Wednesday, July 20, 2011

So hot

I haven't been WoWing much since my last post. The A/C in my house crapped out...just in time for the hottest temperatures of the summer so far to kick in. The room that Norf and I play in is the hottest in the house, due to a number of factors including the running electronics, being south-facing, being the smallest room in the house, and being in a weird place for overall airflow.

Needless to say, I've been avoiding being home as much as possible. And when I am home, the computer room is the one I least want to be spending my time in. Molten Front dailies and Shaman gearing be damned. (That said, there was something disturbingly authentic about sweating my ass off while raiding the Firelands on Monday night.)

I'm working on a Beth'tilac writeup for Bears, which I should have done for tomorrow. We haven't killed her yet, but we're close. (9% was our best attempt.) I've tanked both on the ground and on the web for Phase 1, so I've got a pretty good grip on what needs to be done.

I'm also working on a call for Healers. My raid group could really use a couple more. There will be more details on that coming, but if you're looking to join a group of level-headed adults and can raid Thursday/Monday nights, keep an eye out here in the next few days.

Friday, July 15, 2011

A Bear's Guide to the Firelands: Shannox

Shannox is the first boss a lot of guilds will be tackling in the Firelands. When you first enter the raid, he's not around. You have to start killing trash to get him to eventually spawn. A lot of trash. Which is good. Because unlike any boss that's come into the game since Molten Core, Shannox doesn't have a little area of the raid to call his home. Instead he pats around the road that circles the big, open area in the center of raid. And if you want to deal with him without worrying about trash, you have to clear a good-sized area in which to fight him.

Once Shannox does spawn (you'll hear a third "horn" sounding and a /yell emote), he moves very fast. Make sure you're not anywhere near the road unless you're ready to pull. He can come down on you in a hurry if you're not careful.

This is a two-tank fight. One tank will be on Shannox. The other will be holding one of Shannox's Hellhounds, Riplimb. Shannox's other Hellhound, Rageface, is not tanked.

Both tanks
Shannox, in a what can only amount to a giant EFF-YOO to every Hunter in the game, spawns more traps than the Noblegarden bunnies spawn offspring. And they persist until triggered.

He has two types of trap.

The first is an Immolation trap. It doesn't look much different than the standard Hunter Immolation trap. Just bigger. It has an orange dancing flame above it. Walking over one of these does big fire damage and applies a hefty DoT.

The second trap is a Crystal Prison Trap. Basically an Ice trap. When triggered, it locks the target in a Ruby-colored crystal block that must be DPS'd down to be broken. It's not trivial, either. It will require several seconds of focused DPS by your raid (not just one or two people) to break. This trap has a deep red, elongated octahedron floating above it.

Both tanks should avoid stepping in either trap. The longer the fight goes, the more difficult this becomes. Occasionally it can be necessary to kite your target to an area of the raid that's nearly empty of traps to give you more room to work with. Communicate before you do this, as it will force almost everyone to reposition.

It's also worth noting that both of Shannox's Hellhounds can trigger the traps. This is important later.

Both tanks will also be receiving stacks of Jagged Tear from their respective targets. The key to this fight is getting those stacks to drop. More on how to do that below, but I'm going to note here that one of the key factors in making this happen is tanking Shannox and Riplimb well away from each other. 60+ yards away. 80 is better.

Just don't go too far. There's some point (we don't know exactly where it is...100 yard range, maybe) where Separation Anxiety kicks in. This is bad, mmmkay?

Finally, none of the enemies in this fight are tauntable. That becomes most important late in the fight, but just keep in mind that if you lose control of your target, you have to actually hit it to get it back.

Riplimb Tank
Other than avoiding the traps Shannox is laying everywhere, the Riplimb tank has two specific things to deal with.

The first is Limb Rip, which is the attack that stacks Jagged Tear on the the Riplimb tank. There's nothing you can do about it. Just be aware that it's happening.

The other is Hurl Spear. Shannox will frequently toss his spear towards Riplimb. You can tell where it's going to land because of a bright red column of light that appears. You've seen this before on Mimiron (his missile attack) and on the adds prior to Om(nomnom)notron with their Laser Strike. When this appears, you need to move. The further away (without inducing Separation Anxiety), the better.

Prior to this point, it's a good idea to keep Riplimb clear of traps, as well. When he hits a trap he becomes immune from other traps for a short time. In an ideal situation you'll be looking for a nearby Crystal Prison Trap and kiting Riplimb over it (without going over it yourself) when Shannox starts to toss the spear.

Once the spear lands, it will crate a large fire spiral around the impact point. Find a gap between the flames before they erupt.

At that point, Riplimb will stop attacking you. He runs to the spear, picks it up, and runs it back to Shannox, and finally runs back to you to keep attacking. This is where you drop your stacks of Jagged Tear and it's the reason you want to trap him in a Crystal Prison. It gives you a lot more time for the stacks to drop. Depending on the exact timing of the debuff application and the spear toss, you could need up to 20 seconds. That doesn't sound like long, but in practice it feels like forever and can be very tricky.

Whether or not you manage to trap Riplimb, do what you can to slow his movement once he picks up the spear. Bears are probably the least capable tank for this. During this part of the fight, Riplimb gains a buff that prevents him from being slowed below 50%. He definitely can't be rooted. I also believe he's immune to stuns.

For Bears, this means the only thing we can do is our very best to apply Infected Wounds before just letting him go. You don't want to chase him to keep it up, as the run-back time after he gives Shannox the spear is also important to dropping your Jagged Tear stacks.

This cycle continues until Riplimb dies.

Your DPS should down Riplimb before Shannox gets to 30% health to prevent him from going into a Frenzy.

Shannox Tank
The Shannox tank's job doesn't differ too much from that of the Riplimb tank. You're still avoiding traps. You're still watching Jagged Tear stacks.

One of the key differences is that Shannox has a frontal cleave with a 10-yard range. So make sure to keep him facing away from you raid. This is also the attack that causes stacks of Jagged Tear.

When Shannox hurls his spear he loses the ability to cleave and, by proxy, to stack Jagged Tear. This is where the Shannox tank tries to drop his stacks. Much of this depends on how well the Riplimb tank does their job. If they sufficiently slow/trap Riplimb, you're in the clear. If not, you may have to do some kiting to increase the time it takes for Rimlimb to give Shannox back his spear. If you find yourself in this situation, Stampeding Roar can help a lot.

At the start Shannox doesn't hit too terribly hard. But each time one of his Hellhounds dies he will gain a Frenzy stack, increasing his physical damage and attack speed by 30% each. Make liberal use of Barkskin and Survival Instincts throughout the fight to help your healers.

After Riplimb dies, Shannox will begin to drive his spear into the ground in front of him, instead of tossing it. Functionally, this has the same mechanics as when he tosses it, minus the massive damage at the impact point.

Since he's no longer tossing his spear, and since he can't be taunted, you can't drop your Jagged Tear stacks anymore. The fight is a race at this point. The DPS have to kill Shannox before he drops the tank and then makes quick work of the rest of the raid. (It goes without saying that if you can time entry into this phase to a point where you have 0 stacks, you should.)

The general idea is to have Shannox as close to 30% as possible before killing Riplimb. This leaves Shannox with the minimum amount of health you have to burn at the end of the fight while still preventing Riplimb from going into a Frenzy.

I like to save Frenzied Regeneration for this phase. I also do what I can to make sure I have Survival Instincts at some point during this phase. Obviously, still roll Barkskin every time it's available.

Loot
Once Shannox dies, you're hoping to see the Gloves of Dissolving Smoke drop. It's the only thing he has to reward you for your efforts.




As with all my boss strats, I'm writing from the overall perspective of a Bear tank (in 10-man) and what they will need to do. For you Cats reading this blog, I suggest you check out Dinaer's guides on Forever a Noob. They're written for Rogues but are a pretty good guide for melee in general and his gear drop suggestions (with the exception of weapons) will be spot on for Cats. If I have additional insight, I will try to add it in my blog.

Thursday, July 14, 2011

A little secret

A lot of people are making a fuss about Valor Points right now. Is it too hard or too easy to hit the weekly cap? Are Heroics faster than raiding? What about the ceilings? What about people who don't have time? What if you're a responsible adult and you have to prioritize limited play? And what about your alts?

There's an easy answer to all this worrying about VP. Three simple words you can say to yourself to make it all go away.

You ready for these?

"It doesn't matter." (Other candidates include "Get over it," and "I don't care.")

Seriously. It's okay if you're not rocking your 4-piece T12 bonus yet. It'll be okay if you still have a few pieces of 359 gear at the opening of the next raid. I promise the Firelands bosses will still fall and all will be right in the world.

And if you're worried about not being the first person on your server to be the best geared, let me help you with that: It's too late. Someone already beat you. You can stop worrying now.

Since 4.2 dropped, I've accumulated a grand total of 140 VP. That's it. I haven't downed a raid boss yet (though we're close on Shannox) and I've run a grand total of two heroics. One was just because the group needed a tank and the other was because I was trying to get a Chaos Orb.

Here's the craziest part, though...I'm perfectly okay with this. My hair's not falling out, I'm not crying into my keyboard, and I've had no shakes or convulsions yet. Not even a burning desire to justify my behavior. And--despite this sacrilege--Blizz hasn't canceled my account. The game loader still lets me log in. All my characters are on my select screen, with their gear, and still sortable. The game even allows me into the Firelands when I step through the portal. As the RL, no less.

I know. Wild, right?

Friday, July 8, 2011

Ambitious Alts

If you look over on the right there, you can tell I'm a little bit of an alt-aholic. Not as bad as some, but I have my share of issues. Most of it comes down to the fact that leveling offers a sustainable, solo-able goal. Short of times like now, where there's new content to work through and conquer, this is somewhat lacking. So I roll and go.

At the moment I have four 85s. Five, if you count Sanele, but she's on the back burner for now. She fulfilled her intended purpose. (Incidentally, as of last night we are a classy guild. No, Sanele was not the last missing link. She's been 85 for a couple weeks now.)

I do enjoy playing the other 85s that are not Saniel. I've been taking each of them through the rounds of daily content that the Molten Front has offered because it's finally given me a reason to spend time on them. Yes, it's somewhat repetitive doing the same set of daily quests 4 times every day. And when they all unlock the 3rd and 4th phases I may have to start picking and choosing who--other than Saniel--I work on each day.

But for now, it's still fun. I don't use them often, so the different mechanics keep it interesting. Feral, Enhancement, Beast Mastery, and Shadow all play very differently. Plus Daluaan and Siaaryn are still in more questing gear than not. So that offers even more challenge.

I've also been putting some effort into beefing up Daluaan's healing set as of late. It's what I created him for way back in BC. And, every now and again, he's still needed for that. (Mostly in dungeons.) He's woefully undergeared, though. So that's given me a good reason to put some time into him.

But at the end of the day, what I really love about WoW is raiding. It's where (in my mind) you really get to see what you can do with a given character. And it's only once in a blue moon that I don't add the most value to a group by bringing out San and going Bear. It's not that I mind tanking. I love it. And I'm happy to do it. But the opportunities to spend time on my other toons is too limited.

I've been toying with the notion of shopping Grevioux around my server a little. Of all my toons, he's the least helpful to my guild in any group situation. We don't have many Shadow Priests. We have fewer Enhancement Shaman. And there's always need for a healer. But we're overflowing with Hunters.

Add to that the fact that I've really come to love playing Beast Mastery. It's just fun. No two ways about it.

In an ideal situation, I could find a raid group somewhere on my server that needs the occasional rDPS to fill in. Between my responsibilities to my own guild, plus my out-of-game activities, I'm committed to stuff 4 or 5 nights a week (depending on the week). I don't really want to lock myself into another one every week.

But I would really like a chance to raid current content on a toon other than Saniel occasionally.

And I do definitely want to keep him on Sen'jin. In my guild if I can. He's my scribe and I'm about 6 weeks away from knowing every glyph that I don't need a book to learn. He's also my herbalist with access to Bountiful Bags.

Of course, as a raid leader, I know this is a pipe dream. If someone approached me and said, "Hey, I'd like to be a part of your raid team. On an alt. Standby only, because my schedule's kinda full. And I want to stay in my own guild. Just run with you," I'd laugh and then /ignore them. How could someone like that be accountable?

I mean, I know I'm an exception to the rule. But there's no way to convince someone else of that.


Also, today is my 256th post. Which is not only a square, but also a power of two. This makes my (not-so-)inner geek very excited.

Thursday, July 7, 2011

PSA

Pro Tip: The Reflective Shield that the Seething Pyrelords cast during the Protectors of Hyjal quest I mentioned yesterday? It can be interrupted.

Fellow Bears and Cats...do everyone a huge favor. Skull Bash that thing.

Wednesday, July 6, 2011

Bravo, Blizzard. Bravo.

Note: I started writing this post on Friday. I'm just now getting around to finishing it. A lot of it is written assuming that people were just getting to the point where they were ready to enter the Molten Front. Since then, Blizz has hotfixed the rate at which this can occur (from three days to one). Also, a lot more people have gone through those three/one day(s) and seen this already. So this is probably no longer "OMG, Amazing!" news. But I still want to share it because I'm still excited about it.

Once you're gotten your first 20 Marks of the World Tree and seen Hamuul Runetotem turned into hamburger, you unlock a daily quest out at the Sanctuary of Malorne called The Protectors of Hyjal. (Which doesn't actually show up until the next day.)

This is, far and away, one of the most amazing quests I've ever seen. Why? Blizzard took a small, subtle step that shows just how far-reaching the consequences of Ragnaros' invasion really are.

Once you pick up the quest and fly out to Sethria's Roost, you're joined by a group of four NPC allies. Sometimes all four will be generic Hyjal Protectors. But sometimes the fourth will be a named NPC that you've run across during your time in Azeroth. Usually ones associated with some of the best questlines from certain areas.

Saniel ended up with Tony Two-Tusk the first time around, who's the center of a pair of short (but fun) quest lines out in Thousand Needles. First to kill him, then to bring him back to life.

Siaaryn also ended up there on the same night and he got John J. Keeshan in his party. If you've quested out the Burning Steppes as Alliance since the Cataclysm, you're well acquainted with Mr. Keeshan. Dude's hardcore. I'd want him on my side any day of the week.

If you go to quest page on Wowhead that I've linked above, you can see all the possible NPCs that could show up. There's some crazy names on that list. Mankirk, Johnny Awesome, Budd, Thassarian, Hemet Nesingwary.

From characters you meet in starting zones (Gwen Amistad) all the way up to one of the most powerful dragons on Azeroth (Chromie), to characters who are no longer really in the game (Linken), every name on that list brings back memories some of the best quest chains in WoW.

Do you remember turning your weekly Raid quests to Archmage Lan'dalock?

Do you remember rescuing Archmage Vargoth from the tower in Kirin'var Village in Netherstorm?

Do you remember rescuing The Leaper from the Lich King's grasp?

Mog'dorg the Wizened from Ogri'la?

A lot of the characters are new to the game in Cataclysm, even though you meet them in 1-60 zones.

Lunk, the pacifist Ogre in the Searing Gorge.

Maximillian of Northshire, the incompetent and condescending Knight in Un'goro.

Tony Two-Tusk and John J. Keeshan, who I've already mentioned.

I could keep going. But I won't.

Like I said, it's subtle and it's simple. You don't really interact with these characters. And the Protectors quest itself doesn't take long at all. A few minutes, really, including travel time. They just show up, occasionally say or emote something, and then disappear again with a quick farewell.

But the point is that they're no longer forgotten. They're not relegated to their brief, shining moments and then left there for all eternity anymore. They're now a part of something bigger. Their story continues. This is their world, too. And they're going to help fight for it in any way they can.

Wednesday, June 29, 2011

What Nefarian could not do...

So I didn't get to play in all the new 4.2 goodness last night. I downloaded the patch, updated all my addons, logged in, logged back out, enabled out-of-date addons, logged back in, picked up the quests from the Hero's Call Board and Naraat the Earthspeaker, and took the portal to Hyjal...

...where my game promptly slowed down to approximately 1 frame every 10 seconds.

I hearthed back to Stormwind, where the lag issues persisted, though not as bad. (Which is interesting, because SW was fine before I left...no lag issues.)

I decided, rather than get in a four-way wrestling match between me, the game, my system, and the throngs of people out doing the new 4.2 content, I'd just go continue my Mass Effect replay for the night and try again today.

I must have had bad luck or bad interaction between one of my addons and...something. Because Norfin zoned into Hyjal just as I logged out and he had zero issues.

I was already committed in my mind to shooting aliens and synthetics rather than shredding elementals, so I let it go. I'll give it another try tonight.