Posts Tagged ‘Rogue’

State of Altitis, July 2008 Edition

I’m currently training & travelling quite a bit, which seriously hampers my playtime (and explains my utter lack of relevant posts lately).

My mage is therefore pretty much stuck at level 53, waiting for a Plaguelands push all the way to Outlands when I have some spare time. On the other hand, at least she builds some rest XP to speed the whole thing up.

But as usual when I lose the opportunity to focus on one toon, alts happen. Sometimes it is out of necessity. The guild my mage is a member of had a month of massive member bleed, with most players having a high-end toon listening to the siren calls of Kara raiding and moving to some 250+ strong guild to visit the Big Gray Guildbreaker.

Which pretty much left me with two other not-so-casuals occupying guild chat.

And no rogue to unlock my chests. During summer slump.

Sometimes, alts happen out of necessity. I rolled my 5th rogue. She’s alive dead & kicking, and as you will have guessed, came to a semblance of life for the second time in her history in Deathknell.

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An Apology to Stop, and a Reply on Death Knights

A week ago, Stop replied to my short Death Knight post. Unfortunately, his reply got caught by Akismet, making it the first false positive I got.
To add insult to injury, I’ve been focusing a lot on my sandbox and remained slack in my administration of my live blog, of all things, so his comment has been stuck in the spam moderation queue through all this time.

While Stop and me have a long history of intra-blog arguing, he certainly never deserved to end up in a spam filter. Sorry for this embarrassing oversight. To make up, here’s his comment in full and my reply:

So do you think DK’s will be like druids and be able to put out the dps with a tanking spec? Do you think Blizzard will modify both Prot Warriors and Paladins to add more utility, either through dps or healing, within the Prot tree for when they aren’t healing? Do you think a raid will have room for a DK if all they can do is tank a gimmick encounter?

If I had to guess, I’d say DK’s will be the new druids.

Also, I want to get rid of Rogues from my melee group pending no group buffs in Wrath. Thoughts?

From the first reports, it sure sounds like the DK will hold aggro by producing a healthy amount of damage (with all the caveats about Wrath being in alpha). What I’m curious is how much DPS the class will be capable of when in DPS mode in terms of integrating them into a group / raid setting when not tanking.

Just going of on a tangent here, but for a moment I thought to myself “what if it turns out that the max DPS in some situation can only be achieved in the tanking setup?”. That reminded me of FFXI where one of the most efficient leveling party strats was using two ninja / warriors trading aggro. How did that work? Basically, the ninja job (class in WoW) aquired an ability to create shadows of himself. These would act as shield charges, each successful hit removing a shadow instead of dealing damage to the ninja. In the earlier levels, a ninja would get 3 shadows (4 later on), and you could actually do low to mid-level party setups with little to no healing capacities in your group with two competent ninjas constantly trading aggro as soon as their shadows were down, while dishing out respectable DPS themselves.
In WoW, aggro trading is currently used mainly to swap tanks after they receive too many stacking debuffs, or because a boss regularly goes switches to the second highest threat target. An FFXI ninja-like setup where two tanks were to trade aggro for the purpose of shortening battles through high DPS sounds definitely interesting. There’s a big but here, however, in the sense that it would make a multi-class tanking corps an issue. But enough empty speculation, back to DKs.

There’s been plenty of virtual ink spilled on hybrids in WoW. If I were to state that one of the main issues with tank scarcity and burnout resides in the fact that a prot warrior or paladin in particular have it even worse than healers for soloing nowadays (except the ruins of Karabor for tankadins, I know, but compare the phase I SSO dailies between a tankadin / prot warrior and any other class for what happens outside Karabor for a second opinion), I wouldn’t exactly be able to stir up a raging controversy. I still hold that with four roles (tank, healer, melee DPS and ranged DPS) available and a relative ease to switch to at least one other role at the cost of a mere gear swap instead of a talent respec, druids are the most accomplished hybrids in the game at present, and should be the minimum standards to which other hybrids should be raised, and I include warriors as tanking / DPS hybrids in this (this doesn’t mean that druids couldn’t be improved, but merely that other hybrids have a lot of room for improvement).

If rearranging runes is somewhere between a shape shift and a talent reset as currently described, the DK will indeed be provided, from the get-go, with a better role fluidity than the other tanks. Considering the expected vast amount of DKs we should find at least to level 70 during the first three months after Wraths’ release, this is actually going to be more or less a necessity in order to keep the class group viable.

At the same time, I’m definitely curious to see what Blizzard has in store for prot warriors and tankadins in particular, the other hybrids in general. Failing to address the lack of flexibility (and lack of solo viability) will probably quite inevitably lead to the more pessimistic scenarios where you will find plenty of DKs competing for raid slots (DK becomes the new hunter rather than the new druid), and not enough bears / warriors and paladins to look after all the fights where they would be the immensely superior choice tank.

Regarding rogues in your melee groups, sorry Stop, but that’s not my place to comment on. As you know, my TBC raiding experience is extremely limited as is, and I’m definitely not competent to discuss the finer points of min / maxing for bleeding edge raiding.

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Reader Question: Best Moments in WoW?

One of our regular readers would like to continue verifying how deep the often stark contrast between my favourite hardcore blogging antagonist Stop and me is running, and wrote us both asking to define our best moment in WoW (but would rather not be cited by name, so we’ll keep that under wraps).

The thing is, in three years of playing, defining the one single best moment in the game is something I’m hard pressed to do, so instead, I’ll recall a couple of highlights:

Group Quest

My first quest group was on one of my first toons in his 20ies, joining up with two other guildmates to complete several quests in Darkshore and Ashenvale. There was nothing really remarkable about the whole thing, except that the three of us would soon end up top brass in that guild, and later on transition over in one of the few successful guild mergers I’ve seen for level 60 activities. Over time, all three of us also ended up on the officer roll in that guild.

We all still play today, we are all still in the same guild (OK, me not too often since I have a dozen of horde toons wanting some playtime too).

Battlegrounds

My very first venture into WSG, at level 30 (don’t gasp, back in these days the brackets were 21-30, 31-40 and so on) on a rogue. One of the people, a pallie, queuing up at Silverwing with me (back in the day, you had to be in Ashenvale on alliance or the Barrens on horde to queue up, no fancy battle masters in the capital cities), gave me the pep talk and ran me through the basics. When the gates opened, I remember having an adrenaline rush, heart pounding, nervous like hell. I don’t remember whether we won or lost that first game, but it was definitely fun.

In late Summer and up until September 2005, I played in what I like to call the golden age of WSG – the brackets had been retooled to what we know now, and the game was still too fresh in Europe to have many level 60 toons with spare money to spend. In this relatively short timeframe, twinking was almost non-existent. I spent a lot of time on an orc shaman perfecting the twin shaman cap runs: basically ghost wolf and then rush along the Eastern edge of the map, up the ramp to the ally base, both jump down together. Two earthbind totems, two frostshocks, healing – it was a massively unfair advantage for horde, and the only time this could be stopped was when we faced three smart hunters who understood that owning the midfield was the key to victory. With Improved Concussive shot, they simply stopped anyone from passing (their team mates moping out in close quarters), and edged out a very impressive 3-0 victory in times where the best alliance could hope for was usually losing 2-3.

But then I got involved in a chat with the alliance guildmates, and we came up with a two-hunter counter to the twin shaman runs – one trap upstairs, a shadowmelt nelf hunter there, the pet hidden out of sight, and the twin shamans were separated and killed cleanly without being able to support each other. And suddenly the almost impregnable horde domination of WSG faltered, at least in that one single bracket.
The fun eventually stopped around the end of September, when suddenly every single game had at least three or four undead rogues with Fiery Weapon enchants and more HP than a blue-decked warrior (soon followed by an equally impressive army of gnome rogues). It basically removed most of the competition and fun in that WSG bracket.

Much much later, when leveling my belfadin, I stopped by in the 30-39 brackets, mainly in AB, and realizing that even without respeccing or regearing for the task, my healing definitely made a difference in the outcome of the game was definitely another highlight. It culminated with AV at level 70, where my personal pride was to sit both at the top of the healing done and HK meter, not only knowing that healing helped the team, but also certain that I had won most honour from these games.

Arenas

I joined up with my buddy Steptoe during season 2 for a lock / pallie duo. When I joined the team, it was at 1440, and we promptly proceeded to tank down to 1323. But then, the steady progress we made, week after week, while our duo started to act as a functioning, well-oiled team, was definitely one of the other highlights in the game for me. We ended up just shy of 1700 rating. That’s of course still massively in the scrub range by all standards, but for us it still meant steady progress and an improvement week after week. I still miss arenas with good old Steptoe, bless his black rotten forsaken heart.

Raiding

The first time Stoney dragged me through ZG was an amazing moment. It was just a short two-boss run and my lock was level 53 at that time. I felt utterly useless but still, the scale up from 5-men to 20-men play was definitely an impressive experience, along with the unique jungle atmosphere of good ole’ Trollville.

Another memory which stands out was when we quickly assembled 16 people to have a quick go at Kurinnaxx after an MC run – it was far from an optimal setup, it was getting late-ish, but we just went in there, cleared the trash methodically and downed the boss without any fuss. Oh, the kill itself was nice, but it was actually the pride in the guild chat that we were able to simply get job done despite not having the optimal setup (most of the guild was still in ZG kit at that time, it’s not like we were 16 full T1 or T2-clad warriors) which stands out most in my mind. Oh, and remember the two guys I mentioned in my first group quest memory? One of them was running on a dorf priest alt, and won the Vestments of the Shifting Sands. When his white-bearded and dignified elder dwarf character donned these, hilarity ensued.
I’ve always thought of him as the pink plush pocket healer since.

Tanking

Long time readers will remember I had issues with Shadow Labs early on, in particular finding groups which would be able to pass Vorpil. After Steptoe quit the game earlier this year, I respecced my belfadin to protection just so that I could go back to tanking and test out the various odd pieces of gear I had assembled in 7 months as a healbot. Well, going in there with your random PUG, I didn’t expect too much but that flawlessly executed run still stands out as one of the great moments I’ve had in the game.

Exploring

The first thing which really impressed me when I started playing WoW after two years in FFXI was when I noticed a wolf killing a squirrel in Dun Morogh. I watched this happen in awe and this simple bit of coding to improve the atmosphere of the world made a huge difference for me. Suddenly I felt like I was playing in a world which felt “real” in the sense that it conveyed the impression that it was existing for itself. FFXI always had a certain artificial quality to it, a bit like those horror rides you can find in theme parks where the various figures and effects only spring to life when a visitor (or his cart) passes by. WoW had that unique quality that it was a “living world” functioning regardless of whether a player was present or not, and other elements only reinforced that feeling. In FFXI for instance you could cross an entire zone chased by a train of monsters (back in the days you had to zone out in order to have a mob return to its spawn or patrol area, they simply never gave up), reach the gates of the city with a sliver of life and watch, with your final breath, your blood splatter the armor of the totally impassive guards who simply ignored what was happening at their feet (not that the goblins chasing you would be bothered by them witnessing your murder either). In WoW, at least at the lower levels and around factions you’re in good standing with, a guard means salvation instead of stony indifference.

In general, even years later, WoW never ceases to amaze me with little details I hadn’t noticed before. Rhoelyn’s little Azerothian picture quiz was really fun in that respect. Just a couple of days ago, while leveling my latest little belf mage in Eversong Woods, I noticed, for the first time, that behind some troll village where you are sent on one of those nice extermination quests, there was, just out of reach, a burning tower.

Well, there we go. Those are definitely among the highlights of my three years in WoW, and among the reasons why, pre-WotLK depression or not, I keep enjoying the game. Is this specific to a casual player? I doubt it. I am however quite curious to read what Stop will come up with, if he decides to answer our reader’s question as well.

And you? What are your own highlights in the game?

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Stunlocking and Tankadins

Domilias wrote about stunlocking in instances with a warrior tank, and Karthis doubled up by expanding the point to druid tanking.

To round up all tanking classes, Paladins to require to get hit in order to generate threat. In our case a sizeable chunk of our aggro stems from direct spell damage dealt by having our target hitting our Shield and our Aura.
As the notion of spell damage implies, our currency for aggro isn’t rage like our warrior and druid peers, it is mana, and due to itemization issues, our mana pool is pretty shallow. In practice your normal tankadin won’t have much mana to spare to deal direct spell damage to compensate aggro lost by a stunned mob not hitting our shield, our taunt is on a longer cooldown than either warrior or druid’s version, and we have little to no snap aggro tools at all.

Tankadins however have their Captain America shield which frontloads a sizeable chunk of aggro at the beginning of a fight and leaves some leeway to pull off some crazy stuff other tanks wouldn’t be able to support without a hunter’s misdirection.

Therefore, a few rules:
- Don’t stunlock completely, when you run out of energy and tricks, the mob will go for you and the tankadins may simply not have the resource (mana or cooldown-wise) to save your butt
- If you must stun at all, do staggered stuns on the current DPS target
- Contrary to druids and warriors, pallies will also hold the second target. And the third, possibly the fourth and, in non-heroics, could even hold two-three more. Focus on the primary target like the other DPS do, please.
- Remember that if you keep your stuns to a minimum, the threat ceiling especially at the beginning of the fight is a lot higher than with other tanks, use this to your advantage.
Yes, it’s probably more boring for a rogue when a pallie tanks. No room for stunlocking, and sap isn’t really needed either. Sorry about that. On the other hand, proper cooperation with a tankadin will make the run faster than ever, decrease your average repair bills, and if you’re missing roguelike action, don’t hesitate to pick pockets :-)

BTW, time to build up the Rogue links section. Doomilias’ A View from Behind definitely is a must read for all things stealthy and stabby.

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Quick Macros – Rogues

One of the rogues in my guilds is very reluctant to use add-ons, and he’s going to ponder adding anything to the mix for a long while. So last night, he asked for a simple weapon swapping macro.

#show 16
/equipslot [nocombat] 16 {name of your slow dagger}
/equipslot [combat] 16 {name of your slow sword or mace}

The above will ensure you have a dagger in your hand to ambush.

On a related note, the addition to an autoloot setting to the base wow interface has made picking pockets as simple as any other looting (wish they’d extend that to disenchanting and prospecting for that matter). So how to make sure you will grab what is essentially free money?

#showtooltip [equipped:Daggers, stealth] Ambush, [noequipped:Daggers, stealth] Cheap Shot
/cast [stealth] Pick Pocket
/stopcasting [stealth]
/cast [equipped:Daggers, stealth] Ambush, [noequipped:Daggers, stealth] Cheap Shot

For sapping, you’ll rather want to sap first, pick pockets later, to avoid getting unstealthed if your pick pockets fails:

#showtooltip
/cast Sap
/stopcasting
/cast Pick Pocket

There you go.

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