Showing posts with label tier 5. Show all posts
Showing posts with label tier 5. Show all posts

Thursday, January 31, 2013

2.31. Resurrection via Apology

"Diablo Loot Piñata"
Artwork by Mark Gibbons
Copyright © 2007 Blizzard Entertainment

Viva Piñata

As far back as I can remember, video games have followed a very traditional design pattern in which the earliest obstacles a player must overcome are the easiest. As the player treks further into the game, learning new abilities and refining their skill, the game gradually increases in difficulty. Near the end of the game, the player must pull together all they have learned for the final, big battle, the apex of difficulty where the player is challenged to prove they have mastered all the techniques they've learned along their journey. This gradual increase in difficulty looks like an inverse arc; a skateboarder's quarter-pipe that plots difficulty over time. Some games have a flatter, more linear increase, but scaling the challenge along with the player's time invested is typically the same from game to game.

Blizzard's design approach for raid bosses had never followed this arc.

Instead, the path a raider must walk looks less like a bicycle ramp and more like a bolt of lightning, as it zig-zags back and forth from difficult to easy, then back to difficult again. Blizzard stated on multiple occasions that the reason for this is simple: difficult bosses at the start of an encounter are yet another means at implicitly gating content. Thinking back to how much of a roadblock Razorgore the Untamed was, it's easy to see their point. The appeal of not having any starting trash could have confused players into thinking Blackwing Lair was intended to be a pushover -- intentions that Razorgore very quickly put his boot down on. Because of this intentional top-heavy path of difficulty that Blizzard adheres to, a pleasant side effect is produced. To the resilient raider that perseveres, their reward comes in the form of one or more bosses strewn throughout the current tier...bosses that provide little-to-no challenge whatsoever. They grant a mental reprieve from the suffering a raid crew has already been subjected to.

We call these bosses "Loot Piñatas."

If you're an old-school raider, pressing the rewind button on your own personal story should make it easy to pick out the names of bosses that became synonymous with the term. Icecrown Citadel evokes memories of the Gunship Battle and Saurfang, while Black Temple had Shade of Akama bursting with candy. Although our story paints The Lurker Below as a nightmarish creature that blocked our progression, make no mistake -- he was the definitive piñata in SSC. And as for The Eye, well...there were two piñatas. One was already dead by our hand: Void Reaver. The other came to be known as High Astromancer Solarian. Solarian, however, boasted a paradoxical feature which challenged her position in the distinguished Hall of Loot Piñatas...

...for Solarian was also a linchpin.

Geddon v2.0

Solarian moved back and forth between two phases. In phase one, she was tanked-and-spanked where she stood, in the center of the remote east wing of Tempest Keep: The Eye. During this phase, the High Astromancer would target people at random, unleashing a can of arcane whoop-ass upon the unsuspecting victim. Only the healers with the fastest reflexes (and possibly a targeting macro) would be able to respond in enough time to keep these targets alive.

Phase two caused Solarian to disappear, spawning three portals in her absence. From these portals came blood elves of varying roles. Tanks would rush in and pick up these groups while players executed them in order, prioritizing priests, due to their AoE silences and their tendency to undo the damage we'd dug out of our enemies' health-bars. As the Astromancer approached defeat, she would transform into a giant voidwalker, the world-wide indicator that you were about to wrap up the fight. Solarian was almost entirely inconsequential...if it weren't for one remaining ability that added to my male pattern baldness.

Wrath of the Astromancer was a DoT that she placed on a target at random. While the DoT ticked away, the afflicted player would produce arcane AoE damage to everyone in the vicinity. After six seconds, the DoT would detonate in a flash of arcane energy, catapulting the player up into the air, and very possibly killing any nearby players that happened to eat the blast. The player, therefore, had to be spatially aware, quick on their feet, and run from their group as quickly as possible -- so that the detonation had no chance of striking another player.

It was Baron Geddon all over again.

Descendants of Draenor
defeats High Astromancer Solarian,
The Eye

A Fine is a Price

I wanted very much to fine people for not paying attention. Initially, we did exactly that: 100g donated to the guild vault if you blow the raid up. If you were a failure of a player, if your reflexes stunk, if you liked to blame your router or latency a lot -- go right ahead. Just be sure your pockets were lined with cash when you took your raid invite. The officers agreed instinctively, wanting desperately to put an end to the mouth-breathers that were constantly impeding our chances at progressing toward Kael'thas.

Ater stood alone, disagreeing with the tactic.

"Negative reinforcement is a bad idea."

"We have to do something", I replied, "I can't take the ineptness any longer. People need to be held accountable for their position in the raid."

He didn't push back. Playing the loyal soldier, he accepted my arbitrary, anger-fueled decree, continuing to lead in silence. And since Ater had such an impact on the guild, he didn't even have to name names -- players began to voluntarily step up and accept responsibility when they blew up the raid, calling out their name and confirming the 100g deposit. Ater was so well liked and admired by the raid in this regard that I can't help feel like our raiders felt guilty for these mistakes, possibly the first time since we set foot in the Core a year earlier. Like they were somehow inconveniencing him. I was amazed that anyone at all would step up to the plate. Imagine! A raid accepting responsibility for their actions! This was unheard of!

Yet Solarian wasn't dying. What was happening, however, is that the raid was continuing to explode in a blast of arcane death. It was as if players were paying for the convenience of failing. In an attempt to increase accountability, the fine was a convenient way to be absolved of it. Players in the raid thought they were being accountable by stepping up, waving their arm and going, "Yep, that was me. Here's your 100g", but weren't encouraged in any way to fix their mistake. That isn't accountability -- that's the absence of accountability. That's telling a murder victim you're sorry after the gun has already been fired. Much appreciated, but "sorry" isn't going to resurrect the dead.

Paying to fail had to come to a halt -- so we ended it. By banishing sales from the excuse factory, players had no other recourse but to get their shit straightened out, and move away from the raid as was their job. Just like it was when we expected them to click a cube. Or move away from one another during Shatter. Likewise, the onus was just as equally pushed back to leadership, to ensure we were training raiders appropriately, rather than assuming they knew how all the variables fell into place. This, in turn, led to leadership choosing raid rotations with greater judiciousness, plucking out the rotten, mold-covered fruit from a basket that was otherwise still edible.

Solarian wouldn't be the last of the linchpin encounters...not by a long shot. The quest to choose raiders with great care, therefore, continued in earnest. More would be left behind, more would throw tantrums, and more new faces would continue to breach the walls. As we closed in on Kael'thas Sunstrider, the roster would suffer a series of blows that left me bloodied and broken, and the completion of Tier 5 -- along with any chance we had to progress towards Illidan -- hung in the balance.

Thursday, January 24, 2013

2.29. Raiding With The Enemy

"Lady Vashj"
Artwork by Jianing Hu

Lady Vashj

Now that DoD's raiding expectations were public and ready to be consumed by the varying personalities in the roster, I felt slightly less anxious about the dark shadow hovering over the team. 5/6 in SSC, the final big, bad gal remained: Lady Vashj, a serpentine Naga with coils of snakes for hair and a penchant for ending the career of many a casual raiding guild. Vashj boasted one of the most complex set of mechanics we had to work through in WoW -- which made it that much more important that our members were intimately clear on what we expected of them. The Lady would require patience, practice, and a significant amount of communication in order to pull off a kill. Thus, work began immediately as we lifted the great seaweed-laden bridge out of the cavern, water gushing out the sides and back down into the murky depths.

Lady Vashj was divided into three distinct phases. Phase one was a non-factor: tank-and-spank her at the center of her podium-style room, paying attention to her Entangle, as roots would sprout up from the ground and lock several players (including the tank) in place, dotting the targets with ticking nature damage in the process. Mitigating this was simple: A Blessing of Freedom rotation was set up by the various paladins, freeing the tank to resume control of holding Vashj in place. The only other concern was Static Charge, placed randomly on a player. As the debuff persisted, AoE damage would eat away at the host and anyone around him as well. Afflicted players had to run to safety, far from the raid, reducing the ambient damage healers dealt with. This phase lasted until Vashj's health dropped to 70%, and was so trivial that the raid had mastered it within several pulls.

Phase two is where the complexity arose. Lady Vashj returned to the center of her podium, activating an impenetrable shield that rendered our attacks useless. The shield was powered by four generators encircling her, and it was our job to destroy them in order to finish her off. How this was accomplished made Magtheridon's Lair look like Magmadar in comparison. The cavern's water level had risen to the base of the steps surrounding the Lady's podium. From this water henceforth emerged Eeementals, moving slowly up the steps, responding to their master's beck and call. If any water elemental were to reach Vashj, they would dissolve and transfer their power to her, granting both strength and size. Letting too many through would guarantee that she would one-shot the tank...

...if we made it far enough to release her from that protective barrier.

Tainted Core to: %t !!!

While the raid spread out around the circumference of the podium, they watched for elementals, killing them before they reached their master. Raiders had to keep an eye out for a specific elemental:: corrupted and green, much like Hydross when pulled from his purifying beams. These tainted elementals were pivotal to the destruction of her shield; killing them produced a Tainted Core, an object we needed to loot and use to disable each generator. The trick was that by looting a Tainted Core, a player became affixed to the floor, unable to move. By being at the base of the steps, this positioning guaranteed they were completely out of range. Therefore, the raid team had to coordinate a series of Tainted Core tosses, in which the crucial object was handed from player-to-player, up the steps, eventually making its way to someone near the generator...blowing it up and getting us a step closer to phase three.

Tainted Core tossing was a complex task even by description. Performing the tactic itself was a nightmare of coordination -- of yelling in vent and of spammed macros announcing who was getting the core, who was tossing it, where it was going to. And this didn't speak to any of the other obstacles continually throwing a wrench into the mix: the coilfang elites that needed to be picked up, tanked and killed, the coilfang striders that needed to be kited and killed by ranged DPS. Anything caught in melee range of a strider would instantly be feared across the room, and elites hacked away at players if not picked up quickly. Phase two was the stuff of nightmares; cube clicking seemed tame by comparison.

Blain had a plan, but it wasn't coming together quite like he had hoped. DPS was falling behind on elites and we'd often have two up instead of one. Choosing who would kite the coilfang striders was still up in the air. Who was the best suited for the task? An elemental shaman? A frost mage? Maybe neither, perhaps a hunter brought the right kit for the task. On our first weekend of work on Lady Vashj, much of our time went into trial-and-error on many of these variables. As always, I deferred to Blain's expertise in matters of raid strategy, keeping the faith that he would soon have it nailed down with whatever modifications were necessary for Descendants of Draenor to make the boss killable. But with such a finely tuned encounter, and a series of players still struggling to come out of their shell and fully exemplify our new expectations, the margin of error was still too small, and Blain began looking at other options to validate his theories.

Depraved

A few nights after our first weekend of work, my priest officer Neps sent me a whisper, "Do you have a few minutes to help with something?"

"What's going on?"

"Blain's helping Depraved with a Vashj kill. He says they have a few spots open. Can you come??"

I paused a moment to contemplate. Depraved had made a name for themselves during Vanilla as the number one progressed Horde guild on our server. It was Depraved's guild leader, a warlock named Phayder, that boasted the title of Scarab Lord, gained by banging the gong on Deathwing-US many years before and opening the gates of Ahn'Qiraj. Depraved had blown us away in Vanilla, as there was no viable way a non-hardcore raiding guild could compete; we certainly looked like children tripping over their feet in comparison. But by The Burning Crusade, Depraved was beginning to lose market share to Bru and Pretty Pink Pwnies, so their days of keeping a glorious stranglehold on our server's Horde progression were behind them. And perhaps they didn't care.

PPP was a constant thorn-in-my-side in terms of stealing away my best raiders, so any act of faith a competing guild chose to toss our way would be a boon...at least at initial glance. To even consider for a moment that a hardcore raiding guild would ever give us the time of day to share a strategy was unheard of, let alone being extended an invitation to participate, to watch first-hand, and to learn how to "do things right".

But as I typed a response to Neps, doubt lingered in the back of my mind. If hardcore raiding guilds didn't really give a damn about others...about us...why the sudden interest in allowing us to participate? Why come to us to fill a few extra spots? Why not Admonished Prophets or Thunder Billies or any number of other guilds on the server that hung below PPP? A sense of paranoia washed over, catapulting me back into Vanilla as I struggled to assimilate guilds, ever teetering on the edge of complete and total collapse.

Was Depraved going to quietly vet my best players and lure them away?

The question remained: do I join Blain and the others in seeing how to fix our mistakes and risk players being poached? Or do I demand that Blain and crew stand down from Depraved's self-serving "gesture", while continuing to burn weeks of trial-and-error wipes on Vashj as a result?

It was time to roll the dice.

Thursday, January 10, 2013

2.26. 9:53

Positioning for Leotheras the Blind
Source: WorldofStrats.com

The Totem Trick

Players were dying to bad luck. The uncontrollable whirlwind was too much for them to handle, and a series of ping-pong movements across Leotheras' underwater cave picked people off one-by-one, bleeding them out. Chief among the bleeders: yours truly. My shadow priest had only been a part of progression for a few months and her gear was essentially unchanged from the moment she first set foot in the Cavern. Not due to a lack of progression, mind you...but more a product of the poor itemization that SSC offered shadow priests in The Burning Crusade. With little option to augment her attire, I was forced to fall back on Blain's age-old idiom, repeating it to myself as a means of staying motivated.

In the end, your gear doesn't make you succeed. Gear won't make you good. Your skill at the game will.

If gear wasn't the solution to my problem, I would have to find a way to survive without it. I'd have to make my own luck. Just as anyone else in the raid.

Sifting through the logs and forum threads of guilds well past Leotheras, we made a clever discovery: a shaman's totems could be targeted by Leo during his whirlwind. The epiphany was a relief, yet bittersweet. I was already dealing with the guilt of benching my shaman in lieu of being the only consistent Replenishment provider of the raid -- and the subsequent loss of control I perceived as a result of giving up healing. But, with the discovery of this tactic, I felt worse! If only I had Kerulak again. I could drop totems seconds before the whirlwind, bolting for safety and once again bringing control to the chaos that unfolded. It wasn't an option. I'd made my choice. Zanjina was there to be a mana battery, and I accepted this decision inexorably.

I had to put my faith in the team. Only they could kill their inner demons while I dealt with my own.

Descendants of Draenor defeats Leotheras the Blind,
Serpentshrine Cavern

The Blind Killing the Blind

The intricate dance began with Blain setting Eacavissi up for Demon Form tanking. Our trusted warlock geared for the fire resistance necessary and wrestled for control of the boss via Searing Pain, a spell with increased threat -- vital to a warlock tank. As the fire vulnerability stacked too high, Blain called Sir Klocker for a Divine Intervention, cleansing our warlock of all his debuffs, sacrificing the paladin in the process. The expired paladin would return to life via Breginna's battle resurrection, as Blain's carefully choreographed strategy continued to unfold. As for the whirlwind, Blain laid it out on the table: he'd announce to the melee when it was time to get to safety. At that point the shamans would drop their totems and head for the hills, while the remainder of us dashed into the nooks and crannies along the outer edges of the room. The hope was that by being out of line-of-sight, Leo would prefer the totems over players, saving us from a painful bleeding death.

Once we got the timing right for getting out to safety, the totem gimmick appeared to do its trick. Leo spun into a mad frenzy, bouncing back and forth between various sets of shaman totems like a pinball working on a high score. Every precious second the gimmick granted us grew the margin of error further, allowing us a flatter learning curve; a more approachable encounter. With a greater margin of error, the raid team began to close in on the final 15% with everyone alive. It wasn't long before we were into the final phase, having to deal with both Blood Elf and Demon Form at the same time. This was the real madness, and it was intense. Having already used Divine Intervention, Eacavissi's life fell into the hands of the healers, which realistically only lasted ten or twelve seconds before the fire vulnerability burned him to a crisp. Lacking that warlock tank, the Demon Form pummeled the raid with blasts of fire damage as he walked the threat list, looking for a new target. Meanwhile, the Blood Elf form hacked away at the tanks while healers struggled to keep them alive, moving to avoid incoming blasts of fire in the process.

With the whirlwind continuing to bounce between player and totem, I ran to the back of the room to get out of line-of-sight. To my horror, Bojax and Raziei followed me, yet stayed in plain sight. Leo headed straight for us; there was nowhere to run. A single thought jumped into my mind. You're doomed. Doomed by your own blind players. As predicted, Leotheras struck the group I cowered amongst, and the bleed ticked of handfuls of my health. Facing imminent death, I sprinted from the room, laid on a final Vampiric Touch and Shadow Word: Pain, then collapsed to the floor. My attention turned to the roster. Gunsmokeco was still alive. Ekasra was still alive. The shamans continued to blanket the raid with their chain heals, dropping more totems to act as targets for the spinning saw-blade. The tanks were staying alive. DPS was staying alive. Leo's health ticked down to 3%....2%....1%.

And it was over.

A cheer filled vent as Blain added the icing to the cake, "with seven...seconds...remaining."

We beat the enrage timer by seven seconds, clocking our first official kill in at 9 minutes 53 seconds. As close a shave as any could get...without bleeding out. I glanced down at the damage meters, to see where I placed.

Ninth.

Any progress is better than no progress.

That Public Relations Spin

It was time to start moving our recovery plan into action. Ater, Blain and I decided to set a new precedent for the guild -- one that separated the wheat from the chaff. In order to identify "rock stars" in the environment we'd bred, a certain level of diplomacy was needed. That involved careful language and setting the expectations of the players appropriately. The first part of that plan came about in the wake of our recent success. The proof was right there in front of us; after Blain's return, we'd gone from seeing no progression in months, to 5/6 and 1/4 across Tier 5. That fact alone spoke volumes -- that we absolutely possessed the potential and crew to accomplish great things...even Illidan himself. We just needed the right leadership. In the face of that mounting evidence, I moved to the next step in the plan -- a promise I made to Ater. Acknowledge the accomplishments of the team.

At the close of the weekend which produced our first Leotheras kill,  I created a new section in our forums called "Accomplishments". Here, I demonstrated to the guild that their work was not going unnoticed; that their individual contributions had real value and worth. To leadership, it was clear as day that Blain's return had caused an about-face in our approach, but my next move wasn't to bolster the rogue's ego, it was to affirm to the troops that what they brought to the table each raid night was a quantifiable contribution. Regardless of what organizational changes brought about our recent success, I wanted one message to be common: It was because of the raid team that we were back on track today,. What went on behind closed doors in the officer channel was no longer relevant, who we happened to be talking about or which "carries" were next on the chopping block. The public face of our success is what was most important now, and we wanted to hammer that home. The raiders would focus on these accomplishments, and in turn, have less time to devote to rumor and innuendo.

I let the guild know that this forum topic would never be purged and would stand for eternity as a reflection of the many great deeds that the guild had accomplished in progression. I played it up, big-time. The forum thread was even made viewable to the public for others to see. Members of our team could use it to show off to their friends in competing guilds, maybe even entice them into joining. We'd call out a show of thanks to those individuals who helped us work through the boss mechanics, so that players could see their name in lights, make them feel important...

...make them feel like they were good at something.

The "Accomplishments" forum thread was the start of a revolution in how I approached the management of DoD; it was an audit trail of our success. A means to show thanks for the effort players were giving us. A reminder that each individual player was important. A sales pitch to anyone interested in investigating our guild further, to see if we had something to offer them...

...and all the evidence I needed to start leaving certain people behind.

Thursday, December 27, 2012

2.22. Blain Returns

The Alliance wins a battleground despite
Blain's domination of the killing blows,
Warsong Gulch

Back in the Saddle

"Everybody head to TK."

The chatter of the raid picked up somewhat. What was this? Something new and unplanned?

"We're switching gears?" someone asked in Vent.

"Yup."

Blain was a man of few words.

"Get inside when you get there, get eating and buffing. We're pulling at 7:00 o'clock."

When I first met Blain, his abrasiveness put me on edge. I questioned Ater's choice in leaders, looked at the gear the Undead Rogue walked into Molten Core with, and wondered if it was some sort of joke. Yet the joke was quickly on me as Blain proceeded to tear the Core apart, along with a number of whiners and excuse-makers in the process. Yet this time around, it wasn't a worry about incompetency or a lack of people-skills; I worried about whether or not he could bail the water out. We'd stagnated in progression for months, barely able to claim a couple of kills on The Lurker Below. Players were leaving to join guilds that were proven and successful, and we were left with the bottom scrapings. Was it too late? I wondered. I was well beyond concern that people's feelings would be hurt by this point.

"So we're just heading to TK out of the blue, what about all the work we've put into SSC?" What work, I thought to myself, while the hackles continued to go up. Ater boldly played his hand,

"Quite frankly, morale is low. We could use a boss kill to pick people up. Blain says we can knock out Void Reaver, so it's time for a change of scenery."

In typical Blain fashion, he ignored any sort of acknowledgement that credited his decision making, and kept focused on the coordination. "Your tanks are Ater, Rocraw, Bretthew and Dalans, the kill order is skull, then X, assist off of me or Chopliver if you aren't sure. Turtleman, sheep diamond."

When I hopped off the taxi and zoned into Tempest Keep, the raid was seated, eating and drinking, and the first pack of Blood Elves that guarded the door had been marked. Gunsmokeco sent me a whisper,

"So when did Blain decide to come back to leading?"

I got my own flask up, and sat down to join the crowd in the midst of buffing.

"Last week, when we decided we were done wasting time."

I moved into position after hearing the countdown to the pull, and lit up the raid with Chain Heal. Gunsmokeco didn't know the news yet, nor did any of the shamans. I didn't want to burden them on the day we planned to turn things around. For now, I kept the news to myself, so that everyone could focus on this change of scenery and the return of their old raid leader, hoping it was enough of a morale boost to start cutting notches in our belt again. The news would have to wait. For now.

Kerulak prepares to head into Tempest Keep: The Eye,
Netherstorm

Void Reaver

The roster was reasonably solid that evening of July 22nd, 2007, and my sanity rested on a number of familiar faces. Joining Ater and Blain from the 40-Man days was Neps, faithfully running the priests since Haribo's retirement, as was Zyr, infamous for his dead-on impression of cricket sound -- the perfect follow-up to horrible jokes. Dalans was the lone Feral Druid, backing up Ater's tanking alongside Bretthew the paladin. Turtleman held the longest running mage spot, as did Houla with the hunters. Even Annihilation was present, now laying waste on his warlock Fatality, side-by-side with another 40-Man vet named Eacavissi. And, standing by my side was Gunsmokeco, a Resto Shaman who had been with us since early '06, flooding the raid with chain heals. Rounding out the vets was Abrinis, a down-to-earth, no-nonsense undead warrior that delivered consistent, top-notch melee damage -- when he wasn't talking sports with Neps. Of the 25 folks present that evening, 14 had come from Vanilla. It was time to see if the remaining 11 were carries, or something better.

Rather than two separate instances with two individual paths of progression, Blain lumped Tier 5 into a single pot. Our best chance at success in pulling out of this nosedive meant attacking the bosses from the least amount of difficulty to the most. Lurker was down (though its bugginess was still a concern), and everything that remained in SSC was non-trivial. Logically, that meant the next easiest boss would have to be Void Reaver, hiding in the western wing of The Eye. The change of scenery would not only breathe life back into the raid, but boost morale -- if we could do it. On top of it all, the reward would be significant: Tier 5 shoulders. Blain may have taught me the fundamental rule about gear not making a bad player good, but at the same time, understood the impact the reward had on the crew. We needed to get people's minds out of the sinkhole and thinking about killing bosses, if there was any chance in Hell at one day defeating Illidan.

It was a massive mechanical contraption with a tiny head, rumbling while it idled in the center of a circular room. It eyed us and revved invisible motorcycle handles, waiting to peel out and attack, while Blain led the raid through the Fel Reaver's trash packs. Once the room was devoid of any backup, Blain instructed the raid to take a circular position around the outside ring. The rest of us would move in tightly, tanks, melee, and the shamans with their chain heal at the ready. Breginna had taken up the task of helping out with healers, and assigned them locations around the ring as well. Once in position, Ater pulled the gargantuan machine, and I raced into the center of the room to wind up the chain heal spam.

Descendants of Draenor defeats Void Reaver,
Tempest Keep: The Eye

Pounding It In

There was no real "trick" to Void Reaver, from the inner circle looking out. Void Reaver would Pound the tank, knocking him back, cycling over to the next tank highest in threat. The somewhat-diminished chaos arose in determining which tank would ultimately have him, as the contraption was immune to taunt. Watching Omen was usually a good sign, but calls were made in Vent regardless. Dalans has him. Taba has him. Ater has him. An excess amount of communication was a good start for a raid that had been troubled for so long.

I can imagine the ranged had their hands full with Arcane Orb, Void Reaver's slow-motiong ranged attack that he lobbed at our ranged casters like an electric bomb caught in a space-time warp. It was slow moving for a reason; if you saw it headed your way and ran away in fear, it was already too late. The blast radius for Arcane Orb was so wide that you needed a solid head-start at getting the hell away before it caught you in its dome, silencing you for a full 6 seconds. The silence added to the arcane damage was brutal, especially to healers caught unaware. Players should have been able to track their own orb, but Blain was taking no chances. He called out every person that was targeted and whom needed to move, while juggling melee DPS and mitigating damage from Pound at the same time.

Yet once again, Blain came out on top of the damage meters, just like he had that first day of setting foot in Molten Core. Even after calling out Orb targets. Even after surviving Pound. Even after dealing with the threat of being one-shot by a boss that couldn't be taunted. A heavy sigh of relief washed across the raid that night. My players were thankful for Blain's guidance and motivated once again to tackle content. The coming months would be telling, as we set out to regain control of progression and set upon a path that would lead us to the death of Illidan. It would not be a straight path, more obstacles would throw us curveballs and the lineup would change. But at least for now, we enjoyed a momentary victory after eating weeks of crow.

---

The bids wrapped up on Pauldrons of the Vanquished Champion. The winner wasn't Kerulak. Voices in vent showed their surprise and confusion. My shaman had gone months without an upgrade, the side-effect of failing to progress, coupled with my duties driving Breginna's druid while she was away on business. The raid clearly expected me to be one of the first shamans to walk out of The Eye with Tier 5 shoulders.

"The winner wasn't Kerulak?" someone asked in Vent.

"I didn't bid."

"Why not?"

"Because," I answered, "I won't be returning on Kerulak."

Thursday, November 15, 2012

2.16. The Underwater Cavern

Serpentshrine Cavern

Gone Fishing

Eager to get started on Tier 5, we began the mad search for answers on what lay below the waters of Serpent Lake in Zangarmarsh. Swimming through a series of pipes, and up into an underground cave protected by a pocket of air, we not only gained access to three dungeons, but our entry into the next tier of raids. Behind the waterfall that poured down the back of the cave revealed an elevator boss that claimed many lives with its frightening depth and propensity to hypnotize players into leaping to their death. For those patient enough to wait for the platform, however, it would transport us into an underwater lair hiding the Naga, an amphibious humanoid creature that swore their lives to Azshara. We'd navigate broken wooden bridges, scour caves and tunnels, and ultimately activate a bridge that rose out of the waters, draped with seaweed. This bridge would lead us to Azshara's reluctant handmaiden, a serpentine female known as Lady Vashj.

This was Serpentshrine Cavern.

Ater was now gaining assistance from Volitar in our quest to execute raid content. Volitar had been with us as one of the most qualified, reliable priests in Vanilla. He joined many others in the re-rolling marathon that accompanied The Burning Crusade's launch, starting from scratch with a Blood Elf Paladin, one he felt would bring a entirely new level of healing control to raid progression. Volitar had great leadership qualities, and stayed calm under duress, and Ater relied on him more and more to make calls and adjustments in Vent, while he stayed quiet and focused on tanking. Volitar assumed Blain's role with a dedicated professionalism that I was thankful for, and I hoped that our raid team remained equally thankful.

Breginna was still away with work, post Magtheridon, and so I continued to bring her Druid to raid progression, providing the ever-essential HoTs and battle rezzes that Druids contributed to PvE. Heading into Tier 5, I was unconcerned about Kerulak falling behind in gear; it was an eventuality, but not something I worried myself with in the short-term. What was more important, in my eyes, was the success of the 25-Man, and if it meant bringing another loyal player's Druid to the table, I never gave it a second thought.

What did give me pause, however, was the absence of my shaman in the healing make-up. As easy as the druid was to play in a healing role, the shaman still brought vital tools to our group, the most important of which was Bloodlust. Beyond that, a shaman's chain heal was extraordinarily powerful, and their totems brought crucial buffs like Windfury and Wrath of Air, buffing our melee and ranged casters, respectively. All of these abilities added up and could easily have made the difference between a 1% wipe and a boss kill. Without Kerulak, I needed a responsible, reliable shaman to put in that spot, to keep it warm, and to keep the totems planted firmly in the ground, while chain heals leapt across the raid like flashes of yellow lightning.

Kerulak links loot over to Ekasra during a 10-Man raid,
Karazhan

Ekasra

I reviewed the list of shamans we were taking, searching for the one most consistent with signups. A lot of them were coming and going, filling in whenever possible. One stood alone that had been present in signups, week-after-week, a younger up-and-coming player who had been with us since Vanilla. He provided the best chance of filling in for me on a consistent basis. Upon speaking to Ekasra, he confirmed my suspicions -- he wanted to do whatever it took to get into our 25-Man raids each and every week. Because of his late entry to the guild mid-way through Vanilla, he'd been unable to secure a foothold in the 40-Man. As a result, he spent most of the end of Vanilla on the sidelines, yearning for bigger, more exciting adventures. He yearned for inclusion. Ekasra wanted the chance to leave his mark, to make an impression with the officer core.

It was now time to give him that chance.

I took Ekasra aside and let him know I would be playing Breginna's character for several weeks while she was away on business. I let him in on the intent of this alleged selfless act: Continue to provide a Resto Druid for HoTs and battle rezzes, while keeping the character geared for her owner's return -- ensuring a seamless transition back into the roster. In doing this task for Breginna, I would be leaving a shaman spot open, and would need to rely on him to be present each and every week, even if the other shamans continued to use the sign-up sheet like a revolving door.

Ekasra was ecstatic.

It was as if I had just handed him a winning lottery ticket. He thanked me for the chance, swearing up-and-down that I would not be disappointed, that I could rely on him to take up this responsibility. I was happy to have someone as excited and passionate as he was. As long as he could channel that passion into his healing ability, both of us stood to benefit from the arrangement. Problem solved, time to begin work in the Cavern.

As with many of my early leadership decisions, problems had a tendency to appear solved...when they weren't.


"The Lurker Below"
Artwork by YeastSoldier

Evil Lurks

Dalans stood on the edge of the wooden ring, formed by a series of wooden planks laid out in a circular fashion, and tossed his fishing line into the water. Watching the bobber bounce suspiciously, he clicked it and drew up the line, hoping a for a bite.

Nothing.

"How long is this gonna take?" someone blurted out into Vent, frustrated at waiting.

Another person answered with a short, annoyed tone, "We've been in here for three weeks. I think you can wait a little longer."

Three weeks.

At the dawn of Tier 5, preparing for yet-another-attempt on what was considered the easiest boss in SSC, The Lurker Below, we braced for another pull. In comparison to the nightmare we'd been through dealing with Tier 4, The Lurker Below's straightforwardness should have been a reprieve.

Yet here we were.

Dalans tossed his fishing line back into the pool.

"C'mon guys, we got it this time." said Volitar, a little less enthusiastic, a little more war-torn, and noticeably running low on patience. I could tell he was forcing himself to keep positive; it must have felt like a prison to him, jailed by the constant reminders all around that progression had come to a dead halt. Again. Ater sat silent in his position, weapon at the ready, shield in hand. He said nothing in Vent and typed nothing into raid chat, nothing into officer chat. Everyone has a breaking point. Had he reached his, I wondered? How much longer were we going to put up with mediocrity?

"Yeah, guyth. We got thith," replied Ekasra, his lisp thick and unmistakable in Vent. Chuckling followed, and I had to remind them to all to keep it down. Forever the babysitter. Common sense had long since gone out the window. The roster was filled with players who thought it was "no big deal" to pick on someone with a speech impediment. And I wondered at what point had I thrown in the towel. At what point had I made the decision that it was OK to allow that kind of behavior. How many raid wipes had gone by before I was so desperate to see any kind of progress that I scraped together any sort of bottom-feeders available.

What had we become?