I specced jerk.
Over the weekend, my mini pally finally managed to ding 79.
Immediately after training her new skills in the Undercity, she hopped on the first bat to Hammerfall, intercepted my baby shadow priest on the long road to Stromgarde and — with a single swing of her De-raged Waraxe — netted herself an heirloom mace (and two and a half Forsaken fingertips, which she promises to return to their rightful owner. Someday.)
Yes, that's right. I am now a healing paladin — not a holy paladin, mind, because my spec is a mix-matched jumble of points that made my guild's paladin tank (not that one; the other one) cry.
True story. A whole five minutes had transpired since the aforementioned transfer of macely ownership when my tankadin friend ran into me in Dalaran.
He paused. Inspected me. /Boggled.
"That doesn't look like tanking gear," he /said for all to see. "But that doesn't look like a healing spec, either."
He's since taken to calling it SillySpec, and no matter how many times I protest that I FOUND IT ON THE INTERNETS, he won't stop giggling.
It's disconcerting, really.
In my defense, I was looking for a deep holy build. Since several all three of my guild's dedicated PvPers were online at the time — including our powerhouse of an arena-flavored ret — I asked in guild chat for advice.
"WTB holy spec, PST."
The shadow priest-turned-warlock responded: "Put all of your points in prot."
I thought he was joking until the the frost mage-turned restokin chimed in: "Yeah, prot paladins are jerks in battlegrounds. You should totally spec jerk."
And so ... I did.
Eventually, my BG partner — the raiding rogue and warrior twink who inspired this craziness in the first place — logged on, and we decided to put our Saronite-clad duo through their paces in Warsong Gulch.
I'll let you know how that turns out. We're still trying to master the "queuing for the same battleground at the same time" achievement. Who knew that WSG had attunements?
/cough
Star light, star bright, first star I see tonight …
I wish ...
- That I could prevent Chain Heal from jumping to anyone on my in-game ignore list. I can't be the only shaman who has healed an entire Heroic Old Kingdom PuG using only Riptide and Lesser Healing Wave (to ensure that the supremely annoying ret paladin from <Ye Ol' Ninja Guild> died on every other pull).
- That my female feral druid could look forward to one day becoming a mini Nala rather than a mini Scar. (Although the fan art I found via Google Images is pretty awesome!)
- That I knew one — one! /shakesfist — emotionally stable Holy paladin.
- That my enhancement gear matched. WTB T7.5 chest, PST.
- That our hunters (who stumble into roaming patrols at least once per raid) would learn to feign death to drop aggro before I heal them, rather than after.
- That fire was green.
- That Megan would come back to blogging. Those mages are getting mighty uppity in her absence ...
- That just once, Hodir would drop something other than Phaelia's Vestaments. Don't get me wrong — I loved Resto4Life, too! But as of last night, I have four sets of leather robes that no one wants collecting dust in my guild bank.
- That Keaton could craft my Blue Belt of Chaos. I hate having some random leatherworker's name on my BiS crafted gear, especially when it's something stupid like ... I don't know ... Tankwifmahface.
- That Larisa's new domain wasn't blocked at work.
- That I was certain I would have work after August 28th.
- That I knew what the hell Heartgrinder was talking about with that whole "mind controlling aquatic mammals for max DPS" speech. He keeps rambling on about commanding seals, or some similar nonsense... Ha! He's just jealous that I figured out how to use Crusader Aura to make my attacks faster — all by myself. I told him I didn't need his sage paladin "advice." /scoff
L2wipe: A Casual Raider’s Guide to Hardcore Wiping
Spinks didn't inspire me to write this post — it's been sitting in my drafts folder for a few weeks — but she did inspire me to finish it.
In a recent post, A Tale of Two Guild Hoppers, Spinks waxes philosophical about a friend's decision to leave his new guild after wiping on Mimiron for two weeks. "Once he’d gotten into the progression mindset," she writes, "there was no point staying with a guild that had hit a brick wall and being frustrated when there were other options."
Although Spinks is much more polite about it than the Greedy Goblin, what she is describing is is essentially the same philosophy that Gevlon once espoused: get in, get what you need (be it loot, an impossible-to-solo achievement or a "My guild killed Yogg-Saron and all I got was this lousy..." screen shot) — get the hell out.
Setting aside the issue of personal progression vs. guild progression (and quoting my own comment on Spinks' blog): two weeks on a new boss isn't a "brick wall." It's a learning experience. We too wiped on Mimiron for two weeks before finally defeating him on an offnight — and then went on to one-shot Mimiron and down General Vesax for the first time in the very next reset! Mimiron may have been a bit of a stumbling block for us, but he certainly wasn't a guild-killer cut from the same cloth as, say, Lady Vashj.
I've come to terms with the fact that current raid content is designed to be accessible. What I don't agree with is the prevailing sentiment that accessible should be synonymous with easy.
Wiping is, quite simply, a part of raiding. It can be expensive and is often frustrating (although I'd argue that with the right people, it can also be a hell of a lot of fun. If you've ever found yourself laughing out loud — not just typing "lol" in raid chat, but stifling real life giggles — because your guildies decided that killing your mind-controlled raid leader yielded a better return on investment downing the boss, then you probably know what I mean).
While it may not seem like it to those of us who watch the kills come rolling in on the realm progression thread, the truth is that even the most successful of the hardcore guilds wipe. The difference between these "server first" guilds and my own (much more casual, but still progression-minded) Surreality lies in how wipes are handled and overcome.
How quickly can you recognize and recover from a wipe? And — more importantly — what can you learn from each wipe to ensure that the same mistakes don't happen again?
Because raid content is more accessible, an increasing number of players are able to enjoy it. Some may have raided "back in the day," but others are new to the endgame and may not realize that wiping over and over again on a new boss isn't proof that they and their guild or PuG are "terribad"; on the contrary, it's all part and parcel of the experience.
Be prepared to wipe.
You will wipe in Ulduar. It may take two or three tries to defeat Ignis for the first time; it may take twenty. Come ready to wipe, with flasks instead of elixirs, ample gold to repair and twice as many raid consumables (buff foods as well as class-specific reagents) than you think you'll need.
In addition to being virtually prepared to wipe, you need to be psychologically prepared. Remember, everyone learns in a different way and at a slightly different pace. You may be the type of raider who watches the video or reads the strat, and instantly gets it. Others may need to experience the fight a few times before it clicks for them.
Don't get frustrated, don't lose your temper, and don't lash out at your fellow raiders. Be patient. Be positive. Strive to create a supportive learning environment. After all, no one wants to fail, so there's no point in berating those who do — especially since you could very well be next!
If you aren't prepared to wipe — if you aren't willing to invest the time, effort and gold in mulitple attempts on the same boss, with no promise of payout or reward; if you can't control your temper; or if you find yourself contemplating a strategic "disconnect" after a few (dozen) deaths — then you don't belong in a progression raid.
When you raid leader calls for the wipe, wipe.
This is the one time in your raiding career when it is perfectly acceptable to die in a fire. Stand in The Bad®. Cross positive and negative charges. Commit suicide by Hellfire. Unless your goal is a clutch DI (and in Ulduar, it really isn't necessary for anything pre-Antechamber since the combination of spectral gryphons and teleporters make corpse runs trivial), your responsibility is to do whatever it takes to die as quickly as possible.
If you can save yourself a repair bill without delaying the raid — great! Go for it. But if you're a feigning hunter, vanishing rogue or shadowmelding Night Elf, know the fight before you attempt to avoid the wipe. Some boss encounters won't reset properly until everyone dies.
And for the love of all things dark and demonic: don't waste the raid's time by running away from the boss after the wipe is called. Most raid bosses aren't leashed, anyway. Chances are, you won't de-aggro the boss, but you will aggro your fellow raiders. (Especially if they happen to be trapped outside the instance portal, unable to zone in, and surrounded on all sides by the two or three or half dozen 25-man Alliance raids that are forming up at the stone...)
If your raid leader doesn't call for the wipe, don't wipe.
Once upon a time, I watched from my favorite lockly vantage point — that is, face down on the floor — as eight seven six healers solo'd the last few percent of Gruul the Dragonkiller's life. And, no, I didn't lose count! They just kept dying, one after the other, to Hateful Strikes. But our raid leader was laughing too hard to call the wipe, so they kept at it ... and, lo and behold, won the day.
I've seen it over and over again: a tank dies and it seems the wipe seems imminent — but the cat-specced druid shifts forms, growls, and kitty-tanks his way to victory. Or the death knight switches to Frost Presence and takes over, just long enough for the Moonkin to shed his feathers for fur, dash across the field of battle and cast the raid-saving Rebirth.
Or the resto shaman ankhs back into the fight.
Or the shadow priest drops out of 'form to heal while his disc-flavored counterpart soaks up a Mana Tide.
Or Bloodlust comes off cooldown at the crucial moment.
Or the 7K DPS ret paladin realizes that he has a soul stone, and returns from the dead in the last 20 seconds before the enrage.
My point here is that the fight isn't over until your raid leader says it's over. Trust his judgment: if he doesn't call for the wipe, don't die just because it seems like a wipe is inevitable. It often isn't.
Coordinate anti-wipes, if necessary.
Although we tend to save our ankhs and soul stones for offensive use in the heat of battle, many guilds choose to use them as anti-wipes instead. If this is the case for your guild or raid group, try to coordinate their use as much as possible. The last thing you want is for both shamans to use their ankh on the same wipe, since that's less one anti-wipe or in-combat rezz that will be available for the next attempt.
Recover quickly to minimize downtime.
Generally speaking, wipes aren't a great time to tab out or go /afk. The quicker you can recover from a wipe, the sooner you can get back in and try again.
If the raid used an anti-wipe to expedite recovery, don't release. Although rezzing the entire raid can be time-consuming, it's still faster than running back from the graveyard to some out of the way place (like the Four Horsemen's room or General Vesax's chamber).
If the raid didn't use an anti-wipe and the healers are running back, then you should release and run back with them. Assuming you don't get lost in the instance (And I don't anyone who would do that... >.>), it takes the same amount of time for 25 people to run back that it takes for one person to run back — especially if that one person is then expected to mana up and rezz everyone else.
Know where and when to repair.
In Ulduar, there's a repair goblin in the Formation Grounds. Just look for the ogre with the goblin riding around on his shoulders. (It's a little creepy, but impossible to miss.)
For other raid instances, your closest repair station may not be very close at all. Communication is especially important in these circumstances, as postponing successive boss attempts while one or two players run off to repair can really eat away at your raid time.
A few options off the top of my head:
- For Hordelings in Naxxramas, there's a blacksmith near the Venomspite graveyard.
- If there's an engineer in the raid, she can drop scrapbots and/or repair bots. I'm not sure about scrapbots, but repair bots are definitely a consumable resource: if one is dropped, everyone should use it so as not to waste them. (There's nothing more frustrating than hearing someone call for a repair bot on the very first wipe after you dropped one!)
- If someone has a Traveler's Tundra Mammoth, he can mount up outside the instance or in an outdoor zone (including the Conservatory of Life and any of the pre-Antechamber areas of Ulduar) to give the raid access to its accompanying vendors, including a portable repair goblin.
- Mages can port raiders to a capital city for repairs, and warlocks can summon them back to the instance. Just be sure to leave at least three people behind (including one warlock!) to manage summons.
- If even one other person is available to assist you, you can summon yourself from a meeting stone, hearth to Dalaran and then accept your own summon after you've repaired.
Figure out what you did wrong —
During the recovery, take a few minutes to discuss what went wrong.
Sometimes it's obvious. The main tank died because he accidentally shifted into caster form. Or the paladin didn't cancel a Holy Light cast quickly enough and missed his Divine Guardian cooldown. Or the rogue mismanaged his energy and couldn't get the kick off. These kinds of mistakes are easy to identify and correct (especially when your raiders aren't afraid to 'fess up).
Sometimes, it's less obvious. The healers aren't able to keep up with raid damage, but no one is entirely sure why. The tanks were overwhelmed by adds that just weren't dying quickly enough. No one can pinpoint a specific reason for the wipe; it just "feels" like healing is off or DPS is slow.
In situations like these, it may be helpful to use the in-game combat log or an external tool like WWS or World of Logs to dig a little deeper. I've been running World of Logs' live updated during all of our Ulduar raids, and am encouraging our officers to use it to troubleshoot issues as they arise. It's a fantastic tool. The main tank healer complains he didn't get a heal? Check the World of Logs parse to see what was happening at that exact point in time! The arena team is wiping over and over again? Alt-tab to the Raid Deaths report to see exactly who died, and from what.
—and don't do it again!
As a wise human once said, the definition of insanity is "doing the same thing over and over again and expecting different results."
Every wipe should be a learning experience. It may not be fun (although it can be!), but it should at the very least be constructive.
We are not a druid blog …
But our baby kitty is finally making her way through Northrend, and we so wanted it to be as a little lioness.
Don't get me wrong! I think the new Druid art is all kinds of awesome.
For boy kitties.
... can we at least get a bow?

Raid flavored updates: two scoops of Yogg-Saron in a sugar cone.
Malevolent eyes.
An ancient evil awake.
Arms like spaghetti.
Ulduar 25
After stalling on Mimiron for two weeks (and finally downing him on an off-night, something we haven't been inspired to do since Kael'thas!), my 25-man raid is now reliably clearing Ulduar through General Vezax.
General isn't quite "farm status" yet: it still takes several attempts to kill him — and even then, only if Keaton is tanking. (Our warrior has a hard time with surges. I don't suppose anyone has some tips for outpacing them, sans Dash?)
We've spent two evenings on Yogg-Saron, and are finally making it into Phase 2.
Phase 1 is supremely annoying. It should be easy. One tank and one healer position themselves in the center of the room. Everyone else stacks by the door, moving as a group and as little as possible to evade the large (=impossible to miss!) green clouds that drift around Yogg Saron's prison in predictable (=easy to avoid!) patterns. The clouds spawn adds that must be tanked and burst down to a few percent, then taunted to the center of the room and finished off by ranged DPS. This is really important, as the adds explode when they die and deal damage to Sara. You absolutely do not want the adds to die before the tanks have them in position! Otherwise, (1) they explode on the raid and (2) their post-partum DPS wasted.
Touching a cloud causes it to spawn adds prematurely, so if the raid isn't adept at avoiding Bad®, it can become quickly overwhelmed. Adding to the general chaos is Sara's annoying tendency to mind control classes that can fear, so it isn't all that unusual for the center tank or his healer to be feared into the clouds, triggering an add spawn. Sara also seems to enjoyMCing paladins and casting Blessing of Protection on adds, so we've starting blowing our BoP's and similar cooldowns at the beginning of the fight.
... Okay, so maybe P1 isn't as easy as I thought it should be! Still, if your tanks can maintain a taunt rotation while the rest of your raid avoids slow-moving pools of Bad® it shouldn't take too terribly long to master.
It took us two days, stretched across two very frustrating raid weeks. It's not that we aren't ready to wipe; we are, and proved it over and over again on Mimiron. The phase just wouldn't click for us — and when it finally did, it unclicked (or clunked) the next day we attempted Yogg and we found ourselves starting the learning process anew.
(In my guild, learning process is a euphemism for epic fail.)
(To be fair, the first half dozen or so second-day wipes were because we an had inadvertantly triggered hard mode. Hint: Mimiron's pedestal isn't supposed to be empty!)
The few times we've made it into P2 have been chaotic, but an absolute blast. I know I should be disappointed in myself for getting lost in Yogg Saron's brain and going insane (...twice...), but becoming <Yogg-Saron's pet> and running around beating my friends to death with a baby rattle is ridiculously fun. So is combing through the World of Logs parse at the end of the raid to see who killed who and giving them good-natured grief about it.
The first time I went insane, I did 3,424 damage to Keaton before the raid brought me down ... and look—
[21:52:11.150] Azargoth Corruption Liluye 362
[21:52:11.324] Esmurfete Fireball Liluye 21
[21:52:12.248] Guardian of Yogg-Saron hits Liluye 4415 (O: 6493) (more)
—it took a mage and a warlock working together to do it! That kind of unprecedented cooperation almost brings a tear to my eye.
Forget boss kills and epic loot: this is why I raid!
Ulduar 10
Like my 25-man raid, my 10-man team is clearing Ulduar through General Vezax every week. Although we have yet to down Yogg-Saron, the Old God doesn't seem to be a priority at the moment: by unspoken agreement — and since we're all pretty fried from the 25-man attempts — we've temporarily shifted focus and are experimenting with hard modes and achievements instead.
So far, we've achieved Flame Leviathan with two towers, Auriaya with both Sanctum Guardians, Freya with one elder and Thorim's hard mode (which involves defeating Thorim while Siff wreaks frost-mage flavored havoc on the raid). We've also killed Ignis in less than four minutes, and while Stokin' the Furnace isn't a hard mode per se, it does count towards the Glory of the Ulduar Raider meta-achievement we're hoping to complete before 3.2 is released. We're currently 3/13th's of the way there.
10 vs. 25
As a guild, our focus is on Ulduar 25 progression. The current plan is to speed through the first twelve bosses of the instance, eschewing hard modes, to give ourselves as much time as possible on Yogg-Saron. Once the Old God is defeated, we'll shift our attention to hard modes and the Heroic Glory of the Ulduar Raider meta-achievement. ("Mini-Razorscales for all!" has become our rallying cry.)
Meanwhile, Uld10 is relegated to off-nights — often as an impromptu event organized by whoever feels like taking the initiative at the time. Ulduar 25 always trumps Ulduar 10. (Case in point: when we were "this close" to downing Mimiron-25 for the first time, both of our Ulduar 10 groups canceled their Sunday raids to return to Heroic Ulduar on what has traditionally been an offnight.)
I don't think it's possible — or, rather, I think it's exceptionally difficult and ultimately unwise — to build a raiding guild around both 10- and 25-man content. I would eventually like to develop my thoughts on the subject into a full-fledged blogpost; for now, suffice it to say that the bulk of the challenge stems from the fact that 10 x 2 != 25.
90 Day Notice
I was working on another Random Updates-style post — and waxing poetic about Yogg-Saron's tentacles — when I was called into an emergency meeting at work.
Now, emergency meetings happen all the time when you work in the credit industry during a recession. Half of the companies we sell to are on the verge of bankruptcy, if they aren't already there. I figured this was more of the same. Another national account filing for Chapter 11, a multi-million dollar exposure to be verified, proofs of claims to be prepared ...
Then I noticed that HR was at the table.
That is never a good sign.
So, it turns out that my position is moving to Rosemont, Illinois.
I am not.
I'm trying to come up with something more eloquent to say than fuck, but it isn't working.
;.;