Wednesday, October 20, 2010

Eye of the Storm


Strategy for Eye of the Storm Guild Battles.

Eye of the Storm consists of 4 bases and a flag in the middle of the map. Another 15 on 15, Alliance VS Horde.

The objective of this game like Arathi Basin is; the first team to get 1600 points wins. They are called points in Eye of the Storm, not resources. You stand in a base area to capture the base, gaining points per second according to how many bases your team controls. There is a Flag in the middle of the map that if captured; gives extra points to the team that captures it. The points you get for controlling each base looks like this:

Bases Controlled
Points per second
1
1
2
2
3
5
4
10

The more bases you control the faster you win. The Flag in the middle of the base also has a point system according to how many bases you control; that looks like this:

Bases Controlled
Points for flag turn in
1
75
2
85
3
100
4
500

So control as many bases as possible while capturing flags to help boost your team forward.

*You will see similarities between this strategy and the Arathi Basin strategy I have posted*
*This strategy is written from the Horde point of view*

The composition of this team will be 3-5 healers, the rest DPS with preferably one Druid to carry the flag, the Druid being dps or a healer doesn’t matter.

There are many different ways to strategize this game, some hold two bases and try to flag cap to victory. But I like controlling three bases, while capturing the flag. The flag is important, but the more bases you have; the more points you get for turning in the flag. And there is no possible way, even if the other team captures every flag from start to finish, that the enemy will win if you control three bases.

For this team I would split them into four squads(groups). One healer and two dps per squad for the first 3. Squad 4 will make up the rest of the team having 5 dps and 1-2 healers. Here is a table showing what I mean:

Squad number
DPS
Healer
1
2
1
2
2
1
3
2
1
4
4-5
1-2
All together
10-11
4-5

Have Squad 1 go to Fel Reaver Ruins. Squad 2 go to Blood Elf Tower. Squad 3 will go straight for the flag, it is preferable to have an Elemental Shaman or Boomkin to blow enemies off the edge (Just to upset some enemies ;-) this Squad should also have the selected flag carrier. Squad 4 should go down the middle of the map till they see the side that is being rushed by the enemy. Squad 4 pushes the opposing teams force. When the enemy surge has been fought off; both Squads 3 and 4 should push the enemy base that is closest to squad 4 for a 3rd base capture.

There is really no set plan after this point. Squad 4 should be moving around fighting the enemy force everywhere it goes. Squad 3 should be trying to get the flag every chance they get. If at all possible Squad 4 should also try to force a 4 cap. If a 4 cap occurs, 1 healer and 1 dps should stay at each tower, everyone else should go help kill enemy players at their spawn point. 500 point flag captures are always nice. If all of your Squads are good at communicating with each other and getting back to their base; they can always go middle to help, or help other bases. 

One very important thing about this battleground; always fight inside of the base boundaries. Like Arathi Basin, you don’t acquire points from honorable kills. You get points from holding bases and capturing flags.

Tuesday, October 19, 2010

Arathi Basin


Strategy for Arathi Basin Guild battles.

This battleground consists of 5 bases and 2 opposing teams. 15 on 15, Horde VS Alliance. 

First I will talk about the objective of the game. The first side to get to 1600 resources wins. You gain resources by capturing the flag at a base and holding it. The point system looks like this:

Nodes Captured
Resources per Tick
Tick Length (sec)
Resources per Sec
1
10
12
0.8
2
10
9
1.1
3
10
6
1.7
4
10
3
3.3
5
30
1
30.0

So hold more bases: get more resources. Sounds easy enough. (Notice that you don't gain any Resource from killing enemy players. My Point in saying this is: don't leave a base to get an honorable kill, it's not as important as keeping the base)

The composition of the “best” potential team for Arathi Basin; in my mind would look like this. Four healers the rest DPS, there doesn’t have to be specifics for any of the classes. As long as everyone does their job and work well together this should work perfectly.

With this team I would split them into four squads(groups) and a 5th Squad that consists of 3 members from the 4th Squad. One healer and two dps per squad for the first 3. Squad 4 will make up the rest of the team having 5 dps and 1 healer. But for flexibility which will be explained later, you should also pick 2 dps and the 1 healer from Squad 4 that will make up Squad 5 when they have to take over Squads 1-3’s jobs(this will make sense later, if you are confused). Here is a table showing what I mean:

Squad Number
DPS
Healer
1
2
1
2
2
1
3
2
1
4
5
1
(5)
(2) out of squad 4
(1) out of squad 4
All together
11
4

I am Horde so I will explain how I would lead from the Horde side of the map.

I would have Squad 1 take and hold Farm. Squad 2 take and hold Blacksmith. Squad 3 take and hold Lumber Mill. ALWAYS calling incoming. Never leaving the flags, the only exception to this is if Squad 3 is moving to help Squad 1 or 2 due to Squad 4 being too far away to help, then Squad 5(3 chosen members from Squad 4) would take over Squad 3’s job till they return. The reason why I say these 3 bases and not Gold Mine > Lumber Mill is: the Gold Mine is in a lower plain, in order to leave Gold Mine you are required to leave to the North or South. You can’t go straight to Blacksmith without going near Farm or Stables. Plus, if you have any Mages/Priests you can have them Slow Fall/Levitate people off of the edge at Lumber Mill and they will make it to Farm or Blacksmith without any delay.

Now that I’ve explained what Squads 1-3 do, Squad 4’s turn. I would have them as a marauding squad. Right out the gate Squad 4 needs to help 2 or 3 take whichever base is being hit hardest. Squad 4 should always be in a moving group. Either helping one of the other Squads defend, or pushing one of the enemy bases; keeping them on the defense. But above everything Squad 4’s main purpose is to move from base to base defending whichever is being hit hardest. Squads 1-3 should have good enough teamwork together to be able to last long enough for squad 4 to arrive. 

I also like to leave flexibility between the squads.(This is where Squad 5 comes into play) By flexibility I mean, let’s say in a scenario that Squad 4 is pushing Stables to put the opposing team on the Defense. Instead of being defensive the enemy attacks Farm... Squad 4 should immediately head toward Farm, but if they are going to take too long, Squad 3 (if there aren’t any enemies present at Lumber Mill) should go to Farm to help. Squad 5 should pick up Squad 3’s job of Defending Lumber Mill, till Squad 3 returns. The rest of the DPS from Squad 4 should continue to Farm as well. 

This strategy should work well for anyone who can put together 15 people that work together and understand/carry out their jobs without faulting. No running off to kill someone on the road. Just do your job and win, winning games will give far greater rewards than honor, now that you gain Rated points for winning games, which will gain you top tier PVP items.(If you are in a Rated Battleground of course)

Cataclysm Battleground changes(WoW Insider)
Two new Battlegrounds to come in Cataclysm(Twin Peaks | The Battle for Gilneas)

Thursday, October 14, 2010

Fire Mages being nerfed



Fire Mage - Getting Nerfed
 
Other things that need to be nerfed.

Of course I'm going to be unhappy about this. But not so much, I just have a few things to point out about other classes that I hope are being taken in account, and eventually nerfed. And a few pointers that Blizzard won't listen to.. Yes I will admit it; at the moment I can pretty much run in circles around people and destroy them.

But let’s talk about a Fire Mage vs a Shadow Priest or Rogue.

I (having the current overpowered fire buff) with over 1100 resilience die to a Shadow Priest casting 3-4 spells on me. (Shadow Word:Pain, Devouring Plague, Vampiric Touch, Shadow Word:Death) That is all it takes. If they are feeling like I might be a little bit of an inconvenience they throw a Mind Blast in there somewhere. If I encounter a Shadow Priest I have to either Ice Block or run behind a wall somewhere and try to Evocate, and even then I'm very likely to die. Today I got a Shadow Priest to 15% before he turned around Silenced me threw up some spells and I died. He didn't even have to do that. He has many more options, if he wanted to he could have Silenced me then healed himself to full. He could have Silenced me then Psychic Horror me then Feared me then /danced while 2 of his dots killed me. Also Living Bomb is dispellable and doesn't detonate when dispelled... So one of our important (Class/Spec Abilities) is now mute.

A Rogue can get me below 50% hp within his opener. Then avoid all of my damage with Cloak of Shadows which now makes them Immune for the first few seconds. Also Shadow Step to me if I manage to get half an inch away from him. Plus + they have given Rogues a heal ability… Are Mage’s going to have to live with their lack of healing ability forever. Warrior’s can heal through abilities, Warlock’s can heal through spells, Rogue’s can now heal, DK’s even have a healing attack, then the obvious Paladin, Priest, Druid, Shaman-healer classes. But Mages and Hunters – No luck. We have to deal with death OR we are forced to play frost.

What could Blizzard expect; they increased health by 6k maybe, depending on the class. Then they made Resilience worthless. THEN they increase the amount of damage output by everyone. Did they expect 6k hp to make up for ALL the other terrible decisions? We’ve seen this before Blizzard. Blizzard seems to be homogenizing the gear and affect of classes. They must think "If we make all of them the same then no one can complain about their class"..

When are they going to make it where PVP and PVE are two completely different worlds? When you’re PVPing everything changes, your stats change, your spells change (if necessary). This would get rid of the issues they keep having with PVP. Blizzard push’s our DPS up Up UP and doesn’t compensate for it with PVP gear or HP pools. If they would just make it so, when PVP is in affect a characters Damage is lower, and the abilities that are good for PVE but way too over powered for PVP are changed to benefit in another way, or completely take it away during PVP.

I realize that Blizzard does base the game off of the people who complain the most, and who make up the majority of their clientele. The majority must be Shadow Priest and Rogues at the moment ;-). I would say Mages as well, but I don’t remember seeing that many complaints, other than running out of mana in Arena’s due to no real mana regeneration capabilities. Evocate… Stop moving, and cast, you better hope to god no one see’s you. If they do they just have to walk over and silence/stun/fear/ANYTHING to stop you from getting any of that precious (ONLY WAY TO DO DAMAGE) mana back… When are we going to get Focus? Or Rage? Or Energy?

Just some thoughts, some ideas. But have no fear; this is all a pre-Expansion buff like before. It always happens so I don’t think I was too caught off guard. I can’t complain too much. I’m enjoying my Mage again :-).

Wednesday, October 13, 2010

4.0.1 Fire Mage

Fire = Fun!?

So patch 4.0.1 came out yesterday. First thing I did was log on the Mage and look at all the goodies. Fire, Arcane or Frost. Before 4.0.1 I was Frost for PVP and Arcane for PVE. Now that 4.0.1 has come out the game has changed. Smaller talent tree's, bigger mana pools, bigger health pools.

So I went Fire since I keep hearing so many good things about it. But I honestly don't have much crit gear. Haste stacked due to Arcane and Frost pre 4.0.1. Have no fear. I pulled over 14k dps in ICC 10 with only 33% crit and 28% haste. Now if I was above 50% crit like I'm supposed to be, I'm sure I would have put out more dps.

Lets first talk about fire in Battle Grounds. 14k crit instant cast Pyroblast's, Fireblast procs left and right and Living Bomb turning people into suicide bombers and Dragon's Breath to make them all walk in circles. Also the change to Flamestrike and Blast Wave.
  • Flamestrike is now an instant cast always. Doesn't do a lot of damage but puts a nice circle of dot for your enemy to dwell in. 
  • Blast Wave no longer blows the enemy units back. Now an area of affect spell like Flamestrike and instead of blowing people back it slows them by 70% for 3 sec or so. 
Running around using Scorch to get Pyroblast proc. Just sexy.

Yes fire is still lacking in survivability some might say. Although you have more than enough slowing/stunning/silencing spells to keep any healer down, the dps at a distance (if you want them at a distance ;-) ) and with the right procs up you won't even need them.

I personally don't stop running around in circles if I'm being targeted by a melee, trying to confuse and slow them to death. Of course if there is another caster or hunter I stand on their face trying to avoid any casts or incoming damage.

Now for raiding. The rotation is quite simple, start with Scorch for the 5% crit buff, keep Living Bomb on the target at all times. Fireblast every time its up and whenever it procs, Pyroblast every time it procs. Use Fireball as the filler. I haven't tried putting some Flamestrikes on a boss to see what it would do to my dps. But this rotation gets me over 14k with a single target. Good old PVE, doesn't like to be hard ;-)

If you guys have any specific questions about fire let me know. I'll be posting the different strats I use for specific classes, I don't expect them to defer much, but you never know.

My Mage.
Good place to find specs, if the site isn't being bombarded to the point of breaking. Keep trying if it doesn't load the first few try's.
Fire Spec of Choice

Tuesday, October 5, 2010

Keyboard and Mouse VS Controller

I was having a discussion with my friend the other day about this topic, so I thought I'd write about it. We both agreed that this discussion is based off of a different argument. The argument between PC and console gaming. I don't know why the hate runs so deep in this discussion. But here it goes.

The great gamers debate. I play the Console and Computer alike. I've played games ranging from Atari's (Pong) to World of Warcraft (Vanilla, BC, WotLK), Fallout 3, Street Fighter, Final Fantasy (1-13), Starcraft, Mario, etc... Games ranging from RTS(Real Time Strategy), FPS(First Person Shooter), MMORPG(Massively Multi player Online Role-Playing Game), RPG(Role-Playing Game), Fighters, Racers, Sports.....

So don't get me wrong I have played it all. But I must lay down some facts on both sides of the playing field. Yes I do know this dispute is causing PC and Console gamers to yell in all caps at each other. And I do realize most of these Caps Lock fights are based off of opinion. But I'm here to pull some facts out in the open and let you use your "logic" (if you have any) to replace your opinion.

Mouse/Keyboard Portability/Difficulties: Big clunky keyboard that you either have in your lap or on a desk, and a mouse that you have to have a flat smooth surface to use. Both of these aspects mean you either have to set up a nice little area to play, or have a desk to set at.

Controller Portability/Laziness: With a controller you can pretty much set/lay in any position you would like, even upside down if you can manage to work with that visual. Heck I even play from the kitchen while I'm putting something in the microwave...

Controller FPS: The straight up fact about this style of game, a controller has regulated turn and vertical aiming via joystick. With a controller you would have to start turning/strafing until your cross airs have finally made it to your target, and hope that you don't have to reach over and hit any of your other buttons. By other buttons I mean (X, Square, Triangle, Circle "PS2, 3")(X, Y, A, B "Xbox, 360") which are all utilized by the same thumb you use to turn and aim vertically (of course unless you use a different joystick config) but even then your losing 2 types of mobility to hit a button with your thumb. Yes trigger buttons are utilized, in most cases as Grenade, Fire, Target, Knife/Special Weapon or something along those lines depending on the game. But your losing out on Jump, weapon swap, which I find to be very important.

Mouse/Keyboard FPS: A mouse does not have regulated turning or vertical aiming, I can turn and shoot as fast as I can move my hand. Thus meaning as soon as I find a target I can twitch straight to their head/body and start firing. Other than that I can use my W, A, S, D key's to control and any hot keys I want without hindering any of my targeting or moving. I can also jump while still turning/strafing/looking up or down.

Controller RTS: Pretty much impossible. I've played their sad attempts at RTS on a console, all of which failed. You can't use an interface that is based off of a world map and expect to control multiple units using just joysticks and a few buttons. This entire game style is based off of point and click, its hard to point and click when the speed is regulated and the amount of hot key's is limited.

Mouse/Keyboard RTS: The RTS style was made for Mouse/Keyboard so of course it works just fine. Depending on the interface options you are given of course. Some RTS are just designed terribly.

Controller MMORPG: Once again a very difficult thing to do, almost impossible to be an efficient gamer. Final Fantasy managed to pull it off. But if you look at most MMORPG games (World of Warcraft, Ever Quest 1 and 2, etc..) There are just way too many spells/abilities to try an set your 8 - 12 controller buttons up for.

Mouse/Keyboard MMORPG: Another gaming style that explodes with potential when set up with a Mouse/Keyboard. You have more buttons available than there are spells/abilities to be hot keyed to. And you can utilize Shift + key, Ctrl + key, Alt + key, and so on. And the targeting system is usually point and click if not tab.

And on and on, till you get to the Sports, Racing, and Fighters. Sports were meant to be played with a controller. The simple controller set up is utilized very well in sports and in Fighters, although I and most Fighter fanatics agree that a DPad is better. Racing on the other hand isn't better for Mouse/Keyboard or Controller. You seriously need a wheel and peddles to fully enjoy and be good at racers. You can be efficient with both I'm sure, but Wheel and peddles are meant for racing games.

To round it up. And after a few facts and opinions are on the table. Think what you want. Honest truth and fact, in a game that takes precision and accuracy the Mouse/Keyboard user will stomp the Controller user every time. And the only category that a Controller is better, is at being lazy.

Sources :
An article about the Xbox Adapter for Mouse/Keyboard. What to take from this Source other than the facts he points out in the first Paragraph is that even League environments will not allow people to use Mouse/Keyboard against players using controllers due to the fact that the players using Mouse/Keyboard will have the advantage of accuracy

Another good article covering the diversity of Mouse/Keyboard and Controllers

Video of a competition between Mouse/Keyboard players and Controller players