implications & problems with a possible design philosophy that I don’t necessarily agree with.

While I originally passed over one of GC’s posts last week, there was something that caught my eye today that I wanted to nitpick a little bit. The original post you should have all read is here. Context matters, so you should go back and read the full blue post. I’m not going to repost the whole thing. Instead, the quote I’m interested in particular says:

Because you earn passive bonuses just for spending points in the tree, those fun, niche or utility talents won’t seem as expensive as they do today. We want to create a lot more choices where you are choosing utility vs. utility. We want to see far more “cookie cutter” build guides that say “Spend the last 5-10 points where you want.”

First, I like the idea of the passive bonuses. It takes away the need to spend the majority of our points just on things that essentially say “increases damage/healing by X”. That’s a great goal to work on.

On the surface, more choices seems like a good idea. The idea of more utility talents and more options seems like a neat goal.

However, where I have problems is his last sentence about writing guides that tell people to just spend 5 or 10 points wherever they want. When I do that in one of my guides, it usually means that none of the options are good anymore and you can just dump some points into basically “garbage” talents, or that the choices just aren’t meaningful so I’m basically giving up on trying to make a decision.

Talent choices should still be meaningful, and there SHOULD still be choices. However, there is a right and a wrong way to allow for choice. All the choices have to theoretically not just be throw-away talents that people think are bad, but put left-over points into anyway. I don’t have a problem with presenting 3 or 4 different talent specs, like I do for my healing guide right now. I don’t mind 5-man healing specs looking different than 25-man raiding specs looking different from PvP healing specs. I don’t even mind if the talent trees allow enough flexibility that people can disagree about the right spec to have, or can choose not to follow the cookie-cutter build if they want.

However, I do mind the possibility of either having talents being so desirable OR undesirable that we can’t present a good “cookie cutter” spec in our guides. The goal should be, instead, for people to not WANT to follow the cookie-cutter builds, and for people to find neat paths of their own through the talent trees in places where it better matches their particular play-style.

At the point where we say “spend the last 10 wherever you want”, I feel like I’m not doing my job as a guide writer. A “best” spec should always emerge out of guide writing, because that’s the entire point of what people like me do. In testing phases, I’ve been known to spend hours jumping off cliffs trying to reduce my health enough to test HOT healing in a controlled environment. Having HOT overheals show up in the combat log was a significant improvement to my personal testing quality of life, because I’d do practical testing rather than using spreadsheets and simulations, so having the #’s show up with less effort meant I could waste less time running back up hills.  Guide writers go to great lengths to be confident in the talents that they recommend to people, and being 10 points short isn’t going to be something that the guide writers will ever do. That’s just part of guide writing: fill up the talent tree & present it for other people to decide whether they follow you or not.

If we are investing in utility, it should be useful utility. Giving us bonuses that seem neat but have no real impact on our playstyle are just throw-away talents, and it’s usually at the point of throw away talents where we suggest just to dump points wherever. For moonkin/cat druids in a PvE raiding environment, our job is to be doing damage to the boss. We want to be investing points in talents that are going to help us do our job to the point where we aren’t just going to get laughed out of guilds like we were in the original days of the game. It doesn’t matter if we can daze things unless daze is an important part of the boss mechanic. In the days of redundant buffs, giving people more options to spec into redundant buff talents (that may be wasted in some circumstances) isn’t really an improvement to the trees.

The goal shouldn’t be to have guide writers suggest that people just dump points wherever. At that point, why bother writing the guides at all? The goal (instead) should be to get guide writers to have to write about decision points in the trees and how to decide between options based on their playstyle, which I do in my resto druid healing guide right now. I offer multiple decision points & help my readers be informed about their choice between options for different PvE healing build choices. For example, you may have to choose between having Celestial focus or not in a healing build (which is an interesting choice). Another interesting choice ends up being whether or not to pick up several other talents (empowered touch, living seed, revitalze), – depending entirely on whether or not they are good for your particular playstyle. I think it would be interesting for the talent choices to differ with slight differences in playstyle, for example – for there to be clear PvP talents versus clear PvE talents for DPS specs, OR multiple ways to come up with good DPS specs that alter how you do your DPS rotation (ie. mangle-focused versus shred-focused builds for cats, or something like that).

The good talent trees of the future are ones that allow for choices to be made based on playstyle, where there will still be clear guidelines for guide writers to follow about what are good choices for a certain playstyle. I like the idea of “choose your own adventure” talent trees, but there is always going to be one right path down talent trees for people who are trying to maximize their DPS, healing, or tanking potential – and if the talent points aren’t helping the player accomplish their goals, then people shouldn’t be investing points in those talents in the first place. I would rather feel like the talent trees are too full than feel like they are too empty, and the only time I’m going to throw my hands up and force my readers to choose totally on their own is when the trees are too empty and the choices aren’t meaningful.

More often than not, the talents we skip are ones that aren’t meaningful to our roles. So, improved barkskin is a really interesting PvP talent, but I would never pick it up for PvE. If the choice for me was between imp barkskin and imp tranquility, I wouldn’t care because both of them I consider to not be useful talents for my healing role. For my moonkin, if I had to decide between genesis & dreamstate, it wouldn’t be a meaningful choice, since neither of them would actually increase my DPS potential by enough to care.

So, the choices of the future need to be meaningful, without swinging the other way and feeling like the talent trees are so full of “bloat” that we can’t make a decent enough spec out of it. There has to be a clear pathway through the tree for a particular playstyle and role because that’s how we make sense and meaningfulness out of our choices (IE. I choose a tank healing build because I want to tank heal – OR, I choose a Panzerkin tanking moonkin/feral build because I’m a crazy tanking moonkin, OR I want to be a restokin that picks up both moonkin & tree form). We want the talent choices to meaningfully reflect a play-style, and for our investments to feel worthwhile based on the spell combination and role that we have chosen.

The choices should still be meaningful, and the guide writers should still be able to make enough sense out of it to come up with the carefully crafted “cookie cutter” builds. Even if we have to come up with multiple builds, and points where we ask people to make choices, these trees will still be complete. Figuring out the “best” specs to have for a given role & playstyle is part of the game that we play – and it’s something I enjoy doing.

The goal should be to have interesting choices, not to take away the role of cookie-cutter specs.

Lore Matters: War of the Ancients book series

So, over Christmas break, I had long airplane flights. So, I took the Warcraft: War of the Ancients trilogy book series with me as reading material to keep me from getting bored on the plane.

For as much as some people dislike Richard Knaak’s work, I actually found this series to be important for me. It helped me with realizing who Deathwing is, and why his coming back in the next expansion is really a terrifying thing for Azeroth. In addition, I learned a lot about Malfurion and the early history of druids in the book series. I also realized that it would have been helpful for an introduction as to why Illidan was the big bad guy of the Burning Crusade expansion. I didn’t play any of the Warcraft games before WOW, so I tend to have frequently missed out on important lore things.

Lore is important for feeling connected to the storyline in the game. Lore is important for knowing WHY we’re fighting, and WHO we are fighting. It is easy to get distracted by game mechanics, and lose the story along the way.  The lore-based books help make the world feel bigger (and older) than it feels as you go through various quests and raid encounters. It makes the battles feel bigger and more hopeless in ways that gives you a reason to want to fight.

An example of being disconnected to the Lore: I complained one week when we were learning Ulduar about how I felt cheated because the keepers don’t actually die. I think it was just unfulfilling to keep defeating but not killing the bosses (I knew they helped us on Yogg, but I didn’t quite “get” what was going on). My boyfriend responded to this complaint by spouting off the reason why they don’t die (something about our objective being to free them, not to kill them). I don’t remember the specific details, but I got caught up in the fight mechanics and forgot to pay attention to WHY we were doing it.

I read the Arthas book at some point so I would feel more connected to the lore surrounding Northrend and the Lich King. I thought it was really helpful for me to do that, since I wanted to feel more connected to WHY we were in Northrend fighting.

Deathwing is one scary beast. I’m also starting early to study up on lore that I think is relevant to Cataclysm so that I don’t feel so disconnected from the WHY. Deathwing used to be a normal dragon, but the old gods corrupted him and made him go a little bonkers. He betrayed the rest of the dragons, and did a lot of bad things. When you know the story behind where Deathwing comes from, the idea of his getting free to wreak more havoc on the world is pretty scary, and is much more motivating to fight against it.

One of the other great pieces in the War of the Ancients book series is that there is a lot of information about Malfurion Stormrage, and what the early druid spell casting actually looked at. I never really quite understood the love triangle between Malfurion, Illidan (his brother), and Tyrande (NE priestess).

One of the things this book series has is detailed descriptions of how Malfurion’s druid spells worked (ie. seeds that burst into flames: “Malfurion threw the seeds into the bat’s maw. The monster convulsed immediately… A fiery glow erupted from within Varo’then’s mount. The captain tried to maintain control, but to no avail. The bat flailed around, shrieking. A moment later, it burst into flames. Malfurion had used the seeds’ inherent heat during earlier battles…” (Knack, 2005, The Sundering, Pg. 287). This is definitely a spell we don’t have anymore, but I think “flaming seeds” should be something that the we should start looking into learning how to use again (on second thought, maybe not with the name “flaming seeds”).

The small amount of Malfurion lore in this book series actually made me really excited at the prospect of the Malfurion book that is supposed to be released sometime relatively soon.