Showing posts with label nefarian. Show all posts
Showing posts with label nefarian. Show all posts

Thursday, March 12, 2015

4.30. Two Birds One Stone

"Cho'gall"
Artwork by Oliver Krings

World of ExcelCraft

Team OverKill

Raid Times:
- Fridays: 9:00pm (tentative)
- Saturdays: 6:00pm - 1:00am

Tactician: Zedman

Zed's filled 25 since coming on board, late Wrath. Can't commit to a full-time schedule, the wife/kid thing is standing in the way of that. Perma-filler has value, but not if he's leading a team the same night as progression.

25-Man Risks:

Eternaal: Has been showing regularly, but get the vibe that he comes and goes as he pleases. Most likely going to stick to his pal Dexi. He's also pushing Zedman to add a third night on the roster, which means he wants hardcore 10 progression -- safest bet will be not to count on him for many more 25s. High risk.
Makiazo: It was my understanding that Mak wanted to be a part of progression. Not sure what's up here. Going to have to meet with him.

---

Juicebox Bandits
Raid Times:
- Tuesday: 7:00pm - 10:00pm
- Thursday: 7:00pm - 10:00pm

Tactician: Cheeseus

Fine with him back in the guild, he's apologized profusely for any damage caused via Eh Team. What's done is done. As long as he stays the fuck away from the 25-Man, there'll be no issues. Those in JBB do not appear to possess they same drive to manipulate loot as Crasian did. Told Cheeseus to push JBB for achievements, but to respectfully keep them behind 25 as much as possible. No poaching.

25-Man Risks:
Gunsmokeco: I think he's struggling to make up for the Eh Team shit, follows the same logic as why he chose to step down as healing lead in Cata. I don't believe he's going to shaft me, but will keep an eye on it.
Teras: He's helping with the 25 here and there on Horateus, but his loyalty is always going to be to Falnerashe, so wherever she goes, he'll follow.

Larada: He goes where progression goes. Hasn't given me any indication that’s changing, not in several years, at least. EDIT: My god, Larada, how many teams do you plan to join???
Bulwinkul: Not particularly keen on him hanging with his old Eh Team buds, but without Crasian fueling the loot fire, should be ok. If he goes off on another drunken tirade and targets Falnerashe like he did Lexxii, if Teras is privvy, I can count on both of them leaving the guild. As such, noting as high risk.
---

Team H.A.M.

Raid Times:
- Tuesday: 7:30pm - 11:00pm
- Thursday: 7:30pm - 11:00pm
Tactician: Raziei

A la Zedman, Razzy's always been a perma-filler. "Hard As a Motherfucker"? Really, Raz? Really?
25-Man Risks:
Tastyslug: Larada's alt. Pretty sure he is on every 10-Man team now.
Palmabomb: Hellspectral's alt. Hasn't passed out mid-raid for many months. Doesn't mean it won’t happen, but he's been proving to be a changed (read: sober) dude. Low risk.
Jlo: Neps's alt. Hasn't missed a raid since 40-Man Naxx. I expect it would take an act of God to keep him from 25-Man. Low risk.

Gunsmokeco: Isn't he in JBB? Need to chat with him about this.


---

No Rush No Flyers
Leader: Bovie

I have faith that Bovie will not sink the ship. Very clearly defined team rules, raid times, and brings old-school knowledge from TBC.
Raid Times:
- Tuesdays: 8:00pm - 10:00pm
- Wednesdays: 8:00pm - 10:00pm
25-Man Risks:
Borken: Love him. He’s adorable. Wish his Shaman could fill the 25 more. Otherwise, no risk.

Larada: If NRNF accidentally runs the wrong instance, he's hosed for progression (but can't the same be said for any of these teams that run early week?) Also indicates he's on multiple teams. Need to straighten this out with him, marking as high risk until then.
Klocka: alt of Sir Klocker. Like Neps, will take an act of God for him to sabotage the 25-Man. Low risk.
Tantaria: alt of McFlurrie. Sadly, McFlurrie's stepped out of progression, but does not risk the 25.
---

Recovering Raidaholics
Tactician: Joredin

Joredin's old-school DoD. Is one of the reasons Tactician exists. He'll not jeopardize the 25-Man, nor will the likes of anyone on this team (Rebornbendar, Goreden, Breginna, etc...all good people).

Raid Times:
- Tuesdays: 8:00pm - 11:00pm
- Thursdays: 8:00pm - 11:00pm
25-Man Risks:
(none)

---

I clicked into the spreadsheet cell just below Recovering Raidaholics, and typed a new team name.

Herp Derp

Without filling out any additional info, I selected the entire row of cells and painted them all red.

Giving one final glance to the empty leader column of the freshly created blood-red row, I sighed, then closed the spreadsheet to get it out of my sight. The clock on the desktop reminded me of how much time I'd spent editing the document: nearly an hour.

You’re not going to be unemployed forever. How do you expect to keep this up?

Technically, I was playing World of Warcraft...

...but I wouldn't exactly call this "playing".

The 25-Man Progression Team defeats Nefarian,
Blackwing Descent

Corruption From Within

February 27th's prospects brightened. Blain had lobbied for a third tank for some time. In a surprise move, we were offered up a helping hand by none other than Drecca; he'd recently completed the leveling (and moderate gearing) of a second paladin, aptly named Dreccax. This alt was free from the shackles of the 10/25 shared raid locks in Cataclysm. Blain put Soot and I back on tanking Nefarian and Onyxia, while a class with a different kit could field Nef’s adds. I took absolutely no offense to it. I'd strip Mature to the nude and die in the first three seconds if it meant a guaranteed a kill.

Hopefully it wouldn't come to that.

---

Back into phase three, once more. Instead of struggling with constructs off by myself at the far side of the arena, I was toe-to-talon with Nef, barely able to make out what was happening. Animations and spell effects filled every exposed inch of the screen. Drecca had the adds well under control, his timing swift, his moves surgical. When the raid's health dropped dangerously low in the last few minutes of the fight, Drecca's Divine Guardian softened the blow just enough to squeeze out those last remaining bits of damage we so desperately needed. The great dragon roared and slumped to the ground by our hand...for the 2nd time.

Excited cheers of relief filled Vent. Finally. What a rush it was to be able to put the dragon to bed. Three weekends of work on a single boss was going to take some getting used to -- we had Wrath to thank for that. And this was only normal mode! 

I whispered to Blain, inquiring what possible nightmares the heroic version of this encounter might contain. His research told the tale of Geddon-inspired living bombs, mind controlled players that shouldn't interrupt their hypnosis, and players purposefully leaping off of the pillars, back into the lava, lest they wipe the raid. We were going to have to build this team up further if we expected a fighting chance.

The adrenaline finally subsided, and we snapped our screenshots. Blain snapped us back to reality, the blood elf rogue vanishing through Goldenrod's freshly spawned portal.

"Hurry up, people. Get over to BoT."

---

Cho'gall proudly wore the mutations of an old god's redesign: dozens of independently blinking eyes protruded from the hideously deformed ogre's body. Before his transformation, a mere grotesque ogre might only invoke disgust. Gazing at Cho'gall now could unhinge the mind.

The two-headed ogre harnessed both fire and shadow in his assault. Flame's Orders infused the massive Twilight's Hammer with fiery strikes, complemented by pools of lava throughout the throne room. Shadow's Orders blanketed us with AoE shadow damage, cascading across the team. Tank swapping was non-negotiable: Cho'gall's Fury debilitated the current tank, suffering a 20% increase in damage, forcing them out of the line of fire.

Conversion hit multiple raiders at once, enslaving them and boosting the damage they turned back on us. I'd interrupt a group with Arcane Torrent, Mangetsu handled the next group with Shadowfury, Bulwinkul used Warstomp, and so on. Blain positioned melee tightly in a moon shape along Cho'gall's backside, with ranged not too far away, so that any players targeted for conversion could be handled with a single AoE interrupt or stun, while out-of-range stragglers were dispatched swiftly.

Cho'gall made it clear he would not be insignificant. We also had to deal with a corrupting adherent -- a sort of mini-Vezax from Ulduar. Adherents lobbed shadowy missiles at the group while blasting us with Depravity, more shadow AoE damage. The tank afflicted with Cho'gall's Fury pulled the adherent away from his master, and Jungard took a team to break off and bring it down fast -- tank switching complicated this part of the fight far more than was necessary.

The 25-Man Progression Team defeats Cho'gall,
Bastion of Twilight

Naked Lunch

Adherents were a problem either dead or alive; Cho'gall's Fester Blood saw to that. A living adherent with festering blood violently sprayed shadow damage and spewed corruption until our own blood turned. The festering blood of a dead adherent, however, manifested as black globules of sludge bursting from the body, slowly creeping towards Cho'gall, laying down a thick, gelatinous trail of corruption in their wake.

Jungard once again led the task force against this Blood of the Old God, joined by Hellspectral and Bulwinkul. Hellspectral unleashed a freezing barrage of Howling Blasts on the black blood, while Jungard danced and wove between the globules, cleaving them apart while avoiding the corruption. From afar, Bulwinkul summoned the power of night and day, raining stars down and igniting the blood with the fury of the sun. For precious extra seconds, Mangetsu tossed Shadowfury their way. The creeping blood stopped dead in its tracks while Hellspectral's Death and Decay ate through the blood like acid.

Throughout this ordeal, every player in the raid had an additional responsibility: each managed their own corruption bar, which grew with every mistake made and every bit of damage soaked. The bleakness of the situation grew with the corruption, compounding upon itself. Our strengths soon turned to liabilities; spraying one another amid bouts of projectile vomiting, causing our targets to gain corruption, inevitably leading to the expulsion of more stomach contents. Players quickly learned to spin, and face away from one another, if they felt another wave of nausea coming in.

When Cho'gall reached 25% health, the final test began. Purple smoke filled the room and tentacles burst forth from the violet mist, a solitary eyeball atop each one, quickly focusing its hypnotic glare onto a member of the raid. Tentacles required immediate attention; the most effective killing strategy for them was one Blain had employed countless times before. One player was designated the MA or "Main Assist", and all damage was focused on to that person's target.

Cho'gall's Fury continued during this final burn, as did shadow damage and pools of flame. Increasing rates of corruption caused even the sharpest of players to become violently ill. Some were quick to face away, sending chunks of half-digested food out towards the emptiness of the purple mist. Others remained overwhelmed, struggling to cognitively process so many moving parts of the encounter simulatenously -- and they doused us with their lunch. We learned very quickly that even after getting a solid handle on phase one, the transition, and eventual digestion of phase two, the encounter could spiral out of control well before Cho'gall was in danger of dying.

With a half-dozen significant attempts on our belt, the clock ticked towards 7:00pm, signifying the final minutes of the raid. There was an overwhelming vibe of gusto and tenacity not felt in weeks. Blain and I agreed, one more attempt for the night...the famous last pull.

It all came together on that last attempt of the night. The great two-headed ogre fell to the ground, dead. His dozens of eyes gazed no more.

February 27th was a glorious day for Descendants of Draenor, with not one, but two entire instances cleared. The heroic road ahead would test us like we had not seen since our earliest days. The 25-Man progression team stepped up and demonstrated exceptional focus and skill that Sunday. I was proud of their dedication to the guild they called home, despite the incredibly steep shift in raid difficulty -- something we could all agree on.

All...but one.

Thursday, February 26, 2015

4.28. To Breach a Bastion

DoD wipes during an attempt
on the Nefarian encounter,
Blackwing Descent

100 Meter Lavastroke

"Our pillar needs help, down an interrupter."

"Which pillar?"

"Jungard's going. Blain's next."

"Just the next person's name, please. Cut the chatter."

"Insayno has this."

"WHICH PILLAR?"

"EAST!"

"East pillar."

"Raina's next."

"Raina's DEAD, already requested help!"

"I can get over there. Zedman can get over there."

"Calm down. Just everybody relax."

"Boney, you’re up, by the way."

"You'll be dead before you reach it."

"Too late, he's already in the lava."

"Heh, we got ourselves a fucking Michael Phelps here."

"Get a shield on him or something, Christ."

"Wow."

"Chatter down, please. Waiting for Electrocute."

"I think he’s going to make it."

"Can you get this next one?"

"I got it, I got it."

"He's almost here."

"Slow down. SLOW. DOWN. Let’s get everybody up before 70%, please."

"DPS off."

"...aaand, he's up."

"I don't believe it. Zedman is now at east pillar."

"Welcome. And you’re next."

"Are we clear?"

"Jungard, next."

"Hit mine, you're up Mature."

"Top everyone off, we're pushing Electrocute now."

Nefarian rattled, hovering far above us. Forks of electricity pierced the room, striking every living member of the raid. Healers bathed each pillar in light once Electrocute had passed. Panic turned to relief, and doubt reformed as confidence. We burned the Chromatic Prototypes, now able to stay ahead of the three minute timer, and watched as the lava began to drain from the room.

You’re up, Mature.

I beelined to the north pillar, targeting a gigantic pile of bones. Moments later, Nefarian exhaled, and a bright Shadowblaze Spark smashed into the floor next to me. Bones re-animated into constructs, tearing and clawing as they came to life. Upgrades were sparse since starting Tier 11 -- I rested hope on Throngus' Finger and Symbiotic Worm, the best two trinkets I'd been able to procure. With Death and Decay encircling the feet of the bone constructs, I pulled them away from the north pillar, out of the flame, and prepared to do my dance.

The path took me along the outside ring of Nefarian's arena, moving clockwise from noon to five: this delayed the amount of time the room was filled with flame. I kept them moving long enough to begin to collapse, their life energy draining as the blue flame snuffed out. But within moments of the constructs coming apart, another Shadowblaze Spark began the cycle anew.

I continued along the ring until I approached the south-eastern pillar, calling out for extra heals in the moments I'd be out of line-of-sight. This is where things consistently fell apart. Go behind the pillar, risk death, but give the raid extra time to DPS Nefarian? Or cut my path short, and cross the center of the arena? This was a safer bet for my own survivability, but accelerated the spread of blue flame -- an encroaching threat that reduced mobility, strained healers, and allowed for the occasional construct to take a pot shot at a raider.

I spiked wildly, healers struggled to keep me topped off, but I couldn't reach for a cooldown. All cooldowns had to be ready for Electrocutes, now striking us at a rate of one every 10% of Nefarian's health devoured. The spikes were too much for me to bear. I had to cut across. The blue flame was not burning out of the construct's eyes. Too many mistakes. Too much back-pedaling, not enough side-strafing (a faster way for a tank to kite). I zig-zagged through the middle, attempting to avoid the burning blue areas now painted in giant patches across the room. Constructs were getting away from me. Healers were dying. DPS was dying. I was dying.

I was dead.

Zedman's clutch lava bath had been in vain. We exited Blackwing Descent that night, our second full night of attempts on Nefarian, empty handed.

DoD kills Nefarian to earn a legacy
raid achievement and guild xp,
Blackwing Lair

An Undetectable Breaking Point


After two weekends of unsuccessful attempts on Nefarian, I worried about morale. In the days of Blackwing Lair, it wasn't unheard of to sink nearly all the raid weekends into one boss, pull after relentless pull. I was reminded of this fact frequently: every wipe in Blackwing Descent forced us back to the summoning stone perched atop Nefarian's old balcony, an outlook across the entirety of the Burning Steppes. It was hard to believe how fast six years had gotten away from me.

Running back, attempt after attempt, Kerulak resumed his position, while Annihilation and Ater prepared the warriors for their shout rotation, tiny bits of aggro that collected the Chromatic Drakonids. Dalans, Kadrok, Haribo, Klocker and I stood with the other healers and DPS in a tight clump, measuring our heals carefully, keeping people topped off, while casters like Turtleman and melee like Blain ripped minions to shreds. And oh, the screams that filled Teamspeak in those days, when bosses took months, not days, to complete.

I remember Ater's early concern with morale when we'd stagnated on a boss for six weeks. Six weeks! Raiders were made of sturdier stuff back then...they had no choice. The only way to shed the weak was by slaying internet dragons. You persevered because you were a bat-shit, crazy, out-of-your-mind kind of gamer, the only type of person who would be online this late in the evening on a Friday night, glued to pixels instead of a social life.

...except that this was social. Just an unconventional kind of sociality. There were thirty-nine other living breathing humans making this god damn raid work. Strategizing, coordinating, working out the kinks. Internet dragons weren't being slain in a vacuum.

As the memory of my shaman's ghost melted away, replaced by my death knight, few of those original faces remained: Blain, Sir Klocker, Turtleman, to name a few. Old-school raiders that knew what it meant to face a challenge and not give up just because they weren't seeing fancy loot. But so many of these faces were new, and how many of them were from Wrath era? How many had never experienced the suffering of weeks and weeks of work on a boss like Kael'thas, and felt the adrenaline rush through the veins of forty people screaming at the top of their lungs when a boss finally crashed to the ground? Screaming amid the knowledge that they were of a very select few on the server that were able to pull off such a feat?

Vets like Dalans and Annihilation and Haribo and Ater were being replaced with fresh faces like Dewgyd and Aetherknight and Rainaterror and Hygia. A raid comprised of leaders had morphed into one of followers. Boosts in morale wouldn't grow out of thin air. They had to want it. In Wrath, the shinies were perpetually dangling in front of their faces. Cataclysm, by contrast, was more like the days of yore: brutal, terrifying, and asking raiders to sacrifice of themselves in much greater quantities...but without the accompanying rewards.

DoD tore through raids in Wrath of the Lich King at such an alarming rate, that whenever progress stagnated like this, even just for a couple of weekends, I grew somber as I contemplated the current lineup:

How many more wipes before they start to consider a 10-Man?


DoD continues to refine Halfus Wyrmbreaker,
Bastion of Twilight

Wrangling The Wyrmbreaker

I didn't have to pitch a raid shift to Blain for the third week of attempts -- the line-up dictated it. Horateus, a paladin tank that Teras offered to us for a few weeks, was unavailable. The death knights acquiesced; Insayno, Soot and I all knew the limitations of our toolkit as they pertained to the off-tank portion of Nefarian's third phase. Rather than waste everyone's time on an encounter we were ill-equipped to refine, Blain directed us to Bastion of Twilight, with the hopes of making some...any...kind of progress there.

Halfus Wyrmbreaker was first up on our tour through the starfish-shaped citadel, floating high above the Twilight Highlands. We reached the Bastion via a portal nestled amongst dark violet spirals of architecture that twisted skyward like a pit of sacrificial daggers. Inside, deep purples and cobalt blues painted a glowing path down corridors which lead to the awaiting encounters.

The giant ettin stood on an exposed platform, a two headed bi-pedal monstrosity wielding a glowing mace. Narrow red slits in eyeholes darted around the room, casing for any unexpected sound or movement in the rookery. Near the edge of the exposed room flew a horrifically enlarged and mutated version of a proto-drake: Wyrmbreaker's pet proto-behemoth. Three drakes stood at attention around the perimeter of Halfus' platform. Two more lay chained, health bars indicating that they were in no shape to fight.

The encounter required us to have a tank pull the ettin while three members of raid all spoke to a drake, causing them to join the encounter. Each drake provided both a buff and a debuff to Wyrmbreaker (or his Proto-Behemoth) and with each drake we slew, Halfus would buckle, taking additional damage.

The trick with Halfus was to walk that ever increasing fine line of what your raid could dish out vs. what you could withstand. Either we released more drakes, increasing the risk levied on the raid, but ultimately earning a payoff in the form of increased damage. Or, leave drakes alone, potentially improving raid survivability, but handicapping our ability to finish him off before Wyrmbreaker the returned the favor.

Never mind the fact that the drakes changed from week to week, randomizing the encounter further.

We coughed and sputtered on an initial few attempts, but before long, found our groove. Drakes were pulled, separated, and burned. The ettin roared, knocking the melee back in a disorienting attempt to prevent us from interrupting his Shadow Nova. Goldenrod kept a close eye on the impending cast, counterspelling it before it blasted the entire raid with damage. Before we knew it, the two headed creature crashed to the ground in a heap.

Progress had resumed. And the raid evening was still young.

Thursday, February 5, 2015

4.26. All Good Things


What a Ride

It wasn't entirely clear what went wrong. Some things couldn't be said on-the-record, piles of signed confidentiality documents attested to that fact. Legalese buried who was at fault or why; I'd certainly never be cleared to know it. Gossip and speculation were the only options, words muttered behind closed doors and under bated breath. While the details of how things spiraled out of control so quickly would remain left to guesses, one thing was perfectly clear by the end of it...

I was unemployed.

Dust collected up into random piles on Jerry's desk in an otherwise empty office. Jerry ran the show, took a gamble on me three years earlier, instantly ending my career rut, my six years of hell. He was my boss's boss, the one who had final say, and who also happened to share an interest in a certain MMO. I'd catch the occasional glimpse of him, winding his undead rogue through Azeroth between conference calls, and think, that's a pretty sweet gig. Calling the shots at the office, setting up a team, and getting them to make some magic happen. All with enough time left over to check on your auctions before punching out. Jerry was king of the castle and a gamer to boot. They do exist!

I remember a few weeks after getting the job, firing up our then-recent kill video of Archimonde, taken from the point of view of a shaky shadow-priest. Jerry gave a nod of acknowledgement. He saw the raid flung up into air, a few of my guild coming close to cratering -- he knew the stakes. The other folks at the office paid no attention, but Jerry leaned in and watched closely. For a brief moment, the guy that could hire and fire all day long and a simple ColdFusion developer, were on the same level. "Got some computer games goin' on over there?" came a gibe from across the cubes, "Don't look work related to me!" Jerry and I looked at each other. They'll never understand.

One year in, Jerry was gone. His work was done, the team was self-sufficient, and he was off to solve bigger problems elsewhere. I resumed my role of "the only WoW addict in the office", but was lucky enough to build a kinship with my immediate superior, "the boss" Dave. Not a gamer, but definitely a down-to-earth manager that held his team in high regard, fighting to protect us from high drama and distraction whenever it surfaced. Dave mentored and guided me those next two years, helped me take pride in what I did, told me when my work was good enough, and gave me a place to vent when I didn't see the quality I wanted from others.

The respect and trust I'd earned in him made this process all the more difficult to digest.

Negotiations between the buying company and ours had broken down. Rather than give it another go, the company chose to call it a day with some shred of dignity intact, and leave those who helped build it with a bit of severance. The team I'd grown close to over the past three years, who'd come to learn of my WoW addiction, forever branding me as the guy with the Time-Lost Proto Drake, were now divvying up the office supplies and random hardware. The trunk of the civic was crammed with so many reams of printer paper that I am still, to this day, using up the last of it. Once clear of any valuables, Dave flicked the switch on the lights for the last time, locked the office, and shook my hand.

"Well, this is it," his eyes got wide as he shifted from professional to comedian, "Relatively sucks!"

I laughed, "Yeah. Sucks a lot." I reminded him to let me know if he found anything I'd be good at. "Keep me privy, would ya?"

He waved his hand in a motion of comfort, "Aaaah, it'll be fiiiiiiiiiiiiine."

I about lost it on the drive home.

They'll never understand, Jerry

The Worst Job in the World

You'd better be damn thankful for any job you ever get. There is a lineup of people outside the door just waiting to take it from you. Mom's programming was a double-edged sword in adult life. While employed, I gave it my all, did everything I could to impress (perhaps a bit too much), and was constantly striving for recognition and approval. The downside? When unemployed, I was a mess. Distraught, unable to think straight, I barely processed the day-to-day responsibilities. "Unemployment" was a swear word growing up -- another example of Mom's tendency to bucket things with such polarity. When Jul asked if I submitted my unemployment paperwork, I lied and said I had, desperately avoiding it, pouring that energy into finding work instead.

The uncertainty of it all is what makes looking for work the worst job in the world. The knowledge of coming home to a wife and two kids that rely solely on you as the breadwinner. What if finances dry up? What if I never work again? Are we going to lose the house? Be out on the street? Fear was not an alien concept as a motivator. Fear kept me at a job for six years, trapped by self-doubt. Fear kept decent, well-played gamers returning to raid leaders that shredded their confidence and self-esteem, turning them into a joke for all to point and laugh at, living on in infamy on sites like You're The Man Now, Dog-dot-com.

Fear works, but it's no way to live.

The weeks to follow were spent with WoW on one screen and Monster.com on the other. I cared for a recovering wife, toiled over kids, and tried to focus on the biggest problems facing the guild, while images of unemployment lines danced through my mind. Resumes went out the door while I refreshed my email, waiting for applicants to respond to my questions about their ability to tank, their experience in previous guilds, and whether or not they were selfish human beings.

More than once, I wavered -- the mouse cursor dangling above the "Delete Email" button, but never actually killing the idiotic applicant. I caught myself letting some slip through, the poorly written and the badly sold -- the kind of guild applicant I'd end on sight. With my own resumes out the door and being judged somewhere else, it became increasingly difficult to axe a potential guildy for a typo or some other trivial infraction. By the evenings, I was a zombified mess, exhausted from the constant second-guessing of the very rules I swore to uphold. Where once sat a full plate fit for a king, there now lay a crusted dish of rotten food overflowing to the floor.

For weeks it bore down on my shoulders, yet I still had time to show up to raids. Every Friday, every Sunday. Like clockwork, I was online and overseeing invites, ensuring spots were filled on time and by-the-book. I kept it together, because the 25 was the life blood of the guild, and no amount of inconveniences IRL were going to put a stop to that. I kept it together because it mattered.

But I wasn't coming out unscathed.

The 25-Man team waits patiently for the
lava to drain from Nefarian's arena,
Blackwing Descent

Shuttered

Two full nights of work had gone into Nefarian, ending in depressing wipes and no perceptible progress. The hunger to clear Blackwing Descent intensified. The last encounter of the instance, in which we did battle with both Nefarian and his dead sister Onyxia simultaneously, was rough. Each of the three phases floated DoD's baggage back to the surface, mechanics long dormant were now plaguing us, long after we'd emerged from WoTLK as champions. Aggro between the two dragons in phase one, while swimming through lava to pillars of safety in phase two presented their own challenges. The structure of the encounter had an unfortunate tendency to isolate the mouth breathers, and make it very easy to point the finger at the biggest offenders.

Perhaps too easy.

Ultimately, the Nefarian encounter hinged on a player that wasn't entirely representative of the type of player I wished the roster would emulate. It hinged on a player lacking the intended proficiency, a known offender guilty of making poor judgement calls under duress, a person very good at spamming buttons, rather than staying calm under pressure. In short, a spaz.

Nefarian hinged on me. And I was blowing it.

Things went south during the transition from phase two to three. In a nod to the original Nefarian 40-man encounter, the great dragon would raise an army of dead minions that required an off-tank to collect up and kite. A meticulous orchestration was necessary. Various players did what they could to create as tight a pile of death as possible. The goal: have the minions collapse into a single spot in Nefarian's circular arena, dying in a clump, which was vital for the OT -- it meant an easy pick-up, once rezzed by Nefarian's blue flame.

Controlling them was so textbook, so understanding the mechanic was a non-issue. Nefarian's blue flame, if under their feet, would bring them to life -- and in order to ease the pain of phase three, an OT was to drag them away from said flame, keep them moving, forcing their life essence to expire. Without the blue flame, they would eventually collapse as lifeless bones, giving the healers some breathing room for a few moments. Then, the blue flame would alight once more, and the process would repeat. Textbook...especially for a tank that, at one point, was the envy of all other tanks in the game, thanks to an outrageous toolkit that excelled in AoE situations.

The minions were incorrigible. Random ones would flake off, wack healers, and kill DPS. When they weren't getting away from me, I was tripping over my own feet, not moving far enough to avoid blankets of blue flame. Every misstep, every accidental drag through fire reconstituted their undeath, and our healers were granted no reprieve.

Insayno was right. The warrior's AoE stun, Shockwave, trivialized phase three, and kiting the undead minions was cake for them. Shockwave was godly, and every raid in their right mind with a warrior tank on staff leveraged them for this particular role.

We had no warrior tank. We had me.

So, I struggled like the spaz I was, switching between Death and Decay, Blood Boil, and Heart Strike, keeping as many on me as I could, backpedaling like a cripple in my attempts to stay alive and keep them out of blue flame. My play was lackluster and rife with mistakes. Ending so many attempts in defeat gave me flashbacks to those first TBC raids I thrust Zanjina into. Dying. Failing. Contributing nothing to the damage meters. If my strategy was to lead by example, I was undoubtedly creating a raid rich with sadness and despair.

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.