Showing posts with label blackwing lair. Show all posts
Showing posts with label blackwing lair. Show all posts

Thursday, June 14, 2012

1.14. Streamlining the Approach

Kadrok chalks up another Vaelastrasz kill,
Blackwing Lair

A and B

At the 10 month mark, I'd been present for the first kill of every boss from Lucifron through Battleguard Sartura. As August approached, so too did vacation time. I'd pile the kids into the car and take them far into the Canadian north, up to Grandpa's farm. This would be the third trip; the summer of 2004 was the first, when WoW was still in beta. We made the second trek again in '05 when the most exciting prospect on DoD's plate was a full clear of Upper Blackrock Spire. Now in 2006, DoD was in full effect, making weekly clears of Molten Core and Blackwing Lair, and our reputation had allowed us to grow to the point where we were fielding two complete 40-Man raid teams per week. The logistics behind it were insane, but Ater was always finding new ways to streamline our weekly raids. In order to make it work, he continued to layer on efficiency.

At first, we drew Molten Core out into a single clear in one long evening, split among two separate raid teams -- both of which shared a small core of officers. The first half of the night would be the newer, less geared raiders in the guild, and Ater would run them from Lucifron through Baron Geddon. He would be no less strict with this "B-team"; he pushed those under-geared starters through like a drill sergeant at boot camp. All the while, he dangled the carrot in front of them, "We're swapping the next group in at the two hour mark," he said to them, "so if we don't get through Geddon, you'll lose out on that loot." They did everything in their power to squeeze out those first five bosses in two hours, wearing their crappy gear. As promised, when the two-hour timer was up, he'd announce the swap, which is when I would tag in with another contingent...the core raiders who had cut a path through raid content for the guild. The folks responsible for the first boss kills and painful weekends of wipes while perfecting new strategies -- this group became known as the "A-team".

Once A-team was locked and loaded, the guts of the Core exploded in a fine paste in our wake. We made short work of Shazzrah, Sulfuron, Golemagg, Domo and Rag, and moved quickly up through Blackwing Lair, clearing as much as we could in the remainder of the weekend, nearly always securing a Nefarian kill. In those days, having a boss on farm wasn't always a guaranteed kill. Sometimes RNG just didn't work out. Sometimes Nefarian simply didn't want to play nice. But for the most part, we got work done, and A-team inched closer to the more difficult raid content yet untouched.

As time went on, and A-team spiraled down below the surface of Azeroth, working our way through insects rather than dragonkin, time grew short to clear Molten Core and even Blackwing Lair, so Blain drew a line in the sand and stated that in order to keep progressing deeper, we'd need more time to devote to AQ40. So, A-team no longer swapped in for Molten Core, leaving B-team team to fend for themselves against the ancient Fire Lord. When it came time to have them clear the start of Blackwing Lair, I worried the complexity would brick-wall them, as it had done to us. To soften this blow, I created a series of training videos to help educate them. I produced videos for Razorgore, Vaelastraz, Firemaw, Ebonroc and Flamegor...and even created videos to train them on various trash mobs -- namely, the Death Talon and Lab packs. Soon, B-team was clearing up to Nefarian, and A-team's weekly AQ40 raid either had a "cleanup" prerequisite or not; "cleanup" meaning we were responsible for killing B-team's Nefarian before doing our own work in AQ40.

The raid mocks Kerulak during the second
kill of Fankriss the Unyielding,
The Temple of Ahn'Qiraj

Where's Kerulak?

Ater, along with my Shaman officer Kadrok, were the ones primarily responsible for the success of the B-team clears each week. B-team was vital, as it produced more quality players to be inducted into A-team, but both Ater and Kadrok had another dark secret for running the Core until their eyes bled...both needed components for their legendary weapons. Kadrok sought the Eye of Sulfuras, while Ater had his mind set on Bindings of the Windseeker, dropped by Garr and Baron Geddon. Their luck wasn't as good as some other guilds. Week after week they coordinated and led the B-team through Molten Core in search of the coveted drops -- and each week they would come up snake eyes. Long after the officers and I were done with Molten Core and BWL, fending off wife-aggro or other excuses to not be there for the guild, Ater and Kadrok returned for more insanity, pushing B-team further each time, setting the stage for the A-team in our quest to dig deeper into AQ40. Their farming continued in vain, and eventually, Kadrok threw up his arms in exhaustion and removed himself from the B-team rotation, leaving Ater to fend for himself in the Core.

Meanwhile, Blain had already put our next assignment on the table: farm nature resistance gear in preparation for Princess Huhuran. She was still a boss away, nestled quietly behind Fankriss the Unyielding, but we needed to build a solid nature soak group, so our off hours were spent grinding away reputation with the Cenarion Circle. You could only do this a few ways during Vanilla: run the 20-man raid The Ruins of Ahn'Qiraj, or spend an exorbitant amount of time farming Twilight Cultists in Silithus. This rep grind was only slightly augmented by our work in AQ40, generating a tiny bit of reputation in the process. When not performing these tasks, we were carefully watching every piece of green loot that dropped in our weekly clears -- anything having a remote amount of nature resistance on it was cycled to the guild bank, Oxanna, to be re-distributed to members in A-team for soak purposes.

The farming progressed slowly, and we did some initial work on Fankriss...but our first attempts didn't quite close the deal. Things would fall apart near the end of the encounter. The Spawn of Fankriss had to die in 20 seconds or it would enrage, and the longer you drew the fight out, the greater the chance of a Spawn eating one of your tanks for breakfast. Less tanks meant less Vekniss Hatchling control and...well, you see where I'm going with this. Fankriss was your typical attrition-style boss fight. If your raid can't keep up, eventually, you'll be overwhelmed and die. We were close, but close only counts in horseshoes and hand-grenades, and I wished the A-team the best of luck as I headed up north for my vacation.

As luck would have it, it was the weekend I took off for summer vacation that would produce our first kill of Fankriss the Unyielding, making it the first boss kill I'd miss since starting our 40-man raid team 10 months earlier. Luckily, the raid team did a good job to both capture a screenshot of that kill, and make me feel guilty for missing it -- for the next several months to come.

Everyone in the raid team is a comedian.

Kerulak adjusts his UI, working
RDX into his list of add-ons,
Zul'Gurub

RDX

When I got back from my summer vacation, Ater had another efficiency waiting for me.

"I'd like the raid to try this mod out. It's insane."

Up until this point, we'd been using a multitude of mods: CT_Raid, Decursive, Recount...to name a few. And they worked reasonably well, augmenting our ability to change our healing targets quickly, cleanse players of debuffs, and see how far off our damage was. All of these mods were freely available to download from a variety of websites, and it was a well-known fact that world-first guilds were using some pretty customized UIs, so I made it a habit of keeping up on add-ons. But I had never heard of RDX before, and Ater made it clear why that was: it was the only mod that required a subscription fee. The developers had put so much time and energy into it, they expected some monetary compensation for their effort.

"You have to pay for the add-on? Wow. It must be pretty damn awesome."

"Oh, you have no idea, check out what it can do. It's bizarre..."

Ater gave me a demonstration. Immediately, I noticed that the healing frames would allow me to see incoming heals on targets. With this information available to me, we could gain an entirely greater level of healing efficiency and mana-conservation. I could also left and right click the frames to instantly decurse my target, obsoleting both CT_Raid and Decursive in a single blow.

"Check this out", Ater said, prompting me to open up a window that displayed a diagram of a room with geometric shapes representing various objects. Without touching a single key, the screen began to draw lines and diagrams by itself -- a ghostly pen laying an entire set of movement strategies out for me while I watched.

"You're drawing this!" I said.

"Yup, you can lay the entire thing out for players. No more confusion. They see exactly what you are talking about. But that isn't the best part, look at this..."

Another window popped up, "Downloading 56b of 4k..." It looked like a typical download progress bar. The numbers spun up to 4k as the bar filled with a new color, then disappeared.

"What was that?"

"I just sent you a new mod...in game. No need to go out and install anything."

Jesus, I thought. This mod was insane!

"So, we're going to have everyone run this now?"

"Everyone that needs it," he replied.

"But what about the cost? Some people will probably get upset if we ask them to pay for it."

"Don't worry about that, I've spoken to the guys that make it. The licenses are good."

It was settled, then. The A-team raiders would load up RDX, and we'd need all the help we could get...

...it was Huhu time.


Thursday, May 31, 2012

1.12. Let the Games Begin

Kerulak and the 40-Man raiders
head through Blackwing Lair

Humble Pie

I don't think anyone on the raid team quite understood the gravity of the situation until the first night we successfully transitioned out of phase one. We had been slaying and re-slaying Onyxia on autopilot for so many weeks that it had become muscle memory, a nearly mindless task of us simply going through the motions, each week's kill blurring into the next. Nestled deep in her lair, guarded by the overprotective black dragonflight that paced the southern wall of Dustwallow Marsh, she'd been our only exposure to an internet dragon...of any real significance. Slaying her after weeks of practicing chaotic mechanics was a relief; we dealt with fears, players being knocked into egg chambers, lava spewing up from cracks in the cave floor, and the ever controversial deep breath that no player seemed to agree on. Yet that first kill was now months behind us. Ragnaros had tasted defeat, as did all of the minions of Blackwing Lair that stood between us and our next internet dragon. We were one step away from glory. But deep down, I think we all felt a false sense of security; anything could threaten our progress at this point. The day we saw him land for first time, blanketing the raid in a shower of Shadow Flame, his outstretched pitch black wings casting an entire shadow over forty players, was when we truly came to terms with a single fact:

Onyxia's big brother was going to teach us all a lesson in humility.

Nefarian required a two-pronged approach, Phase 1, which consisted primarily of wave upon wave of non-stop Drakonids collapsing onto us. Each week, we'd get two random colors of Drakonids, occasionally  joined by Chromatic Drakonids, a tougher variety to deal with. It was known that the Drakonids brought different issues to the table that called for multiple strategies, but Ater and Blain decided early on not to make things more complex than they needed to be. Wherein other guilds were opting to split the raid up into two groups, poised near each door where the Drakonids poured forth, the Descendants of Draenor tried an alternate approach.

Some might have called it a clever use of game mechanics. It wasn't exactly an exploit, but was certainly a strategy Blizzard wasn't happy about making the rounds. We positioned all forty raiders in a group in the center of the platform, with healers carefully positioned out of Line-of-Sight of each doorway. One Warrior would be selected to be the "Battle Shout" tank, and placed in a group with Hunters and Warlocks, all of which whom would have their pets out. As the Drakonids flooded in, the Warrior would Battle Shout, granting a buff to himself, the Hunters and Warlocks in his group, along with all of their pets. Since each application of the Battle Shout buff carried with it a tiny bit of threat, the total threat accrued by the Warrior through this process would turn Drakonids away from their beeline towards healers (from healing aggro), and return to the main pack of tanks and melee, where they would be focused down and killed.

Easy to describe. Hard to execute.


Nefarian, a moment before death at the hands of
Descendants of Draenor,
Blackwing Lair

"If We Don't Die, We Win"

Nefarian's Drakonid army hurt. Holding myself back from healing was tough; letting one Chain Heal fly at the wrong time could easily turn the Drakonid's away from the tanks and head directly for me. We managed this by mixing in Tranquil Totem, a newly added totem via patch 1.x which attempted to band-aid a larger problem that hardcore raiding guilds had already identified. Horde guilds would eventually go up against a threat wall as tanks were knocked back, reducing their aggro -- a problem Alliance guilds dealt with via the Paladin-specific Blessing of Salvation. Tranquil Totems helped, but didn't solve the threat wall issue. At the moment, it wasn't our most pressing concern. I simply needed to keep my threat as low as possible; a challenge when spamming Chain Heal across raid members being pulled apart by ravenous Drakonid.

It was touch-and-go, and we were losing players on each attempt. While Blain quietly tweaked and refined positioning and timings, Ater would continue to boost our confidence, re-iterating the guild's motto he had coined back in Molten Core, "If We Don't Die, We Win". His blatantly logical statement had a subtle elegance to it; in six simple words, he defined both our attitude and our outlook on raiding. We had fun and could make fun of ourselves, but when it came time to execute raid progression, it was time to cut away all the excuses, and draw the shortest line between two points. Wrought with the complexities of boss mechanics, our approach would be the most reasonable, the most practical, and as long as we focused in on what mattered, make that our one strength and goal to work towards, all other variables could be ignored.

And what was that goal?

Don't die.

Win.

We began to shift the strategy around so that the healers would stand in the center of a diamond, the four points of which were created by four Warriors. Now, with healer threat going solely into the middle of the diamond, Warriors in melee range were free to snap the Drakonids back into position immediately -- so long as the healers could survive initial blows. With practice this became easier and easier, eventually to the point where the tank diamond had such good control of the Drakonids, the healers would move quietly out of the diamond and rejoin the casters, raining down massive AoE attacks from afar. I listened to Ater and kept my  focus on not dying. Before long, Nefarian himself swept out of the crimson red sky, ready to deliver his lesson.

Descendants of Draenor snap a
kill shot in front of Nefarian,
Blackwing Lair

Class Calls

I'm certain that Onyxia was as large as Nefarian, but it didn't seem that way. As we scrambled to transition out of phase one, and move into position to prepare for phase two, he seemed as though he could swallow an Onyxia-sized dragon in a single gulp. We scurried into place like insects as the tanks swung Nef around, his head facing out over the balcony to survey the Burning Steppes below. Many of those initial attempts cost us players in a matter of seconds, thanks to Nefarian's Bellowing Roar, a fear sending us running in random directions. In those days, a well-geared tank only needed to take one good hit from behind, an undodgable, unparryable attack...and their life was over in an instant. We mitigated his AoE fear with Tremor Totems, and continued to practice.

Nef's clever mechanic was a class call: at various times, he would choose a random class in the raid, and steal an ability from that class, using it against us. Some of them were mildly annoying; Druids being stuck in cat form, Mages randomly being polymorphed and unable to cast. Other class calls had more severe ramifications  Hunters would have their ranged weapon immediately broken, forcing them to de-equip their weapon in preparation for each call. Rogues would be teleported to Nefarian's front, instantly cleaved and killed unless the Tank's lighting-fast reflex rotated the dragon away. As a Shaman, my class call forced me to drop Totems that would buff Nefarian, so I was tasked with running around smiting my own totems, hoping to prevent an accidental Windfury buff that might cause Nef to one-shot a tank. We developed a system to have a dedicated person calling out those class calls in Vent loud and clear, so everyone was prepared to deal with an emergency situation.

As we continued work on Nef, he soon approached the dreaded 30% hp mark, which would be the final test of our raid's endurance. In a single command of defiance, Nef would call out to all the slain Drakonids, raising their bones from the grave, and they would collapse on us in a single pack of brutal melee damage. The Mages would have to freeze them in position with a well-timed Frost Nova, and we would need to pour every ounce of AoE damage onto the pack that we could before they broke free. Any surviving undead Drakonid would surely begin wreaking havoc on the raid. Again, this took weeks to refine, many nights moving through a polished phase one and two, only to die at the 30% mark by an uncontrollable phase three.

And then, on the evening of June 18th, 2006, after having practiced Nefarian's mechanics for a solid month, the great black dragon bellowed out a final cry of defeat and crashed to the ground atop that balcony protruding from Blackrock Mountain. Vent filled with the screams and cries of forty players, who at long last could claim a victory against a devastating boss, and the end to the second tier of raiding in World of Warcraft. We had become a Blackwing Lair-cleared guild.

We hadn't died. We won.


Thursday, May 3, 2012

1.8. Razorgore the Unmaimed

Rogue damage is all over the board, as Kerulak
and the 40-Man raiders hover over Garr,
Molten Core

Terribad

At the macro level, we were making broad adjustments to our raid execution and seeing excellent increases in speed and skill. We were chain-pulling, tearing monsters apart, healers were buddying-up and managing their mana with much greater efficiency, and we had out-of-combat battle rezzers acting as a backup mechanism to ensure we kept a healthy amount of players alive through emergencies. Ragnaros was dead, and Onyxia's head was doomed to end up on the end of a pike in Orgrimmar, so swore our 40-Man raiders. It was time to raise the bar. Our sights were focused on the next tier of content, Blackwing Lair. However, the step up in difficulty was significant, and although no trash awaited us at the start of the instance, the first boss proved more than enough of an obstacle. After a few weeks of struggling on Razorgore the Untamed with no progress to speak of, we were desperate for answers.

I turned to my Ater for guidance, in the hopes of validating my own hunches as to where things were going south. A lot of those early months of raiding (and guild leading) in Descendants of Draenor were very much “learn-as-you-go”, and it wasn't uncommon for me to take a backseat and watch leaders emerge, taking note of how they addressed situations and resolved conflict. I had come to trust Ater's instincts more and more, as did the rest of the guild. People looked up to him, and when he spoke, they listened and followed. He exuded natural leadership, and employed all the basics (praise in public, scold in private, etc.) It was rare (if ever) that he had anything negative to say about anyone. So, it was that much more difficult to get him to speak negatively about anyone; it simply wasn't his style. It was this style which contributed to my mishandling of the Khaevil / Xorena situation, leading my Number Two officer, Graulm, to part ways with the guild. In my attempts to learn leadership by observing, I missed Blackrock-sized mountains of information.

I'd misread Ater's passivity as approval. Whether outright or innately, Ater understood the illusion of asymmetric insight, and didn't let it cloud his judgement of other people and the behavior we observed. We think we know people by watching how they behave and act, but we miss mountains of information needed to make accurate, impartial assessments. He picked his battles. He was less concerned with ego and players living out the persona of their in-game toons, and more focused on tightening up raid execution. Therefore, Ater would pour his energy into bringing clarity to raid strategy, rather than waste time telling someone they sucked. But even in the face of Ater's direction, bad players remained bad, and it didn't appear like he was able to get through to them. One group in particular took this terribad play to new heights, making them the biggest offenders of the bunch: the Rogues.

The rogues sucked.

Not having played a rogue, I couldn't be certain what they were doing wrong. Rogues in WoW were traditionally played by individuals who had a thirst for PvP (Player vs. Player) combat, and often specced into a role that would grant them survivability and burst DPS for that very reason (subtlety). However, these traits translated poorly into a raid environment, where high sustained DPS was a much greater priority. I discussed the Rogue situation at length with Ater, and while going over a few options one evening, he offered to reach out to a friend. They had played together in a previous game, Lineage II. He trusted this person, and stated to me that he would “whip the rogues into shape” and get us where we needed to be. Ater explained that, from his experience, this Rogue had an amazing attention to detail and could micromanage people's abilities on a entirely new level, providing insight into the tiniest of details, that even he wouldn't be able to keep track of while tanking/raid leading. It all sounded like a great idea...

...and then, Ater added, “there’s a possibility that this Rogue may rub some people the wrong way...”

The way I saw it, we didn't have a lot of options. Part of the reason we weren't making progress on bosses like Razorgore was that we were coming in way below the DPS requirement. If we could bring someone in who could tweak those numbers, I was willing to eat a few complaints from people who got their feelings hurt. I told Ater to seek out his Rogue friend, and determine if he could join Descendants of Draenor. In the meantime, I turned my attention to our other roadblock.

Kerulak and the 40-Man team prepare for an Onyxia kill,
Brackenwell Village, Dustwallow Marsh

Kiting Like a Scrub

The first boss of Blackwing Lair was a dragonkin named Razorgore the Untamed, and he would be the first of many bosses bring an entirely new level of complexity to our raids. It involved two phases, the first of which dealt with an steady influx of heavily armored Dragonkin, along with Blackwing Legionnaires that cleaved targets (hitting multiple players at once), and Blackwing Mages doing high DPS from afar. They trickled in slowly at first, but increased their frequently to such a pace that a raid couldn't simply overpower them all; they had to be controlled and killed in a focused, prioritized fashion. On top of that, a single player would have to mind-control the boss through the entire phase, weaving him back and forth across the instance, destroying all of the eggs in the chamber. Once the eggs were destroyed, phase two began, and Razorgore had to be taken to a corner and killed, switching back and forth between tanks, as one would periodically be doused with flames, causing them to become hysterical and run around in a panic.

Razorgore required a nearly surgical level of control, and communication was the most important priority. Many competing guilds stopped dead at this first boss of Blackwing Lair, never to progress further. In extreme cases, raiding guilds arrived at Razorgore, failed, pointed fingers at each other, and ultimately disbanded; a very real concern and possibility for us.

The longer the guild went without killing Razorgore, the greater the chance of completely falling apart.

At the time, we were employing a “totem-kite” strategy, made popular by raiding guilds on the Horde side (as the Alliance didn't have Shamans in Vanilla). The strategy involved the Shamans dropping Earthbind Totems (which had a slowing effect on enemies) and running around the room, casting their infamous Frost Shock on every cooldown, which caused monsters to chase the Shamans. Once the Shamans had aggro on all the Blackwing Legionaires and Dragonkin, players would run laps around the egg-chamber, re-dropping their totems, ensuring the the monsters remained slowed. This monster-chasing-you act is referred to as "kiting". With the Legionaires and Dragonkin in tow, the remainder of the raid would spread around the outer perimeter of the egg-chamber and methodically kill what remained: the Blackwing Mages. The theory to the strategy was that if the Shamans could maintain a healthy amount of aggro and kite these slowed minions or "mobs" through their Earthbind Totems, the raid would no longer be stretched thin, and would be free to focus on killing mages. The strat had merit, because when the first phase ended, all of the kited monsters would turn and exit the room in a scripted event, leaving us to focus on Razorgore himself.

From a practical standpoint, the strategy was anything but. It was difficult. It put the wrong players in the wrong roles. It felt "gimmicky", like we didn't know what we were doing, cramming a bunch of things together at the last minute like a bunch of amateurs. I felt like an idiot running around in circles. I hated it. It took me out of a role where I felt I could contribute (as a healer) to being completely powerless to help (running around like a moron with minions chasing me, one wrong move meaning instant death).

The only other option was a fabled "kill-all" strategy, employed by only the true hardcore raiding guilds in World of Warcraft. The rumor was that these top played, top geared guilds would separate themselves into four sub-groups, each communicating to one another in their own designated Ventrilo channel, and they would simply kill everything. Technically, they would ignore Dragonkin (due to their high armor), but Legionnaires and Mages together were fair game. The DPS requirements to keep up with the kill-all strategy was completely out of our league, not to mention the extreme level of coordination and focus that was required.

It was a level of discipline we simply hadn't reached.

So, we put this pipe-dream out of our minds, and continued on with the totem-kite strat. Several more weekends of attempts went by without a Razorgore kill and things became more frustrating and stressful. But on March 15th, 2006, the Shamans and I managed to kite our way into Phase Two, and Razorgore was dragged to a corner, tanked, and killed. We breathed a collective sigh of relief and set our sights on moving forward, confident that Razorgore was behind us.

He wasn’t.


Patch 1.10 added weather effects to WoW,
along with the undocumented side-effect of
Shamans' Totems generating threat.

1.10: Totem Aggro

Less than a week and a half went by, and we were treated to a new patch, v1.10, which added Weather effects to the game. While casuals frolicked through the rainstorms and snow out on the surface, the Descendants of Draenor had bigger issues to deal with. Upon returning to Razorgore’s egg-chamber, all hell broke loose. Suddenly, our strategy of dropping totems and kiting mobs around the room completely failed. Unbeknownst to us, a undocumented "stealth" change snuck its way into the v1.10 patch:

Shaman totems would now generate their own aggro.

As soon as the Shamans and I began our kiting, the Legionaires and Dragonkin would turn to the totems, destroy them with a single punch, free themselves from being slowed, then catch up to us and beat us to death. We were nearly ready to break ground on the next boss, Vaelastrasz the Corrupt, and now had to deal with a huge setback; we couldn't even kill a boss we were supposed to be farming. We picked ourselves up after many failed attempts in the egg chamber, crawled back home empty handed, and I thought to myself, “now what?”

Before I logged off for the evening, Ater took me aside and said his Rogue friend had decided to join us, and would be present for our next raid in Molten Core.

A glimmer of hope, perhaps?