The Hyjal / Sunwell Effect

The Hyjal / Sunwell Effect

sunwell

I use PUGs to gauge a lot of player response to content, the new LFG tool has made it that much easier and given me a broader spectrum to poll. A lot of times I’ll bring it up in random banter and ask people what they think of the current content and such. Occasionally I’ll join a PUG raid on my Hunter in an attempt to gear her up outside of the guild’s assistance, but also to see how the pugs are doing on raids and ask questions without “Lodur” around. I’m guessing you’re wondering what this has to do with the “Hyjal / Sunwell” effect, and indeed what is the effect anyways? Well, I’d like to share some recent and past observations with you.

Let me explain to you what the Hyjal / Sunwell effect is.

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Back in BC when end game raiding was all the rage, you had Black Temple, Hyjal and then the culmination of all things raiding for that time Sunwell. Hyjal Summit was an interesting raid instance. You sat in one of two camps and waited for trash waves to come to you. After you were done killing the trash waves a boss would spawn and come for you. The zone had 5 bosses. 4 of those bosses could be broken down into tank and spanks after their various tricks were discovered. Aside from the last boss it was a very easy instance and at the very least on my server, the zone up to the Archimonde fight was easily PUGable and there were many many Hyjal PUGs weekly. I know because I used to go to them on my hunter. So we can assume a level of ease at least for the first 4 bosses, with one boss that was a PITA but still killable.

Then came the Sunwell, and everything changed. People ponied up and the PUGs surged forth expecting to roll over some trash and get some trash drops and maybe even down a boss or two along the way. Then they encountered the first pulls, and it was like watching a charging bull hit a steel wall. Giant arcane powered robot wiped the raid in nothing short of what could be called a spectacular explosion of brightly colored bodies. I heard stories of established raiding guilds having to work hard on some of the trash and in some cases still wiping, let alone hitting the bosses. Trash required solid use of CC and careful maneuvering. The bosses were complex and required coordination in order to succeed. I never saw a PUG get past Kalecgos, and the ones I heard got there, only barely beat trash. That is at least how it was on my server. There were PUG / Farming groups that would go and kill trash, then run out and reset and lather rinse repeat in order to farm gems, gold and trash drops, but those groups required a certain level of gear (and they did check) before they would consider you. And that’s just for trash farming! People pissed and moaned that Sunwell was “soooo hard”, my argument was that Hyjal made people complacent.

WoWScrnShot_092309_232622Enter Wrath of the Lich King. The raiding scene in wrath mirrors pretty well that of BC but builds upon it. Naxxramas became our new Kara. Ulduar provided us deep lore and some decent challenges. and then came ToC (25). Trial of the Crusader offered an easy loot system (the tier available for badges alone), an instance with NO trash only bosses, and to be honest fight mechanics that weren’t terribly difficult. While it did require some coordination, I have seen more PUG groups successfully complete it then any other raid instance. The 4 bosses leading up to the final boss are gimmick fights like Hyjal was, with the final boss being a tank and spank get out of the way healers just heal fight. I’m not saying they aren’t fun, and as much as I hate to admit it Faction Champs is a blast watching my raiders run around like chickens with heads lopped off, but it just mirrors Hyjal a little too much as far as it’s placement in raid progression, content and general feel of the zone.

Now in Wrath we have Ice Crown Citadel. It mirrors Sunwell almost perfectly as well, especially with Chill of the Throne being so very similar to Sunwell Radiance. The fights are markedly harder and the trash is capable of killing a raid. The trash pulls require use of CC like priest shackles and paladin fears / stuns as well as requiring careful positioning of the raid. Random triggers cause giants to spawn that can interrupt spell casting and saber lash a tank into nothing in no time. The bosses while not overly complex, still require a certain amount of raid awareness and coordination and use of abilities such as CC to win. Lady Deathwhisper is a pain when not done right and it requires a lot of coordination to get all the components down pat. Saurfang is a beast of a fight currently and while people have beaten him I have yet to find one strategy that doesn’t call for at least two people to be sacrificed. That says something right there. What amuses me the most is the people who were pugging ToC (25) went rushing headlong into ICC (25) and in most cases hit the trash on the first landing and splatted. On my server I can’t find a PUG for ICC (25) on my Hunter, as a matter of fact she has an easier time finding ToGC (25) pugs. And while the argument can be made that the 10 mans are puggable, I say that while I’ve seen some pugs do ICC (10) the players almost always out-geared the 10 man tuned version. I also hear it from some of my raiders. We’ve been having fun with Saurfang. Random things like moonkin’s pushback randomly not working, Tanks dcing, starting the fight and immediately having 8 raiders get Mark of the Fallen champion. These are things that make new instances fun for me.

But IWoWScrnShot_092309_232622 hear the murmurs in the crowd. I have some raiders in my group that think ICC is too hard, I’ve been in pugs with my hunter that people have done nothing but complain about the difficulty of the new fights. This is what I call the Hyjal / Sunwell effect. ToC gave us a certain level of apathy. Sure Heroic Faction Champs is a hell of a fight, but once you get the basic concepts down for it is it really that hard? ToC spoiled us with easy loot and fast content, and as such continued the cycle of Hyjal / Sunwell. The effect is in the disparity between two level of content on such a level that it is noticeable among the general population. So now I hear people complain that Marrowgar hits too hard, or Saurfang is tuned too high. Personally I love it. I love content that makes me think and re-evaluate my raider assignments. I love actually having to go through trash to get to that boss and fight mechanics that while they may not be new are interesting in the way they are combined and presented. I love going through cut scenes and NPC conversation and hearing the lore behind the raid zone and feeling like I’m in epic content. The difficulty will only go up as each wing and each new boss and it’s mechanics are unveiled, and personally I can’t wait. I’m also excited that the vast majority of my raiders feel the same way and not everyone is suffering from the Hyjal/Sunwell effect.

What about you guys? Have you noticed people complaining about the difficulty? Raiders or PUGs? How do you feel about the new content so far?

Until next time,

Sig

Images courtesy of Matticus, My own screenshots and mmo-champion

3.3 PTR update

3.3 PTR update

Just a quick post today on the recent changes to the PTR.

Patch 3.3 Build 10596 is up and here are some of the changes you can look forward to right now

Reputation

* The following reputations have been sped up by roughly 30%:

  • Argent Crusade
  • Alliance Vanguard
  • Horde Expedition
  • Kirin Tor
  • Knights of the Ebon Blade
  • Sons of Hodir
  • Wyrmrest Accord

* Sons of Hodir quests now give more reputation overall.

* Top-level helm and shoulder faction-related enchants are now available as Bind-on-Account items that do not require any faction to use once purchased (they still require the appropriate faction level to purchase).

* Reputation commendations can now be purchased for 1 Emblem of Triumph each.

This is a fairly sizable upgrade for us. Not only is rep grinding reduced greatly but once you get someone exalted with sons for example they can buy the shoulder enchant and send it to another character of yours. As an alt-aholic I love this idea.

Spells and Talents

Druid

  • Rejuvenation: The base duration on all ranks of this spell is now 15 seconds.

Shaman

  • Reincarnation: The cooldown on this spell has been lowered from 60 minutes down to 30 minutes.Restoration
  • Improved Reincarnation: This talent now reduces the cooldown of Reincarnation by 7/15 minutes, down from 10/20 minutes. Reincarnation cannot be used in Arenas.

The change to rejuvenation is great for players who are leveling. It adds 3 seconds pretty much across the board. The Shaman changes to reincarnation and the improved reincarnation talent make me very, very happy. I might actually find 2 points to put in it. Being able to self resurrect every 15 minutes is a great boon for progression night raids as well as just leveling. Toss in a Glyph of Renewed Life and you’re pretty much gtg.

Glyphs
Druid

  • Glyph of Rapid Rejuvenation: This glyph allows for the druid’s haste to reduce the time between the periodic healing effects of Rejuvenation.

This is interesting to me because they announced they were looking at allowing haste to affect HoTs and DoTs. Link here for forums. So I’m curious if this is some form of experimentation on a smaller scale to see the effect of adding haste to HoT’s

General / UI

Interface

  • Any party member may mark targets (this does not apply to raid groups).

I can’t thank them enough for this. I was terrified that this would apply to raid groups. I run 25 mans mainly with my guild and last thing I needed was someone freely moving markers around on a trash pull *shudder*

That’s some of the major changes this build. Hope you get a chance to play with the PTR a little bit.

What are your thought’s on the PTR so far? How do you think patch 3.3 is shaping up?

Until next time.

Sig

Also be sure to follow me on Twitter for up to the minute updates as they filter through.

Trophy vs Token

Trophy vs Token

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When Burning Crusade touched down we received a token system. The system tied multiple classes to a single drop from a boss. This allowed for less loot being sharded or discarded and allowed for quicker gearing as a guild. The tokens could then be turned in for your tier set pieces. A lot of people were afraid of this method, but it worked out really really well. Guilds were able to gear out their raiders quickly and efficiently and very little loot was left to rot. We began to see the starting of this in Vanilla WoW in Naxxramas and the tier 3 raid sets and AQ40 with the 2.5 pieces. “Token” bosses dropped two tokens a piece and everyone was generally happy.

When Wrath of the Lich King came out, it was more of the same. Naxxramas and Ulduar continued the token system along, but added with it two levels. A 10 man level and a 25 man level that we affectionately refer to as tier x and tier x.5. The system continued to work well. Bosses that were token droppers continued to drop two of them and it was even made so that we could purchase tokens with badges for two of the slots. Gearing was a bit faster now thanks to the addition of two purchasable tokens and content flew by for a lot of people.

Then patch 3.2 hit, and brought with it Tier 9 content. Trial of the Crusader distributed loot in a very, very strange manner. First of all the Tier 9 gear was split into three item levels of quality. We’ve been referring to them as Tier 9, Tier 9.25 and Tier 9.5. Tier 9 can be bough fairly cheaply with Badges of Triumph, the next level up 9.25 requires an amount of badges and a Trophy of the Crusade which can only be obtained in the 25 man version. The tier costs can better be broken down by this:

Tier 9 = ilvl 232 Tier 9.25 = ilvl 245  Tier 9.5 = ilvl 258

Head: 1 x Regalia of the Grand Protector(item level 258) or 75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Hands: 1 x Regalia of the Grand Protector (item level 258) or 45 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 30 x Emblem of Triumph (ilvl 232)

Chest: 1 x Regalia of the Grand Protector (item level 258) or 75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Legs: 1 x Regalia of the Grand Protector (item level 258) or 75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Shoulders: 1 x Regalia of the Grand Protector (item level 258) or 45 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 30 x Emblem of Triumph (ilvl 232)

Confused yet? Most people are. The stat difference between ilvl 226 gear (25 man uld) and ilvl 232 gear is not that big of a jump. going from 226 up to 245 is a big jump for most people. Enough of a gap that most pieces are clear upgrades. So why is this a problem? Trophies only drop from 25 man ToC. You get 1 per boss and a variable amount per tribute chest based on how many wipes you have. There are only five bosses in the instance. (Beasts, Jaraxxus, Champs, Twins and Anub). We’ll go with the model of running 25 man raids. You have 25 people, who all want that trophy. Being only 5 in total that means only roughly 20% of your raid a week can get them and upgrade. Lets look at Ulduar Five bosses drop token pieces, and two tokens per boss which is a theoretical 40% upgrade rate for your raid. The trophy system slowed gearing up way down because most people, especially those progression minded will be focusing on upgrades that can be obtained with Regalia (and it’s like tokens) from Trial of the Grand Crusader or Trophies and badges from Trial of the Crusader.

You can argue that with the drop increases from the tribute chest that better raids are rewarded based on performance, and that is true, but it does not really have any room for guilds that are done with Ulduar but not quite at Trial of the Grand Crusader (example would be guilds that just got a series of new recruits that need to be geared up before ToGC). This however can be chalked up to time spent in a normal version to gear people up, and get them used to the fights before heading into ToGC.

My main problem is the level of competition this generates in a raid. Right now in Ulduar if Gloves the the Wayware Protector drops, you know it’s going to a Warrior,  a Hunter or a Shaman. When a Trophy of the Crusade drops, everyone in the raid is sending tells. Everyone wants them over just regular tier 9 badge gear. I’ve seen this cause resentment and bitterness already in a couple people, and it can lead to bigger problems down the line. How do you distribute loot fairly? What is considered fair?

It’s for this reason I’m not a fan of the trophy system. I’m ok with working on harder content for a bigger reward. That is fine and dandy, but when I see an entire raid of people sitting, waiting, wondering if they’ll get the item it becomes a problem. I never saw this problem with a token system. Players might be mad at the game for dropping Vanquisher over Protector but it was RNG and nothing could be done about it. It’s a different story when you’re eligible for the item and watch other people get it over you. It’s a lot easier to accept something out of immediate control like RNG.

It’s not a bad idea in theory. It allows you to select the item you’re upgrading, it allows you to make sure anyone and everyone can use the items instead of seeing them rot due to RNG but I personally feel the token system is the way to go. While loot distribution is always an issue for any guild, I think the trophy system has too much potential to cause harm and additional stress that is unneeded in a raid / guild environment. I asked a question on Twitter about what people thought about the Trophy system. I got a surprising number of replies with people who just won’t run the content or have all together stopped raiding as  a result. I’ve also heard reports of guilds having to re work their entire loot system and policy because of this tier content, and that’s not good.

What do you think? Do you like the trophy / badge / three levels to the tier set? Do you hate it? Have you had any interesting stories revolving around loot distribution in tier 9 content?

Well, that’s my two cents on the subject until next time Happy Healing

Sig

Head 1 x Regalia of the Grand Protector(item level 258) or

75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Hands 1 x Regalia of the Grand Protector (item level 258)

45 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 30 x Emblem of Triumph (ilvl 232)

Chest 1 x Regalia of the Grand Protector (item level 258)

75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Legs 1 x Regalia of the Grand Protector (item level 258)

75 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 50 x Emblem of Triumph (ilvl 232)

Shoulders 1 x Regalia of the Grand Protector (item level 258)

45 x Emblem of Triumph + 1Trophy of the Crusade (ilvl 245) or 30 x Emblem of Triumph (ilvl 232)

Give Me Patch Notes and I’ll Give You Totems!

Give Me Patch Notes and I’ll Give You Totems!

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As I’m sure many of you know by now, the PTR is live bringing with it a wonderous amount of changes to pretty much everyone. I’m going to focus today on a few things, Shaman changes and tier 10 set bonus for Restoration Shaman. First let’s take a look at the set bonuses for tier 10 Restoration shall we?

Shaman T10 Restoration 2P Bonus – Your Riptide spell grants 20% spell haste for your next spellcast.

Shaman T10 Restoration 4P Bonus – Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount over until cancelled.

Hmmm, interesting set bonus. Two piece gives you more haste very much like how Tidal Waves reduces the cast time of your Healing Wave by 30%. Personally I love haste, and rolling Riptide should be a part of any Shaman’s normal healing arsenal so this set bonus really appeals to me. The four piece bonus is also very intriguing. The wording is a little weird and so it will have room for interpretation. Is it placing a HoT on a target for 25% of the amount healed similar to how Earthliving Weapon places a HoT on the target? Will it give an instant heal for 25% of the total? My moneys on a HoT. Personally I like these set bonuses. I think they are solid additions to our repertoire. Looking at them though we can take a guess at what type of damage we’re going to be seeing… I’m guessing lots of raid damage. Giving us haste, adding an additional heal component to our chain heal this just screams to me tons of raid wide damage (thoughts of Sun Well suddenly jump to mind). Now I’m looking forward to the aesthetics of the set. Hopefully we wont look like a mix between bugs and sand people.

So our set bonuses are shaping up nicely (which is pretty par for the course for us at this point). Lets swing our attention over to the patch notes shall we?

Not much is changing as of yet, of course as you know that may or may not change. For now though here are the bits though.

Orc and troll shamans now have their own unique totem art.

Shamans

* Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.

I’ll leave the totem art aside for a second, first lets talk about Fire Nova.

This one is… interesting. Basically getting rid of a totem that some of us were using to help with AE damage in fights like Thorim’s arena. It lets us not have to cast a different totem, but instead we can center an AE spell off our current fire totem. This still requires you to run into melee and drop said totem, but it’s a nice touch. I can run in set my totems and then when needed blast out some AE damage to help thing the gaggle of bad guys we’re killing. I’ll have to play with it more, but so far so good.

Now, onto totem art. Orcs and Trolls it has been long overdue that you guys get your own. Lets take a look at them real fast

3.3-orc-totems

The Orc one is pretty gnarly. Not only is it a totem but it can double as an axe! It seems to fit to me.

3.3-troll-earth-totem

Trolls are pretty cool too. Troll fetish hung from the totems looks like the shadow hunter’s totems in WC3.

All in all pretty good job. Now if I may I’d like to take a second to rage about another set of totems. The Dwarf Shaman Totems. Now I know that Cataclysm (or at least 4.0) is a while away, they… bother me.

3.3-dwarf-totem

I understand the concept behind it. It’s a hammer with Gryphon feathers. I’ll be honest though, as someone who is going to race change into a Dwarf Shaman I’m a little disappointed. I mean I can see the correlation between axes and Orcs, fetish masks and Trolls and I can understand the correlation of hammers and Dwarves… kinda. When I was at blizzcon and they were talking about bringing Dwarves into the fold of Shamanism, they mentioned making sure they had unique totems. They said they wouldn’t be kegs (which made us all sad) but that they were looking at maybe rune stones. I look at the above totems and that doesn’t scream Dwarf to me. Had they been chunks of stone with glowing colored runes in them I’d have been content. I mean look at the Draenei’s totems

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They pretty well scream Draenei. They have holographic rings around oddly shaped stone with the element present above it. Even the *Now* Tauren Totems fit their race

totems

So… why can’t Dwarves get something stone related? I mean think about it. They live in the mountains, they have a racial ability called Stoneform, they are known for their Gryphons, but only one clan (Wildhammer) and they aren’t playable, but we hear about is how they are awesome miners. Sure we hear about their forges and smithy’s but I think the totems could be a bit better suited to the race (read more metal/stone and less wood please).

Don’t get me wrong. I’m happy I can finally be a Dwarf Shaman. I’ve wanted to be a Dwarf Shaman for a long long time. I thank Blizzard for that, but that doesn’t mean I won’t weep a little bit every time I drop a set of hammers on the ground. Trolls and Orcs won out with some pretty good totem design and Tauren get to be unique snowflakes again with theirs. Overall I’m happy with it. Giving each race’s Shaman’s a unique totem is a good step. But if Goblin Shaman get cool looking gear totems, I don’t know what I’m going to do. Maybe throw my hammer at them. Maybe cast Wrath of Carpentry.

Although maybe I can rename myself Captain Hammer and invite people back to my Hammer Cave to show them my Hammer….

So what do you guys think so far? Like the new totems, dislike the new totems? Like the set bonuses?

Until next time, Happy Healing

Sig

Images courtesy of Dr. Horrible sing along blog, WoW.com, and WoW guru

The One That Got Away

The One That Got Away

The other day I had the good fortune of talking with our friends over at Wow relief and our conversation got me thinking about something.
Some of us have been around for a long long time in this game. We’ve lived through PTRs and Betas and now two expansion with a third on the way. We’ve seen many things change and many things come and go, and things that were promised to us never come to be. I got to thinking what I would love to see added to the game for my class. The answer actually comes from the Wrath of The Lich King beta.

Back in Beta, restoration shaman had a rather interesting 51 point tallent to play around with. It was unique and new and fresh and odd and I loved it.

Spell_Shaman_SpiritLinkSpirit Link (Rank 1): You link the friendly target with two nearby targets, causing 50% of the damage taken to be distributed to the linked targets. After 2200 damage, the link will sever.

This little baby was awesome in my eyes. The concept behind it and the possible strategic uses of it, especially considering the health pools of both Druid tanks and Death Knights  intrigued me. It wasn’t your normal everyday spell. As a healer we’re used to playing healing triage as well as Cast X spell get Y result + / – a little. This you know the values but you can effectively use this to shift some raid damage around. Alas this was not meant to be and it was replaced by Riptide, which is a very good spell, but doesn’t lend itself to the same sort of mysterious awe that Spirit Link gave me. With cataclysm coming back I’d love to see this come back as a mastery spell or some such. It was a fantastic concept that I’m sad to say got left on the cutting room floor.

So, with that I turn it over to you our readers. Anything you want to see desperately added to the game? Why? Did you find something in a Beta or PTR that you wish would have made it to the live servers?

That’s all for today, until next time Happy Healing!

Sig

Officers and Alts and Raiding Oh My!

Officers and Alts and Raiding Oh My!

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So very recently one of our Officers has been bringing his alt to our raids, not just farm content but our progression nights. This was obviously given the go ahead by raid leadership but it did stir up interest in a few raiders asking what was going on. As a standing rule my guild has never really taken alts on main raids. Normally alts are left to the alt raids on the weekends. We have in the past however asked very well geared alts along to fill gaps in our raid make up. So after taking care of a few guildies concerns, I figured it was something post worthy.
There seems to be a large concern about officers abusing their power to take their alts on main raids and get loot that would otherwise go to mains, or using their positions to get main raiders / toons to take their alts through content to gear up. While I’m not saying this doesn’t happen, because I’m sure it does, but I don’t think it happens as much as people think. Most time I see guild officers gearing up their alts to be able to pitch hit in a raid if need be. I’ll use my guild as an example. Most of the officers there have well geared alts, it breaks down something like this

GM DK tank main – Well geared Rogue alt

DKP officer/hunter class lead – Well geared Warlock alt

DKP officer/Warlock class lead – Well geared Unholy DK

Recruitment officer Dps DK – Well geared Paladin alt

Raid officer/Shaman class lead – Medium geared DK tank / low to medium gear Hunter

I put myself on the list because I am actively seeking to bring my hunter up to the well geared level of things. Other officers have other alts and such but you get the idea. The intent behind our gearing is something to help our raid and groups out. Let’s say our guild is doing two ToC 10 man runs, normally we have 6-7 raiding healers available. You don’t need 7 for two ToC groups. Let’s say one group is short a tank, my goal would be to be able to hop on my alt and fill that role so the group doesn’t fail to start. Another example and one that we’ve been using. We’ve been a little short on the melee front this past week. As a result the warlock class lead hopped on his Unholy DK for this weeks raids. It provided the same spell buff his warlock did to the raid but gave us the melee we needed for our encounter. It was useful to be able to pull someone’s well geared alt to fill the gap and keep the raid moving.

It should be noted that this isn’t required and that the vast majority of the time we spend gearing our alts up are through pugging instances and farming badges. That said it’s already proven useful a few times.

How to Handle Loot Priority:

So something that is key is to set up a loot priority for any guild raid even if it’s not a main raid. Our weekend alt runs we use a loot priority to keep things going smoothly.

Main spec > Off spec  // Main toon > Alt

Pretty straight forward  right? This has also encouraged more then a few people to bring their main toons to these alt runs as they are normally instances we don’t run anymore or alternate versions of what we are running (my guild is a 25 man focused guild so we do 10 man / alt 10 man runs on weekends) Everyone has fun and anyone can bring their alt along if they want, as long as we get a group composition we need.

Having well geared alts in a guild raid environment is a very useful tool that an be called upon when needed. It seems most people’s apprehension is when they see officer alts pop up in a main raid, I suppose I can understand that. If you’re in a situation that you feel like the officers or some officers in particular are taking advantage of the system, say something just like my raiders did to me.

Now, with all that said, this doesn’t just pertain to officers, but as the questions and concerns was about officers taking advantage of the system to bring in their alts to gear up that’s where we kind of hovered around. Raider alts can be just as helpful and there have been occasions when we asked a raider to bring in their alt. Sometimes this has even lead to them wanting to switch their mains for both their enjoyment and the good of the raid.

So, what do you think about alts getting geared up to raid? Do you have an alt army ready to take down Icecrown? Ever bring an alt to a main raid at the leaders request?

That’s it for today, until next timESig

Seven Ways to Your Raid Leader’s Heart

Seven Ways to Your Raid Leader’s Heart

I was having a discussion with a fellow officer last night after our raid. We had just completed ToC 25, Ony 25 and VoA 25, with relatively few speed bumps. My friend and I were talking about what makes me happy from a leadership perspective in a raid. I decided to type out the list I came up with as what I look for from my raiders.

Sign up! – One of the biggest problems any raid leader or anyone who organizes a raid is knowing peoples availability. My guild is very raid oriented and we do have raid sign-up sheets as well as a section for people to post when they are out of town ahead of time so we know who is available and when. We also ask our raiders if they can’t show to sign up on the list as not available. There’s nothing more frustrating than trying to track down people to make a raid happen. There has been many a time my guild leader has sent me a text asking where certain people are. The end result is both of us (more him than me due to my work schedule) scrambling to find people to fill gaps so that everyone else who signed up isn’t left in the cold without a raid.

Bring Consumables! – My guild supplies flasks, food and elixirs to raiders. We have officers and raiders that are potion and elixir specced so even if you don’t have access to the raider tab of the guild bank, you can get your consumables made. Often times us crafty types won’t even need all the mats, usually I just need the Frost Lotus and I can whip up a ton of flasks. We also have raiders who bring a ton of fish feasts so there’s always food buffs available as well. There’s very few things as frustrating durring a raid as waiting for people to buff up with flask and food or to hear someone didn’t bring any. If you need flasks, ask before the raid!

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Have Your Gear Ready! – Before showing up to a raid make sure you’re gear is properly enchanted and gemmed. If you have that shiny new piece of gear you want to wear to the raid that is fine and dandy, but make sure it’s ready to use! It’s incredibly frustrating to see a raider show up with empty sockets or no enchants. I know in my guild, we supply Abyss Crystal’s for guildies to use on enchants, and enchanters will supply the rest of the mats 9/10 times. JC’s are always available and we stagger patterns for the most part so there is always someone who can cut a gem that you will need.

Make sure your gear is repaired before starting the raid. One boss in it’s not fun to hear some one’s gear is in the red. Also make sure you’re using the right gear. Some people will fish or cook before the raid and sometimes forget to take off their fishing pole before heading off to the run (*cough*fishingpoleZabos*cough*) and then do part of the instance in the wrong gear.

Know The Fights! – Most raid leaders will have the information readily available and posted for you to view well before the raid begins. I make it a point to sticky all the boss strategies and videos at the top of the thread aptly named “Raider Forums”. With the Internet around and sites like bosskillers, tankspot and our own little space here at WoM there is a plethora of information available on most if not all fights in the game. At least have a general idea of what is going to happen, it makes our job a little easier when we’re explaining what we need you to do and it helps keep the pace of the raid up.

Don’t Ninja AFK! – Having players afk or ninja off of ventrillo without saying a peep to anyone is very annoying. Calling out for someone to do something over vent and get no response is not fun, nor is waiting for someone to get back from the afk before a pull. While I used ventrillo as an example, this holds true to raid chat, party chat. Basically just pay attention to communications. If you need an afk break just send a tell to the raid leader and say “afk 2 min” just let us know!

Mind Your Attitude! – This is a very social game. In a group or raid you are interacting with 4, 9 or 24 other people all with the goal of having fun in mind. We all understand that real life happens and things outside of your control will affect your mood, but when you’re in such a dour mood that you’re bringing everyone around you down or you’re spending more time kvetching rather than raiding, it might be time to take a break for the night. Getting snippy, pitching fits or the like is non conducive and counterproductive to a raid. You need to be able to check the baggage at the door and unwind and have fun for a little while with a group of people.

To quote Matt “Either leave it at the door or just leave”.

Don’t Stand in the Fire!!! – Since the dawn of raiding, players have been drawn to standing in the fire. It’s warm cozy effect lulls them into a sense of security and happiness. As a raid leader there is nothing more frustrating than watching someone stand in the fire / void zone / thunderstorm / aoe damage and just die instead of moving. It is the bane of all raid leaders! Yes sometimes things happen like lag or graphics bugs. But as I told one raider last night, if you don’t see a spell effect and your health is going down maybe move a couple feet to the left or right and see if it stops! Help us help you stay alive! Remember you can’t DPS if you’re dead!

Leading a raid is often times thankless and almost always a very frustrating job. We see to the happiness and well being of a multitude of people and try to make sure the raids happen in such a way that people are still having fun rather than feeling more worn down at the end of the night. We appreciate any help we can get in making things go smoothly. When your raiders come prepared and happy it makes things so much easier not only on the leaders, but the raid as a whole. My raiders do the things above and I can honestly say I love raiding with my guild because of it. It lets us goof off and have a good time enjoying the game together and less time worrying about making sure everyone is ready. Yes hiccups happen but for the most part they are all on the ball, and that makes me very happy.

What about you? What do you do to help make raids and groups easier?

P.S.

A total non sequitur here but like matt I too have my own projects I work on when I’m not writing for WoM. If I could I’d like to take a second to plug my latest project (Thanks matt for the go ahead to plug =D).

Those of you who follow me on Twitter will know this but for those who don’t I’ve recently started co-hosting a podcast about gaming with two other “gentlemen”. Rodger / @wowdawgs from www.wowdawgs.com and Enrique / @spoonwolf from www.spooncraft.com. Our podcast is For The Lore and is available free for download from iTunes. Direct links can be found at Forthelore.com. Join us for all things surrounding story driven gaming. We stream live on mondays through ustream with pre show starting at 6:45pm est. We cover all games with a story there as well as our own works of fiction writing and game design. We do cover WoW but not exclusively!

That’s all I have for today. Until next time, Happy Healing!

Sig

Image from druidheal.com

Raiding 10 v. 25: Which is better?

Raiding 10 v. 25: Which is better?

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Since Blizzard implemented the 10 man raid I’ve been hearing debates between players on which is the better raid format, 10 or 25 man raids. I find myself drawing parallels between the debate of 25 v 40 raids. Lets look at some of the virtues of both shall we?

10 Man Raid

Easier to organize

Easier to coordinate raider movement

Less vent / teamspeak chatter

Easier to spot problems

More individual responsibility

Less margin for error

Lower gear leve than25 man

Allows smaller guilds and pugs to experience end game content

25 Man raid

More room for error

Higher Gear level than10 man

More drops per boss and zone than 10 man

Less people have to be “benched”

Bigger sense of accomplishment after defeating a boss

Looking at the points in both I see a lot of the same arguments from 40 man raids to 25 man raids. I’ve had the fortune to experience 40 man, 25 man, 20 man and 10 man raiding and I’d like to offer up my opinion on it. They are all fun.

40 man raids were a pain in the rear to organize and in many cases required you to carry a certain number of a class in order to succeed (Princess huhuran needed at least 4 hunters for tranqshot rotation and such). It was a pain in the ass that required a good hierarchy in order to do successfully. This involved raid leaders, officers, class leaders and such. In a 40 man raid it was very possible for five people to hold a raid hostage and cause all sorts of mayhem.

With that said I loved the content of the 40 player raids, they felt epic. Zones like Molten Core, Black Wing Lair and AQ40 were large and just amazingly well done. Problem was you needed a full group or mostly full group to do these end game raids. Many smaller guilds would form raid alliances and venture forth into the end game content.

20 man raids were introduced with the instance Zul’Gurub. It was a well designed zone and forced you to pick a smaller team to proceed. There was less margin for error but it was easier to grab 19 other players and go in rather than hunting down enough players for Molten Core. The zone was smaller than other end game raids at the time, but offered an opportunity for greater emphasis on fight mechanics than 40 man raiding did. It was a wildly popular raid and showed that the smaller format could be successful.

25 man raids made things a lot easier. Guilds would have a better time getting together enough raiders and wouldn’t have to enter as frequently into raid alliances in order to see the end game content. This was partially helped along by the success of ZG. At this point players for the most part had embraced the smaller format. It offered greater raid accountability on the raiders and easier coordination of the group for the raid leaders. One person could wrangle 24 others without the aid of officers and class leaders if they needed to. Fights could be explained faster than 40 man and it was easier to spot mistakes. This was hailed as a large success on the raiding scene. In 25 man raids though it was still easy to hide behind the skirts of a better healer or DPS just like in the old 40 man raids

When 25 man raids were new and successful, Blizzard also introduced the 10 man raid. Karazhan was for many people their first full raid. It was big and epic in both zone size and scope of what it set out to do. Fight mechanics were interesting and fresh and easier to implement than they were in 25 man. Fights like Netherspite lended itself well to the 10 man raid size as it was much easier to coordinate, but still gave players jobs to do other than just sit and dps or sit and heal. With 25 man raiding though there was still the problem of smaller guilds still needing to enter into raid alliances or pug raider spots if they couldn’t show up with 25 people ready to go see the endgame.

After a full expansion of 25 man raids, Blizzard announced that in Wrath of the Lich King you’d be able to toggle difficulty on all raids between 10 and 25 man. This news sent waves throughout the community. People called it both genius and folly. It allowed you to really take your raid and simplify it. You could take 10 raiders and do all the same raids that the 25 player content was providing and it allowed content to be more accessible to a wider variety of players. Allowing raids to be done at a 10 man level also allowed for greater accountability. If you messed up in kara back in the day, you noticed. It was a lot easier to see what you were doing wrong. It’s much much harder to look at 24 other people and catch problems before they cause wipes. You have much more personal responsibility in a 10 man than you do in a 25 and as a result you are a more integral part of the team. Some fights are inherently harder in 10 man version than they are in 25 man, and some vice verse. You have options now to be able to see all of the games content.

Lodur’s opinion:

Personally I like both formats a lot. I love 25 man raids because at the end of the night I feel accomplished. Being able to help lead 24 other people to a successful boss kill and hear the screams of joy when we get through a particularly hard boss(vent the night of the first Yogg kill was electrifying awesome) is priceless to me. At the same token herding 24 other players even with assistance is grueling and can wear you down. In 25 mans I find myself constantly watching the raid trying to find and stop problems quickly before they cause wipes. I love being able to take the vast majority of my raiders into a zone as well so not everyone is sitting idle.

I love 10 mans because of the intimacy of them. Recently due to some raiders being out, my guild split into two 10 man groups for the night. We ran ToC 10. I lead one group, the GM lead another. I had with me some very good people and a rather nice setup. I also had two people that have had problems in the past staying focused or people I like to refer to as “Fire Huggers”. I was able to coach those two players and get an absolutely phenomenal performance out of them on the fly. Especially when we got to the Faction Champions (pre nerf). This fight was the hardest in the zone (IMO) and lots of people were caught cutting their teeth on it for a while. We wiped once, I saw what was going wrong pretty quickly and was able to change tactics and issue commands on the fly much easier than in 25 man raids and we were able to adapt and overcome the encounter quickly. 10 mans are much easier to coordinate and I didn’t feel nearly the same pressure that I do when I’m thrust into leading a 25 man.

Bottom line, I love both formats just for different reasons. I think they are both solid and offer everything raiders could want.  I also think there shouldn’t be a debate between which format is better. They both work, and they both work pretty damn well (loot distribution aside *shakes fist at blizzard for putting all the good spell shields in 10 man hard modes*).

So how about you? What do you prefer 10 or 25? Why do you like that format?

Well that is all I have for today. Until next time, Happy Healing!

Sig

Image courtesy of www.edinphoto.org.uk

Raider Nostalgia: Patch 3.2.2

Raider Nostalgia: Patch 3.2.2

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As most of you have heard today patch 3.2.2 is going live. With it marks the triumphant return of the Brood Mother and her many whelps. So what’s in store for us?

The Brood Mother Returns
After years of lurking in her lair battling the many brave adventurers who travelled from afar to challenge her, Onyxia returns stronger than before to commemorate World of Warcraft’s five-year anniversary.

  • Onyxia has been scaled to offer new challenges to level 80 players and is now available in 10- and 25-player modes.
  • Adjusted for modern raiding, but with the fundamental experience of fighting the Brood Mother still in effect, including the horrors of her Deep Breaths!
  • Onyxia will now drop level 80 item versions of some classic loot items from the level 60 encounter.
  • Brood of Onyxia, a very rare 310%-speed mount modeled after Onyxia herself will be available for the luckiest of challengers

This has gotten me very excited. For many of us, Ony was our first real raid experience. I know it was for me. I had done some molten core, but my first real raid with my guild (same one I’m still with today) was Onyxia. Of course my first ony raid tale is a little bit different then most. I happened to have participated in this raid from a bar. My then girlfriend worked at a bar that happened to have really good wireless Internet. I hoped on my laptop while waiting for her to get out of work and wound up getting invited to an Ony raid. We killed the Brood Mother, I got a shiny new helm and I did this while having a frosty cold pint. When we heard that they were updating her for the anniversary at Blizzcon, I definitely joined in screaming at the top of my lungs in excitement. Along with this announcement also came the news that in Cataclysm Rangnaros, Nefarian and a few others will be back again! This announcement even got me to dust off my hunter and level her to 80.  This type of boss is something that many of us remember fondly and I think it was a good call on their part to update her to level 80 and bring us back some favorite loot updated for level 80 as well.

Let’s not forget this is a patch though, so some things are changing for classes and abilities. Healers this patch are largely untouched. Shamans however get a nerf of sorts, not as bad as it could be but bad enough.

Shaman

Cleansing Totem: No longer purges instantly when dropped

Like I said could be much worse, this change will require Shaman to change tactics slightly. On fights like the Faction Champions in ToC, dropping a cleansing totem was a great way to get 5 people cleaned from poisons and diseases very quickly. Now we have to use this totem more proactively rather then reactively as once you drop it you have a good 3 seconds to wait before it starts doing it’s thing. Complete Patch notes can be seen HERE

More Patch Notes

Dungeons & Raids

  • Shadowfang Keep
    • Wailing Guardsman: Screams of the Past will no longer have multiple applications on a target. Recast time has been increased.
  • Ulduar
    • Increased the cooldown on Immortal Guardians’ Drain Life ability in the Yogg-Saron encounter.

Achievements

  • The Achievement “Iron, Dwarf Medium Rare (25 player)” now requires 25 kills, down from 50.
  • The Frostwolf Howler and Stormpike Battle Charger Achievements will now be awarded when a player learns the respective mount spells.

Professions

  • The blacksmiths of Orgrimmar grew tired of running to the rear of the city to craft items and have installed a new anvil & forge at the General Store in the Valley of Strength.
  • Engineering
    • The Mind Amplification Dish no longer changes the appearance of your helmet.
  • Inscription
    • Added a recipe for Runescroll of Fortitude. This item grants a stamina buff equal to the highest rank of Power Word: Fortitude (untalented) to all players in the raid. The effect of this runescroll is exclusive with other stamina scrolls and Power Word: Fortitude.
  • Leatherworking
    • Added a recipe for Drums of Forgotten Kings. These drums increase all stats by 8% for all players in a raid. The effect of these drums is exclusive with Blessing of Kings.
    • Added a recipe for Drums of the Wild. These drums grant a buff equal to the highest rank of Mark of the Wild (untalented) to all players in a raid. The effect of these drums is exclusive with Mark of the Wild.

Items

  • The Black Heart: This item’s animation has been changed and no longer resembles Hand of Protection.
  • Death Knight Tier-9 Tanking 4-Piece Set Bonus: Now decreases the cooldown on Vampiric Blood, Unbreakable Armor, and Bone Shield by 10 seconds instead of 20.
  • Druid Tier-8 Healer 4-Piece Set Bonus: The amount of healing this set bonus grants on the initial cast of Rejuvenation has been reduced by 50%. In addition, this set bonus no longer has strange interactions with Harold’s Rejuvenating Broach.
  • Glyphs
    • Glyph of Bone Shield: This glyph now grants 1 additional charge instead of 2.
    • Glyph of Flame Shock: Redesigned. This glyph now makes Flame Shock periodic damage able to be critical strikes.
    • Glyph of Mind Flay: This glyph no longer reduces the magnitude of the movement reduction on the Mind Flay victim.
    • Glyph of Scourge Strike: Redesigned. This glyph now causes Scourge Strike to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.
    • Glyph of Typhoon: This glyph now increases the range on Typhoon by 10 yards in addition to its current effects.
    • Glyph of Unbreakable Armor: Now increases the armor gained from Unbreakable Armor by 20%.
    • Glyph of Vampiric Blood: The glyph now increases the duration of Vampiric Blood by 5 seconds instead of 10.
  • Libram of Obstruction: The buff to block value from this relic is now exclusive with the buff to block value from Libram of the Sacred Shield; it is impossible to have both buffs at once.
  • Libram of the Sacred Shield: The block value buff from this relic has been increased to match its item level.
  • Relics: All buffs provided by relics (idols, librams, totems and sigils) now share an exclusive category such that gaining a buff from one of these items will remove all other buffs gained from items in this category.
  • Totem of Quaking Earth: Attack power value increased to 400.

User Interface

  • Battleground Queuing
    • Players may now only queue for no more than two Battlegrounds at a time.
    • The dialog box for entering a Battleground match has been changed to reflect the following options: “Enter Battle,” “Leave Queue,” and “Minimize.”
    • The time a player has to enter a battle when selected has been reduced to 40 seconds when not already in a Battleground and 20 seconds when in a Battleground.
    • Players already in a Battleground can now choose “Enter Battle” for a new Battleground under any circumstance (i.e. while dead, in combat, falling, etc.).
    • A new Battleground will not launch until the maximum number of players on each side are in the queue (i.e. 40 players per side for Alterac Valley).
  • The size of the Focus Frame can now be adjusted via the Interface Options menu.
  • Mail System Auto-Complete Feature
    • The inline auto-complete feature for the mail system has been added back into the game. The mail system will now have both the pre- and post-3.2.0 auto-complete features available.
    • Added a label to notify players that the Tab key will allow players to navigate through the character names listed via the auto-complete feature.
  • For additional notes on Lua and XML changes please visit the UI & Macros forum.

Bug Fixes

  • Death Knight
    • Rune of Razorice: The frost vulnerability granted by this enchantment will now increase the damage done by Frost Fever as intended.
  • Druid
    • Balance of Power: Misleading tooltip reworded. The tooltip previously reported an incorrect value for the increased chance to hit with spells. The actual benefit of the talent is unchanged.
  • Hunter
    • Master’s Call: This ability now correctly removes the snaring component of Infected Wounds, Frostfire Bolt, and Slow.
    • Trap Mastery’s (Survival) tooltip now states the correct amount of snakes summoned.
  • Mage
    • Arcane Missiles: Ranks 12 and 13 will now properly cause players to enter combat.
  • Paladin
    • Hand of Freedom: This ability now correctly removes the snaring component of Infected Wounds and Frostfire Bolt.
  • Priest
    • Divine Aegis: Ranks 1 and 2 will now work with Holy Nova.
    • Glyph of Power Word: Shield now correctly uses the Priest’s spell critical chance instead of the target’s.
  • Rogue
    • Vanish: This ability now correctly removes the snaring component of Frostfire Bolt.
    • Honor Among Thieves: This talent will now work properly again if two rogues with different ranks of the talent are in the same party.
  • Shaman
    • Grounding Totem will now properly protect against the Death Grip spell.
    • Lava Burst can no longer deal critical damage to targets who are immune to critical strikes (due to, e.g. Roar of Sacrifice, Blessed Resilience).
    • Lightning Shield: This spell will no longer set off some trinkets when it is cast.
    • Stoneclaw Totem’s pulses will no longer break stealth on nearby hostile units.
    • Thunderstorm and Shamanistic Rage can no longer be used while Frozen, Cycloned, Sapped, or Incapacitated.
  • Warlock
    • Demonic Circle: This ability now correctly removes the snaring component of Frostfire Bolt.
    • Fel Armor: This spell was unable to set off trinkets and other effects. That has been corrected.
    • When using Shadowbolt or Incinerate while having Backlash and Backdraft active, only Backlash will now be properly consumed.
  • Coliseum Trinkets: Some spells that should have triggered these trinkets will now trigger them (such as Holy Nova and Fel Armor).
  • Death Knight Tier-9 DPS 4-Piece Set Bonus: Now grants the correct chance for disease damage ticks to be critical strikes.
  • Hunter Tier-9 2-Piece Set Bonus: Critical damage from Serpent Sting will now work properly with the Mortal Shots and Expose Weakness talents.
  • Lightweave Embroidery: This tailoring item enhancement will no longer trigger from the periodic healing granted by the warlock spell Fel Armor.
  • Mote of Flame: Corrected a typo in the tooltip.
  • Paladin Tier-9 DPS 2-Piece Set Bonus: Now grants the correct chance for Righteous Vengeance ticks to be critical strikes.
  • Shard of Flame: Corrected a typo in the tooltip.
  • Val’anyr, Hammer of The Ancient Kings: Healing from Prayer of Mending now triggers the shield from this item. In addition, a bug was corrected which would cause the shield points to be overwritten rather than stack up as intended.

So, how do you feel about the patch? Excited or angry that it seems like it came too soon? Does it make you think back on your time in early raiding? What was your first raid? Any other bosses you want to see ramped up to 80?

Until next time, Happy Healing!

Sig

Image from pewpewlazers.wordpress.com

Putting The RP in MMORPG

Putting The RP in MMORPG

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So, recently I’ve been talking more and more about the story and lore of gaming. The games that create a rich background and intricate story for you to be a part of. As such I’ve been talking with a lot of RPers lately. I’ve been reading very interesting RP posts, and fan fiction stories, and have even begun writing my own for Lodur’s background. It can be a lot of fun to think about where your character has been and where they are going and how they might interact with their fellow raiders. This side of the game does appeal to me as I’m an old school D&D Role playing geek. It is however something I haven’t fully explored in game yet.

Blizzard has set aside entire servers for people to Role Play with each other, and no I’m not talking about the seedy dirty stuff, but honest interaction between players acting out their characters. There are a few different types of Role Playing you’ll come across in the game.

Spontaneous RP

This is a spontaneous act between two or more players who play out a short scenario on the spot. These players typically do not have background stories that cross paths and have a low likelihood of interacting again in a role-playing context. This is coming across someone randomly while questing or bump into in one of the major cities. These RP sessions can sometimes lead to further contact later on and might develop into character friendships later one.

Deliberate / Planned RP

Some role players will set aside specific times to be online to interact with others. This can be in a raid, a group that quests together as a party or simply a meeting in the local inn to throw back a pint or twelve. Many interesting interactions happen here. Friendships are made and lost, sometimes characters pair off in the way of couples, and sometimes they break up and throw bottles at each other. I have a group of friends I talk to on a regular basis that do set aside specific time to role play during the week, and I always enjoy hearing about what happened afterward.
Out of Game RP

Probably one of the more important things to mention here. Out of game RP happens in emails, forums and blog posts. This exists between spontaneous and deliberate RP events and honestly has no true end point. These can serve to flesh out backgrounds for your character, can help turn spontaneous RP encounters into full on character relationships and can really give some creative license to tell a very intricate story. I’ve seen posts that filled in the gaps of a raid, and some rather humorous explanations for why the group wiped on a particular boss fight. The forum posts I’ve run across or have been linked to are often the result of people working together in emails to get the story together before it’s posted. People have even created twitter accounts for their toons so they can RP with other characters through that media as well. The results are almost always a very very fun story to read. It’s like being an actor in a movie and really getting into your role, or playing out a scene in your favorite books. You get to be a part of a story of your making.

The community surrounding MMO’s has always interested me, it’s one of the most important reasons I got into MMOs in the first place. We make friends as we play the game (or enemies) and we get to share our triumphs and defeats. There’s something very gratifying about working with 24 friends and downing a big nasty boss. The community that has sprung up from the Role Playing elements of Warcraft is very strong as well. The people that RP have most definitely set up a community for themselves (and their characters) within the game. You can sit on twitter and see just how deep the interactions go. To them there is more to the game then the grinding of levels or the end game content. Now it’s not to say that all they do is interact in character, many times the OOC (Out Of Character) chat channels are hillarious with the Real Life interactions. It’s refreshing sometimes to take a step back and look at the other side of the fence.

Does this mean you’ll see posts here about role playing in game? Possibly, depends on how deep down the rabbit hole I go. (or how far @justanna from toomanyannas.com can drag me =P)

So, what about you? Have you tried RPing? Have you ever written a fan fiction about your character? Have you thought about it? What would your characters background be?

That’s it for now, I’ll have more for you later this week. Until then, Happy healing!

Sig

Image courtesy of madbrewlabs.com