What is it that we do?

We write. That's what we do. We write about Gaming, Music and Film and not just the newest films, games and music. We write about the things that interest us.

We play World of Warcraft. We talk about World of Warcraft. We believe that being good at WoW relies on you not only knowing your own class and how it works, but other classes too, and how they work together.

Tuesday, 31 July 2012

A look at PvP in Cataclysm

Time to look back at the state of PvP in Cataclysm, since Mist of Pandaria is looming on the horizon. Let's how we get to keep all the good stuff, and fix all the bad. This was originally a loooooong post on the WoW forums a while back, so it's a little rambly and directed, there were a few issues brought up in the forums that I was responding to but, hey ho. Off we go.


Random Battlegrounds


Battleground objectives aren't really clear to new players


When I started doing battlegrounds I had no idea what was going on in most of them, I didn't know what the objectives were, where I was supposed to be going or what I was supposed to be doing. There should be a clear and obvious in game resource that explains the objectives of each battleground. While a map like Battle for Gilneas might be self explanatory just by looking at the map, how is a newbie supposed to figure out what all the dots are on the AV map and which objectives are what? I know some players who've been playing AV for years and still don't know everything there is to know about it.

BGs should have integrated cap timers. 

I don’t think there are many serious BGers who don’t have some external cap timers. I think it would be prudent to at least let players know how long each node takes to capture or how long it remains in purgatory after a steal. This kind of information is invaluable when assessing strategies.

I don’t think there are any two ways around this next one: 

Battlegrounds need role checks. 

Healer imbalances create frustrating and unrewarding experiences for both factions, regardless of outcome.

The Buffing Situation

Rebuffing after death in battlegrounds is little more than an annoyance, but I’m not sure that making buffs sticky in PvP is a viable solution. It feels like a cheap way of ensuring there’s no player error in regards to buffing, but at the same time the faster you can get back into the game the better, nobody wants to be standing around at the graveyard spending globals when your team needs your help. I think we’ve long established that buffing isn’t fun. Whether there’s an elegant solution to this or not I don’t know, I certainly can’t profess to have one.

Where's my Team Deathmatch?

 Let’s face it, a lot of battlegrounds end up in player zergs because people really just like to fight each other! Vehicle based maps and maps with too much focus on static objectives, are, in my experience, the most hated maps. I cite Strand of the Ancients (in which you spend very little time at all engaging the opposite faction, and a lot of your time dispelling/riding/defending vehicles) in particular and also the amount of hatred I seem to encounter for Isle of Conquest, a map that is widely believed to rely on the success of defending the glaives. Team Deathmatch with a set timer and a winner based on score is the perfect solution for those of us who just like to dive in and get down to business.

On a more personal note...

 I absolutely adore Battle for Gilneas. 15 players is, for me, the perfect team size and the nodes are just far enough apart and fun to play around. Co-ordination helps immensely, but as you can often suffer from communication breakdown in random BGs I think BfG is a solid counter to this phenomenon. Workable enough without too much co-ordination, a small number of nodes with easy reach of each other makes for some exciting and fluid PvP experiences. I didn't really like Twin Peaks, but capture the flag style gameplay doesn't appeal to me as much as cap and defend. I think it's much harder to secure wins with a lack of communication in a game that revolves around peeling and assisting.


Rated Battlegrounds


I don’t play rated battlegrounds! But I think they’re an excellent addition to the game for people who enjoy larger team based efforts than arena offers. I really can’t find fault. Choice is always a brilliant thing.


Arena


Crowd Control

I’m really uncertain about the notion that there’s too much CC in the game right now. Yes, there is a lot, but perhaps an increase in shared DR could alleviate the frustration some players feel. I think there’s a large skill gap between your 1800 rated players like me and your 2.2k rated + players. I’ve seen better people than me play and even played with some of them and CC avoidance is just another skill that has to be learned in order to advance, it‘s true that some classes and comps can lock you down even with your CC breaking skill and your PvP trinket and after you‘ve faked, but again I don‘t think that‘s anything that extending the pool of shared DR can‘t fix. Whilst I admit that team comp plays a huge part in arena, I think synergy is a more important one, one that can by adjusted with diminishing returns. The obvious comps to target here would be RMP and Lock/Shaman comps and whilst on a personal level I take issue with spamable warlock fears at a 30 yard range, I know that the reason I get caught by so many is a question of skill and awareness. This is a difficult one for me to weigh up in truth. I have felt like I’ve been killed before I can do anything many times, specifically by RMP comps, but I’ve also survived some pretty nasty CC chains and played games of avoidance and max range that have given my team the win. I guess the bottom line here is, what’s fun? And fun isn’t being locked out of actually playing for large periods of time. CC chains should require skill and co-ordination and it’s questionable whether they do right now with some setups.

Legendary Items.

I appreciate that some of you worked very hard to achieve the pinnacles of PvE raiding, but truth be told I don’t think legendary weapons have any place in PvP. The difference between a legendary wielding DPS in PvP and a non legendary wielding DPS is so vast that I think it warrants separation. Like so many others I think that PvP should primarily be a test of skill and reaction, not gear.

Good time to mention resilience then, no?

Resilience is in itself an gateway into PvP, one which PvE does in fact emulate which many PvPers neglect. Yeah you CAN walk into Well of Eternity in levelling greens if you really want to, but you’re going to get squished. Same thing for PvP. You want to go into arena with a 100k health pool and 0 resi? You can. You won’t like the result. I think resilience is a good stat the way it works now, I think the shift to a flat damage reduction was a good choice and that there should be a difference between PvE and PvP gear. PvP should have rewards based around PvP and resilience is a way of making those rewards specific. This way PvPers are never forced to PvE and vice versa. You could make an argument for scaling inbuilt resilience as you level, but then you’re in an odd place with regards to gearing and the optimal gear for PvP content. I do think that resilience should scale better the longer an expansion goes on. This doesn’t have to be a change that’s noticeable in game as a larger resi pool, buffing the amount of damage reduction each point of resilience gives with each tier would solve problems with inflated ilvls and high burst wouldn’t it? Or am I just being incredibly naive there?

Match Length.

 2v2 arena is almost impossible to balance, I understand this, which such a huge array of classes, abilities and play styles it’s never going to be easy, the quickest fix I can think of for 2v2 arena (specifically Healer/DPS vs. Healer/DPS) is to drop the draw timer to a much less excruciating 10 minutes. I’ve puzzled over 2v2 balance a lot and I really can’t come up with a workable solution, I’m glad that I’m not you guys, because this one would keep me up all night. The only other solution to this that I have is to incorporate a similar buff to the flag carrier buff in WSG, where the healer becomes more susceptible to damage as the match draws longer. 45 minute draws are nobody's idea of fun.


Gear disparity.

There’s something very backwards about the way skilled arena players gear up compared to lesser skilled players. Instead of promoting a system in which the less skilled players have a chance to level the playing field by dint of the gearing process, you’ve created one in which the better skilled players are able to out gear those at the bottom of the ladder much faster (higher rating = higher valour cap = faster gearing). Again, a tough one, you don’t want to overly reward players for being less skilful and you don’t want to penalise skilled players for being better than others. This is a another sticking point that I’m not sure there’s an elegant solution for. Removing rating requirements is most certainly a brilliant step in the right direction though, I applaud that change wholeheartedly.

Why don’t I get honour for winning arena when I’m over the conquest cap? 

This is an odd discrepancy between the way PvE works now and the way rated PvP works. Some of us really don’t like battlegrounds all that much, but love arena, a little extra incentive and/or reward for continuing to enjoy the game would be great!


General


Very strange half tier gap between old and new season PvP gear…I’m really not sure what the point in that actually is. Just drop the old conquest gear on the honour vendor and be done with. I don’t think anyone who had full conquest is going to be that upset when there‘s brand new shiny to chase after.

I’ve seen a lot of people suggesting PvP dailies or weeklies. I think that while this seems like a good idea, it might just end up promoting disruptive play. Sending players out of kill the opposite faction at specific camps or quest hubs could just result in a lot of dead quest givers and flight masters. Also there’s a fine line between having enough quests of this nature to keep it fresh and sending players so far across Azeroth that it’s more effort than most people would deem to be worth it. Perhaps if the rewards were worth it, it would be nice to revisit some now useless world PvP objectives and/or Wintergrasp, which I think is still head and shoulders above Tol Barad as a PvP zone. I don't think I really get Tol Barad. Is there a reason I should care about whether we're holding on to some manky looking prison buildings on an island in the middle of nowhere?

I talked a lot. I think I’m done.

Saturday, 12 February 2011

Number Ten Is Cruel


Tenmon plus Makato Shinkai equals
audiovisual magic
So, did you have fun with my wonderfully wonderful blind test? I certainly hope so sirs and madams, and here for your perusal is a comprehensive list of answers. Which ones baffled and confused you? Which was the one that you knew you knew but you just couldn't think of? How many Danny Elfman tracks did you get the wrong way around because they're really all the same song in disguise? How long did you spend looking for a track from V for Vendetta even though I promised you it wasn't a clue?

Yes, number ten is exceedingly obscure and unfair. Sue me, but go and watch the film first because it's beautiful.

Answers after the jump.

Friday, 4 February 2011

The Movie Music Blind Test


This is not a clue. I promise.
Yes, ladies and gentlemen, film lovers and haters, young and old, and you there at the back who seems to have wandered in on your way to the snooker club, it's finally time for the big Movie Blind Test!

The Blind Test is exactly like it sounds, it's a test, that's blind. I'm going to supply you lovelies with 101 sound clips, each under 30 seconds long and each from a film (or two). Here's the kicker, I'm not going to tell you which film(s) they're from. That's for you to figure out. Some of them are instantly recognisable to even the most uninitiated film viewer, one or two of them are so obscure you'll be chewing on your own hat before you figure out what they are.

I would say if you get half, you're doing OK. I'm going to include the answers in a future post, but if you're really going nuts, leave a comment and I'll send you a list of all 101 tracks. Don't spoil it for yourself though, the frustration is half the fun.

Anyway, here's the tasty lot of them in [.zip format] or [.rar format].

Coming soon: Video Game Music Blind Test and the Guess the Film from the Still Image...Test.

Wednesday, 26 January 2011

The Big Death Knight Debate


It's late. It's past the reset. The last thing you need is a group ready to fail over and over again in your random dungeon and as you zone in your eyes fall on one particular member of your group and you sigh to yourself. Already you're making bets on just exactly how the Death Knight in your group is going to mess this up for everyone. You take in his ridiculous name 'Lickkingdk'. You observe him artfully drop [Death and Decay] just as everything dies. Your eyes roll back in despair as he blindly wanders into the next group of mobs, spams [Death Grip] on cooldown or if he's your tank, completely fails to hit [Bone Shield] through the entire instance and then calls out for healing, dies and comes up with the genius line 'wtf healer, heal!'.

It's happened to everyone I know. It's happened to me more times that I could even count, but what is it about these experiences that make us always assume the same failings are attached to every single person of the same class or spec that we encounter?

My name is Kay, and I'm a WoW racist.

Right off the top of my head I can name 4 classes/specs that make me doubtful when I PuG a random. The first is Death Knights of any kind, the second is Retribution Paladins, the third is Hunters of any kind and the fourth is Moonkin druids. As far as I've seen, these sentiments are quite strong among many people. For you it may be something different. Do you cringe everytime you get a Feral tank? Does the sight of an Arcane Mage make you weep inside? Demo Locks make you run for the hills?

I'd be lying if I said I hadn't met some outstandingly good players who were DKs, Ret Pallies, Moonkin and Hunters. I've been honestly astounded by the skill and awareness of at least one Death Knight tank and Survival Hunter in just the past week and I truly wish I could remember their names and servers, so you all could relax the next time you see them in a random group, knowing that you're in good hands. The trouble is, for everyone one amazing player like this that I come across I meet several who don't know how to ask about fight mechanics, who can't seem to move out of the fire, don't know what their interrupt or dispel ability even is when you ask them about it, and sometimes, on rare occasion, have managed to get to the level cap without knowing that one of the basic core abilities of their class even exists.

We've all met people like this, of every class and every spec. So my big question remains unanswered, what is it about Death Knights in particular that makes me assume they're bad players? The truth is that I'm struggling for an answer. The easiest way to end this would be to tell you that I've encountered many, many more bad players playing DKs than good, and it's probably true. The thing about Death Knights is that you have a more stilted time in which to learn how to play your class compared to other classes, to add to that the way the class mechanics, resources and abilities work is so radically different from all the other classes in the game that getting it right isn't as easy as getting it wrong and managing to survive. This isn't some fanciful thought either, I've played the DK class and I know I can do just fine by pressing whatever buttons my runes afford at the time, without paying any attention at all to what those red, blue and green buttons actually do. I once asked a friend of mine pre-cata, jokingly 'How do I Death Knight?' when I was seriously considering levelling my DK to the cap. He laughed and I continued, 'Blue, green, red, red, purple, right?'. And there it is. Death Knights (as they were pre-4.0 at least) in a nutshell, so does this faux simplicity attract a certain kind of player? Personal experience suggests that it does, sensibility says it doesn't. The DK class can be as complex and involving or as simple and mindless as you make it. I suppose that doesn't really get us any closer to the answer, but even if my attempted explanation of this phenomenon holds true, what about the other classes I mentioned?

Hunters are a popular choice for ridicule, but does the same thinking apply here? I suppose it does. Pet attack/autoshot followed by hitting any and all buttons you have available would get you through most things, if only because you wouldn't be doing enough damage to pull anything off your pet. If we really think about it, doesn't this apply to any class? You may have a much harder time at it than others, but I suppose you could get through the whole game by just pressing whatever buttons the game places on your action bars at low levels (not that I'm suggesting that what most of the bad hunters I've seen do). Is there something about this particular ease in pet tanking mobs that makes hunters less likely to evolve any form of skill, causing me to encounter such players and duly form my warped and unfair prejudice?

Do hunters attract a more casual player because of the easier levelling curve? Is this where they get that reputation from? If I was counting question marks I'm quite sure I'd have more than is really necessary for one blog entry by now. I have more unanswered questions than when I started.

For every blundering Moonkin, walking around like a fat bumbling chicken, [Starfall]ing everything in sight, there's one perfectly unassuming, getting on with things, run of the mill, mid table DPS, not ninja pulling anything Moonkin who's suffering my ever watchful gaze as I wait for him to make a mistake so I can think to myself 'how typical, stupid fat moonkin' and then Prokofiev's Peter and the Wolf starts playing in my head as it totters about while typing 'soz' in party chat.

For every blindingly unaware Retribution Paladin who stands in the AoE, has no clue what hand spells are, DPS' with [Righteous Fury] on and puts every single talent point in one talent tree, there are Ret Paladins out there getting the best out of their class, dropping [Hand of Sacrifice] on the tank in heavy damage phases, self healing with [Word of Glory] and getting on the adds the ranged are failing to hit as quick as a flash.

The truth here is, I just don't know what it is that has me so resigned to failure with these classes and specs in the group that I'm so overwhelmed when they're good players that I have to tell them so. Maybe I had some particularly horrific experiences with each that I've chosen to block out, maybe I just do it subconsciously so I can be pleasantly surprised everyday. Maybe I just really imagine Death Knights smell really awful (surely, surely they must...I mean, they're dead).

Please don't get offended if you play one of these classes. There's no rational thought on my part here and I'm not saying you're a bad player, I don't even know you. What I'm saying is that by not failing you would surprise me and it's probably about time I changed that, because I don't even know the reasons why.

I'm trying real hard to be the shepherd.

One last thing to note. It's OK if you just play for your own personal enjoyment, and you might take offence in a group when I point out the way to get the best out of your class and several things you could be doing to improve your performance, but you're not solo here and when in a group, you should consider the best interests of the group. I'm trying to help you. I'm not trying to be rude or spoil your fun. I'm being nice and polite, but the fact is that the minute you walk into my random, your game play has an effect on everyone in the group and your selfishness is potentially costing 4 other people their enjoyment of the game and success within it. Yes, you pay for your subscription and are free to then spend your time in the game playing as you wish. But by entering a group situation, you're committing yourself to the expected game mechanics and you should play as such, or stick to playing with people you know or playing solo.

Death Knights, Retadins, Moonkin and Hunters, continue to astound and amaze me in a good and bad ways because every bad player is a good story to tell and every good one is a joy to play alongside.

Wednesday, 19 January 2011

The Importance of Playing a Tank


I originally wrote this post back during Lich King, as a guide to overzealous DPS and new tanks, but now with the Cataclysm changes to the way a group works together effectively, it's even more prominent than before, so here it is, all updated nice and shiny, like.

This post isn’t really about tanking, it’s about DPSing. I fooled you didn’t I. OK, it’s also about tanking, but mostly about how not to fail as a DPSer.

I’ve always maintained that everyone should be forced to experience a tanking roll in an group before they can roll pure DPS. You may think this is unfair and if you do, you probably play a DPS class as your main. There’s nothing wrong with that, we all need good DPS, but a little understanding of other class and roll mechanics goes a long LONG way. I’m sure most of the frustrated tanks out there will agree with me, but incase you don’t, here’s the condensed version: The only way to truly understand threat generation, aggro tables and the responsibilties of a good DPS in a group, is to experience an encounter as a tank.

The idea that Paladin tanks in particular are mob magnets because of [Righteous Fury] is simply not true, even a mighty Paladin has to generate initial threat. Here’s the truth behind Righteous Fury, it makes a Paladin’s regular old abilities on par with other tanking classes high threat moves, like a Warrior’s [Shield Slam] or a Bear’s [Mangle] for example and you don’t make the same assumptions about Warrior and Bear tanks now do you? A Death Knight’s [Blood Presence] is essentially Righteous Fury but no one seems to have the same misconception about DK tanking, in fact, quite the opposite, most people I’ve spoken with hold the opinion (hello class prejudice, nice to meet you. More on this in a future post) that DKs make quite bad tanks.

Anyway, you’re ready to learn how to be a good DPS are you? Read on my friend.

Lesson One: Let Your Tank Be The Tank.

Many new tanks can quickly become frustrated and quit tanking altogether because of overgeared or overzealous people in instances who think it just doesn’t matter if they pull, and just don’t care when they do (Killermagexp: lol it only a heroic u noob!!! l2aggro). Here’s a tip, you may be wearing the best gear out there, but you’re not invincible and sooner or later the tank is going to stop trying to regain the aggro and the healer is going to stop wasting mana on you, so enjoy your repair bill and 40 minute re-queue.
If you’re a new tank, it can be helpful to mark a mob with a skull, and concentrate your threat generation mainly on that mob. If you’re a DPS, don’t just pick a target at random, hit the skull, and if there isn’t one, don’t go nuts on whatever the tank was targetting when he pulled, chances are he already tab targetted to something different to build extra AoE threat; be mindful that bears and warriors in particular struggle with AoE threat and are very likely to do this.

But waaaah! I wanna hit stuff! Which mob do I hit then!? The simple answer is don’t hit anything until your tank has a good couple of seconds threat lead (two global cooldowns is very nice, thank you), and then hit whatever target he settles on after that. If he doesn’t and there are no particularly troublesome mobs that you know of in this pull (usually the casters, they're the ones wearing dresses) then pick up on the mob with the least health as your tank will likely be aware that health dictates your kill order. If you’re pulling aggro by bursting things heavily in the first second of a pull it’s entirely your fault, which leads me nicely onto…

Lesson Two: Positioning a Pull.

Always be behind the tank. Sometimes the tank will want to line of sight pull a caster mob or two and it’s important that you’re out of line of sight too, unless you quite like 16 shadowbolts in the face. Again, this is important for bear tanks, who have no ranged silences or interrupts, but also warriors who can only ranged silence one mob at a time. Be aware of these class mechanics, and the types of mobs around you and you should do just fine. Again, don’t go mental with your DPS before the mobs reach the tank, let them get up in your tanks face, and let the tank hit them a couple of times first if you don’t want to be chewing on pavement. Same goes with boss fights, if your tank is pulling a boss to a particular spot in the room, he doesn’t want to have to be taunting it off you because you just couldn’t wait a couple of seconds before you blew all your cooldowns. Speaking of pulling casters…

Lesson Three: Crowd Control and You.

If your tank is struggling, don’t go raging about how you keep pulling aggro (it’s probably your fault, more on this in the next lesson) see if there’s anything you can do to help, offer to use your crowd control abilities. Yes, you’re laughing now because I’m talking about CC in Heroics, I can tell. At lower gear levels Heroics are still as heroic as they were the first time you did them. They have not magically become easy, you have become overgeared. Keep this in mind for a poorly geared tank who is learning the ropes; this is still a dangerous and daunting place for them. The new ICC 5 mans in particular are primed for helpful CC.

[Freezing Trap] the ranged mobs, [Death Grip] them (with prior consent of your tank because of the aggro mechanic of course) [Repentance] them, [Polymorph] them, [Shackle Undead] the annoying undead caster with his warlock DoTs and make not only your tanks life that little easier, but your healers too. You might think your’e above CC in your awesome gear, your tank and healer might disagree. Anything and everything you can do to control a loose mob, or even just prevent your tank being beat on for a couple of seconds should be considered. But play smart, you might think you're doing your group a favour by using [Frost Nova] or using an unglyphed [Thunderstorm], but your tank might have just blown his AoE cooldown and completely missed all the mobs you just prevented from getting near him. For general purposes, never use knockbacks or unglyphed fears and other mechanics that otherwise prevents mobs from running to the tank or scatters them.

But woah there! What do I CC?

Your tank, or group leader will probably mark some CC targets for you. Generally, moon is sheep, square is trap, star or nipple are sap and diamond and triangle are additional targets for the lesser utilised crowd control abilities. Don't assume. Never assume. Always confirm your CC target with your tank, and if you're pulling with it, don't do it unless the tank and healer are ready for it. After you've CC'd get behind your tank or out of LoS, because all those angry looking elites are coming straight for you sunshine, and that's not a good place to be.

In my experience, rushing things only makes you wipe and that takes a lot longer in the end, take a minute out to find out if there’s any way you can make things go a little smoother for your group. If you've ever tried to Bear or Warrior tank a group of caster mobs (where are the walls!? Where are my WALLS!?) and have the DPS go nuts on them before they're anywhere near you then you'll know exactly what I mean when I say I never refuse a nice bit of CC despite having tanked much harder content without any at all.

Lesson Four: Threat Per Second and You.
(Read carefully Rogues and Hunters)

Learn how to use [Tricks of the Trade] and [Misdirection] (Hey hunters, top tip: Misdirect just before you trap, that's right, you can do that!). Even in heroics that you overgear, even on tanks that overgear the content, it’s a good habit to get into in preperation for raiding where it can and will save you or your healers life. There is a limit to the amount to Threat Per Second any tank can generate, and if he is generating maximum TPS for his gear level and yours is still higher, that’s your problem, not his. He cannot generate more TPS, therefore you must generate less. Ease off a little. 5 extra minutes in an instance overall is not going to kill you, the mob chewing on your face almost certainly will. Tanks, do not beat yourself up over this, sometimes you can do everything right and still lose aggro.

Lesson Five: DPS Meters and Aggro Dumps.

If you spend the whole fight looking at your DPS meter, you’re probably dying in the fire, or pulling aggro and getting one shotted. DPS meters are bad news. Always roll with your threat meter visible. The question you should be asking yourself is, ‘are we succeeding as a group?’ not ‘am I topping DPS?’ If the answer to the first question is no, ask yourself this question, ‘is it because of me?’ if the answer is yes then rethink your strategy and attempt to contribute towards team success, rather than your own goal of top DPS. The success of a party or raid should always come first. If that means you have to gimp your DPS to Misdirect a lose mob to the tank, or break your rotation to shackle a difficult mob, then do it. Your tank, and indeed your whole raid will thank you more for that potentially wipe saving action than they will for your 12k DPS. Top tip, if you wipe your raid from standing in something bad, don't post yourself top of recount while you're lying on the floor waiting for a resurrection. People will come around to your house and punch your mother in the womb.

Your threat meter is also great for this reason: it allows you to use your aggro dump before you pull aggro. Let’s say that again, altogether now. Use your aggro dump BEFORE you pull aggro. [Ice Block], [Feign Death], [Vanish], [Shadowmeld], [Divine Shield] (top tip Paladins, dropping [Hand of Protection] on a healer or [Hand of Salvation] on a DPS can save you from a wipe), [Cower] or just stop hitting something…Wait what? Stop hitting stuff!!?

Lesson Six: Quit Hitting Stuff and Stop Running Away Like a Girl.

If your aggro dump is on cooldown and you do accidentally pull aggro or if you're afraid the healer might be next on the threat list then just STOP HITTING THE MOB. This is very important unless you want to spend the next 2 minutes pulling aggro back and having the tank taunt back, ad infinitum. Your tanks taunt will match your aggro and force the mob to attack them for a few seconds. These few measly seconds are how your tank pulls ahead of your aggro. It is very important that you are NOT hitting it during this time, or the mob will not return to the tank and the tank will be unable to hit the mob, causing a grand total of zero threat. Dead DPS is no DPS. This is your mantra. Say it five times to yourself in the mirror every morning. Oh yeah, and never run away. Your tank will only have to chase you and it will take longer for them to pick up the mob, if anything, move towards the tank and stand in the tanks AoE or at least in his melee range (be mindful of mob AoE at this point if you usually play a ranged class).

Lesson Seven: Army of the Desparing Tank.
(Only Death Knights Need Apply)

Never EVER hit [Army of the Dead] without asking your tank. Army of the Dead makes it impossible for a tank to gauge threat and position a mob. The only viable use of AoD in any instance I can think of is phase two of the Black Knight in ToC HC. You may be forgiven for doing it without asking here. Otherwise, no. Just no.

Lesson Eight: Manners Count.

Whether you’re tanking, dpsing or even healing and you’re getting frustrated, don’t fly off the handle, explain things politely, offer any friendly advice you have and try to figure out what the problem is without blowing your top. DPSers especially need remember this, tanks can always find more DPS, it’s you that’s going to have to wait around for another tank because you were rude and uncompromising, you may find the person who's frustrating you so much is open to your advice and improves considerably...Possibly...Maybe.

Anyway, lesson over. Happy WoW times everyone and don't let the incredibly frustrating hardness of the new content put you off. It's a learning curve and we all make mistakes sooner or later, don't let anyone tell you otherwise.

On Feral PvP and Root Breaking




I've PvPed both feral and resto in the past, I'm far from the most skilled PvPer and have never played arena at high ratings, but the trends I've noticed from my casual interest in PvP is that for viable arena teams it's go Resto, or go home. Since Ferals got instant cyclone, that has been the main reason to include one in your arena teams, and now it looks likely to be the only reason to include one. Then again, why bother when you can bring a Resto druid, still have a powerful CC and get healed at the same time.

I've always had a hard time keeping up with other classes as a feral PvPer, until Cataclysm made my bleed damage admittedly very overpowered. Nerf the bleed damage, it's needed, I know that. Send me back to the days when I would do very little damage against an armoured opponent, I can live with it, because I've never been about nuke, even as a feral PvPer. I've been about control.

Powershifting has always been a staple for any druid who PvPs. It's a big part of our strategy, survivability and offensive and it's practically ingrained in the muscle memory of every druid across the land. See a root, hit your shapeshift. This has always made Feral druids more viable PvP wise, because even when druids had a lower PvP damage output, there's a lot to be said for being able to stick on your target and keep mangle or a bleed up or pop off a maim before they can escape the rest of your team.

What I'm saying is that I've always relied heavily on root breaking for Feral PvPing, it's at the center of almost everything I do against good PvPers who know how to control an opponent. I can count the number of times on one hand that I've had to do that as a Resto druid, after all, I can dispel myself and still cast HoTs while rooted, there's not much of a drawback if I'm just take extra damage, essentially I'm just burning a little more mana, I've always been able to heal myself through 2 or 3 melee hitting me in the face until some DPS save me, and I still can, if anything I would advocate giving the root breaking specialisation to Balance Druids over Resto druids, and I don't even play Balance and never have.

I'm sad to see the powershifing go, I really am. It's always been one of my most favourite aspects of druid PvP and has kept Feral PvP exciting, interesting and viable for me, even during our worst times. The reality here is, I don't think I'll be Feral PvPing anymore and I suspect a great many Boomkin won't either, time to get the Resto gear out of the bank.

Maybe I'm missing something in the high end arena here that makes this make sense, but to me, it just doesn't. I can't overemphasize how central root breaking is to Feral PvPing and how big of a hole it's going to leave us with.

Saturday, 9 August 2008

Tenacious D in the Pick of Destiny

Tenacious D in the Pick of DestinyStarring: Jack Black, Kyle Gass.
Directed by: Liam Lynch
Release Date: November 2006
Trailer: [Via YouTube][Via Apple Movies]

This is what you've been waiting for right? For a good old fashioned movie trashing. Well you're about to get it. Pick of Destiny is a horrific film in almost every possible way, allow me to explain.

First things first, what's it all about, when you get right down to it? Well...Jack Black leaves his rock hating father (Meatloaf in a wasted cameo) behind, and heads for Hollywood on the advice of aged rocker Ronnie James Dio, who speaks (sings) to him via a poster in a prophetic manner. There he meets Kyle Gass and after a rocky start involving a pizza guy, a lot of weed and some arse birthmarks, Tenacious D is formed. They go on to discover a demon guitar pick made from the tooth of Satan is the reason for the skill of so many great rockers past. And now they simply must have it or face the fate of not being able to pay the rent.

Wait, what? Demon guitar picks you say? Well...It's outrageous, but there's nothing wrong with that in itself. The little vignette that explains the pick is one of the better moments of the film, being funny and a treat visually. The backbone of the film is an amusing concept, everyone knows that Satan is inextricably tied with rock music. The fact that the film meanders towards its conclusion through all the predictable paths (and some bizarre ones) is less satisfying. You'll have the plight, the discovery, the mission, the break up, the reconciliation, the triumph turning to failure, and the realisation. The D does a job of letting you know, that they know, that this is standard fare for movies, by highlighting the most recognisable chapters on screen. This does not make the film any less predictable or bizarre in its choices. At one point Jack Black will comment on the extra brake in the teaching car he's driving, (which belongs to the pizza guy character who seems to have no other use at all than to lend the duo his car) you don't have to be a genius to see that's going to be a factor later on.

The film is disjointed and flows badly, some of the scenes feel tacked on and pointless. It doesn't help itself by starting off slowly and then feeling oddly rushed as the story reaches its point, or what little of a point it has. It's poorly written from a comedic standpoint, containing more than one instance of questionable humour. In the first five minutes of the film we're treated to fart jokes and the word poo at least twice. That's kind of base level of comedy we're dealing with here. We'll see Jack Black pulling his array of stupid faces, doing his silly voices and generally dancing around in a comedic fat man manner, all the things Jack Black does best. Kyle will provide little to none of the laughs, preferring to languish in the realms of badly acting the 'straight man' instead.



Let's just get this little nugget out of the way, if you ever thought a man landing on a tree branch testicles first was hilarious, then you're in safe hands. I certainly thought we were well past the days of that old joke, the D seem to think there's a few more laughs in it yet. Ever think it would be funny if someone shit themselves while they happened to be on the toilet? Ever laugh at that old chestnut and favourite of American sitcoms, the wig reveal? And oh man, look at those guys, they're so stoned! I can barely contain my laughter.

It's not all bad on the comedy front, there are some genuine laugh out loud moments, even with this kind of dumb comedy (let's face it, we all loved Dumb and Dumber, and that was about as stupid as it gets). If you fire out one stupid joke after another for and hour and a half, some of them are bound to hit the target. So it's not a complete whirling pit of despair after all...But it's hanging onto the edge of the precipice by the skin of its teeth. The pointless and badly set up Sasquatch sequence will provide a few giggles after it's crow-barred unceremoniously into the movie for no apparent reason other than presumably to stem the tide of predictability, only to be brought slamming back down to earth with the aforementioned tree + balls = pain joke. That's how this films plays out, one shining moment of glory (well, almost) fooling you into thinking things are about to get better, only to cripple your hopes with another instance of toilet humour or another self-referential joke.

Now I mentioned there were some genuinely funny moments.
Where the film comes into its own is musically. Let's forget about what little score there is, it's a painfully familiar sounding comedy film score. The genius of the film comes from the D songs. The songs are so well crafted that they can even get away with the toilet humour without a cringe, they are without a doubt the best thing about the whole film. Clever, catchy and hilariously relevant to the on screen events. The times when I was laughing, it was because of the music. So why not save yourself half an hour and just listen to the CD? Well, you'll miss the references to the events on screen that way and I have to say that's the only reason I can think of to watch this film. At the very beginning of the film you could be forgiven for thinking you were in for some kind of epic rock musical and the film would have been better had it kept up that premise.

Wait! I hear you cry, aren't there some cameos worth mentioning in this movie? Why yes, there are, let me mention them. Can a film with cameos from Tim Robbins and Ben Stiller be disregarded as having no merit in said cameos? Yes. Yes it can. Stiller is resolutely unfunny and tries his best to ruin one of the best moments of the film. Tim Robbins fairs better and actually provides a couple of the giggles, but it's nothing you'll regret missing.

To be fair, your first warning light should have started flashing right around the 'directed by' part. I think I'm safe in saying Mr. Lynch's back catalogue of directing projects leaves something to be desired and he won't be chalking up a winner with this one either. It's true that you don't need to be an amazing director to make a good comedy film. You do however have to have a good script and some good comic actors and as always, the editing is key...Oops. I'll never know how much of a hand Lynch had in the script, but he's shouldering the blame along with Black and Gass. We could blame Lynch for a number of things that made this film bad...So should we? The bad acting, well you can only do so much with the actors you're given I suppose and when they're Jack Black and Kyle Gass you have my sympathy. The editing I feel sure I can blame on Lynch. A little work might have had the film feel tighter and more driven, instead of badly paced. That oh so familiar generic sounding comedy scoring leaves me wondering if he's deaf.

In short, Pick of Destiny is tired, unoriginal and badly executed. It's the D doing what the D do, for far too long. Make it stop now, please?