Showing posts with label reliquary of souls. Show all posts
Showing posts with label reliquary of souls. Show all posts

Thursday, March 21, 2013

2.41. The Not-Knowing

"Shadowmoon Valley"
Artwork by SulaMoon

Waiting For Ater

When I was fourteen years old, I woke up one day and my best friend was gone. Not gone in the sense of some tragic accident that took his life, spiraling my childhood into a vortex of despair and anguish. This was worse. You see, if my best friend had died, at least I would know the ending -- I'd have some closure about the situation. A rare disease, a fatal car accident, whatever it happened to be, I could put my finger on it and say there. That's the reason I no longer see him, no longer hear from him. He's dead. End of discussion. In my case, however, my friend hadn't died. Things just stopped. No more phone calls, no more plans to bike down to the Mini-Golf to get in a few hours of Street Fighter II. No more plans to hit a movie or just plain hang out together. Nothing.

One day, it just stopped.

Why this was worse than losing a friend to death should be obvious, but if it isn't, here's the secret: It's the not-knowing. The unanswered questions. The whys. The what-did-I-do-wrongs. At least in death, you can reflect back and remember how it was. The last time you saw their face, or heard them speak. At least you'd have a sense of where things stood in that last encounter. You were friends, friends for life. Nothing could separate you, short of that thin fabric that kept your heart pumping, your chest breathing, and your ability to pick up the phone to chat. But when your best friend goes about his business as if nothing had ever changed, going to the same places, seeing the same movies, heading to the same video arcade -- all without you -- a darkness quickly moves in. Your brain struggles to make sense of this new alternate universe that has cut you out of the picture. Some have the capacity to move on to new friends quickly, shrugging off such radical changes as if they were no big deal; their brain gets it. Change. People grow apart, find different instances, have different opinions, seek out new adventures. Their brains find a solution, plug it in, and it allows them to carry on with the rest of their day. Others wrestle with the not-knowing for weeks, trying to maintain order and live their lives as it haunts them. Sometimes weeks...sometimes months.

My brain grappled with it for years.

I needed a reason, I needed to know why things had ended abruptly. More than anything, I wanted to know if it was something I had done, something I may have broken that could be fixed. Then, the pieces would fall back into place, and we could once again resume our friendship, as if nothing had changed. Change was unsettling and caused me great concern -- I didn't like it. I didn't feel like I had control over it. Stability is what I desperately wanted in its place, to be able to count on the same things, rely on the same people. To be able to count on someone to be there for me, to back me up, to support my decisions and actions and choices. They'd validate me, ensuring I was on the right path. Without that validation, I had no path. Suddenly, the path grew up around me, and I was lost in a forest, with no direction, purpose, or guide to ensure me that I was on the right track.

All I needed was some closure. Some sense of how close or far I was to the mark. Weeks went by as I logged into WoW, watching, waiting for Ater to return, to tell me he was settled in at work, and at last had a wide-open schedule. He'd say he was ready to jump back into Black Temple, ready to step up to Illidan and bring an end to The Betrayer.

The log in never came.

Eventually, my brain shut down the waiting part. The denial part. The not-knowing part. Temporarily disabled, until further notice. For now, something had to be done about the gaping hole that was left in the guild, in the roster...and in me.

"Essence of Suffering"
Artwork by Tom Baxa
Copyright © 2008
 Blizzard Entertainment / Upper Deck

The Fog

Shutting down left me numb to events unfolding around me. At work, sales managers berated me for my inappropriate estimates, and I just took it, while I stared into my laptop screen. Waiting for them to just shut their mouths. To walk away, leave me alone, let me code in peace. There was no point in fighting back, resisting them. They were wrong, but I was in no position to counter their arguments. What good would it do? So they berated. And I took it. And when they finally left me alone in my corner of the office, mindlessly churning out websites for people who barely knew how to use a website in the first place, I'd glance up and across the desk, looking for the place where Ater and I sat across from one another, months earlier. Him sharing new discoveries and troubleshooting problems with me. Talking about the guild, and how we were going to knock out the next few bosses.

Gone.

---

The numbness bled into my in-game persona as well. Blain's disapproval of less-than-stellar play slowly grew in power and magnitude during those weeks. He became hyper-critical of players that had long since performed at a sub-par level, and grew tired of the constant excuse factory. Returning to Reliquary of Souls, he ridiculed another rogue, Azraella, for the player's mishandling of interrupts in the rotation. You had one job. Kick the Spirit Shock. That's it. And in my semi-conscious state, rather than recommend he chill out, give these guys a break -- I latched on to this emotion as well as it filled the void 

Anger is an easy crutch to fall back on, especially when you have a career of breaking keyboards.

I was equally punitive towards players lacking focus, yet Blain took the blame for this mistreatment -- and he was not alone in his disgust. Eventually, players started to refer to him as "Blain the Tyrant", a badge he wore with great pride. It was a running joke among the 25-Man progression team, how the tyrant would command and ridicule in order to maintain progression, and others like Dalans, with a propensity to favor anger over compassion, jumped into that boat of ridicule with us and sailed to sea. In-game, I lost my temper, pointed fingers, reminded players that the days of failing were behind us, and if they didn't shape up, they would ship out. They would claim Blain was bullying them, demanding that they reach a level of skill simply unattainable. I'd fire back seething responses:

"Oh, so you'd prefer to go back to the way it was, pre-Blain? Wiping to The Lurker Below for weeks at a time? Like a complete failure of a raiding guild? How about you stop sucking, instead?"

Everything was so black-and-white.

When the raids ended for the evening, I wouldn't log out. I would just wander around Outland, performing mindless tasks, completing quests of no value. I flip over to my Rogue alt, and fly her over Hellfire Penninsula. In doing so, the memory of waking up in the middle of night with searing tooth pain stabbed me...and I remember calling Ater the next day after the tooth was pulled, hopped up on pain meds, yelling in to the phone, "Yeah, you can tell everybody at the office that I'm not coming in today! I'M ON DRUGS, MAN!" And Ater laughing.

There was the void again. Without something to fill it, my sentimental brain began bleeding back towards him. His presence. His absence.

Zanjina kneels beside the fallen Shade of Akama,
Black Temple

Promotional Distractions

In order to keep myself distracted, I tried to focus in on the tasks that were right in front of my face, the ones that needed immediate attention. I needed a number two, to fill the gap left by Ater. Blain was disinterested, and was already dropping hints that, come expansion, he would be ready to retire from raid leadership for good. Coming back in the middle of TBC had turned our progression team around, but had left him broken and worn down with weekly barrages from the excuse factory. I asked him to keep his exit on the down-low for the time being, to which he obliged. At this close stage of wrapping up Black Temple, coupled with the loss of Ater, I didn't want to take any more chances at gouging out what little morale was currently intact amongst the raid team. So, Blain had his marching orders. Continue to push us to Illidan. Keep the deadline in sight. Keep us marching.

Without Blain as an option for promotion, I began to survey the field of officership. I needed someone with a strong backbone, who shared my disgust of poor play, and was equally unwilling to let it slide. Someone who didn't put up with a lot of shit, and whom I could entrust to enforce my rules while I was offline. This approach, I felt, would stymie any possible excuse the raiders may give to go AWOL as we neared the final stretch. Based off this criteria, all signs pointed to Dalans, a fiercely dedicated member of the guild, and steadfast raider since as far back as Ater. Dalans had taken charge of the druids and kept them in shape for many moons. His no-nonsense style of dealing with whiners and complainers suited my expectations of the role. My current state-of-mind shared this zero-tolerance policy towards mediocrity with Dalans, and there was nobody around to disprove that line of thinking. He proudly took up the charge, and ran with his usual iron fist.

What remained was a spot for warrior officer, as Ater had been wearing multiple hats at the end of his tenure. The warrior most applicable for this position was Kurst, a raider stretching even further back than Ater, Dalans or Blain. Kurst's unyielding devotion to the guild, and consistent place among the raid progression team was most certainly enough criteria to warrant promotion to officership. He may have had a tendency here or there to make a mistake, but hey...who didn't, by this point? We were all human, we made mistakes every day! Maybe it was time to cut Kurst a little slack and give him a promotion that he rightfully earned. Yeah! Kurst for Warrior Officer! It's now official and done. You have any warrior problems, you take it to him, he's the expert now. Just get it out of my hair. Get warriors out of my hair. Get everything that has to do with warriors away from me right now.

Deal with it. Please.


---

I'd hoped that a player would come along and solve all those problems, someone that could magically snap their fingers, and make all the difficulties melt away. What I got, instead, was a mage that would push my people management skills to new extremes, granting me the perspective I needed to re-evaluate what it was to be in charge, and how to handle leadership without guidance.

Thursday, March 14, 2013

2.40. A Noticeable Lack of Party Favors

Before Mount Hyjal was accessible in present-day
Azeroth, Archimonde's remains decorated Nordrassil

No Pomp Nor Circumstance

There was no great fanfare on Ater's last day in the guild. No great celebrations were thrown, no group screenshots taken, no speeches given by the guild leader on Ater's many contributions to Descendants of Draenor. We didn't go around a circle and exchange stories about the fact that Ater was perpetually in a state of getting his bearings in Azeroth, often lost on the other end of a virtual continent as our raid team made their way inside an instance. We'd arrive at Molten Core and he'd be in Silithus, trying to figure out where he had made a wrong turn, then laugh and joke about it as he slowly found his way back. Nobody reminisced about the time Ater finally acquired Thunderfury after running Molten Core for entire an year. No one waxed melancholy about the fact that it was Ater himself who gave Descendants of Draenor our guild motto: "If we don't die, we win." No tributes were paid. No write-ups were written. Nothing was done in honor of Ater and the impact he had on us.

There was no fanfare on his last day, because nobody knew what day it would be.

Even in his ability to be a great leader, providing guidance to anything from playing a warrior, leading a group of misfits, dealing with people-related issues, or designing a new interface for a time-tracking application, Ater remained humble upon introspection. He avoided making a "Leaving the Guild" forum post because he didn't want it made into a big deal. To him, good-byes where too finite and depressing; he looked upon them as next steps in life, new beginnings rather than endings.

At least, this is what I like to believe Ater thought.

I can't be certain, because Ater never spoke of his true feelings toward the guild during his time spent here. Perhaps he saw it as a great experience; a chance to make a lot of new friends and work together to slay internet dragons. Perhaps these feelings soured as time went on, as the roster transmogrified from those Vanilla folks he considered close friends, to handfuls of strangers that no longer saw the game as he did. In his Vanilla days, Ater lived and breathed World of Warcraft, raiding, and our guild -- it nourished him and coursed through his veins. When not planning out Molten Core, Blackwing Lair, and the like, he was pushing groups of players through Zul'Gurub, practicing, refining, challenging himself and his team. As The Burning Cruade was tapering off, his hours outside of the 25-Man progression raid were similarly spent in Zul'Aman, seeking to lay claim to the Amani War Bear. And each week he came-up snake eyes. His current group wasn't like the one he stampeded through Zul'Gurub with. It lacked the finesse, the polish...

...the means to give a damn about doing it well.

Descendants of Draenor defeats Teron Gorefiend,
Black Temple

Teron Gorefiend

It had been several weeks since the death of Archimonde in our moment of shocking triumph. Having wrapped up Hyjal Summit, we returned to Black Temple to excise more bosses from the instance. Next on the to-do list was Teron Gorefiend, a zero margin-of-error linchpin like Archimonde and Magtheridon. I took some solace in the knowledge of our startling success with Archimonde's defeat, but working on Teron quickly began to eat away at the team consciousness. In the same manner as the those bosses who came before him, Teron Gorefiend could only be killed if each and every player took responsibility for their effort and contribution. Lacking any control over which players were chosen by Gorefiend as a sacrificial lamb, however, allowed patterns to once again emerge revealing who had done their homework and who had lied. Shadowy Constructs made short work of the raid if the sacrificial player was a scrub. All we asked was that players practiced until they got it right. For some, all the practice in the world was not enough.

On the other side of the screen, Ater had fully settled in to his new locale in the heart of Chicago, Illinois. As with all new jobs, the first few weeks take up the most of your attention: coordinating, getting to know new teammates, new responsibilities. And Ater, being the "people person" that he was, put every waking minute of time and energy into his newest challenges in the windy city. That meant less time in-game, just as it had been when he came to work alongside me. The only difference was that, this time around, I was no longer present during the day to pester him. To hound him...

To remind him that he was needed.

We had discussed an exit strategy informally. Months earlier, staring off his apartment balcony, I'd broached the topic; not much had come of it. There was going to be a final day for Ater and I needed to start planning for it. Yet, I lingered in denial. I looked at the tanks I had, amid a drought of new applicants, and none of them inspired me to throw a party. But, rather than take control of the situation and recruit with greater aggression and focus, I languished. I let it slide. I failed Ater, but he was too nice to say anything that might hurt my feelings.

Soon, Hanzo. You're running out of time.

Descendants of Draenor defeats the Reliquary of Souls,
Black Temple

Reliquary of Souls

Three weeks of insufferable work on Teron Gorefiend led to an eventual kill. Ater was all but completely silent in raids by this point, only to make calls during each attempt as needed -- that bit of communication that was essential to every efficient team. With the death knight's wheel spinning once again, we had a decision to make on our next boss. Should we approach Gurtogg Bloodboil and his complex mechanics involving a "dance" of the three closest players every few seconds? Or should we turn our attention to the Reliquary of Souls, a disembodied head of three faces crying out in desire, suffering and anger? Blain opted for the Reliquary, so we moved through a graveyard of ghosts, making our way down to the ribcage-shaped prison that held the disembodied head in place.

Reliquary of Souls was a three-phase fight. In each phase a new essence took control of the head, spinning it like a top until the new face gazed upon the raid in contempt. The Essence of Suffering was first, a phase that negated all healing. Tank control was handled by measuring proximity to the head. Since we had no way of keeping the tank alive, each tank in the rotation would take a few steps away as their health dropped to dangerously low levels. A new tank would then step in, automatically shifting the Essence's gaze to the new tank. Phase two was the Essence of Desire, sapping the raid's mana, eventually preventing healers from keeping the group alive. The gimmick with desire was dependent upon a warrior's Spell Reflection. With great precision, a coordinated team of interrupters needed to stop her Spirit Shock, which would daze the tank. If timed correctly, the tank would then be free to Spell Reflect her Deaden back on to the floating head, increasing damage taken by the boss, allowing us to close the deal before mana was completely expunged from the raid. The window of time between the interrupt of Spirit Shock and the Spell Reflect of Deaden was tight; it required all parties involved to be exceedingly sharp. And even in this expansion, where classes were beginning to take on more roles than what was held classically in Vanilla, defeating the Reliquary of Souls depended on one and one class only: warrior. Without a warrior main tank, you didn't just "suffer" through a handful of deaths and then go on to pull off a messy kill...

You wiped.

The final phase was the Essence of Anger, a balls-to-the-walls blow-every-cooldown-you-have phase, in which the boss slowly built up a spell reflection that would inevitably cause us to kill ourselves if the fight ran too long. Meanwhile, aggro on the floating head was by standard tank abilities alone -- no taunts were allowed. Every time aggro shifted to a new player, the head would Seethe, causing it to grow in size, power, and attack speed. The burn needed to be a controlled burn; at no point could we allow any one player to overtake the tank's quickly diminishing threat.

The Suffering phase was a non-factor, freeing up all of our efforts to pour into Desire. The raid delivered a one-two punch, thanks to Blain's careful coordination of rotating interrupts via the rogues, and Ater shouldering the responsibility of reflecting Deaden. It wasn't long before we'd made progress into the final phase, letting a barrage of damage pour into the screaming head of Anger. On May 18th, 2008, Descendants of Draenor defeated the Reliquary of Souls, only one week after defeating Teron Gorefiend. We were now 5/9 in Black Temple, more than half-way through. So close to the end, Illidan became more of a reality with every approaching raid.

We lined up in front of the fallen head, their three faces now quiet, eyelids closed over angry, suffering eyes. When the aesthetics fell into place, I took our screenshot of the Reliquary of Souls, then promptly uploaded it to the forums that evening. I stuck to my guns on the promise I made to Ater, stressing how important our team progress was in Black Temple, and how important each and every one of the contributing raiders were to our continued success. I was determined to acknowledge their efforts and remind them that while we (much like the Reliquary of Souls itself) may have changing faces, we remained a family and a team. I needed to tell them. I needed to convince them.

I needed to convince myself.

The Reliquary of Souls was the last boss that Ater defeated as a member of the 25-Man progression team in Descendants of Draenor.