Archive for November, 2008

Why focus fire in a kill order

Sunday, November 30th, 2008

I have shocking information!  Is everyone sitting down?  Not everyone in Outland five-man pugs seems to grasp the benefits of dropping mobs in a specific order.  I present exhibits A and B.

A) I was leading a pug through Blood Furnace the other day. We got to the the trash pulls which include the Hellfire Imps.  I marked the kill order, starting with the imp, and in we went.  After the pull someone asked why we started with the Imp.  It’s just a wee little Imp, after all!  I tried to explain that it does a lot of spell damage, unmitigated by armor, and is relatively weak so we can kill it fast.  I don’t remember their specific response but it was clear at the time that they had no idea what I was talking about.  I smiled and nodded.  To their credit, they may not have understood the reasoning behind the kill order but they were dutifully attacking the mobs in marked order.  On we went.

B) Fast forward a few more pugs.  BF again, this time being lead by someone in plate claiming to be a tank.  I don’t remember where exactly, but one of the pulls had a few melee mobs in it. The tank’s cunning plan was to have each of us take on one of the mobs by ourselves.  I made some crack about there being better ways to maximize incoming damage but I’m not sure they got it.

Self, I thought, some training is clearly in order.  Wouldn’t it be nice if I had a post that I could point people at in the future when they ask about this stuff?  Here goes.

Why do we focus fire and drop a mob at a time?  We do it to minimize the amount of damage that a group of mobs have the chance to do.  And why do we do that?  So that our healers spend less mana healing.  And why do we do that?  So that we spend less time waiting for them to drink after they’ve run out of mana after a few pulls.

Why do we focus fire in a kill order?  To go faster.

Let’s say we have three group members — A, B, and C — and three mobs — X, Y, and Z.

Each of our group members does 1 damage per second.  Each of the mobs each has 3 health and also does 1 dps.

What happens if each of the group members attacks their own mob?  That is, A attacks X, B attacks Y, and C attacks Z?  They’ll each take 3 seconds to drop their mob.  Each of their mobs will be alive for 3 seconds.  The group takes 3 + 3 + 3 = 9 damage.  The healer has to heal 9 damage.

What happens if all the group members attack each mob in turn?  That is, A, B, and C all attack X.  Once it drops they move on Y and then on to Z.  Each mob will be alive for the number of seconds which corresponds to its position in the kill order.  X is alive for 1 second, Y for 2, and Z for 3.  The party takes 1 + 2 + 3 = 6 damage.

By focusing fire the group takes 6 damage instead of 9.  The healer has to spend 33% less mana.

33%.

I like to think of focusing fire as a cheap and very powerful healing buff.

This simple model assumes that all the mobs do the same amount of damage and have the same amount of health which is not the common case.  The Imp from the opening example does more dps than the other mobs in the pack and has less health.  The amount of damage avoided by killing it first is more dramatic than in our trivial example.

It’s kind of interesting to notice that the fundamental design decision at work here is that, in general, mobs do the same amount of damage no matter how much health they have.  They’re either doing full damage or they’re dead.  One could imagine tactics changing quite a bit if mobs did less damage as they took damage themselves.

That’s my take on all this, anyway.

Now we’re all either proud of our habits of focusing fire or are excited to run out and give it a try, confident that our healers will give us big hugs, right?  Right.

Petrified Lichen Guard, still fun

Friday, November 28th, 2008

My leveling path through Outland has had me in Zangarmarsh for the last few days. Finally, water! And no more freaking Fel Reavers!

And Sporeloks! I love these little guys. Not just because they trade in shrooms and give out trinkets that look like they’re straight out of a decades-old platformer that we all know and love. No, Sporeloks are all right with me because they give us this beauty:

Sure, the [Petrified Lichen Guard] will probably fade away now that we have another 10 levels of content to chose from.  I still claim that it’s worth the few hours it’ll take to get up to Honored. It’s a decent tanking shield at its level, even if you ignore the nature DoT. But that’s the best part! It’s yet another arrow in our quiver of items that proc when we’re being beat on by huge pulls. It would be sad if leveling pallies flew by the early 60s without getting a chance to play with it.

The path to Honored isn’t so bad.  WoWwiki’s Sporeggar page has a guide which shows the order in which to complete quests to maximize the amount of rep from quests which are repeatable until Friendly. That doesn’t take too long.  The grind from Friendly to Honored can be pretty tedious.  I recommend doing the quests in Underbog.  There’s a decent chance that no-one else will be gathering [Sanguine Hibiscus]. I managed to get enough from one run for a few turn-ins. Don’t forget to run back through the instance for another collection pass after you finish the last boss. They have a really fast respawn time.

When you get it, go and celebrate with a shield spike and a few dozen mobs. Watch the nature DoTs fly. It’s a good time.

Comparing gear with Pawn

Wednesday, November 26th, 2008

I had quite the stroke of luck today.  I decided to give Pawn a try now that I’m up in Outland and have added some dungeon runs into the leveling mix.  I’m starting to see decent blues and wanted to start building up healing and tanking sets which wouldn’t be too awfully embarrassing in Northrend.

I’d used Pawn on a previous Hunter but I hadn’t given it a try with the new Paladin itemization that hit in 3.0.  I asked Google if anyone else had and, lo and behold, found that there’s been a fantastic thread about Pawn scales for Paladins on Elitist Jerks over just the last few days.  Oh interwebs, is there anything you don’t know?!

What’s Pawn, I hear you asking?  I’m glad you asked!

It’s an addon which adds a line to the item tooltip which tries to quantify an item’s stats.  You give it weights for all the various stats and it presents you with the sum.  Say you have an item with 2 strength and 3 stamina, and you give strength 10 points and stamina 1 point, it’ll assign the value of 23 to the item.

Adding different scales for stats for tanking or for healing lets us eyeball whether or not a new incoming item might be worth adding into either of our sets.  I chose two of the example scales from the EJ thread and took some screen shots to use as an example:

The first two pieces, a quest reward and regular ramps drop, aren’t hugely different.  You can see small differences in the RatingBuster stat breakdown in the bottom of the frame.  The third item is a kara drop linked from atlasloot.  It’s a much better tanking piece than either of the other two.

What pawn is good for us summarizing that really noisy RatingBuster data.  You can see the ‘wowhead PvE prot’ scale doing a decent job of summarizing the differences in the stats which are interesting for tanking.  The kara drop’s pawn value is twice the others.  That’s not a subtle difference.

And look at what is happening with the ‘frmorrison Holy’ scale.  It’s barely different between the items!  This comes from the lack of Intellect in the tanking kara piece.  Let’s see a healing plate drop from Kara:

Now we’re talkin’!  The increase in Int, spell power, and mp5 add up to give it a much better holy pawn value.

It is very important to keep in mind that these values are inherently limited.  A single holy scale doesn’t know if you want to prefer spell power or mp5 depending on if you’re in short or long fights.  To start to delve into that level of detail you start to add more and more scales with different multipliers.  DPS classes may want different scales for being hit capped, juggling haste and armor penetration, all that stuff.  At some point it gets so complicated that you might as well just use the RatingBuster breakdowns and your noggin’.

A Pawn scale is no substitute for knowing your class mechanics and the particulars of a fight but it is still a useful tool for summarizing the character of items.  I’m a fan.

Time spent leveling up to 60

Monday, November 24th, 2008

I thought it’d be fun to try and keep track of how much time it took to reach each level.  As I’ve been dinging I’ve been taking a screenshot with the output of /played. With the help of Google Docs’ spreadsheet, we can find the time spent in each level by subtracting its total time played from the total time spent in the next level.  Here’s the number of hours that I spent in each level up to 60:

I couldn't get Google Docs to label the values of the X axis. I'll try harder at 80.

I like the surprisingly stable increase in time spent up to level 20.  At that point I hit a plateau at almost 3 hours per level, on the nose.

The vast majority of those levels came from running Jame’s Alliance leveling guide.  There were a few instances in there, but not enough to matter.  I suspect the spikes are from detours crafting or traveling or posing for our fantastic header screenshots.

We’ll see how the graph looks now that I’m making an effort to throw tanking dungeon runs into the mix when leveling from 60 to 80.

Adorable baby blizzard bear!

Saturday, November 22nd, 2008

It took me a bit to realize that the sea of achievement messages were coming from people simply logging in. OK, I can do that. And then lookie, right there in my mailbox, it’s so cute! *hugz*.

At the moment, the mailbox in Ironforge is a sea of bouncing Baby Blizzard Bears. It’s a closet pet collector’s dream come true!

Talents for leveling protection with quests

Saturday, November 22nd, 2008


I’m happy to report that spending the first 60 levels in the protection tree has been a blast.  It hasn’t been nearly as slow as one might assume that a tank-centered talent would be. I want to share my thoughts on the path I took through the talents on the way to 60.  Before we dive in, though, let’s set the stage a little.

First, yes, solo leveling with retribution talents will be faster still.  It’ll also be a lot of fun.  If that’s your thing, go for it.  I didn’t because not only do I simply enjoy the protection tree but I also wanted to get lots of experience with it.

Secondly, this is not a tanking build.  Sadly, I’m not a huge fan of the keystone cops style of play that prevails in the lower level instances.  I ran a handful of dungeons, maybe two or three, so I found that most tanking talents didn’t get used.  So I focused on solo DPS and less on the tanking role of soaking up damage.

Points 1-5: Diving Strength

Points 1-5: Diving Strength

First up, Divine Strength. Strength gives us Attack Power which increases white dps which is still significant, even in huge grinding pulls. Many magical paladin abilities now scale with Attack Power, too.  It pains me to skip Blessing of Kings, it really does, but I just didn’t use it all that often.  I found myself using Blessing of Wisdom in the early levels and Blessing of Sanctuary once it became available.

Points 6-10: Anticipation

Points 6-10: Anticipation

5/5 in Anticipation is a pretty clear choice in the second tier. Dodge procs Blessing of Sanctuary which is icing on the cake.

Points 11-13: Improved Righteous Fury

Points 11-13: Improved Righteous Fury

Pionts 14-18: Toughness

Pionts 14-18: Toughness

The third tier is great. I started with Improved Righteous Fury for the straight damage reduction and then maxed out Toughness.

Points 19-20: Improved Devotion Aura

Points 19-20: Improved Devotion Aura

Sadly, I found that I almost never used Devotion Aura when leveling.  Maybe in a handful of fights with solo elites.  I only took 2/5 in Improved Devotion Aura to get access to the next tier.

Point 21: Blessing of Sanctuary

Point 21: Blessing of Sanctuary

Blessing of Sanctuary is the first talent in the build that changes the flow of play.  Leveling as protection is all about gathering up as many mobs as possible and grinding them down. BoS is fantastic for that, providing a steady stream of mana.

Points: 22-25: Reckoning

Points 22-25: Reckoning

I probably wouldn’t get Reckoning in a tanking build. Its modest threat contribution would be much better spent on more mitigation in other talents. But I love it for leveling. 4/5 seems to proc at a decent rate and gives us access to the next tier. I try to use as fast a weapon as I can so that all the charges are consumed.

Points 26-30: One-Handed Weapon Specialization

Points 26-30: One-Handed Weapon Specialization

Sacred Duty would be fantastic in a tanking build. When leveling, though, it’s extremely rare to have to absorb huge damage spikes. There’s generally plenty of time to react — shifting auras, seals, and judgments — if health is dropping too fast. So we take 5/5 in One-Handed Weapon Specialization to bring down mobs fast.

Point 31: Holy Shield

Point 31: Holy Shield

Holy Shield is the second exciting talent in the tree and marks the point when protection grinding really comes into its own. I love it, probably too much. I often accidentally keep it up when fighting casters just out of habit.

Points 32-35: Ardent Defender

Points 32-35: Ardent Defender

I consider myself in the camp of Ardent Defender supporters.  Things  do sometimes go pear shaped. It’s nice to know that AD is offering a non-trivial buffer if your health drops too far. We only grab 4/5 to move us on to the next tier, though.

Points 36-38: Redoubt

Points 36-38: Redoubt

Like Reckoning, I have a personal weakness for Redoubt. It goes really well with Holy Shield and large pulls. It’s probably not theoretically optimal, but I sure enjoy it.

Points 39-40: Compat Expertise

Points 39-40: Combat Expertise

Combat Expertise is a great fit for the theme of aiming for DPS while grinding as a tank. 3/3 would be perfectly reasonable, but the last point is spent on the next tier..

Points 41: Avenger's Shield

Point 41: Avenger's Shield

Avenger’s Shield, yay! Finally, the paladin ranged pull talent.  It opens up yet more tactics to practice.  It can also be a decent mana sink when Blessing of Sanctuary is providing more mana than the usual rotation can consume.

I’ll stop here. I think that’s the critical path that most distinguishes this leveling build. The bottom of the protection tree is full of fantastic talents to chose in the coming levels.  Though Touched by the Light certainly stands out as a good fit when we’re trying to do decent solo DPS.

There we have it, the path I took leveling with solo quests in the protection tree.  Having just hit 60 I intend to respect into a tanking build so I can try leveling in Outland instances.  That’s a post for another day.

The Introduction

Thursday, November 20th, 2008

I’ve owned WoW since March, 2005.  It was no more than a pleasant occasional distraction for the vast majority of the time since then.  For the first few years I’d roll some character, play it up into the 30s, and get distracted and leave it behind.  The only thing I remember from that time is being in the Penny Arcade Annarchy guild.  We managed to melt servers a few times with our giant raids, which was something, but I eventually lost interest.

I started to get hooked when TBC came out.  I had just found out that some old friends had picked up WoW and had a Horde guild.  I rolled a Blood Elf Pally (Seriously, what’s with the eyebrows?).  I got him up into the 50s but I still didn’t know what I was doing.  I leveled with some awkward combination of prot and holy, I think, and boy was it slow going.  Everyone else in the guild was up at 70 having fun with the Outland instances, so I was kind of lonely.  Then something happened and I lost interest, yet again.  I’m guessing that I went on vacation and that absence, in that case, made the heart go yonder.

A few months ago those same friends splintered off into yet another Horde guild.  This time I rolled a Troll Hunter (Seriously, what’s with the slouching?  And no shoes?  Come on.).  It had since become the age of wowhead, wowwiki, and wowinsider.  Backed by years of light familiarity, I soaked up WoW info like a sponge.  I came to enjoy both the content and design of the PvE game.  I had a fantastic time leveling up to 70, gearing up for Kara, fiddling around with shot rotations, chain-trapping Moroes adds — being a generally capable BM Hunter.

That brings us to Wrath, and the present.  I always had an affinity for the fundamentals of the pally class — healing, plate, bonking things with maces — but so much of the TBC mechanics were tedious.  It turned me off.  Fiddling around with gear is one of the most enjoyable aspects of the game for me but the the prot pally tanking itemization in TBC was just too much.  Uncrushable?  Caster weapons?  Ugh.  It was a relief to learn that Wrath was fixing all this.  It made playing a prot pally sound like fun again.

I decided to roll a new pally to try out the Wrath mechanics.  I also took this as an opportunity to finally see the Alliance content and rolled a Human Pally.  And lo, Zabery was born.

I’m happy to say that leveling as a protection pally in 3.0 has been an absolute treat.  I’m now up into the 50s and am having a great time with it.  I can’t wait to hit Northrend and end-game progression.

So, what can one hope to find in this blog?  Well, remember all that fun I mentioned having with that Troll Hunter?   I’ve long suspected that BigRedKitty’s blog played a huge role in my initial interest and continued enthusiasm for the Hunter class.  All too often WoW blogs are preachy, or whiny, or — well, you know.  Not so with BRK’s posts and movies.  For me, he manages to bring out the fun of the game.  Good, honest, fun.

That last bit is what I want the over-arching feeling of this blog to be.  Fun.  When I find myself having fun learning and playing the pally class I want to share it.  It sounds corny, but there you go.

So, welcome.  Grab a cup of tea.  We’ll see how this goes.