What does 3.2 mean for us? A guild leader's perspective.
Of all the roles I fulfill in the World of Warcraft — shaman, healer, raider, recruiter, even blogger — the one I consider most important is guild leader. I feel a tremendous amount of responsibility to those who wear my tag ... not to mention the adorable, purple and blue themed Angry Totem Tabard© that recently replaced our traditional Maple Leaf.
(Contrary to popular belief, we are not changing our name to <Surreality, eh?>. But we may take Canada Day off, since most of our American raiders are heading out of town for the weekend anyway...)
... Where was I going with this?
Oh, right. Because I am, first and foremost, a guild leader, it should come as no real surprise that I view all of the upcoming game changes with one question in mind:
What does this mean for my guild?
Optional extension on raid lockouts
I'm not sure how to feel about this one. As frustrating as it is to come within a few measly percent of defeating a new boss on the last attempt of the lockout, I like the sense of urgency that accompanies a looming reset. Surreality downed Kael'thas and Mimiron on offnights, after the weeks' raids were officially over. If we'd had the option to extend the lockout, I'm sure we'd have taken it — but the same energy and determination that brought the guild together at the eleventh hour also contributed, massively, to our success.
I'm going to miss that.
I'm also not looking forward to the decision itself. Do we extend the lockout for a week so we can progress through new hard-modes, even if it means losing a shot at loot from a boss we've already downed? Flame Leviathan drops the best-in-slot DPS caster neck and boots, and I know there will some very disappointed mages, warlocks and shadow priests in my raid if we opt to extend. And yet ... if we're going to make significant progress on other hard-modes or eventually unlock Algalon while raiding only 10 hours a week, we're either going to have to pick and choose (doing some hard modes each week and forgoing others) or take advantage of the new option to extend.
My guildmembers are all adults, and very reasonable people. No one is going to /gquit in a fit of pique or throw a temper tantrum if we end up skipping — or extending — a particular raid boss or hard-mode. But, as a leader, I will struggle to reach an acceptable compromise and inevitably feel that I've let someone down.
Universal tier tokens
There will be no slot-specific tier tokens in the next raid instance, and all but the highest ilevel of T9 gear will be purchasable with Emblems of Triumph.
This is an interesting change, and one that I'm actually looking forward to since it will reduce the amount of loot that goes to off-specs or shards. I imagine it will also minimize the impact of the RNG, marry the guild's ilevel to its actual progression, and make farming the first few bosses of the instance feel like less of a chore, because the loot they drop will still be useful. (I'm assuming there's some sort of linear progression to the Crusader's Coliseum, but for all I know it will follows VoA's "boss buffet" model. There's a spoiler-rich post on WoW.com that might shed some light on the subject, but — alas! — I can't access it from work.)
I'm not sure yet how universal tier tokens will interact with my guild's loot system. We use EPGP, a ratio-based model of loot distribution that assigns a priority ranking ("PR") to each raider that is equal to the amount of time they've put in (Effort Points, or "EP") divided by the level and quality of the gear they've taken out (Gear Points, or "GP").
It usually works out so that our more consistent raiders have a higher priority on new drops, simply by virtue their superior EP — but the fact that each token currently has limited usefulness means that our casual raiders are able to pick them up relatively quickly, in spite of a lower average PR.
The change from slot-specific to universal tier tokens may prevent some our more casual raiders from obtaining tier gear, or — coupled with the Emblem of Conquest change — it may have the opposite effect, as our core raiders farm the heroic dailies for Emblems of Triumph to purchase their tier tokens, maintaining PR for off-set drops like weapons, jewelery and trinkets.
BoP items tradeable for a small window of time (to others who were elligible to receive them)
I'm sure this will lead to item-selling in PuG raids. A few of my guildmembers — brave souls who PuG'd into another guild's Uld25 last night on alts — saw an early preview of this when a shaman in the hosting guild rolled on a ring with spellpower and spirit (!) and then nobly passed "to any guilded priest."
We /scoffed at the move in guild chat. What's next? my boyfriend speculated. Priests rolling on tanking shields and then passing to "any guilded paladin"?
It won't be allowed in my guild. All loot decisions will follow EPGP, and anyone caught selling or trading items will be /gremoved. (Not that I expect this to happen, of course. The closest thing we've had to loot drama since our crazy tankadin de-guilded — mid-SSC! — has been me complaining about losing Vulmir, the Northern Tempest three weeks in a row. Granted, it's off-spec for me ... but I lost to another resto shaman, an ultra-casual enhancement shaman and a combat rogue who, together, raid less as melee than I do. >.<
Of course, karma smiled on me the very next week when the Golden Saronite Dragon dropped from our first hardmode Flame Leviathan kill ... and lo!, not an enhancement shaman or mace-rogue in sight! Suffice it to say, I won't be crying about Vulmir anymore.)
Paid faction changes
...
WTB Holy Paladin, PST!
No, really. Our sole Healadin is in five-piece T8.5 and substantially all of our spellpower plate is going to a Death Knight's holy set. (Surely, Tirion will redeem him someday. /cough)
Surely, I can lure just one of you humans or dwarves or spacegoats to the Dark Side!

An open question about PvE to PvP transfers (and a hitherto unpublished rant).
My guild was crit by summer — and a quick glance at the realm forum tells me we aren't alone! It suddenly seems like everyone is recruiting, and Surreality is no exception.
I bit the bullet over the weekend and posted an abbreviated version of our standard LFM in the Horde recruitment forum. I've always been leery of cross-server recruitment (a $25 fee + the 30-day cooldown = far too much pressure for me!, especially since I tend to view even a trial /ginvite as two-way commitment), but we've already called one raid at Yogg-Saron due to poor attendance and forgone several hard modes in favor of an "easy" 22 or 23-man kill ... so if I know if I don't fill those open spots with quality players, we'll find ourselves bleeding members soon.
In the hopes of standing out from the crowd, I went with something a little different for the subject line of our cross-server recruitment thread—
Serious Raiding. Casual Schedule. Yogg down.
—and it seems to be working! We've already gotten several promising applications.
Anyway, a question came up in an e-mail from a potential applicant that I'm not entirely sure how to answer:
I've never played on a PvP server but as I couldn't PvP my way out of a wet paper bag I don't see how that will work. I'd spend all my time doing corpse runs while I tried to pick flowers I suspect. I could learn to PvP I suppose, I've just never had the time to learn that aspect of the game.
So, as I said, I'm torn. Do you know anyone in your Guild who has experience moving from a PvE server to a PvP one? Would love their thoughts. Thanks.
We've actually only recruited cross-server once, and it worked out amazingly well (but don't tell him I told you! It'll go straight to his head, which is already weighed down from his hair care regimen. Silly Blood Elf. <3)
Of course, I'll ask E. to chime in with his thoughts, but since he's ridiculously busy with real life and multiple perspectives are always better than one ... I thought I'd just throw this one out to anyone who cares to comment.
So: if you've transfered from a PvE realm to a PvP realm recently, I'd love to hear about your experience!
* * *
Of course, I realize a lot of it depends upon the server. I went digging through my unpublished drafts and found this old (but still relevant) critique:
One of my guildmembers habitually refers to our server as Black Dragonfail.
Now, fail has become something of a dirty word in the WoW community, so I typically only use it to be self-deprecating. ("Sorry about that wipe, guys. I'll try to stop failing now.") But in this case, I agree. Whole-heartedly.
I hate my server.
If you've been following me for any length of time, then you're probably aware of my Carebear-ish tendencies. I don't particularly enjoy PvP — in the world, or in the arena. My warlock spent exactly enough time in battlegrounds to earn her Medallion of the Horde, and even then, only because it was required for Mount Hyjal. Meanwhile, my shaman has never so much as participated in a duel outside of Orgrimmar (although we did manage to kill a rogue once, after he tried to gank us in Icecrown. I have to admit, that was a /glee-inducing experience! No matter what class I'm playing at the moment, I have a warlock's instinctive fear of rogues — so killing this one as a resto shaman was as much of a rush as I've ever gotten in PvE.)
All things considered, I'd probably be most at home on a Normal Roleplaying server. BDF is the exact opposite: a PvP server that is exceptionally hostile to roleplayers.
... but that's not the reason I hate it.
Or, rather, that's not the whole reason.
I hate BDF for its highly competitive PvE culture — which may well have evolved out of its highly competitive PvP culture, but has become an issue in and of itself.
The PvP Influence (?)
One complaint I frequently hear levied against PvE is that it's "scripted."
To extend the metaphor: think of a PvE server as a theater troupe. The script doesn't change, but the actors do. They trade roles around, rehearse each performance and continuously strive to improve their costumes and props.
In other words, they work together towards a common goal.
It's a cooperative environment.
In contrast, PvP — especially arena-based PvP — is by its very nature competitive. There's you and your teammates on one side ... and the entire battlegroup on the other.
PvP also keeps score. If you wipe on a raid boss, the worst that can happen is a bad repair bill. But if you lose an arena match, your rating goes down. Lose enough matches, and you can even fall out of your bracket, placing rated rewards (not to mention titles, mounts and the like) further and further out of reach.
Because backwards progression is possible in PvP, serious PvP'ers tend to be personally invested in their success and less forgiving of mistakes (from themselves and others) than many PvE'ers. (Notice that I say most, not all. I don't doubt that hardcore raiding guilds take wipes seriously, especially when they are in competition for server firsts. But most of us don't fall into this category.) Rivalries emerge between teams, and falling outs occur within them.
It is, after all, Player versus Player.
Eventually, a culture emerges in which players are accustomed to measuring themselves — including their skill and their worth — according to a tangible ratings system. There is no corresponding system for PvE; the closest thing that we have is our realm progression thread, which ranks guilds according to the number and recency of their guild-first kills.
If PvE is theater, then PvP is hockey. It's competitive. It's combative. And win or lose, tempers will occasionally flare into violence.
It's just part of the "game."
The Endgame Culture
As you might have surmised from my extended and very scrambled metaphor (I don't have anything against hockey, by the way; I'm just picking on my oh-so Canadian boyfriend because he refuses to answer his phone this morning >.<) BDF's endgame culture is brutal.
To be fair, the realm's top two raiding guilds are well-respected. They don't participate in forum drama and I seldom see their members out and about in the world because they literally play to raid — and let's face it, that doesn't take a whole lot of time these days.
The #3 guild is the opposite. It's members are braggarts, drama-mongers and unrepentant forum trolls. I'm not exaggerating: this is the guild I once described as hosting "trade channel PuGs for nothing more than the dubious joy of ninja-looting all of the drops to guildmembers who don’t need them (and, in many cases, can’t equip them) over PuG’s who do ... and then mocking anyone who dares to complain about it in trade chat and on the realm forum."
As as childish and mean-spirited as this is, it pales in comparison to some of the other stunts this guild and its members have pulled — such as driving their own tank off the server and staging an elaborate flame war with themselves (using level 1 alts and fabricated drama to implicate an innocent guild in the process).
Karthis asked in a comment if this kind of thing is typical of PvP servers. I don't know, as BDF is the only server I've called home for any length of time. But I do know that this kind of attitude — and the bad behavior it engenders — has trickled down to a number of the less-progressed, but still up-and-coming raiding guilds on the realm.
Sadly, there are now a half-dozen guilds — most of them Horde-side — that are actively attempting to emulate this behavior.
Of course, I realize that every server has its forum trolls, its trade channel spam, its blatant — and unrepentant — ninjas. But at the same time, I can't imagine that many other servers have an endgame culture that actually rewards these things, with attention (not all of it negative!) and that sincerest form of flattery: imitation.
As you can imagine, BDF is a very unplesant place to be right now. I'm relieved that I don't have to attempt to recruit off-server, because I couldn't in good conscience encourage anyone to transfer here.
Now that I've ramped up recruitment to look cross-server, that last line is coming back to haunt me.
I didn't post this at the time that I wrote it because I found my own logic (especially with regards to a possible PvP influence) suspect. It was just a rant, really — inspired in no small part by the fact that the realm progression thread was trolled by a level 1 alt who announced that he would be turning off his Of the Nightfall title since it was clear from my guild's success with the encounter that any old "scrub" could get it.
Fortunately, things are starting to turn around on my home server. The guild I'm describing broke up a few months ago (although its former — and mercifully absent — leader maintains his e-notoriety), as did substantially all of its fanboy clones. Several new guilds have formed to replace them, and seem to be much friendlier in general. The server does have other things to recommend it, as well: a stable economy, a competitive endgame (with Yogg-Saron down, as well as Flame Leviathan +4, my guild is still only ranked 6th Horde-side and 14th overall) and a very active PuG community. (Each faction has at least one regular — and successful — Ulduar 25 PuG with open sign-ups for appropriately geared players)
I can sell someone on BDF. The question is, do I want to?
The return of the Naxxramas power run … ?
I wrote in a previous post that the upcoming Emblem of Conquest change will make the endgame even more accessible than it already is, in part by allowing casual raiders to remain competitive, and in part by reducing barriers to entry for new raiders.
While this will certainly be true for guilds, like mine, that will choose an undergeared but committed applicant with a good attitude over a geared-to-the-tusks raider (Horde blog, remember? ;)) with the manners of a rabid furbolg, I suspect it could have the opposite effect on the PuG community.
I predict that the renewed interest in Emblem-farming that is almost certain to follow patch 3.2 will lead to a resurgance of "power runs": trade channel PuGs with high minimum requirements (such as Ulduar gear, hardmode achievements or inflated DPS thresholds), intent on brute-forcing stale content in a short amount of time. We saw this towards the end of The Burning Crusade, when Sunwell badge gear made Karazhan an attractive alternative to running laps in Shat, and again in those long months between the WotLK release and 3.1, when there was simply nothing else to do.
In both eras, new or undergeared players who were barred froms these power runs complained bitterly about what they perceived as artificial, or player-imposed, barriers to entry. At the same time that Blizzard was striving to make raid content more accessible, it seemed, the hardcore elite were conspiring to make it less so.
The most common complaint was levied at the inherent Catch 22: in order to run Naxx, you almost had to have gear from Naxx (or be willing to buy your way into guild-sponsored, auction-style raids in which loot was literally sold to the highest bidder). The more-casual accused the less-casual of being ridiculous, while the less-casual belittled the the more-casual for expecting to be carried ... and much unpleasantness ensued.
Not surprisingly for someone who considers herself firmly middle of the road, I empathize with both sides.
On one hand, I can almost guarantee that if I were to organize a Naxx PuG today, I would only invite players I knew personally or who had previous clears under their T8-crafted belts. It isn't about being elitist or hardcore or just plain mean; it's about having already logged more hours than I care to count learning Naxx and then farming it into the ground with my guild. If I ever wipe on Grand Widow Faerlina again, it will be too soon.
So, no, I don't think there's anything particularly wrong — and certainly nothing high-handed or immoral — about with setting a goal ("A full clear in two hours with no wipes," for example), and recruiting players accordingly.
On the other paw, (sorry!, shifted into Ghost Wolf to scratch an ear!), I can sympathize with those who are just now leveling to 80 and looking to catapult themselves into endgame raiding. Getting shut out of one trade channel PuG after another — not because your gear is inadequate for the content, but because you don't yet outgear it — can be a frustrating and thoroughly demoralizing experience.
And then there are the gray areas, such as the new alts of raid-experienced players who may not have an achievement to link but know a particular instance inside out. My main is Of the Nightfall, but my warlock alt can't join a VoA PuG because she doesn't have the Emalon achievement (or a single Emblem of Conquest!) to her name.
In general, I think the best way to avoid the frustration and unpleasantness associated with PuGs — especially as power runs become increasingly prevalent — is simply to resolve to run content with comparably geared players. This is just common sense to me. Ten or 25 brand new level 80's in quest blues and a smattering of leftover Tier 6 can clear Naxxramas. They won't do so as quickly or as smoothly as an Ulduar-geared group, but they aren't meant to. The advent of patch 3.2 won't change this, and may even prove to be equal parts blessing and curse for those looking to break into the raiding scene for the first time.
The Emblem of Conquest change will make the current content more accessible, but it won't completely obliterate linear progression. Nor will it eliminate player-imposed barriers. On the contrary, it will encourage them by making old content profitable for progression guilds and raiders — in other words, for those players who are most likely to set the bar high.
I'm sure reactions will be heated and varied — if not now, then a month or two from now when the Crusader's Coliseum is considered endgame and Ulduar is the new Naxxramas.
WTT: 530 Emblems of Conquest for an Ulduar-geared restoration shaman, PST.
Thanks to the immiment Emblem of Conquest change (details and reactions here, here, here and here. Oh, and some more here and here, too!), it's only a matter of time before the How To Gear Your Raiding... Without Raiding! guides start appearing on the Internether like crop circles in an Iowa cornfield.
This isn't one of them.
... Not because such guides don't have value, but because I really don't want the responsibility of maintaining one! (I'm pretty sure that's what Matticus is paying Lodur for, anyway.)
Still. I was curious as to what an Emblem-geared resto shaman could look like post-3.2, so I did what any good (soon-to-be unemployed) financial analyst would do in the same situation:
That's right! I made a spreadsheet.

And since spreadsheets can be a little, tiny bit intimidating for the uninitiated — not to mention boring to refer to in a blogpost, and difficult to anthropomorphize — I decided to give mine a face. And a name.
Introducing: Ishkaar
So, meet Ishkaar: the level one Spacegoat shaman I rolled one lazy Saturday afternoon on a far-flung server called Garona. (... What? I needed to know how to boil an egg and my mom wasn't answering her phone! I thought Andrew might be able to help, but — alas — he wasn't online.)
To the best of my knowledge, Ishkaar is still languishing in Azuremyst Isle, surrounded by the charred remains of her shuttle and some very angry flowers. But!, if I were ever to bite the bullet and actually level her, she could forward to a respectable
878 stamina
769 intellect
1,682 spellpower
374 crit
341 haste and
208 mp5
from Heroic drops and Emblem of Conquest alone.
If this doesn't sound particularly impressive, keep in mind that these are unbuffed stats that do not take into account item enhancements or any on-use or on-proc effects. They also ignore the effect of the two-piece T8 bonus, which can be difficult to quantify.
Thanks to those crazy bronze dragons, little Ishkaar was able to meet her Future Self, who shared her shopping list:
Head: Conqueror's Worldbreaker Headpiece (ilevel 226). 58 EoC.
Neck: Frozen Tear of Elune (ilevel 226). 19 EoC.
Shoulders: Valorous Earthshatter Spaulders (ilevel 213). 60 EoV.
Back: Cloak of Kaa Feathers (ilevel 213). 25 EoV.
Chest: Conqueror's Worldbreaker Tunic (ilevel 226). 58 EoC.
Wrist: Pigmented Clan Bindings (ilevel 213). 60 EoV.
Hands: Gloves of Augury (ilevel 226). 28 EoC.
Waist: Windchill Binding (ilevel 226). 28 EoC.
Legs: Leggings of the Weary Mystic (ilevel 226). 28 EoC.
Feet: Treads of Coastal Wandering (ilevel 213). 40 EoV.
Ring: Renewal of Life (ilevel 213). 25 EoV.
Ring: Annhylde's Ring (ilevel 200). Heroic Utkarde Keep.
Trinket: Egg of Mortal Essence (ilevel 200) 40 EoH.
Trinket: Soul Preserver. Heroic Culling of Stratholme.
Main Hand: War Mace of Unrequited Love. Heroic Nexus.
Off Hand: Protective Barricade of the Light (ilevel 200). 35 EoH.
Average ilevel = 212.3
Total cost? 530 Emblems of Conquest!
Note that Emblems of Conquest (which will trade down to Emblems of Valor and Heroism at a 1:1 ratio) cannot currently purchase a main-hand or more than one unique-equipped ring or trinket. To fill these last three spots, Ishkaar prayed to (David Brin's) Ifni and was dutifully rewarded with Heroic drops. They aren't her only options, of course — she could opt for a crafted Titansteel Guardian over That Damned Mace from Heroic Nexus®, for example — but they're solid choices ... and we're really just looking to make a comparison anyway.
Properly gemmed and enchanted, Ishkaar's unbuffed stats would increase to:
912 stamina
805 intellect
1,945 spellpower
392 crit
364 haste and
222 mp5
For the sake of comparison, a resto shaman with BiS gear from Heroic Ulduar would look something like this:
Head: Steamworker's Goggles (Flame Leviathan 25, hard)
Neck: Charm of Meticulous Timing (XT 25, hard)
Shoulders: Conqueror's Worldbreaker Spualders (Yogg-Saron 25)
Back: Shroud of Alteration (Ulduar 25, trash)
Chest: Conqueror's Worldbreaker Tunic (Hodir 25 or 25 EoC)
Wrist: Bindings of Winter Gale (Hodir, hard)
Hands: Conqueror's Worldbreaker Handguards (Mimiron 25)
Waist: Blue Belt of Chaos (crafted)
Legs: Conqueror's Worldbreaker Legguards (Freya 25)
Feet: Boots of Forgotten Depths (General Vezax 25)
Ring: Sanity's Bond (Yogg Saron 25)
Ring: Pyrite Circle (Ignis 25)
Trinket: Pandora's Plea (Mimiron 25)
Trinket: Scale of Fates (Thorim 25)
Main Hand: Guiding Star (Razorscale 25)
Off Hand: Ice Layered Barrier (Hodir 25, hard)
This BiS set has an average ilevel of 228.2 and (fully gemmed and enchanted, but before socket bonuses — which I forgot to account for >.>) grants:
943 stamina
1,026 intellect
2,110 spellpower
405 crit
535 haste and
224 mp5
Thus, the difference between Ishkaar and an Ulduar 25-geared shaman with BiS everything (except Val'anyr, since it will be significantly harder to come by than Guiding Star) appears to be:
31 stamina
221 intellect
165 spellpower
13 crit
171 haste and
2 mp5
That's ... not a lot of difference, actually.
Obviously, the Ulduar-geared shaman will get a bigger benefit from scaling talents, totems and buffs, but I see no reason Ishkaar couldn't step out of Heroic Utkarde Keep and straight into Ulduar, if not the Crusader's Coliseum.
For this reason, more than any other, my kneejerk reaction to the imminent Emblem of Conquest change resembled Saresa’s. I liked the tiered Emblem system. Not only did it reward raiders in proportion to the challenges they overcame, but it also reinforced a linear path of progression that appealed to me as both a guild leader and an obsessive completionist.
Of course, I’d be lying if I said there wasn’t an element of ego in it as well: my guild farmed Naxxramas, the Eye of Eternity and Obsidian Sanctum for months to earn a lower ilevel gear than a newly ding’d level 80 will have access to via heroics alone. At first blush, that’s just a little hard to swallow.
Still, the more I think about it rationally, the more convinced I become that this is actually a good change.
What it really comes down to is a single question with a singularly enlightening answer.
The answer: Everyone.
The question:
Besides Ishkaar, who benefits from the Emblem change?
- New level 80's, because it further reduces barriers to entry. (Matticus describes this as raising the floor.) WotLK raiding is intended to be accessible — but the more progressed a server is, the less accessible the current content becomes to new entrants to the raiding scene. Rather than progress from heroics to Naxxramas to Ulduar to the Crusader's Coliseum, new level 80's will be able to assemble a respectable starter kit from heroics alone. This, in turn, will make them more attractive to ...
- Raiding guilds. The influx of new, Emblem-geared raiders will help prop up those raiding guilds — like mine — that find themselves struggling to fill summer raids.
- Casual Raiders. Players who raid on a more casual timetable (such as the Marksman hunter in my guild, who lives in Australia and can only make one of our three weekly raids) will be able to fill in the inevitable "holes" in their gear, allowing them to remain competitive. If our Marksman can farm Emblems in Heroics during her own "peak" playtimes — which run opposite the rest of the guild's — then she can simply buy her T8.5 helm and chest and save PR (DKP, etc.) for the other set pieces.
- Hardcore Raiders. Even those of us who are already Ulduar-geared will benefit, via improved performance from our more casual fill-ins and fewer raids cancelled (or scaled back) due to poor summer attendance.
- Alts, off-specs and rerolls. You can better believe that my Death Knight tank will be hitting heroics hard in 3.2! I don't have time to raid on multiple characters, but I'd love to gear my growing stable of alts. That way, if my guild loses a tank or healer, we won't fall behind on progression because we'll have officers and veterans with raid viable alts, willing and able to sub-in — at least until we recruit a permanent replacement. (Perhaps one of those new level 80's, decked out in Emblem gear?)
- Casual players, including those who have no intention of raiding. Do they need Ulduar level gear? No, of course not. But attaining that gear can be an end in and of itself. My mom has no desire whatsoever to raid, but she still gushes over each new epic because obtaining it was an achievement in and of itself — no different from becoming a Loremaster or exploring every zone in the game.
- Anyone who wants to run Heroics or lower-tiers of raid content, like Naxxramas, which will become popular again as players who previously had no reason to return to them start farming Emblems.
As far as I can tell, everyone benefits from the change — although some more directly than others.
The only players who might not be affected are those in highly stable, bleeding-edge progression guilds. These raiders are already geared to the teeth and unlikely to experience high turnover. They are also likely to spend little time in the game world outside of raids.
In other words: the Ensidias of the world might not care about Emblems of Conquest. For the rest of us, they can only be a good thing.
I have never used those words together …
So I don't know why your Google Search is bringing you here! At least tell me you didn't click I'm Feeling Lucky. Please?)
>.>
<.<
... Oh, the words? I said I've never used them together in a blogpost, and I don't want to make a liar of myself (or disappoint anyone who might stumble across me searching for them!).
How about a riddle, instead?
- Compound word, opposite of "casual";
- One more than single, one less than triple; and
- Something I never gem for in PvP! (Although if I really wanted to, I suppose I'd use a Stormy Sky Sapphire).
/cough
Some other recent searches that make me /boggle:
crazy rabbit lady
hot vyrkul
do not want
smurfette cry
paladin shirt rank 11
blood elf naked
omg drama killed my guild
eh? canada
your subscription to life has expired
...is a jerkface
And my personal favorite!
kologarn want hug
I'd never thought of him quite like that before. Poor Kologarn. He's starved for affection and we're walking on his face.
Descent into Madness
“Shall we slay the Council tonight?” Ouchilicious asked, peering around the corner with her frosty eyes. “They’ll keep,” our leader replied with a shake of his massive, ursine head. Even in bear form, with his mouth perpetually agape, he was a portrait of Tauren stoicism.
* * *
"Don't let the infernal wailing fool you," Keaton growled, addressing the twenty-four of us but staring fiercely at the duplicitous Sara. "'She' is imprisoned here for a reason."
The druid's temporarily feline eyes narrowed to mere slits as he studied his prey. Beneath his tawny pelt, his muscles trembled in anticipation of the battle to come. In a matter of moments, we knew — with the world-weary certainty of veterans — our leader would throw his iron self-control to the stale wind of the Old God's prison chamber. His barely contained energy would explode into rage, and he would lead us once more unto greatness ... or death.
"She will likely summon minions to her protection," he continued, tail lashing. "We must use them against her."
"We know," I whispered in Tauraje, so softly that only he could hear. "We know."
He glanced at me, and his amber eyes flickered in the leonine equivalent of smile: feral fervor and lazy affection, all at once.
I tightened my grip on my mace, my Guiding Star, and fixed my gaze firmly ahead.
"Let's get this show on the road, shall we?" came a voice from our left, light and almost cheerful. Lupius was nothing if not an optimist. "I have a good feeling about this one."
"Just watch your pet." Another voice, this one low and rough — like silk on gravel. It could only be Korev. "I don't trust that Light-damned cat."
"Are you allowed to take the Light's name in vain?" The query came from a Sin'dorei rogue I tended to think of as Mazzranache. 'Stepsindark' was a vain and curiously charismatic creature — far too preoccupied with preening to skulk in the shadows with the rest of his ilk. "Surely it's against some stuffy paladin code ..."
I snorted. "Of course he is. His kind doesn't worship the Light; they merely enslaved it for a time."
Keaton's snarl cut through the anxious chatter. "Let's go."
And because I know my mate — and was listening for it — the last thing I heard before all hell broke loose was the faintest ghost of a prayer. Not to the Earthmother, but to Elune.
(To be continued. Maybe.)
My Penpal … Yogg-Saron.
I think I must be channeling Ambrosyne's inspired Letters from Ulduar, because for the last few weeks my guild's Message of the Day has been an open (and ongoing!) letter to Yogg-Saron.
Last night, I was finally able to change it from —
Dear Yogg-Saron,
Your tentacles creep me out (even if a certain rogue thinks they're sexy). Die soon. Please. <3 Elle
— to —
Dear Yogg-Saron,
HAHA, WE WIN. <3 Elle.
Someone (I'm not sure who, but I have my suspicions!) added this postscript:
P.S. You're still creepy.
As another face-planting rogue put it:
The real game begins now.
Don't underestimate the value of spell hit.
446 is a magic number.
This is because, as casters — untalented, alone, completely naked and bereft of any helpful companions or raid buffs — our spells have a 17% chance to miss an enemy three levels above us."... But I'm level 80!" you exclaim, brandishing your fiery-enchanted Titansteel Spell Blade. "What could possibly be three levels above me, Elder Idotyou the Love Fool of Stormwind, Ironforge and Darnassus, Champion of the Frozen Wastes and SomethingelseIcan'tremember?"
Oh, nothing much. Just every skull-level raid boss in the entire endgame, from the creepy, crawly Anub'rekahn to also creepy but considerably less crawly Yogg-Saron.
In order to minimize — and, ultimately, eliminate — this inherent chance to miss, we stack spell hit, via talents, gear, gems, enchants, food buffs and slavery. (Oh, you hadn't heard? Warlocks can look forward to a new 3.2 ability called "Enslave Shadow Priest." I fully intend to name mine Abigore.)
At the current hit cap of 446, our chance to miss is exactly zero.
Sources of Spell Hit
Although our primary source of spell hit comes from gear — such the appropriately named (as in, I will curse you with my dying breath you thrice-damned trinket!) Dying Curse, which waited until the week after I rerolled Shaman to drop three times in the same Heroic Naxxramas raid — ...
Wait, where was I going with this?
Oh, right. Gear is a source of spell hit, but it is far the only source:
- The Affliction talent, Suppression, grants a maximum of +3% hit.
- A balance druid spec'd into Improved Faerie Fire will provide the entire raid with +3% hit. Of course, this assumes that the druid not only (1) survives the encounter, but also (2) maintains 100% uptime.
- Alternately, a shadow priest spec'd into Misery will provide the same +3% hit with the same caveats. Note that Misery does not stack with Improved Faerie Fire.
- The Draenei racial, Heroic Presence, provides an additional +1% hit to party members. Heroic Presence does stack with either Improved Faerie Fire or Misery, but not both.
This means that a Horde warlock such as myself needs need to make up (a) 14% hit if spec'd 3/3 Suppression or raiding with a properly spec'd balance druid or shadow priest, or (b) 11% hit if spec'd 3/3 Suppression and raiding with a properly spec'd balance druid or shadow priest.
What if you're not a Horde warlock? What if you're something confusing, like a Draenei shaman, a Night Elf druid or a human shadow priest in a xenophobic role-playing guild that is convinced that those loveable Spacegoats are actually Eredar (and wouldn't be caught dead sharing a raid ID with one)?
First, if you're not a Forsaken warlock, you totally should be. Go down to Old Stratholme, eat a plagued muffin and call Sylvannas in the morning.
Second, and as an interim solution, try WoWWiki. Or ask Amber — very, very nicely — to make a flowchart.
We made a flowchart. Once.
Our felpuppy eated it.
The Mechanics of Spell Hit
In a recent blogpost, Hydra of Almost Evil advised her readers to avoid gemming for spell hit at the expense of spell power — even if they happened to be under hit cap at the time. With all due respect to our vertically challenged sistren, this is fantastically awful advice. Don't follow it ... or, at least, don't follow it blindly.
To understand why, it's important to understand the mechanics underlying spell hit.
Remember those incredibly dorky table top roleplaying games that all the ner— ... I mean, all the perfectly nice, normal, well-adjusted kids (such as my boyfriend, who I love dearly <3) played in high school? Those games used dice to determine pretty much everything.
Does my unnaturally handsome, inhumanly powerful, Orlando Bloom-lookalike of a half-elven, half-vampire rogue manage to stab the fire-breathing dragon in the heart with a butter knife?
Roll 2d20 to find out!
WoW works the same way. The game rolls once to determine if a spell hits. Then, assuming it does, it rolls again to determine if the spell crits. If you're spell hit capped, then your spells will always hit. If not, they will miss at a rate approximately equal to the difference between the spell hit cap and your actual hit rating. If you have +12% hit (an amount Hydra feels is sufficient), then you will miss approximately 5% of the time (17% - 12% = 5%) against a level 83 mob.
At a glance, this doesn't sound too terribly bad. If you cast 100 Shadow Bolts over the course of a fight, only five of them will miss. So, if you stack spellpower over spell hit, maybe the extra oomph you've packed into the 95 Shadow Bolts that do hit will make up for the 5 that don't. Maybe the math will even work out so that 95 Super Shadow Bolts deal more damage than 100 boring old Clark Kent flavored ones.
This is Hydra's logic — and, to be fair, I've seen it repeated elsewhere on the internether, including my own /guild chat.
The thing is, it's a rather shallow view that doesn't take into account the synergies that exist between our various stats and spells.
Spell Hit vs. Spellpower and Spell Crit
First, if a spell doesn't hit, then your spellpower and spell crit are worth exactly nothing. I'm sure you've heard this before: if a spell doesn't hit, it can't crit. This means that if you have +32% crit chance but are 5% under hit cap, then you actually have +30.40% crit chance. If you have 2K spellpower but are 5% under hit cap, then you actually have 1.9K spellpower.
The Cost of a Miss
Second, and contrary to widely held belief, the cost of a missed spell is not equal to the opportunity cost of the lost cast time. It's actually much higher.
For a relatively straightforward example, hearken back to the bygone days of The Burning Crusade, when all raiding warlocks specced shadow-mage and had a wonderfully complex rotation that looked something like this:
Shadow Bolt
Shadow Bolt
Shadow Bolt
If your Shadow Bolts were hitting for 5K and critting for 10K approximately 30% of the time, then it would have been tempting to claim that the "cost" of a miss was 5K + .3(10K) = 8K. Assuming a 3 second cast time with 5% chance to miss, you would lose approximately 48K damage (or six Shadow Bolts) over the course of a five minute fight. If by foregoing spell hit you could stack enough spellpower to sufficiently boost each Shadow Bolt's damage to make up for that ... it would be a wash, right?
Not entirely. The old Improved Shadow Bolt talent caused our Shadow Bolt crits to place a stacking debuff on the target that increased the next four shadow-based attacks (and all shadow-based DoT damage in between!) by 20%. Therefore, the cost of a miss wasn't just the lost DPS from the shadowbolt that fizzled and died in mid-air; it was also the lost DPS from reduced uptime on Improved Shadow Bolt.
And that was a straightforward example — one that doesn't even exist in our current world! Our rotations are much more complicated now, so the cost of a miss is significantly higher.
The actual math is beyond the scope of this blog (I crunch numbers for a living, so I can't quite bring myself to do it in my downtime), but the theory behind it is fairly obvious.
Haunt is the mainstay of an Affliction rotation. It has a cast time, a travel time, deals a small amount of damage, procs Shadow Embrace and increases all shadow-based periodic damage done to the target over the course of its 12 second duration. It also refreshes Corruption via Everlasting Affliction and returns health to the warlock whenever it expires or is refreshed.
So. What happens if Haunt misses?
It goes on cooldown and can't be cast again for 8 seconds. Even if you've attempted to precast it, the 12 second duration and 8 second cooldown mean that the Haunt debuff will fall off your target. Depending upon timing, it's entirely possible that Corruption or Shadow Embrace could expire as well. If so, Corruption will need to recast at the cost of a Global Cooldown. Your next Shadow Bolt will re-apply Shadow Embrace, but — again, depending upon timing — you may not be able to cast a Shadow Bolt immediately because your priority is refreshing Unstable Affliction (which fell off while you were reapplying Corruption) and then Curse of Agony (which fell off while you were casting Unstable Affliction).
In other words: one missed spell could wreak havoc on your entire rotation, not to mention cost you substantially more in lost DPS than you could have gained from the spell alone.
This isn't unique to Affliction rotations, either. A Destruction warlock who misses a Conflagrate in the last five seconds of Immolate's duration forgoes not only Conflagrate's base damage but also the 25% boost from Immolate. Incinerate or Shadow Bolt misses lead to fewer Nightfall or Backlash procs, and — for Demonology warlocks or Demo/Destro hybrids — an Incinerate miss during a Decimation phase translates into lost DPS not only from Incinerate but from Soulfire as well.
The TL;DR is that the cost of a miss is seldom just the DPS from the spell that missed. This is because for all three talent trees, misses tend to set off a chain reaction of events that could have been avoided had we simply stacked spell hit to cap and then worried about rounding out our other stats.
Diminishing Returns
That said, spell hit does suffer from diminishing returns. As you approach the spell hit cap and your percent chance to miss decreases, the value of each additional point of hit becomes progressively smaller. In other words, the less hit you have, the more important it is to stack — whereas the more hit you have, the less each individual point of hit is worth relative to stats like spellpower or critical strike.
This is why it's so hard to rank gear, and why I personally have never bothered with a "BiS loot list" or a definitive gear plan. Even for a warlock below cap, an item with spell hit isn't necessarily an upgrade over an item without it; each individual piece has to be viewed within the context of your entire gear set, and assessed for what it adds versus what it takes away.
Gemming and Talenting for Hit
So, what does this mean for a raiding warlock, struggling to balance spell hit with spellpower, spirit, spell haste and critical strike?
In general, I recommend gemming and talenting for hit until you are spell hit capped from gear alone. I love socket bonuses — in part because I'm OCD, and in part because free stats are free stats! — so I tend to use Rigid Autumn's Glow (+16 hit) in yellow sockets, Veiled Monarch Topaz (+8 hit, +9 spellpower) in red sockets and Purified Twilight Opal (+9 spellpower, +9 spirit) in blue sockets ... provided, of course, that the socket bonuses are worth picking up in the first place.
It's also worth noting that one Runed Scarlet Ruby and one Rigid Autumn's Glow provide the same amount of hit and one more point of spellpower than two Veiled Monarch Topazes — so if you ever find yourself in a position of needing exactly 16 more hit, I'd suggest socketing those in a red and yellow socket, respectively, over stacking two Veiled Monarch Topazes.
Once you are spell hit capped from gear, you can start swapping out hit gems for spellpower gems.
A Hit Set vs. an Output Set?
You don't need a hit set, per se. If for some reason you find yourself with two versions of the same chest (like I did, thanks to an overabundance of Conqueror tokens and far too many Undying attempts), and you find yourself tempted to gem one for raw spellpower and the other for spell hit for more situational use ... hey, that works!
Personally, I'd recommend looking for one or two hit-heavy pieces (preferably totaling about +3% hit) that you can use in raids when you don't have a shadow priest or balance druid around to provide hit via Misery or Imp'd FF. I still use the Ward of the Violet Citadel (combined with the Leggings of Atrophy) for this purpose. As an offhand, the Ward is especially nice because can be equipped in combat if the critchicken or shadow priest happens to eat a landmine in Mimiron, Phase 1.5.
... not that that's ever happened to our raid, of course. >.>
In Conclusion ...
- Misses are bad, and the true cost of a miss is often much higher than the DPS of the missed spell.
- Spell hit has diminishing returns; the closer you are to spell hit cap, the less valuable each additional point of spell hit is relative to other stats (like spellpower and critical strike).
- Gem and talent for spell hit until you achieve cap from gear alone. Then revisit your talent trees or start switching out hit gems for output gems.
- It may be worth spending DKP on a couple of pieces with spell hit that can be used situationally.
- Critchickens and shadow priests are wonderful things. Love them. Cherish them. (Or use them and abuse them — but don't let them catch on!)
We named our 3v3 team …
Two Healers and a Tank.
Because that's exactly what we are: Disc priest. Resto shaman. Feral druid.
... Keaton may have to keybind Teleport: Moonglade for this!
10 things I learned in my first night of 3v3 arena:
- You can't switch between dual-specs during preparation, so make sure you're specced correctly before zoning in.
- Hint: under most circumstances, 0/0/0 doesn't constitute "specced correctly."
- Hunter pets and a Death Knight's ghoul do very little damage to a decently geared resto shaman with pushback resistance. They do, however, proc Water Shield. If these pets are on your resto shaman, they're essentially crowd controlled.
- If you're a stealth class (such as a <cough> feral druid), be sure to bank your Haunted Memento before joining the arena queue.
- Whichever way you're facing on the elevator in the Ring of Valor is probably the wrong way. Turn around! (Or use the map. If you want to be clever about it. But where's the fun in that? /scoff)
- The dumber the opposing team's name, the more likely you are to lose. (MycouchpullzoutbutIdont? How is that even a name?)
- The cockier the opposing team's name, the more likely they are to lose. (Tip: If your team name contains the word "pwn" in any context other than cheerfully self-deprecating, try not to lose to two healers and a tank.)
- The spell hit cap for a Tauren elemental shaman against an equal-level opponent is 4%. Two points in Elemental Precision will grant that. However, see #2 above.
- Thunderstorm. Is. Amazing.
- Purge can be kind of useful. If you took it off your action bars sometime between Naxxramas and Ulduar, you might want to dust off the old spellbook and ... I don't know, bookmark it or something. Otherwise, when your feral druid tells you to "Quck! Purge that Innervate!", you won't be left /flailing. (On the plus side, you can always remind him of the Haunted Memento incident. It's like a Get Out Of Jail Free card.)
Wonder of wonders ...
We won 6.
Lost 14.
But won 6!
The Death of an Old God
Last night, my 10-man “achievement team” cleared Ulduar for the first time.
We knew from the moment we zoned in — okay, we knew after a quick pre-Flame Leviathan conference in /officer chat (in which Keaton made the executive decision, because I was channeling my inner Libra) — that we wanted to eschew the early achievements and hard modes and spend as much time as possible on Yogg-Saron. Our 25-man raid had come within a few harrowing percent of defeating the Old God on Saturday night, so the 10 of us who regrouped on Sunday were very eager to see him die.
Spurned onward by the increasingly desperate wails of the duplicitous “Sara,” we sped through the outer ring of the Titan citadel — evading the Flame Leviathan’s orbital defense system, deconstructing faster, bypassing Ignis and Razorscale and even skirting around the Assembly of Iron.
(“Shall we slay the Council tonight?” Ouchilicious asked, peering around the corner with her frosty eyes. “They’ll keep,” our leader replied with a shake of his massive, ursine head. Even in bear form, with his mouth perpetually agape, Keaton was a portrait of Tauren stoicism.)
Kologarn was easily disarmed. We wiped once on Auriaya, when pushback from the guardian swarm caused me to miss a heal (sorry, bear!), but each of the Keepers was a clean one-shot. Even Vezax fell with little difficulty, as our protection paladin switched over to his holy offspec to assist with healing while our feral druid main tanked the General. (None of this fancified DK-cooldown tanking for us! And, yes, a holy priest and I two-healed the entire rest of the instance. /flex)
It took us a few tries to master Yogg-Saron: Phase 1. We accidentally killed a Guardian on top of the raid (on the very first cloud-spawn, no less!), but after that embarassing mistake — and subsequent wipe — we serious'd up and pushed into Phase 2.
It wasn't elegant, not by any stretch of the imagination. Ranged DPS — delivered by a mage, elemental shaman and shadow priest — was excellent; our casters controlled the tentacles beautifully and maintained their sanity throughout the fight. Melee DPS was a slightly less coordinated. Out of habit, all four of our melee took portals into Yogg-Saron's brain, which left me stranded outside. The feral druid and two Death Knights managed well enough on their own, but — lacking the hybrids' survivability — the leather-clad rogue fell and spent the rest of the battle facedown at the floor. That freed a spot for me on subsequent brain phases, but I was accosted by a tentacle and missed my next portal anyway.
Fortunately, Keaton and the surviving Death Knight (we lost the other one at some point, but I'm not sure how) handled the brain just fine without a healer (or my bloodlust) — and before we knew it, we were in Phase 3 for the very first time!
Then there were way too many adds and an insane mind-controlled kitty clawing his way through the raid (bad druid! no cookie!) ... and suddenly, amidst all the chaos and uncertainty, Yogg Saron was dead.
... and then there was drama, rendering our victory bittersweet. >.< But I'll chronicle that another time. Between job interviews, my newest obsession (saaaaaaronite!), and frantic cleaning in advance of my best friend's visit next month — and my boyfriend's two weeks later — I haven't had much time to blog. I may be a bit down, but I promise: I'm not out!