Showing posts with label rdx. Show all posts
Showing posts with label rdx. Show all posts

Thursday, June 21, 2012

1.15. Fumigation

Kerulak gets a 466 "critical" on the second
jump of a Chain Heal circa Vanilla,
Zul'Gurub

Insane Carpenters

"What the fuck is making my system so slow?" one of the players typed into guild chat.

"My framerate is shit, rebooting. BRB" typed another.

I glanced down at officer chat. The whining was no less muted.

[Officer][Dalans]: This mod is a pig.
[Officer][Blain]: Just deal with it.
[Officer][Ater]: Make sure you have the latest. Couple of the other mods might conflict.

The A-team clearly had a very vocal opinion on RDX. They thought it sucked.

"Why do we even need this mod?" asked Cycotic, one of our Mages.

"In order for a lot of the raid-checks to work, everyone has to have it. The mod communicates data back and forth through specific chat channels to let us know who's repaired, what resistances you're at, whether or not you have health and potions. That sort of thing. It also helps us decurse."

Cycotic ignored the entire first part of my explanation, "Yeah, but I don't need to decurse."

I took a deep breath. Technically, you do; you're a Mage, but because you're also a moron that hyper-focuses on your damage to the exclusion of everything else, you don't think you need to decurse. The explanation never left my lips. Speaking aloud into Ventrilo would have no effect. We'd explained Mage decursing time and time again, but the Mages just didn't get why they had to do it. And they weren't alone. A lot of players didn't "get" why we had to do anything special, use any add-ons, perform abilities not essential to their damage rotation. Even in the face of our successes from continued streamlining, they clung to their old ways, defiant and stubborn. And it wasn't just the junior ranks that were guilty of this.

I clicked a button on my UI that Ater had shown me, one that would ping all the players in the raid and report back their version of RDX. Annihilation was still absent from the list.

"Anni, are you having a problem installing RDX?"

"I told you guys, I don't use add-ons!"

"You can disable all the frames, but we need it installed on everyone's system so it can communicate the other bits of data from the raid back to us." We were using different words to say the same thing, over and over.

He logged off and jammed the mod into his add-ons folder as directed. Officers needed to lead by example; I couldn't have any of the leadership bitching publicly about our new requirements. But, in Anni's style, he preferred to speak rather than type, so it was immediately out in the open on where he stood on RDX. Hearing that, members of the A-team continued to rag me about it. The insane carpenters insisted on using their bare hands instead of hammers. It made absolutely no sense to me at all. I thought we had put this behind us. I was wrong.

Annihilation logged back on. I clicked the button to report back RDX versions; this time, Annihilation passed the check.

"Wow!" he exclaimed loudly in Vent, "my system performs like shit now!"

Ventrilo lit up with laughter from the group.

The group, minus me.

Kerulak, en route to Princess Huhuran,
The Temple of Ahn'Qiraj

Princess Huhuran

The nature soak group was still shy of where we needed it to be, but Blain insisted that we get started. The giant olive-colored wasp hovered in the center of her cave, her wings speckled with dots of red. We reviewed the strategy. Princess Huhuran called for a group of ten players to encircle her, maintaining a close distance throughout the fight. The reason being: these ten players would be subjected to an AoE sleep via her Wyvern Sting. Even the Tanks weren't immune to this. Gear with a high NR rating would provide us with the chance to get a binary resist, but if not, we couldn't blindly decurse the effect. Doing so would immediately cause a spike of damage on the player decursed. Tanks were the only reasonable decurse targets in this encounter, the rest would have to eat the sleep.

Huhu's primary attack on the tank was Acid Spit, a stacking DoT that was completely unresistable, forcing us to employ a Tank rotation. But, for one of the first times in our raiding career, Princess Huhuran was an untauntable boss. A tank rotation was no longer just as easy as calling out, "OK take it from me!", followed by the press of a single button. The tanks had to be ultra disciplined in managing their threat, paying close attention to KTH Threat and performing their most efficient rotation of abilities. There were no Tricks of the Trade in Vanilla, no Misdirects...and without taunt, the management of threat rested solely on the skill of the tank. Use the wrong rotation and you'd fall so far behind that there'd be no way to peel Huhu off of a Tank loaded up with DoTs.

Along with Wyvern Sting AoEs and a handicapped Tank rotation, Huhu would enrage throughout the encounter, forcing the Hunters to once again coordinate a Tranquilizing Shot rotation. Blizzard wasn't making this easy on us by any means. Those mechanics combined were more than enough to keep the raid fully tasked, yet Blizzard had one more trick up their sleeve. At 30% health, the nightmare began. Princess Huhuran would begin her Poison Volley in a last ditch attempt to wipe us. Every three seconds she remained alive, the enormous wasp would barrage the closest fifteen players with poison damage, to the tune of 2000 nature damage. As players dropped, new players with Nature Resistance needed to move in, keeping the soak team alive, which added precious seconds to our attempt.

The princess was a gear check, a skill check, a discipline check, and a communications check -- in short, she was a real litmus test of our ability as a progression raid team in Ahn'Qiraj. Making it up to Huhu was a walk in the park; it was well-known that less progressed raid teams were starting to clear Skeram through Fankriss. Making it past her would be another opportunity to define us.

DoD defeats Princess Huhuran,
The Temple of Ahn'Qiraj

Pesticide

The numbers on Poison Volley scared the proverbial shit out of me. My chain heals were averaging between 400 and 500 per cast, at a cast time of a flat 2.5 seconds -- back then, there was no Haste to speed casts up. Meanwhile, Poison Volley obliterated player health. At 2k a pop, my own pathetic health pool that barely broke 6k would be depleted in 6 seconds. Even if I were targeting myself, back-to-back chain heals would grant me a whopping one additional second of life. That meant that I, along with others who had no Nature Resistance, were not the priority -- self-preservation was off the table. The task at hand: those with the highest nature resistance absolutely had to be kept alive for as long as possible. That meant nearly non-stop chain heals, and practically no time to sit on the 5-second rule. Everything I could do to keep my mana pool up was vital.

I cannot begin to recount how many 1% wipes we had on Princess Huhuran. Players dropped like flies in the last 30% and trying to keep them up was like playing Whack-A-Mole in Hell. Since the stronger single-target healers were assigned to keep the Tanks alive, it was up to us Shamans to FFA heal, keeping the remaining roles alive for as long as possible. It wasn't easy. The tiny health pools of Vanilla coupled with the insane brutality of the nature damage involved meant that if you saw a player spike, it meant they didn't have the nature resistance necessary -- but instinctively, you wanted to save their life by winding up a heal...only to have them fall over dead before the heal was cast. With Lesser Healing Wave too inefficient, and Greater Healing Wave too slow, my only option was to down rank Chain Heal, pick a target I knew would survive more than two seconds, and stay disciplined on them.

A difficult prospect for a player like me, prone to panicking, spazzing out on any and every button available.

At the end of the second weekend, on the third night of attempts on the Princess, players once again expired at a rate I couldn't keep up with. I healed as long and as hard as I could until my Mana pool was nearly exhausted, and then I joined the dead. The RDX health bars emptied out, and Huhu's unit frame drew down to 3%....2%. Players alive dropped into the single digits. Six alive...five....four. Huhuran's health dropped to 1%. Three players alive. Two players alive. The enormous fly flipped over onto its back, its legs twitching as the ganglia got its final shots from a dying nervous system.

With only two players alive, the Princess's reign was over.


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.