Friday, 3 April 2009

Random Carnage

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Does anyone else, like me, think that WoW could do with a little more randomness?

I'm talking about events that happen, that not neccesarily affect the whole server, but add a bit of variety in to the game.
Remeber when the Portal was opening for TBC, and a demon attacked IF, or pre- WotLK when zombies started appearing everywhere, and necropolis's (necropoli?) appeared in the zones. And that sort of thing.

Having tried hosting my own server, despite the intial problem of getting it up and running, once it was it was simple to make a dragon appear outside SW. Or to make Hogger 200 feet tall, and give him 10 million HP. It was Point -> Click -> Type -> Done.

I think totally random events liek this would keep things much more interesting. Blizz could just let one of the devs loose for a day or two each week, and give them the freedom to do whatever they wanted.

They're a Hordie Scum-Lover? Fine, send something to attack one of the Alliance Capital cities. The allies wont mind, it keeps things interesting. And if they put it near Westfall the hordies would probably attack it too.

What about an army of 100's of... any sort of mob really, just appearing out of thin air to terrorize a neighbourhood.

There wouldn't even have to be any reward for joining in on things like this. The randomness is what makes it fun. And what happens one day, may never happen again, so people will want to be involved just so they can say "I was there when...." or "Did you see that 500 foot tall Murloc that ran through STV?? It took 50 players to bring him down."

The lowbies can always get out of the way, if the challenge is too much for them. There's plenty of starting zones, and each event might only last 5-10 minutes, or maybe for an hour.

How about if a GM decided it would be fun to drop Prince Malchezzar into the middle of a WSG match. And suddenly both sides had to work together to get rid of him, or lose the match, what would they do?

My head is full of ideas along this line. The possibilities are endless, and the application is simple. 10 minutes later, it's as if nothing had ever happened. But it did. And people will remember it.

Pet Healing

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I'm sure i'm not the only one who remembers the problems Hunters used to have with pets pre-TBC and even pre-WotLK, with pet healing.

When I'm solo'ing mobs or quests, my pet rarely ever dies, because my own pet healing skills are enough to keep him up against anything but multiple elites.

However, stick my pet, especially my cat, in a party / raid with bosses doing AOE, and my focus on the bosses HP bar, and my cooldowns, and my pet can rapidly find itself runnign out of HP.
I cast a heal whenever I notice my pets HP dropping, or even recall it from combat to give me a bit of time to regen it, but there's no way I could keep it alive all on my own.

In previous raids and party groups the policy has always been "The Hunters pet, is the Hunters problem" but this doesn't ring true since WotLK. My pet obviously shouldn't take healing priority over a real player... but it does count for alot of DPS. Usually around 700. This is about the same as some non-raid-geared level 80's.
It also saves squishies when I send it in to get the aggro off them, rather than pulling it myself. And in some encounters, like Gluth, it's great to send it in to attack the boss, while I concentrate on kiting an army of undead. So the boss still gets the 700 DPS, over a 5 minute fight, that adds up to an extra 210k dmg. Not earth shattering, but helpful non the less.
My pets crits also buff the entire raid with extra dmg, so overall, it's effect is very useful. And keeping them up is reccomended.

I'm not trying to sing the praises of my pets here, although they are extremely useful.
I'm just trying to say "Thanks" to the healers who keep them alive in Raids. As an ex-healer myself, your helpfulness has been noticed.

Oh, but to the tanks, when tanking Heigan, pull him a little bit more across the line of the waves, because my pet always attacks from the back, so usually I have to keep him at my side for that fight, or he just dies straight away which lowers my DPS.
The raiders last night pulled him just a little bit further in on each wave, which meant I could send my pet in, for all-out DPS, and Heigan went down after only 2 dances.

Bring on the Dwarves!

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The Munquis entered Naxx again last night. We enter every Monday and Thursday, so it shouldn't be too big a suprise.

I wasn't supposed to be in the team, but a missing DPS meant a spot became available, and I was offered it. And damn did we do well.

Despite a late start while people were waited for, Flying mounts were purchased, and people generally pissed about, once we finally got in there we stormed on ahead. 6-8 manning trash to try and make up a little time.

The Spider wing was cleared without a single hiccup. Had we not stopped mid-way to summon some of the missing members we probably would have earned the 20 minute achievement.

Plague quarter went just as well, with everyone earning the "safety dance" achievement on heigan. (So Flowersz, you're forgiven for last time).

In the Military quarter we had 1 wipe on trash, where we all got a bit carried away. We'd had a 5 minute break, and our healing machine was still not back. So the request to pull bigger groups "when he returned" was half listened to.
Oh well. We lost a single man, to trash, on the Gothik encounter. But we can't blame him, it wasn't really his fault. So that cost us the potential "undying" achievement (but it turns out we wouldn't have made it anyway).

Construct quarter also went smoothly, with no delays, no one falling of pipes, no one dying on frogger. We did wipe, once, on Thaddius when a couple of people missed the jump to the boss platform, and a few got hit by the wrong charge.

Overall, it was about as excellent a night as anyone could have expected. We cleared all 4 wings in one night, and had only 1 boss wipe. So all but Thaddius were single-shotted. The loatheb corridor tactic is now perfected, and it took us no more than 60 seconds to get through there.
We took a vote at the end, to see if we should carry on and try to clear Saph and KT, and get the whole place cleared in one night. A few said 'no', so it's saved until Monday. But with that team I'm sure it would have been very easy.
It's a shame we didn't start on time, as it would have given us at least 1 shot on both of them. 3 ranged DPS would have helped on KT too.

The experience of the raiders really showed last night. Time wasn't wasted explaining all the details of encounters, everyone knew what was expected of them, and if Vedd assigned extra duties like Kiting, Add control, or Horsemen roles it was pretty much just a "Yessir" and the job got done. We actually functioned like a full team of people who knew what they were doing. Despite that same team probably never having raided together. And we had fun.

A "BIG GRATZ" to all those involved in last nights run.
A Simpsons style "Ha Ha!" to Funk for not managing to catch me up.
A "Thankyou" to Vedd, for leading the way.
and A "Come and have a go if you think you're hard enough!" to the Dwarves in Ulduar.

Hall of Fame:

Tanks: Karudan (Vind), Argas
Healers: Biafra, Flowersz, Komatai
Melee: Vedd, Hetebliksem (Babe)
Ranged: Funkadelic, Thundress (Manda), Smythy

Edit: You can tell a raid has gone well when, by the end of it, you've actually earned 100g. Although I did shoot 150g worth of Arrows.
I did 16 Million points of damage with them though. So at less than 10g per Million dmg I think many would consider that a bargain.