Patch 3.2 – The Call of the Crusade
Today the patch notes for the upcoming 3.2 patch, The Call of the Crusade, were released. These are the first round of notes, and will likely change a fair bit before this goes live. I’ll be going over a few highlights from the list here, particularly things that pertain to raiding, and raid tanking, as those are my primary focus.
Emblem System Changes:
- Both the 10 and 25 player instances of the Crusaders’ Coliseum drop a new Emblem of Triumph.
- Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
- The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph.
- The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable.
I hate that this is first on the list of discussion, but I don’t really feel like rearranging it. This is by far my biggest issue with this patch. Blizzard’s whole implementation of the tiered Emblem system was to prevent players from falling back into The Burning Crusade’s issue of getting high-tier end-game quality gear, from farming tokens out of low-tier dungeons. Extending on my earlier post, this is just going to turn some guilds into farm guilds that gear people up for the next tier, but aren’t actually running that tier of content. Now while there isn’t a TON of gear to be had from EoC, you can still purchase T8 pieces from the vendor, and in my opinion getting T8 from heroics is a poor move on Blizzard’s part. Additionally the Emblem of Triumph rewards from the two daily dungeon quests is a further watering down of the system. You’ll be able to purchase Tier NINE gear from a Tier SEVEN level instance.
Mana Regen Changes:
- Mana Regeneration: All items that provide “X mana per five seconds” have had the amount of mana they regenerate increased by approximately 25%.
- Replenishment: This buff now grants 1% of the target’s maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).
I agree with this, in the current state, Intellect is a very nice stat for a healer (particularly Paladins), this coupled with the Divine Intellect nerf (15% to 10%) and Illumination (60% to 30%) should make paladins appreciate the mp5 a little more, and not be Holy Light spam bots.
DK Tanking Changes:
- Frost Presence: 10% bonus health reduced to 6% bonus stamina.
- Icebound Fortitude: Cooldown increased to 2 minutes.
- Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
- Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.
- Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.
About time, DK’s are so completely overpowered at the moment. Stamina nerfs and armor nerfs are well deserved. Although I feel the nerf to IBF isnt enough, combined with AMS and AMZ (if specced) a DK still pulls WAY ahead on magic bosses (things like Mimiron’s Plasma Blast).
Now for the good stuff :)
Paladin Tanking Changes:
- Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
- Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
- Judgement of Light: Now heals for 2% of the attacker’s maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
- Righteous Fury: No longer has a duration or mana cost, remaining until canceled or death. Also canceled when a Paladin activates a different talent specialization.
- Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin’s health to 10/20/30% of maximum.
Now I know I’m a little biased here, but I love these changes. Threat being where it is, I feel the Exorcism change is a great one (to keep me in my 9696 rotation against undead). Changing BoSanc into a Improved Blessing of Kings is a great way to consolidate the blessings and make Protection Paladins not feel so turn between the two when running overgeared content. Judgement of Light, finally, no more arguing with our holy/ret Paladins who gets to judge what. I’ll never be caught letting my RF run out in the midddle of a boss fight again either. Saving the best for last, An AD that cannot be leapfrogged and also a mini Divine Gaurdian. Awesome, just awesome.
All healer mechanics that increased the targets armor by a percentage have been modified to give a 10% damage reduction. Good mechanic change, I’m guessing eventually this would have pushed Feral’s to the armor cap, and also helps non-DK’s out a little on magic damage bosses.
All in all, I like the changes to the patch, but I’m still very disappointed in Blizzard for not keeping with the tiered emblem system. I hated having to farm kara week after week to get certain badge items. I wanted to be pushed to new content and rewarded for going above and beyond the first tier of raids. Hopefully this is something that will change in the time between PTR and live.
The Raider Investment
Stemming from this post on World of Matticus, I decided to lay down my viewpoint on the relationship between a raider and his raid.
When we raid, we get loot. This is obvious. That loot is an electronic manifestation of our effort that we’ve spent that night, meaning that the time, gold, and energy we spent to get to that boss and successfully kill him is represented by the items he drops.
An effective loot system should be in place to reward the players that deserve those items. What are the criteria for “deserving” a piece of loot? Seniority, performance, and attendance are the three categories that I go by in Fury Untold. Don’t let me trick you, I do not use a “loot council”, as I think that 90% of loot councils are twisted systems often renamed “favorites council”. We utilize EPGP, however I do prioritize raid invites based on those three factors, so as long as you 1) show up 2) pull your weight and 3) aren’t a new guy (which is honestly prioritized really low), you’re golden for a raid spot, therefore getting you in the pipes for “rewards”.
The reason I call this an investment, is because more and more often, I see guild’s stuck in the progression curve* that are simply used as jumping off points for other guilds. Their primary player base is geared, so any items that drop go to the “new guy” and once he’s full purple and gets bored, he moves on to a guild that can offer him the next tier of content (like the previous guild should have). The previous guild’s time and effort have gone to waste, those items are gone, and you’re in essence feeding the fire for another guild’s raiding.
* stuck in the progression curve – Farming the previous tier of content without any real viability at advancement, due to a lack of motivation, leadership, guild population, or any other factor.
Protection Paladin TPS Rotation Explained
As I said in my last post, I love to review my site’s incoming search terms. One that has been coming up lately is TPS rotations for Paladins.
With WotLK, Paladins received a fairly large overhaul, mechanics-wise. We have a few more buttons to push, and combined with relatively short cooldowns on our core abilities, we have a set rotation, and occupies every global cooldown (GCD).
We have 5 abilities that occupy our rotation. These spells are split into 2 categories, dependent on the length of their cooldowns, 6 seconds and 9 seconds **.
9 seconds:
- Holy Shield
- Judgement
- Consecration
6 seconds:
- Shield of Righteousness
- Hammer of the Righteous
Now, the math behind this all revolves around the GCD being 1.5 seconds. Fortunately enough, 6 and 9 are both evenly divisible by the GCD. I’ll make a quick list of the CD’s here, so you can see the flow.
- 0.0s Holy Shield (9)
- 1.5s Shield of Righteousness (6)
- 3.0s Judgement (9)
- 4.5s Hammer of of the Righteous (6)
- 6.0s Consecrate (9)
- 7.5s Shield of Righteousness (6)
- 9.0s Holy Shield (9)
- 10.5s Hammer of of the Righteous (6)
- 12.0s Judgement (9)
- 13.5s Shield of Righteousness (6)
- 15.0s Consecrate (9)
- 16.5s Hammer of of the Righteous (6)
Now I know this seems a little complicated, however, its really not. I’ve included a handy little video that will show you exactly how to do this. Please try to follow this order for these spells, as this is most effective for 1) getting Holy Shield up ASAP, and 2) best for immediate TPS generation.
** Ok, Holy Shield, and Consecrate aren’t really 9 sec CD’s, but you can treat them as such, Holy Shield has a 10 second duration, with a 8 second CD, so you’re not sacrificing any mitigation.
Quick post
A few little updates…
Yes, I am still alive.
No, I haven’t stopped playing.
The guild is great, about to start 25 man raiding.
I do plan on finishing that list of promised posts.
If I didn’t post get the urge to post so late at night I’d probably have more here. I post from my phone about 95% of the time so it makes posts with slot of cross refernces and/links kind of difficult.
I’ve been busy working on a few side projects recently.
Expect a post tomorrow.
10 vs 25 man raiding.
I’m going to try to edit a few blue posts into this when I’m not posting from my phone. =P
Recently Bluzzard has posted about Ulduar, specifically 10 man server first achievements. The essence of what was said is that it is not Blizzard’s intentions for guilds to raid 10 and 25 man raid concurrently. Seperate progression paths is what is intended.
I agree with this in theory, however I feel it’s implementation is extremely difficult. As the leader of a new guild, I am busy recruiting, trying to keep my guild happy, and give us something to do. By that, I mean that we’ve completely smashe most of the current raid content out there. Most every raider has all the gear they can obtain from our raids, so they look for where the next upgrade comes from: 25 man raids.
This leaves me with a problem. I’ve got a bunch of bored raiders on my hands, itching to get into raids we just don’t have the numbers to fill. Way to go Blizzard, this definately seems like a seperate progression path.
I blame this partially on the ease of content at the moment. Guilds have blown through the content so fast that it’s been farmed to death. Hopefully Ulduar will bring a new challenge, and maybe a few more recruits.
Although I still think that Blizzard’s idea that heroic raids are somehow harder to complete (maybe on the raid leader), and deserve better loot is a complete failure (at least with Naxxaramas). The two fights where this is true are Thaddius and Kel’thuzad, and this is only the case because they are proximity/coordination fights. Most of the fights, and achievements are vastly easier with 25 man. Sarth+drakes and Four Horsemen are examples of this.
In my opinion Blizzard shouldn’t award better loot, just more of it, to fit the raid size. This will keep them truely seperate progression paths, as there is no benefit to either path.
Blizzard’s folly
In WotLK, Blizzard changed their design philosophy regarding gear progression. Items dripping in 5 man heroics, are of equal “quality” as items dropped from ten man raids.
Now granted I see the design conflicts with the way they have set up the Emblems. If heroics and 10 man raids (referred to simply as raids further in this post) dropped differbt quality gear but the same Emblems, one would devaule the other. Either heroics would yield “over budget” Emblems, able to obtain raid quality gear at heroic level of effort, or raids your drop undervalued tokens that would be a waste of time.
However making them both drop equal gear and equal Emblems has it’s own issues. With heroic reset timers being 1 day and raid timers being 7 days, you can start to get a picture of what a new 80 is going to be doing more. Once the heroic gear is obtained, and (under the BC mantra) they are now “raid ready”, they are quickly let down that the raid gear is either a small upgrade at all or simply a side-grade (if at all). This leads to player boredom (I’ll touch on that subject in my already foreshadowed post regarding raid motivations). Once the bosses are killed once or twice the content stagnates and tension arises. Raid live off of progression (mostly).
My solutions to the problem are either:
1) increasing EoH item costs, and additionally rewarding better loot in raids/EoH, while also increasing the number of EoH dropped from raid bosses.
2) implementing a seperate Emblem for heroic content. This option would be more time consuming and isn’t really worth the effort.
To explore option 1 some more. Blizzard is introducing a new Emblem for new tiers of content. This will mostly settle the issue of 10 man raid rewards not competing with existing player gear. While I do think this is a good idea, I do not like having to live through 6 months of a single tier of content with people as frustrated and bored as they are.
Lack of posting
Oddly enough, I didn’t have anything to write about until I opened the WordPress app on my iPhone.
Then suddenly my mind was flooded by several topics. I just barely got them all written down before my fruit fly memory swept them out the door.
So I guess I can tell you to expect soon, but not really how soon, posts on the following topics:
- Ease of raiding content
Heroic vs Raid iLvl10 vs 25 man raiding- Players desire to be best in slot
- Raiding for gear, or raiding for fun
Upcoming changes
We’ve got a few patches headed our way. Tomorrow, we are supposedly getting patch 3.0.9. This brings about a few class changes, some spell changes, and a few other minor things.
Now me being a paladin, I am greatly looking forward to 30-minute seals. I don’t know why this wasn’t changed back when shaman weapon imbues were lengthened.
When this came up, it made me think, why haven’t they made Righteous Fury undispellable? I think the largest reason is the position of Improved Righteous Fury in the protection talent tree. Its way too low for the benefit it gives. Making this undispellable would allow ret to have a permanent 6% damage reduction, since they will already be deep in prot for Imp HoJ.
The next patch to head our way, will likely be 3.1. Dev’s have already started releasing information about this patch. Lots of class changes, some bigger things have been announced. Replenishment has been given to more classes. I agree with Josh about the effects this has on raids. In my opinion, if Blizzard makes a buff “mandatory”, it should just be scrapped and baked in, like Blessing of Salvation was, and hopefully with 3.1 Blessing of Sanctuary. If I’m throwing together a 10 man for Ulduar, and I somehow, don’t have one of the 4 classes that give Replenishment in my optimal set up, I’m going to have to bench one of my good raiders simply to fill a buff slot. This goes against Blizzard’s “bring the player, not the class” mentality of Wrath of the Lich King.
Additionally in 3.1, Blizzard has announced Dual Specializations will be delivered. From what has been said by dev’s this will give you two talent specs that are your “permanent specs” and you can switch between these freely, in town and more than likely in the “prep time” for PvP matches. Now they have said it won’t be free out of town, but not prohibitively expensive, since people could just port/summon out of the instance and back to town.
A different shade of casual
Before my horrific database loss, I had an excellent post on the line between different types of [PvE] players. .
In WoW there are 3 main categories of people you will encounter. There is Casual, Hardcore, and a group that tries to ride the middle, I’ll refer to them as the Semi-Casuals, as they often refer to themselves.
There are many subcategories in these groups, but for the most part there mostly the same. The one I’ll disect today is the Semi-Casual.
Futher in this post I’ll refer to the two opposite ends of the Semi-Casual group as Raiders and Casuals. I’ve been a part of multiple guilds that claimed to be Semi-Casual. All have had a serious flaw in their raiding structure. I think I’m getting a head of myself.
A Semi-Casual raiding guild is generally one that wants to raid a couple times a week, however with the determination and focus of a Hardcore guild.
That said they are usually built of a core of raiders that truely follow the ideals of the guild. They flask for farm content, bring full consumables, and research to push their class.
However, with the ease of WotLK raids (and was also prevalent in BC 25 man raids) it’s not an east task to fill a raid with 25 of these players. What usually is the case is that 10-15 players of this guild are raiders while the other half are true casuals.
I don’t mean to sound condescending here, however I’m a little obvious as to which side of the arguement I’m on.
The casual half of the guild, could be a little more effective in their time management. They don’t spend much time investing in their character. Either farming for crafted gear, running heroics for drops, rep, or emblems, or a multitude of other things that are prime examples of a persons effort.
This is a bit of a blurry line. Some people know they need work. They know where the drops come from. They just might have a hectic work or school schedule and not have the time to run things. Although I wish this was always the case, it unfortunately isn’t usually.
Most people come into this game with a big ambition, and little more motivation than that. They think that “raid guilds = epix” and that they’ll be able to come in and snag some of that uber loot. They don’t realize that these raid guilds are built on the shoulders of people that read strategy guides, watch videos, farm for gear, and take that extra step to be the best they can.
When they see the term “Semi-Casual” they think they’ve found a perfect home.
However there is a lot of tension in these kinds of guilds. They usually have to recruit a few of the casuals to fill the gaps in the raiding roster. The raiders aide of the guild will feel a sense of resentment as they put money in for flasks, food, and repairs. While the other half shows up a few minutes before the raid and holds their hands open to catch any loot they can.
As you can see, I’m personally against Semi-Casual guilds. It comes down to the old saying “shit or get off the pot”. You need to stand up and push yourself and your guild to reach it’s highest potential.
A common objection is that you can’t have a serious raiding guild without a lot of time invested. As I said earlier in my post, it comes down to time management. Effectively utilizing your time, your guilds time, and your raids time can allow you to accomplish all your goals and have time to spare.
I normally would break off into a how to on time management however I’m going to save that for my next post! :)
My take on over-recruitment
One thing I have seen in my past guilds, is they only recruit to within a reasonable amount of their raid number. Even in a guild that claims to be “semi casual”, you’ll have players that just don’t show up.
An additional problem with this recruitment model is that players know guilds will follow the rule “guild first, pug second” so if/when there are more raid slots than guild members, they know they have a spot. This leads to lack of motivation in my opinion. Players don’t feel the need to earn their position and do not seek to better themselves.
My solution is to always keep somebody benched. Recruit enough to fill your raid, and just a few more. Currently in Fury Untold, we have 3 tanks, 4 healers, and 13 or so dps. This keeps players on their toes, knowing that we’ll have some players sitting out every raid.
I do raid invites based on a lot of factors, mostly based on character effort, and past raid performance (assuming they have raided with us before). It is a tough act to balance, but I feel it makes both groups stronger. The people who were benched know they need to work harder, and the raiders have a greater sense of accomplishment, knowing that everyone there earned their spot and is pulling their weight.
