Tuesday, November 30, 2010

Sand Kitten Bafflement


Kaeya refrained from stabbing the cat. She's a big ole softie inside, and stopped by to check in on it and give it a bowl of milk as she continually passed by on her mithril-farming route for Kotonni. But shhh... don't tell anyone.


Edit: what a horrible wildlife specialist I am! Sand cats are real desert creatures in Africa. Thanks for the comments! Mystery solved!

Monday, November 29, 2010

Druid Shifts and the Law of Conservation of Mass


I walk into these things way too easily.
Also, Alyae has not seen MASSIVETREEOFDOOMSHIFT, yet ;)

RP: Alts and Ore and Angsty Rogues

November 22nd
5:30 pm
Dalaran Streets

Kaeya leaned back against the sun-warmed stone, staring off over the worn walls of Dalaran to the distant, snow-capped mountains. The sun was dipping down through the clouds that shrouded the mountain range, and the rogue had a thoughtful expression on her youthful face as she studied the colors it painted the sky.

“Hello,” a polite voice came from beside her. She turned her green gaze, raising an eyebrow slightly to note the speaker: a young woman, blood elf like herself, with long, curled locks of red hair.

Kaeya tilted her head, wondering what she wanted. The last person who’d attempted to beg coin from her had ended up floating in the Undercity gutter, and Dalaran had a wonderful shark in its sewers here to dispose of corpses. “Lockbox?” she asked mildly, as that would be the only other plausible reason a complete stranger would be questioning her.

The girl smiled gently. “Oh, no. Kaelynn sent me… you’re Kaeya, right?”

Kaelynn. What was that druid up to? The rogue’s eyes narrowed as she studied the other elf: some mail gear, a crossbow slung over the shoulder, a faint smell of engine grease and… animal? A hunter. “Yes, I am Kaeya,” she replied carefully.

“Oh good,” the girl’s smile deepened. “She said you could help me with gathering ore… you see, I am trying to level my professions, engineering and jewelcrafting, and she said you were one of our farmers.”

The rogue grew still, staring hard at the hunter; only her hair moved, blond strands drifting in the faint breeze. “Our…?” She said after a long moment. Her gaze studied the hunter more carefully, eyes moving up and down, noting the battered boots and rusted gauntlets, and… that dagger. With lightening speed, her hand darted down and unsheathed the dagger from the hunter’s belt, flipping it deftly in her hand to study it. The hunter made a face and started to complain, but she held up her other hand to silence the girl while she looked over the blade. Heirloom quality. Agility enchant. Familiar grip. Nock in the blade, 2.3 inches up from the hilt, from…

Kaeya’s eyes narrowed to slits. Turning the blade in her hand to offer the handle back to the hunter, she sniffed. “A fellow alt. I see. So that’s why the cursor hasn’t been doing anything to remedy my weapon situation in recent weeks. Feh.” She looked back to the sunset, a dour mood now souring the view.

Looking over the blade herself with curiosity, the hunter now seemed skittish. “I’m… sorry? Um, well, I will be needing ore… starting with copper, actually. I had originally been an alchemist, but the shaman took over on that front…”

“The shaman, yes,” Kaeya said moodily. “At least she was able to farm for herself. Do you have epic flying?”

“Um, no—“

“Hmph. Suppose you’ll be plundering my hard-earned gold, too?”

There was a snarl to her right, and Kaeya just raised her eyebrows. Of course, a hunter, there would be a pet.

“Kisa!” the hunter chided her pet. A white leopard was just faintly visible, prowling up to Kaeya’s side with its lips curled up around its saber fangs.

Kaeya rolled her eyes: the prowling shadows were HER domain. “Down, kitty, it’s not like I haven’t dealt with feral druids more powerful than you. Hmph.”

“Kisa, come,” the hunter asked, pointing behind her. The cat hissed at Kaeya once more as it padded around her and obediently sat behind the girl, then began licking its paw nonchalantly. “I’m… sorry if I’ve given you the wrong impression… look, I don’t really care about the epic flying. I mean, I have two drakes idling in the bank, but for a hunter, that’s kind of expected, you know? Stables… pets…” she watched the rogue, noting her attempt at humor had failed. “I just need some ore is all, and I thought the alts were supposed to help each other.”

“Great. Well, I guess this means I may actually see some play time,” Kaeya remarked.

The hunter smiled genuinely, “See, there’s always a silver lining!”

“I was being sarcastic. Did you fall and hit your head during the opening character creation cinematic?”

The hunter blushed. “No…”

Kaeya gave her a sidelong glare, silent for a moment. Then she stood, straightening, and dug a whistle out of her pocket. “What’s your name? I have to mail the ore somewhere.”

“Oh! Um, Kotonni.”

“Is that Umkotonni or just Kotonni?” Kaeya said, rolling her eyes.

“Just… Kotonni.”

“Right. Ore. Copper all the way up. What a quest. You want it smelted to bars, or can I just lob chunks of ore at the nearest mailbox and listen to the mailman complain of rock dust and property damage?”

“Oh… half and half, I guess. I need to prospect some for gems.”

The rogue blew on the whistle, and after a moment, a large war-feathered raptor dropped down from its perch on the roof. It bent its head, sniffing predatorily at the hunter’s pet, and warbled to itself as Kaeya caught its reins. “Shinies!” Kaeya mocked, admittedly jealous as she swung up onto the raptor’s back. “Well, Kot, this will take a while. Don’t pressure me or you’ll be getting [Pocket Lint] in the mail.”

Kotonni grimaced. “Please don’t call me that…”

“What, Kot?”

“Yes.”

“Fine. Seeya, Kot.” With that, the rogue urged the raptor forth into the busy streets of Dalaran.

Little did she know that that evening, as she pitched her tent under the stars in the red sands of Durotar, that the world was about to change.

Thursday, November 18, 2010

Linkage: Fun Times

Between a lack of things to really occupy me in-game and a sudden pull into a co-op NaNo, I haven't had much to write about that is druidy, lately. No, my writing time has been thoroughly engrossed elsewhere, for the time being. For fun, though, I have compiled a list of links to all the wonderful things that have made me seriously LOL over the past couple weeks.

Enjoy.

And for just the awesomeness that is this mashup:


Friday, November 12, 2010

Wall Feast

The real reason why we got HLK10-strict down:



Wall feasts. This is what happens when you get superstitious with raiding. You spend 30 seconds of buffing time trying to get a fish feast stuck in a wall, and everyone waits patiently without complaint, because IT IS NECESSARY FOR SUCCESS.


Been a busy week. Scythe and I had been working on changing up the guild website and using different, integrated software for its front page, and it's finally up and running. We've had stick-figures in the margins on the forums previously, but now we get to have them on the front page, too. I like the personalization, it gives it more of the guild's character.

Anyway.

Puppy.


Has gotten big.

And likes playing in the bathtub.

XD

Thursday, November 4, 2010

Keybinds on Movement Keys

I had a warlock-induced epiphany this week.

W
ASD

4 keys I use to move around.
4 keys that could, potentially, be keybound.
4 keys I can bind using modifiers and tack on abilities I cast only when I am *not* moving.

If I'm moving around using WASD, I can't be using any spell with a cast-time, anyway. If I'm casting a spell that is cancelled by movement, I can't be moving anyway while I press the button to trigger it. So, cast-time spells can be bound to movement keys using modifiers to toggle them (ctrl, alt, shift).

Suddenly, my keyboard doesn't feel so cramped for space anymore.

Druid Spells that require you to stand still:
  • Wrath
  • Starfire
  • Hurricane (though you can target it while moving)
  • Cyclone
  • Entangling Roots
  • Soothe
  • Healing Touch
  • Nourish
  • Regrowth
  • Tranquility
  • Revive
  • Rebirth
  • Warstomp (racial)
Number of these that I did not previously have keybound: 7.

So how do you keybind your movement keys without loosing your movement? By having the actions be bound by the key + ctrl, alt, or shift. For the actual binding, I used Bindpad, though you could use an actionbar mod like Bartender and bind individual action buttons.
  • Ctrl W
  • Alt W
  • Shift W
  • Ctrl A
  • Alt A
  • Shift A
  • Ctrl S
  • Alt S
  • Shift S
  • Ctrl D
  • Alt D
  • Shift D
That's 12 additional keybind spots. If you use one of your modifiers as a push-to-talk button (ie ctrl for ventrilo) that's still 9 button combinations you can bind! Be careful with this, though. If you're running around while pressing modifier keys for other abilities (like shift to swiftmend) it can interrupt your directional movement. Personally, I use quite a few shift-modifier macros, so I'm keeping those as just movement so they don't trip me up while I'm using a shift-cast spell from another key, but alt is one I never use while I'm moving just because it's uncomfortable to hold down... that makes the alt-WASD binds perfect places for me to stick some cast-time spells. I've put Wrath, Soothe, Entangling Roots, and Starfire on them.

Note 1: I don't suggest putting HT on one of these as it's usually macroed to NS anyway, thus making it sometimes insta-cast :)

Note 2: If you unbound your strafe from q and e like I did, I do suggest keeping strafe left and strafe right bound somewhere in these keys, like as Shift A and Shift D, (Edit: or just as A and D) or even on mousebuttons. Strafe does come in handy from time to time.

Note 3: If you are a feral who uses ctrl/shift/alt macros for lots of abilities, like I do, and want to use them while moving, then I really *really* suggest making sure these movement-key binds are form-dependent. Otherwise you'll find yourself suddenly casting wrath in cow form when you should be tanking or clawing. /stopmacro [form:1/3] is your friend. So is [nostance].


Thank you, Naz :) Please don't incinerate me.

Wednesday, November 3, 2010

Surviving HLK: Beyond the Pixels

While these tips are directly from my experience working for 3-4 months with my guild to down 10-strict HLK, these also apply to any long-term, multi-aspect team encounter that is pushing the envelope and comfort zone of your raid.

There is more to killing hardmode Lich King (HLK) than what the game presents to you. The fight's difficulty tests your cohesion and teamwork as a guild: your ability to adapt, learn together, and not fall apart as your guild pushes the envelope in what it can do. HLK is a fight with many moving parts, and every player present is important and could easily wipe the raid with their own small mistake.

We lost one raider specifically over the stress induced by the fight in the five months we were working on it; other guilds lost far more, sadly. It is the unfortunate circumstance of a high-stress boss fight, and the most difficult part of overcoming a pinnacle encounter like HLK.


Accountability
You must be able to own up to your own mistakes. If you and your fellow raiders are incapable or unwilling to recognize they made a mistake, your guild will not get very far on fights like this. I suggest this mentality:
  • You will, inevitably, make a mistake. Don't be ashamed of it: just learn from your mistake, and figure out ways to prevent it next time.
  • Admit to your mistake. It will keep others from grumbling behind your back or thinking that you don't know you messed up. Whether it's an apology, a curse, a simple admittance, a groan, or just a /facepalm, some recognition that you know you messed up will keep others off your back.
  • Even if someone else admits "blame," if you were a part of it or could have helped prevent it, speak up. Were you lax on casting a cooldown? Or a heal? Were the cooldowns not up, from casting them too soon? Were you out of range due to bad positioning? Did you zig when you should have zagged around that defile? Turn your back to the mob you were tanking? Misunderstand a vocal call? These things help prevent the mistake from happening again. Progress in teamwork development.
  • Someone else will also, inevitably, make a mistake. Don't corner them too often about it, if they know of the problem and are attempting to resolve it already. If it must be brought up in order to help them fix a repetitive mistake, avoid getting frustrated about it: defensiveness and frustration is stress your raid doesn't need. Focus on getting the problem resolved, and be sure to applaud when it's finally fixed.
  • Apologize when necessary. Recognize when it's needed, and make use of it to keep the group working as a cohesive unit. Your raid MUST be a team.

Flexibility

The strategy will change. Group makeups and individual player strengths will force your guild to approach the fight in, likely, different ways than others have, especially if few other strategy guides have been posted for the fight you are attempting.

Vortex's primary HLK discussion thread reached 11 forum pages. There were a few multi-page side discussions, as well, nevermind all of the vocal planning done in ventrilo or over whispers. Our tanks switched around, our healers switched around, our offspecs were tried and tested, melee were given an unfortunate shaft in favor of ranged dps, and we all had to smile and nod and try not to take things personally. I was shocked we ended up needing a resto druid: I was originally arguing that I should be sat out, feeling incapable of keeping the tanks alive by myself. We made it work, though.
  • Your strats will change, sometimes drastically. Be ready to try new things.
  • Trail and error. Don't just ram the brick wall hoping you'll eventually break through: there is more than one way to get to the other side, you just have to find the one that works best for your guild.
  • Keep up your spacial awareness. HLK has a lot of moving parts to it, so you will be shifting location from moment to moment and attempt to attempt.
  • Keep an open mind about others' ideas.

Creativity
Along with flexibility, I firmly believe that all raiders need to have input on your guild's strategy development. One single person coming up with all of the ideas will make your progress move more slowly. Every raider should be responsible for looking at the strategy and finding ways to adapt it to your group's skills and makeup, both for the part that they themselves play as well as the parts they could potentially aid with, or have class knowledge of. That many more eyes with different perspectives of the fight provides that much more insight into how things work.
  • Think out of the box. Know your class' spells in and out, know your abilities, and find ways to make them work to the raid's advantage: this includes tank-saving cooldowns, stuns, knock-backs, and other CC.
  • Speak up if you have an idea.
  • Don't take it personally when your idea is found to be flawed, or if your idea just doesn't seem to work with the guild's composition. Focus on what's important for the raid to succeed, and not just your own personal bubble.
  • Don't read against the grain.
  • Judge your strategies not by how far you got with them, but how effective they were at solving the problem they were supposed to remedy. Can it be improved upon? Was it the fault of the wipe? Can it be incorporated into other ideas? Don't throw out a strategy or idea unless you really find a better method.
  • Mock up a quick sketch in MSPaint or a similar program if you need to show a diagram. "Picture is worth a thousand words," etc. Don't spend hours on it, though: spend less time explaining your idea and more time finding holes in it before you waste time wiping to it. For example, one from Halion is here. Our LK ones ended up not being used for the final strat ;)

Dedication
If you refuse to believe the fight is possible for your guild, then your heart will not be in it, and you will make more mistakes and not even bother trying to fix them. You and the rest of your raid team need to be dedicated to overcoming a difficult boss in order to make it happen.
  • Don't panic.
  • Take breaks as a group periodically through the raid night for a breather, to keep your mind sharp and remove distractions like the need to bio or just stretch. Just don't waste others' time with unannounced AFKs or very extended ones, of course.
  • Remember that there is always something you and your raid can improve upon for the next attempt.
  • If you have a rough night, leave it at that: a rough night. Come to the next raid ready to rip the boss apart. That extra out-of-raid time is spent resting and reviewing what can be fixed.
  • Encourage each other. Even if it's jokes of ritualistic head-shaving and application of warpaint prior to attending the raid. At least, I think he was joking about that........
  • Find ways to make each other laugh: wall feasts, mini pets, fear ward on the tree to keep her from fleeing in terror. This is supposed to be fun. As long as these jokes do not get in the way of the raid itself (throw them when waiting for the RP to finish) or actual discussion of strategy adjustments, they're great for loosening you up.
  • Believe in your fellow raiders' ability to improve. Stay positive.

Respect

Ultimately, maintaining respect for each other in the face of mistakes and months of wipes will keep your raid going. Avoid belittling each other, and avoid reading against the grain as much as possible. More bluntly, just stick to the mechanics facts and try not to sound like an ass to others. If you're at each others' throats, your guild is more likely to fall apart or quit raiding than it is to overcome the boss. Don't let the Lich King win... and don't let Yogg's whispers come true.



...your friends will abandon you...