Showing posts with label mount hyjal. Show all posts
Showing posts with label mount hyjal. Show all posts

Thursday, February 21, 2013

2.37. Sacrificial Lambs

"Whiplash"
Artwork by Phroilan Gardner

Alcoholic Muppets

The eighth wave of the undead scourge had arrived, fueled by the power of the burning legion. Our raid broke apart into groups, swiftly executing their appropriate assignments, slicing into abominations, unleashing barrages of arcane and nature and fire into banshees and crypt fiends and fel stalkers. Behind us, Thrall stood diligently at the base of an orcish town hall. Next to him, the body of an enormous yellow doomguard still lay face down in the dirt. Ater called out to prepare everyone for positioning as the pit lord made his appearance. The previous bosses had been trivial by comparison, but Azgalor would not be so easy. His strategy would require discipline, timing and coordination. If we could pull it off, the guild would see their first tier 6 tokens in the form of gloves. In order to make that happen, some of us were going to have to die.

Azgalor waddled in to the area with all the grace of a drunken Snuffleupagus. Immediately, Ater took hold of the demon and swung him to face Thrall, pulling him back to the orc town hall as fast as possible. We stayed our hand as threat was touchy during the pickup, especially with Ater less focused on threat, and more on pulling Azgalor into a raid-ready position. Random attacks and side-steps, backpedals and hopping turns; all the gimmicks an embattled warrior tank pulled from their repertoire just to keep Azgalor facing him long enough to settle in for the fight. The tiny tauren warrior raced to position him next to the warchief of the horde; his arrival was our signal to ramp up our damage. Azgalor's frontal cleave was unforgiving, so melee held back, waiting for that signal. Any players chomping at the bit to unleash hell into Azgalor's side would meet a cruel and tragic fate before the encounter even started.

The fight was no less forgiving than the pull. Combining the atrocity of Howl of Azgalor and Rain of Fire produced a painful symphony of terror and death. The Howl was a silence the pit lord spammed against players in close proximity. Players unable to stay out to the maximum range for their spells would be caught in the silence and shut down -- particularly troublesome if you were main tank healing. Meanwhile, Rain of Fire would shower down onto unsuspecting players, not only doing fire damage to those who stood dumbfounded in the burning precipitation, but continuing to tick off health as the result of an applied DoT. Players unable to mitigate the fire damage would eat, at the very least, about 6000 HP of damage, so it was vital to stay dry and reduce the stress on the healers whom were already stretched thin by constant movement and impending Howls.

Descendants of Draenor defeats Azgalor,
Hyjal Summit

Taking One for the Team

The gimmick came in how Azgalor's soft enrage was invoked. Throughout the fight, he would curse people with Doom. After about twenty seconds, they would die and spawn a doomguard, a miniature Kaz'rogal that would need to be picked up by an off-tank and killed. The process of this slow attrition would ultimately do the raid in if it were unable to kill the pit lord in time. In order to mitigate the loss of these players, the warlocks were assigned soul stone duty. Those marked for death would be given a second chance at life through Eacavissi's fel energies, so Blain would keep close tabs on which players were the most valuable, ensuring no soul stone would go to waste. It cut to the bone when your time ran out on Doom, and Blain remained silent when the warlocks called out, "Should I soulstone him?" It wasn't personal. Going into each attempt, all players needed to accept their place and prepare to sacrifice themselves for the good of the raid. But there were clearly some players contributing more than others and a pecking order inevitably shone through when the warlocks called out your name for impending soulstone, only to be greeted with silence.

Rejection can be a painful thing.

On the evening of March 16th, 2008, Azgalor finally met his match. Four weeks in Hyjal produced four boss deaths, the raid continuing to march to the rhythm of Blain's drum. But his self-fulfilled prophecy now stared us in the face: the path was clear to Archimonde yet the raid was ill-prepared to handle Doomfire, a great majority of the players lacking their pvp trinkets.

Blain spoke into Vent, "Head to Black Temple."

---

The raid coalesced at a gap in the wall, draenei masonry ripped apart haphazardly, stones and wood strewn in a pile. Someone clearly wanted inside the temple and, with the enormous front gates guarded by a legion of nathrezim, decided to make their own entrance. The raiders squeezed in through the makeshift door, re-buffed, and began to pull the trash: a mix of Vashj's left-over naga elite guard, enforced by corrupted water elementals varying in size and scope. The waterlogged basement of the draenei temple provided a convenient entry way into the illidari training grounds, a wide-open area full of fel orcs and doomguards that patrolled the area. We gained entrance to these grounds via breached sewage pipes, but before that happened, we'd have to get past our first obstacle: High Warlord Naj'entus.

The beast was a naga anomaly, one mutated far beyond anything we had witnessed before. Although he bore the same general half-humanoid, half-serpentine form that was a familiar trademark of all naga, his face was something else entirely. Gone was the traditional humanoid facial features -- the familiar eyes, nose and mouth that was the naga's last tie to their former night elf lives. In their place was a chitinous bone shell crowned by an evil maw of dagger-like teeth drawn below. In his right arm he wielded a large conk shell shaped like a spike, ready to impale any player who dared breach the temple's walls in search of Illidan.

Descendants of Draenor defeats High Warlord Naj'entus,
Black Temple

Wearing Multiple Hats

Blain set us up in pairs, encircling the boss. The buddy system would be the key to taking out this mutated naga. Throughout the fight, Naj'entus would thrust his spine into unsuspecting players, rendering the character immobile. It would be up to their "buddy" to quickly withdraw this spine, the act of which both freeing the target, and granting the savior a Naj'entus Spine to be used when the boss protected himself with a Tidal Shield. Those raiders with a spine would pop the bubble, interrupting the boss's regenerative aura -- a tactic Naj'entus used to draw the fight out further. The catch? Bursting the bubble had an explosive impact on the raid, reducing everyone to 5% of their health. The focus, therefore, was to keep the main tanks alive following the burst. With the healers hyper focused on keeping the main tank alive, followed by each other, the rest of us had to take survivability into our own hands. Like certain bosses before him, Naj'entus opened my eyes to the two types of players that lingered within our ranks: those who were willing to do whatever it took for the good of the guild, and those who loved to make excuses.

It was amusing to see the differences in mentality. There were those who had taken the initiative to max out their first aid, bandaging frantically once Naj'entus had his bubble popped. And then, there were others who clung to their age-old biases on the separation of role and responsibility...many of whom fell over dead shortly after the bubble burst. Many casters who poured all of their waking hours into doing damage still believed it was the healers' responsibility alone to keep them alive. But as the complexity of these encounters grew more sinister with each new set of mechanics, the wearing of multiple hats became more important. By this point in The Burning Crusade, it was clear that we were no longer living in a specialist world where one player only performed one job well. A review of our non-standard tank requirements was one of the first real indicators. The Twin Emperors, Razuvious, Maulgar, Leotheras the Blind -- a smattering of bosses that needed tanks draped in cloth or leather. And with bosses like Naj'entus demanding non-healers to heal themselves, how many more hints did we need?

In order for our raids to be effective enough to compete with hardcore raiding guilds that doubled our schedule, we were going to have to become generalists: players with a wide berth of knowledge of game mechanics. Casters that could tank, tanks that could heal, damage dealers that dispelled instead of just pouring mindless pyroblast after pyroblast into a boss.

I was beginning to see the guild differently.

Months earlier, when we were struggling on Gruul and Mag, I was angered and annoyed that Blizzard was asking us to play different roles, forcing players to do things they weren't good at, roles they weren't particularly accustomed to. But in a team environment, one may need to wear multiple hats, in order to ensure gaps could be filled, to test the team's strength and diversity; its ability to adapt under pressure. In order for the greater good, a little bit of sacrifice is in order. I knew this fact more than anyone, barely clinging to life as a result of Zanjina's pathetic health pool. I swallowed whatever pride I had playing Kerulak, and knew what needed to be done. And when that Tidal Shield burst, I clicked my Netherweave Bandage and got right back into the fight, until Naj'entus collapsed in a splash of sewage water...

...and then took note of those folks lying dead beside him, victims of having never bothered with first aid.

Thursday, February 14, 2013

2.35. Time Travel

The entrance to Hyjal Summit in present day Azeroth
blocked by an impenetrable gate (Vanilla/TBC era),
Darkwhisper Gorge, Winterspring

Mind Control for Fun and Profit

Fueled by the back-to-back deaths of Kael'thas Sunstrider and Rage Winterchill, the progression raiders seared with electricity upon returning to the Caverns of Time. Hyjal Summit boasted a uniquely different design when compared to raids of the past. Rather than moving from trash pack to trash pack, weaving through corridors and dungeon halls to discover what boss awaited us, Hyjal was a re-creation of the final level of Warcraft III: Reign of Chaos, the RTS which would seed an eventual MMO. In that final mission of the RTS, "Twilight of the Gods", players wielded the combined forces of the orcs, the humans, and the night elves, combining the might of their armies against wave after wave of undead minions, backed by the power of the Burning Legion. A series of doomguards would appear at various intervals, signaling a major milestone that needed to be overcome.

Those doomguard would serve as our boss progression through this instance.

As it was in the original RTS mission, waves of undead scourge, backed by the nathrezim, would come to us. Our tanks grabbed a hold of them while we burned them down, awaiting each successive onslaught. To some, this was a fresh new way to approach raid content. To others -- like Dalans -- it was a nightmare of repetitive tedium. If we happened to make a wrong move on the boss, setting off a chain of events that led to our wipe, we'd have to restart the eight waves of mobs. Every boss wipe guaranteed eight new waves of trash. As a result, raiders had more of a vested interest in putting in additional effort. Nobody wanted to redo trash. The challenge was in teaching players to keep their opinions about the trash to themselves. It benefited no one to complain, and only served to chip away at the integrity of the roster. So, I reminded folks to keep quiet and focus on delivering boss kills, which I felt was a much more prudent strategy to combat complaints and burnout.

I continued to find my own place as a contributor during these later months in TBC, struggling for placement on the damage meters. Thankfully, The Battle for Mount Hyjal gave me another opportunity to shine. Nestled among the many waves of banshees, ghouls, infernals, gargoyles, and frost wyrms were human units named Shadowy Necromancers. These casters, draped in blood-red cloth, could be mind-controlled by a priest, thereby revealing their secret ability: Unholy Frenzy. This 100% attack speed buff could then be cast on players whom benefited greatly from said spell. Since my own damage continued to struggle among the many well-played folks in our roster, I took on the responsibility of mind-controlling, buffing players like Blain, Jungard, and Abrinis, whose melee damage shot through the roof as a result. They sawed through waves of undead flesh with a greater proficiency than I could ever hope to attain. Buffing others was a less glorious role than climbing the damage meters, but it helped me regain a sense of tangible contribution. Over time, I grew more likely to believe I was of value to progression, rather than remain the Achilles heel of it.

After Rage Winterchill came Anetheron, a dreadlord that summoned infernals to pummel the raid while a Carrion Swarm enveloped us, reducing the effectiveness of our healers. It was vitally important that Anetheron be faced away from the raid because of his heal-dampening locusts; healing efficiency needed to remain at 100%. Meanwhile, Anetheron's strikes leeched health, so Blain took on the role of applying wound poison to the boss. Two could play at the nerf-healing game. Meanwhile, a fire-resist tank would position himself near Jaina Proudmoore, in preparation for Anetheron's inferno. After three seconds, a fiery infernal plummeted to the ground, striking everyone in an area with AoE damage. The infernal needed to be picked up before it began one-shotting players, and a focused DPS group had to burn that rock creature of greenish fire down as fast possible. Dragging the infernal to Jaina caused her to join in the fight, which was a helpful trick to widen the margin of error.

Only one weekend of work was all it took.

Anetheron outstretched his arms in agony and dissipated in a puff of smoke, his armor crashing to the ground. We were now 2/5 in Hyjal, with only two weekends of raids in -- and time was still left on the clock to leave the humans behind, and move up to join the orcs in their defense of the world tree.

Descendants of Draenor defeats Anetheron,
Hyjal Summit

Clutch

Kaz'rogal proceeded Anetheron, providing only a moderate challenge. Aside from a nasty cleave that could one-shot unsuspecting melee (as damage was shared among all targets), and the occasional warstomp which stunned players in close proximity, Kaz'rogal had a truly evil trick up his demonic sleeve in store for the casters. He placed a debuff, a "Mark of Kaz'rogal" on unsuspecting players. This debuff would drain mana from the target like a siphon. If the player was unable to keep their mana pool afloat during this time, they would become a mana bomb and detonate, taking out nearby players in the process. So, while he was technically a linchpin of sorts (as any one caster could take out the entire raid), the margin of error could be mitigated by shadow resistance gear and mana potions.

Kaz'rogal joined Rage Winterchill and Broodlord Lashlayer as one of the few bosses we were able to one-shot on our very first pull of the boss, an inconsequential challenge upon reflection. A few weeks later -- when a number of poorly positioned casters, empty of mana, carved gigantic chunks out of the living -- was when the challenge began to reveal itself. And when it appeared that the attempt would be a wipe, as a skeletal crew of several tanks, a few melee, and only one healer remained, the situation looked grim. Our minds turned to the approaching wipe with contempt and disgust, preparing for the monotony of having to clear another eight waves of trash. I rested my head down on the desk, waiting to hear when it was safe to release and run back.

And then, something brilliant happened.

The lone healer, who just happened to be a healing officer and a druid, decided to take matters in to her owns hands. Breginna bolted towards the tanks, and shifted into Bear Form, standing next to them to diminish the impact of Kaz'rogal's cleave. Someone in Vent yelled out "Go Breginna!" and I glanced back up at the screen.

What the...

The casters and healers were dead, so the Mark of Kaz'rogal held no more weight. From here on out, it was tanks and melee, albeit a pitiful few. But there hopped Breginna in bear form, waiting for the cleave to come in, eating it, and gaining tiny bits of health by burning rage into Frenzied Regeneration. It was a genius move. By being in bear form, her mana pool was non-existant, yet she was still able to keep herself alive in those remaining few moments while melee laid into the doomguard with every last bit of vigor in their virtual veins. People in Vent began chanting to Breginna, the volume escalated to that of an entire crowd cheering on their team, as the seconds clicked off to the end of the game. Breginna said nothing, continuing to hop in Bear Form, tanking Kaz'rogal, eating cleaves, burning rage for heals, while the last few rogues and warriors drove their blades into the boss's ankles.

Kaz'rogal, looking as stunned as I at this clutch turnaround, collapsed dead at Thrall's feet. Cheers filled Vent as the bear druid stood up and did a dance. I stared wide-eyed at the screen. Breginna had saved the day.

Descendants of Draenor defeats Kaz'rogal,
Hyjal Summit

The 180

Rocraw was in a funk.

Normally, the orc warrior that held the line at the head of the raid was a constant beam of positive energy that the raid had come to rely on. His positive attitude, humility surrounding his class, and dedication to his fellow guild-members established him as a recognizable face in the roster -- one we'd all come to rely on over these many months. Regardless of whether we were struggling or enjoying success, Rocraw was a consistent, solid member of the team...and a loyal friend. So to see his attitude suddenly spiral downwards was disconcerting. Once laughing and joking with us in Vent, he grew quiet and found little amusement in the day-to-day chatter. He grew clumsy behind the wheel inside raid instances, made more mistakes, lost control of adds with greater frequency. For all intents and purposes, Rocraw seemed to be vacant, mentally checked-out and lost in a confusion of his own troubling thoughts.

I should have seen it coming; the path of breadcrumbs he left me any hippie with a talking dog could have followed. But as with other events in my guild that I let slip through the cracks, I failed to pay attention to each individual shard of the mosaic. Each exercise in guild leadership was the act of dumping all the puzzle pieces out on the table. It was as though a lunatic was challenging me with mad ravings: all the thousand pieces must be placed together correctly in order to see the final picture. One by one, you rotate and flip them, you plug them together until the picture matches the box, then wipe your hands and move on. Yet, when you are putting the puzzle together, the individual pieces make little sense. A fragmented beam of light here, a shrub there. You become frustrated, trying to jam pieces together, thinking they fit when they don't, because you lack the image of that final picture. So what do you do? Go back to the box cover. Review the big picture. Ensure you're on the right track. Rinse. Repeat.

As it was with many of the decisions I made during The Burning Crusade, I left the puzzle box cover face-down, never referring to it, unable to grasp the impact each piece had on the entire picture. Until it was too late.

It had something to do with her.