Wednesday, September 12, 2012

Patch 5.0.5 - Not about priests this time

I remember my initial thought when I read about the new talent changes was something along the lines of "wee, new changes to get comfortable with, it's going to be totally fun trying to figure out how to heal again". My second thought, when I remembered the amount of alts I tend to play on a regular basis was "omg, new changes to get comfortable with, I am going to suck ass for ages".

I normally enjoy changes like these ones in WoW, I think a game that has been around for so long needs to revamp itself every now and then. Because of this I haven't really minded any of the bigger changes made, whether it was introducing new stats like heal power and spell power, turning heal power into spell power, making intellect count as spell power, mana and crit (and some other things) and then fixing the mana pools. It's all totally ok with me as long as everyone is playing by the same rules. So what if we have fixed mana pools now? I don't mind, since every caster has to abide by that same rule.

But change means re-learning, at least to some extent. And every big overhaul means I need to check and re-understand (if that's a word) every alt I happen to play (and they are many). That is time I don't always have the motivation to put into the game straight away, and an alt I don't play very often can easily be completely forgotten for another one during times like these. This time around my recently dinged level 85 paladin has gotten the temporary ignore button. I was already losing interest in her simply because she is freshly dinged right before a new expansion, and gearing her up felt kind of pointless at this time. But for some reason, the mere thought of having to re-learn holydin made me want to go back to prot, don't ask me why. We'll see about that.

I have checked out a couple of other alts however, all of which are not max-leveled should be noted and I have noticed one thing, the amount of change has varied quite a lot from class to class. Healing priests for instance have not changed overly much, while a class like warlock has changed completely. I'm wondering if this is due to me being the most comfortable with the priest class, making any change less of an obstacle to be than it is on a class like warlock, that I understand and master a lot less, I don't know. Here are some thoughts on the changes made to a couple of classes.

Warrior
My first thought logging in to and trying to tank on my warrior was "oh lord, they have ruined my rotation, how will I ever be able to tank again?". Of course I hadn't really looked anything up, but just jumped straight into an lfd hoping for the best. Things got really confusing when I was lacking Rend and using Cleave soaked up all my hard earned rage. And what is this, most of my skills don't even use rage anymore? HOW OP IS THAT?! I don't know about dps warriors, but for a prot warrior I love this change. Rather than having almost every skill use rage, only a couple of key skills like Shield Block and Enraged Regeneration (if you have that talent) use rage. This means a lot of things. First of all, it removes that horrible moment 22 warriors were suffering from that occurred when someone pulled a pack of mob and you needed rage to get aggro but without aggro you got no rage. Even Challenging Shout required rage! Admittedly, with some practice you knew how to solve those situations without too much trouble, but it did turn into chaos-fest every now and then, especially when every dps in the group decided to dps a different target. Now I can Devastate something in the face at any time and I can see this making tanking a lot easier for newbie tanks.


Lightning bitches!
So they removed Rend and pretty much Cleave for me. My old rotation used to be; charge in, Rend and Cleave at the same time and Thunderclap. Worked like a charm, spreading Rend around the group for that extra aoe damage. Now we've got Deep Wounds baseline instead to replace Rend, triggering off of any of your damaging skills. Cleave is one of the few skills that use rage, and because of this I tend not to use it at all since I prefer to use my rage on damage reducing cooldowns such as Shield Block. I like this change though, giving me a real and important choice between using rage on dps or damage reduction.

One part of me thinks they might've oversimplified warrior tanking a little too much, removing a lot of fun skills I enjoyed using in my regular rotation, but on the other hand I am glad they've finally made mitigation vs damage a real choice for us not just while choosing gear, but also while fighting. And now I can Bladestorm while tanking, how awesome is that! (I will go for Shockwave however, but Bladestorm is tempting just for the lulz).

Warlock
I've had a very on and off relationship with warlocking, going from having mained one briefly in BC (!) to pretty much not looking at it all through Cata. I love the complexity of warlock in BC, lost interest in Wrath when I thought they were too much like mages (ignoring the fact they have pets, shapeshifts and shitloads of cc) and when I tried it again in Cata I found what looked like an sb-spamming spec (demo) and what probably is the most complex rotation I have ever tried to master (destro). I slowly found my way back to warlocking, but it was definitely not one of my favorite alts.

Having played destro the last couple of months (mostly because I thought the other two specs were so boring), I was shocked at the level of change that it had gone through in 5.0.4. Umm, where are my dots? Where is the rotation from hell? My first impression was that destro had just lost two thirds of its skills, but remember that I am playing a lowbie warlock and that a lot of good stuff good just be lying around the corner. At the disappointment of the changes made to destro (which basically meant spamming a dreadfully slow shadow bolt and some chaos bolt) I decided to try out demo - hopefully it would've undergone as much change and hopefully for the better. All I can say is

EHRMAGEHRD METAMERPHERSERHS! That's metamorphosis for you who have trouble reading that. It's like Blizzard just had an epiphany and realized that people play demonology because they want to be really cool looking demons (which totally is the case) and made it possible to be in metamorphosis like all the f*cking time! Weeeeeeeeeeeeeeee

After the initial glee had settled down and I was getting kind of bored of just going into metamorphosis, press Hellfire and sit back and wait, I decided to actually see if I could understand what this new change was all about (except looking really cool and doing aoe all the time). Of course Metamorphosis (which I hate spelling btw) is supposed to be some sort of powerful cooldown, but it does limit your choice in spells which means you have to think about when to use it. You can't just press the button and expect to do awesome damage, as far as I've understood it you need to alternate between forms to get the most out of it. If that is the case, I definitely love the idea. Unfortunately I don't really have the opportunity to test it to the max just doing lowbie instances (where your ability to aoe is what is really valued). Because of this I am curious about re-testing destro again and see if I can figure out how to play that, I feel I didn't really give it a proper chance the first time around. (If you're curious I'm not seeing affliction as an option it's simply because I've never liked that spec). (Ever.)

Mage
Another "ehrmagehrd" is really in place here, but I feel like one per post is probably one too many. Suffice to say, I feel like a flame wielding murder machine on my fire mage and I am completely loving it. Fire has always been my preferred spec on mage. I probably don't have to explain why I don't like arcane (hint, it's always been extremely boring) and although I've never had a problem with frost I just felt like there was a little more oomph in fire (not just damage wise, but visually and esthetically as well).



Fire has had many problems however, being heavily reliant on gear and sometimes what felt like pure damn luck. I could easily sway between awesome dps and shit dps just based on my crit streak, and my frustration would follow suite. Fire mage was so good when it was good and so bad when it was bad. Blizzard have realized this and basically, but not completely, given you control over your own Hot Streaks (that is the magic we need for firey mayhem fun) in a way I think is genius. By giving us a skill that is guaranteed to crit, we're able to get that double crit streak as soon as we get at least crit, simply by using our crit-skill, allowing us to fling out the rest of the arsenal (ie Pyroblast and Combustion). Oh and Combustion is on a way lower cooldown, making it more of a part of our rotation than just that extra bang every now and then. But our crit-skill is also used to spread our dots onto other targets, and with a cooldown on it we need to really think about when and how to use it. To get the most dps out of my fire mage now means having fast thinking and fast reflexes and I am loving it. When my dps goes down the drain I don't feel like I can blame anyone but myself, and the rotation and skill usage is just complex enough to feel rewarding when I get it right and motivate me to get better when I get it wrong. I am totally loving it.

Shaman
So, what happened to my totems? (I wanted to write "Dude, where's my totems?" but I just couldn't) I was pretty bummed when I noticed that the majority of them were gone, but after having calmed down over that fact I realized that I never was a huge fan of totems in all honesty. I've probably had pretty much the same thoughts about them as the rest of the shaman community - they have so much potential, but they just felt like bad versions of other classes buffs. Blizzard have listened and removed, altered and introduced new totems into our arsenal. Some oldies but goldies remain the same, like Searing Totem, some work differently like Healing Stream totem (which works more like a healing cooldown now) and some are completely new like Lightning Capacitor Totem.

With the risk of sounding repetative, I like these changes. I miss my totems in a way (as a lowbie I barely have any) but that is only because they have been with me for so very long. I still remember having to do the totem quests to get them, how you had to carry them around in your bags to be able to use them... Totems now are more like cooldowns or special shaman buffs but it is a change that was needed and a good one. I will gladly vote the totem relocator skill to Best Skill of the Year award right here and now.

Fugly? Or fute...
What about the other changes to shaman? I've only tried resto, since my enhancement shaman is abandoned on another server at the moment, and besides the fact that it is impossible to oom at lower levels healing is very much the same. I have access to skills I didn't have before, like Riptide, but otherwise I don't feel like shaman healing has changed much at all and that's ok - I've got enough to wrap my head around as it is already.

Druid
As a tanking druid I have noticed the same move towards dps vs mitigation change that prot warrior got, only it took me so much longer to get. On my warrior I was used to using Shield Block on a regular basis and quickly figured out how the new Shield Block was meant to be handled. On my druid however it first took me a while to notice Savage Defense was no longer present and then even longer to realize that it had been turned into a mitigation skill like Shield Block (only it gives dodge instead obviously). No wonder I was taking so much damage!

In fact, my druid has suddenly got a whole handful of new mitigation and dps cooldowns (to some part depending on which talent skills you choose) that I barely know what to do with. I press one out of the many every bigger pull, hoping to make the healer a little happier. Most of the time I just feel confused, but I think I am slowly getting the hang of this.

One of the things that kind of disappointed me were the skill choices, where few seemed as interesting or good as they did on other classes. I suppose one of the problems could be that most of the skills are usable in all shapeshifts, so that eventhough they're tweaked to work better for some shapeshifts they do work in all and that makes it difficult for me to find one that I think is useful for tanking. I tried the treants, but they didn't really seem to do anything worthwhile. I tried the Typhoon, but that turned out to be mostly annoying (as I had already suspected it would). It's too many choices but because they all feel pretty meh rather than all seeming so good. That could just be me not grasping the idea completely yet, but I'll get there.

Druid tanking has changed about as much was warrior tanking, and overall I think the changes are ok. It annoys me that I need to spec for the charge, but fine - paladins and dks don't have a charge either (they do have ranged aoe threat skills to compensate for that however!). Druids still don't have a ranged silence which is a quality of life change I think we deserved. Druids feel weird, but not necessarily bad and I think I might just have to get comfortable in these new druid shoes first. It's just proving to take a little longer than for the other classes I've tried so far.

On a closing note (omg, finally) I feel like Blizzard have really tried to bring forward the essence of the different classes and specs, making them feel more separated and special and like you're actually achieving something differently from the next guy. Since I've only tried these new classes on low levels (around 50 and druid on 83) I know there is still a lot more to discover and understand before the day is over. I am definitely liking what I have been seing so far however, and can only hope these classes progress on in this direction. Good job Blizzard, thumbs up from me.

Friday, September 7, 2012

Impressions of Disc 5.0.4 - Hopes before an expansion

And all the priests rejoiced and lived happily ever after.

That is how I would like to end this post. And I might, read on and find out!

So I finally did a proper 25man heroic raid to test out the new disc, which in a way is kind of like stomping around in a new pair of hiking shoes at home, because it doesn't give you an idea to whether they'll be any good when actually hiking or not, but it does give you a general idea to whether they fit or not. Too weird a metaphor for you? Yeah maybe. My point is, whatever place priest healing happens to be in right now, it's not until we're actually healing an actual MoP instance/raid that we know whether this is a good or bad place, but at least we can get an idea to whether we like these changes or not.

So do I like it?
Hells yeah I do, in essence and if you want the tldr version of this post - I feel like Blizzard has finally dared to steer disc towards proper absorbtion healing the way I had always hoped we'd be. In the beginning of Cata I was head over heels with the idea of dpsing while healing aka Atonement. That did not turn out the way I hoped, which I've written numerous posts about already. Now, I am head over heels with the new Spirit Shell and how it allows discipline to wield complete control over when to heal and when to absorb, with any spell (!). I'm not going as far as to saying that this is completely op and awesome (but not far from), but I definitely love the idea and the way it makes me feel special about disc healing.

But there was something about mana issues...
I heard a lot of concerns regarding mana, or rather the lack thereof. I had a couple of comments on my previous posts venting some thoughts that definitely had me worried. I can see where these concerns are coming from, more often than not I was struggling with mana on fights I usually had little trouble with before. But I could easily ascribe those problems to me getting acquainted with my new best friend the MindBender (which totally makes me think of Bender in Futurama everytime I say it) and the fact that my gear is so not statted (that's an adjective right?) towards the Rapture change. I see one third of the mana return from Rapture to what I used to, of course that is going to be noticed!

Yes, I had mana issues. I even had to chug mana pots like back in the beginning of Cata! And that is exactly it, the mana issues I have now don't feel anything like the problems we were facing back then. I remember playing discipline and not being able to cast more than two-three shields in a fight without ooming. We're talking about not being to play the class the way it's supposed to be played because of mana issues, and discipline were so incredibly bad back then (because even when you did cast shields, they sucked ass). That is not the case now. I am struggling with mana, but only because I am throwing shields around me like crazy like I used to. Clearly Blizzard wants us to use Spirit Shell to cushion the raid before a big hit rather than spamming out shields, and I like this change, this is exactly the kind of healing I was looking for regarding discipline. Rather than putting all the absorption eggs in one basket by spamming shields, we know have some options.

You keep going on about this Spirit Shell.
Yes, I am, and because it is awesome. With risk of repeating myself - it is awesome because it allows discipline to be all about what discipline always should've been all about - absorptions. The problem with absorptions has always been that in many ways they're better than regular heals. They're preemptive which allows you to brace for impact rather than remedy the damage afterwards. Being able to reduce the damage taken has usually always been considered a better alternative than healing up damage afterwards and Blizzard has always struggled with balancing discipline around this. They nerfed our shields some ways into Cata for this very reason, and then some more. With Spirit Shell they have given us a powerful tool that is totally about absorptions but without being too op (at least I don't think so). Because it is "only" a 15 second shield it still requires pretty minute timing, and choosing what spells to use to shield people up. But with good timing and aligning it with other cooldowns it has so much potential. I am really looking forward to finding good places to use this in upcoming raid fights.

Examples of when it's useful in DS include;
  • Before a stomp/crystal on Morchok
  • In the black phase or on the tank before Psychic Drain in Zon'ozz
  • On someone standing out for Twilight on Ultraxion
  • On tank before Frenzied Assault or during Frost Phase (if you stand in the middle) on Hagara
  • Before Amalgamation explodes or before running into Grasping Tendrils on Spine
  • Before Elementium Bolt explodes or on tank before Impale on Madness

And this is just off the top of my head.

Sounds great, but what about everything else?
Everything else, yes. Fortunately now we really do have everything else. I've always chosen not to use Atonement/Evangelism (see above), but now I get it for free. With the neat buff it has gotten it should totally be used, giving yet another level of tactic to playing Discipline that I really enjoy. Make sure to have that 25% extra healing before something nasty hits your raid and you will do wonders. Spirit Shell isn't affected by archangel, which is a major bummer. I don't understand how, because the tooltip of SS implies it is based on the healing of the skill, basically turning the heal into a shield instead. Bigger heal should equal bigger shield right? Simples, but apparently not. Be that as it may, it still gives us two good cooldowns to make the most out of.

The rest is pretty much the way it has always been, meaning that the core of discipline healing looks the same, but we've got a lot of things to tinker with. Throw in some well timed Archangels, Spirit Shells and Inner Focuses and I doubt you will be bored or have trouble at the meters. For myself I had some issues at the beginning of the raid, and completely smashed the meters on Madness, a fight I normally do the worst at (and because I'm a 'tard I accidentally deleted the logs, you just have to take my word for it). This just shows that Discipline has still got it and it just needs us to adapt and get comfortable to, to get the most out of.

Final Verdict then?
What, hadn't you got that yet? Discipline looks extremely promising! And I am not the only one who thinks so. Blizzard have handed us a bunch of tools that I am eager to learn how to use as good and as much as possible. The problems I had I could easily write off as me not being completely knowledgeable, still trying out new things and styles of healing, and bad stats due to spell-changes. The only threat I see to discipline healing at the moment is the possibility that all the other healers are even more powerful. Shamans did seem to have a field day with Healing Rain, but paladins and holy priests seemed pretty much the same as far as the meters go. Now remember I've only really done one raid to base this on, but at least that raid gave me a lot to look forward to. I'm not worried at all regarding discipline healing, and just hope that Blizzard doesn't c*ck this up somehow before MoP is released. I want discipline to be pretty much exactly the way it is now, and would only like to see some tweaks to some underperforming talent choices (like PW: Solace). Blizzard gets two thumbs up from me for now, and it will be very interesting to see how things turn out in MoP.

Sooo... everyone lived happily ever after?

I don't know! That remains to be seen. But if we're talking for the reminder of Cata, then sure. Now I will have to take a look at holy, for which I think things are not looking as peachy. But those are matters for another post.

Wednesday, September 5, 2012

Do we need mods/addons?

So it's time to battle the mods again, or addons as I prefer to call them for no special reason at all (but I am gonna keep calling them mods because my autocorrect likes it). Typhoon Andrew asks us what our attitude towards mods are, some refuse to use any, some only use the bare necessity and some use mods to do anything, from mounting to selling to eating stuff in the game. I would probably describe myself as a lazy mod user, I normally don't bother getting a mod until someone forces it on me, either a person or the game, and then I can't play without it ever again. I never update my mods until they break however, which means I always get a message from dbm telling me someone in my dungeon group has a newer version. Some mods are quality of life ones for me, like karni crap which prevents me from picking up items I don't want (like fish scales!) or mods that auto sell all the greys in my bags automatically or with a simple click of a button. Some I consider necessary enough that I probably wouldn't play without them eventhough they don't really improve my gaming, like autobar and bag mods. Some alter my gamestyle enough for me to consider them a core part of the game, like mods that allow me to bind my healing keys and to "click" heal. I used to use clique and now I use vuhdo but I know for a fact I could not play without these mods even if I wanted to. I've known annoyance both when trying to convince a fellow player about the necessity of a certain mod, and trying to convince a fellow player that I really don't need a certain mod.

According to Typhoon Andrew Blizzard are expecting players to use mods when raiding and I can understand that. I don't know of anyone who does any serious raiding without at least one mod that affects their gameplay, be it a warning mod like dbm, a timer mod like dotimers or a key mod like vuhdo. But apparently Blizzard have now started to create fights with this in mind meaning you are now basically forced to use mods to be able to raid properly. I can see why this would bother some people, in fact I am not entirely sure I like that concept myself, eventhough I have always used mods when raiding to some extent and will defend their use vigorously if I have to. I know there are people out there who can be awesome players without tweaking their entire game with mods but the fact is the vast majority of us play a lot better with mods than we do without. But that is because there is just so much to keep track of and so much information to gather and the game just doesn't present it well enough for us in most cases.

Sometimes a mod isn't meant to help us do our job better, it's to make the game do it's job better so that we can do our job better (this is something I've written about before). DBM might help us notice that the boss is doing that special skill, because the in-game cues are just not visible enough. In some cases Blizzard have realized that a mod has been a very useful feature to the game and have incoroporated in themselves - like QuestHelper or PowerAuras. The difference is that the incorporated version often is rigid and stumped compared to the original, probably to be easily used by any kind of player. But going as far as saying that they'll create fights with us using mods in mind just feels like Blizzard agreeing with us that they're not capable of designing a style understandable enough for us themselves but have to rely on amateurs (i.e unpaid people) doing the job for them. Basically throwing their hands up and saying "kay, we're clearly no good at this, so we'll stop trying".

If we need mods to help us manage a fight, does that mean we're lazy and/or bad at playing or that the UI mechanics already in the game are too poorly designed? I'm trying to imagine dispelling on Spine without having a mod that helps me see who has the debuff I need to remove. I know that the Blizzard UI-frames are horrendous when it comes to trying to see a certain buff or debuff, and by the time I have located the right debuff on the right person, the raid is most likely dead. And this is just one out of all the things I have to keep track of in a regular raid to make sure we don't all die horrible deaths.

I can agree that probably 90% of the mods I currently use aren't really necessary for me to play the game. The vast majority of them are there to smoothen out my playing experience and save some time when dealing with one of Blizzard many time-sinks. I know this at least, I don't use mods just for the sake of it, I use them because I think I need them. Normally I get another mod because I've realized I can't handle a certain mechanic the way I need to, and try to find something that will help me do so.  In these cases I argue that mods are crucial for me to be able to handle certain fight mechanics and I wonder - is it because I need to become a better player or because Blizzard need to become better fight designers?

Thursday, August 30, 2012

Patch 5.0.4 Healing Priest - This and That

After a week abroad (I always seem to time my holidays with the release of new major patches) I come home to a completely revamped talent system (again), new skills everywhere and a sense of dread of having to relearn everything from the ground up (again). So what has this patch in store for us, and what should we think about the priest changes?

First things first, as far as changes go healing wise not much is different, so you can all take a deep breath of relief if you were as worried as me that healing would change as much as it did between Wrath and Cata. Admittedly we're "only" looking at the patch preceding the expansion so much can still change, but the way it looks now I am healing pretty much the same way I have the last couple of months. Holy looks and works pretty much exactly the way it has whereas discipline has been tweaked a little more towards the absorbtion style healing, which is very welcome in my book. Spirit Shell that was long said to be a Heal-version of shields has now turned into a cooldown which turns all your healing into absorbtion mechanics instead for 15 seconds. This is an awesome cooldown, that when used at the right time can cushion your raid just before a big hit - the way discipline used to do it back in Wrath.



Although healing looks and works about the same, things have changed of course. What the new talent system means, in essence, is that your spec of choice comes with preset skills suitable for that spec. Rather than making people play slightly different discipline or holy specs, they're throwing in all the good and/or necessary skills for that spec (like Train of Thought, Strength of Soul, Rapture for discipline). The choice comes in the new talent tree that works differently enough for me to not want to call it a talent tree really anymore (not in the way we know it anyway). Think Diablo 3 style - it will alter your pre-existing skills, or add a few new skills to change, or fit, your playstyle.

A perfect example is the choice between Mindbender and Power Word: Solace.
On the one hand you have a mana return-skill that allows you to heal while gaining mana, but with a cooldown. On the other hand you have pretty much the opposite - a mana return-skill that requires you to dps to regain mana, but that can be used anytime. What you choose will not only depend on your playstyle, but probably also on the fight. A fight that requires heavy mana usage for short periods of the fight would probably work better with Solace, whereas a fight with steady mana usage throughout the fight will prefer Mindbender (I've chosen Mindbender for now).

The fact that you can change skill anytime simply by using a Dust of Disappearance and some clicking makes me think that Blizzard want us to swap playstyle within a spec more than ever before, and I am welcoming the idea.



Other changes of note include;


Hymn of Hope being holy priest exclusive. I've discussed this change before, somewhere, but essentially it makes total sense. With the 8 min cd it had for disc and shadow it didn't seem like it was something Blizzard really wanted us to use (it normally wasn't up for two consequitive tries for instance) but didn't really have the guts to remove either. They've finally made up their minds about this.

Rapture being based on spirit rather than intellect. I don't mind this change because hopefully this means that holy and discipline will move even closer stat wise, making it fully viable to swap between specs without gimping out too much on either one because of lack of a stat. As someone whos preferred discipline throughout Cata I've been intellect heavy and spirit weak, which gimped my holy healing somewhat. I've seen my Rapture procs half in mana return this patch. This means I will have to re-gear, but since I will do this anyway in MoP this isn't a problem at all.

Dispel now has an 8 sec cd.
A change I do not mind, possibly to prevent the solo-dispeller syndrome we've seen in Cata, where a few healers are set to do all the dispelling throughout the fight (most notably on Spine).

Glyph of PoH has been changed. A lot of glyphs have been changed, but this one is one that strikes me the hardest because it has been completely removed and I really liked that glyph...

On the other hand we've finally gotten the Lightspring I have been nagging about since Wrath. It only heals people under 50% but I can still see it being a lot more useful during tense situations than the current Lightwell is, even in the click-friendliest of raids.


There are a ton of new glyphs that look potentially good - Will Glyph of Holy Nova finally bring Holy Nova properly into the game? Probably not. Glyph of Penance looks really interesting, allowing us to run while casting Penance but with the drawback of an added 20% mana cost, could be awesome in the right setting.

For the time being I've chosen
Glyph of PoM, Glyph of Lightspring and Glyph of Fade in my holy spec and
Glyph of Pom, Glyph of Inner Sanctum and Glyph of Fade in my disc spec.

All of which obviously is open to change at any point, a lot of things still need to be tested before anyone can say anything.



If you're curious about my talent choices (or whatever I should call them);
Void Tendrils, Body & Soul, Mindbender, Angelic Bulwark and Divine Insight in my holy spec.
Void Tendrils, Phantasm, Mindbender, Angelic Bulwark and Power Infusion in my disc spec.

My real struggle was between Twist of Fate, PI and Divine Insight as they all look very useful and good. I've chosen two differently to test them out, but I think they all come down to fight mechanics. ToF seems mostly useful for very intense healing fights, PI can come handy in any kind of fight and Divine Insight can come handy where you either want to throw a lot of shields on one target (disc) or need that extra push in aoe-healing (holy). Overall I am leaning towards PI being more useful because you can choose when you need that extra output (not to mention mana cost reduction), but on the other hand PI comes with a 2 min cd. A tough choice indeed.

I am looking forward to doing the first raid with the new skills,
and even more to seeing how healing will change further in MoP. What do you think of the new changes?

Thursday, August 16, 2012

Guild Housing and why I want it

I'll let you in on a little secret - I never understood the thing about Guild Housing. I will admit that I have been afraid of saying so for the last seven years, because everyone around me are all like "oh yeah Guild Housing, if only we had that, that would be so awesome!" and "if we don't get Guild Housing next expansion I swear I'm gonna cry" and etc. Some people seem so rabid about the idea I normally just nod and smile and don't say a word about the fact that I couldn't give a crap about Guild Housing because I simply could not get behind the idea of it. What would it be good for?

See, I've never been a big fan of decorating and furnishing. I've played The Sims for about ten minutes, I never bothered with the little Pokemon-pillows, tables and posters in the Pokemon games, even my own apartment is very pragmatically furnished making sure only that my computer is as close to the internet outlet as possible (and the rest of the furnitue adapting to that) - and I sure as heck wouldn't be interested in putting any time into rolling out the guild crested carpet in a potential Guild Housing. Eventhough I've not really been a guild swapper, historically, and mostly been in guilds that have lasted at least a couple of years (with or without me), guildies come and go normally and I found it difficult to believe you could get the consistency needed to make a Guild Housing interesting.

But in reality I hadn't really given Guild Housing much thought. I saw the idea and dismissed it, until today when someone (can't remember who anymore) mentioned it again on Twitter. My first reaction was the usual one - why? But it got me thinking. What if what everyone was so worked up about wasn't the furnishing, but other things? What if Guild Housing could provide a guild with lots of cool features and basically become the foundation for the consistency I thought many guilds lacked in the first place? If so, what could these features be? What would Guild Housing require to be really awesome and more than just an empty room decorated in the guilds pink and yellow bunny crest?

I had envisioned a Guild Housing to be not much more than a room, initially overcrowded with guildies, but soon emptying out as the whole concept of Guild Housing crashed down upon itself (as I imagined it would). But we're in a virtual world, there is really nothing that forces a Guild Housing to be small (except maybe realism). The Guild House could really be a mansion, or farm, with several different rooms filled with stuff for the guildies to work with. For instance there could be;

A Hall of Fame

There are always a couple of people in a guild that work a lot harder than everyone else. Some of these people are obviously so, normally guild leader and/or proper officers (far from every officer actually does anything worth mentioning). But then we have the background strugglers, I'm thinking about the people who log in two hours in advance of a raid or just take a couple of hours during any free time to farm some fish/herbs/meat/whatever needed for the guild to be able to provide the raiders with raiding materials. I've never been one of those people. I'm ready to do a lot for my guild, farming is not one of those things. But I do admire those people, eventhough they might just be doing it because they think it's so much fun, I still think they deserve some acknowledgement.

Same thing goes with basically anyone in the guild that has done something noteworthy. Someone got the Insane title? Server first kill/level up? Legendary? A lot of these things are already noted in server wide messages, cool titles or weapons, but I think it would be really cool if these people got their own little statue or name on a sign/in a book in the guild own Hall of Fame, with some information about the character (name, race, class, time of happening) and preferrably a little picture of what the character looked at the time of the deed. I think it would encourage people further to go out and get cool stuff done if they knew they'd be immortalized in the guild.

Or how about;

A Guild History Book

Basically a ledger/book where you can read about characters in the guild and noteworthy happenings of the guild. Some of these things are available on the internet and in the guild tab like for instance who's left and joined the guild and what bosses have been downed and when. These are a few things that could be added to the book (although I'm not sure if every player joining and leaving the guild is necessary). What if, along with getting exalted with the guild, you get a permanent page in the History Book with some information about the character. Even if your character leaves, if you've gotten exalted with the guild you will be permanently featured in the History Book.

And;

Class Specific Rooms

What about rooms where you can throw in class specific items? I would totally love it if for instance there were rooms where you could outfit mannequins with the different tiers, but only if someone in the guild has actually acquired said tier piece. These rooms could also house class trainers for instance.

Or maybe;

A Museum/Showcase Room

A room where someone with proper rank, say Guild Leader and/or officer could display certain noteworthy items. I mean it basically as a bank tab that is visible in the "world" rather than as icons in a tab, and where you can put in anything for display, even bop items (meaning you don't actually leave the item, you just put it up for display, if you get my meaning). Say I have Anathema, I put it into the tab allowing it to be shown on display if someone with the proper rank further allows it. The item would still stay in my bags however.

And this is obviously where the;

Guild Bank

has to be.

Now all of these things would be even cooler of course if other people, not in the guild, could come into your Guild Mansion somehow and oogle the things you've put on display. There is nothing like proudly showing the world your accomplishments, personal or guild alike. I think if that was the case it'd be good if they were phased so that people in the guild didn't have to see people not-from-the-guild running around (suppose you could get to choose which Guild Housing to go into from a list when zoning into the Housing zone, or something like that).

Giving this some further thought I am certain that things like these would give new guildies a perfect way of getting the feel for the guild, and old guildies the consistency and "homey" feeling that many guilds lack at the moment. Unfortunately I know this is only a dream of mine and eventhough I will probably cheer the idea of Guild Housing as much as the next guy now, I know it will never be anything like I am hoping it will be. Ah well.