Monday, August 22, 2011

Raid Management: The Keys to Success


I have been raiding for around 4 years now. In my time I’ve been part of 4 different raid guilds. I speak regularly to friends of my previous guilds who still play on Khaz’goroth, and naturally we discuss our progress with our respective guilds. Whereas my stories are generally those of success and progression (Firelands cleared and working on heroics), my friend’s stories are those of despair and anguish. I care for my previous guildies so I try to give as much advice as I can, but the more we talk the more I realise, the problem does not lie with the strategy but with the raid group itself.

So why are some guilds more successful than others, even though their goals are the same? I posed the question to my fellow writer Quadilious and after only a few minutes we were repeatedly using the same terms: Attitude, Communication, Organisation, Discipline, Research, Leadership...in two words Raid Management.

What about Gear and Skill?
So let’s look at what you need for a successful raid. When I originally spoke with my friend about the difference in success between our guilds, her first comment was “Well you are much better geared than us...” No, gear is not required for a successful raid. It helps but it is not required. Being better geared may have helped at the start of Firelands, sure, but everyone’s gear levels were the same for BWD and BoT. As I see it, gear is a bi-product of a successful raid. And also if successful raids require good gear then how did Paragon get world first kills of end bosses and even heroics only a few weeks into this expansion?

At this point I expect to get the “Yeah, well, Paragon are super-skilled players...” Again, that’s not the difference between success and failure. I see plenty of talented players in Ultima Ratio and have seen skilled players in GOAT and Incursion as well, so what excuse will they use? Skill is most often not the problem. And what do people mean by “Skill” anyway? If I don’t die to fires on the ground, or can successfully navigate through tornadoes, does that make me skilled? I think, that just means I have good awareness. What about using tricks, like jump-disengaging, etc? Again, that just means I heard about a trick, read up about it and practiced it. I think the term “skilled player” gets used a little too loosely at times. Skill comes from experience and research in my opinion, and any player can become “skilled” with a little effort and - key word – Research.

Wednesday, August 17, 2011

You're Standing Where?

MOVE OUT OF THE DAMN FIRE NOOB!

This is what most hunters think of when you mention "positioning", and yes, not standing in fire is very important, but there is a much more subtle meaning to the term, one which top hunters know and allows you to truly maximize your DPS.


When it comes to setting yourself up for a boss fight, there are a couple of questions you have to ask yourself:
Are the things that make me move predictable? (ie: is the position the pop up on preset, like Ragnaros' Sulphuras Smash or random like Magma Traps)
If they are predictable, are they static or mobile?
The main goal is to try and keep out of Aspect of the Fox for as long as possible by keeping your movement to a minimum, and this is what the first question is for. Most abilities are predictable in knowing when they're going to be cast but not all are positioned in a constant way. For the unpredictable, bite the bullet and hope it is in between casts so you aren't interrupting one. The predictable static ones though, here's a hint: stand on the edge. A good example is Valonia's Deep Breathe (DB) in the BOT V&T fight. This is a good example of predictable events and where to stand. Near the wall, not good, it's easy to get caught too far in and then breathed on. Find a spot near the edge of the flames that would be thrown down in the center ( either side will do) and wait. If you are closer to the entrance here's what will happen. DB on entrance, step 1 or 2 steps forward, Center, 1 or 2 back, and exit, no worries. If you watch videos of boss encounters you will see that most ground effects that are predictable and have a sweet spot to stand in that will require very little movement on your part.

Other things to consider are do we have to stack or spread? Where are my healers? Am I close enough to launch my traps as needed? The trick to these questions are look to see where you are at the START of the fight and what the group as a whole are going to do during the encounter. Once you learn how to read raid groups quickly, positioning will come quickly and naturally.

Some tips for when you have to move.:
Macro in your Aspect of the Hawk to your signature shot (ie Chimera),arcane, and serpent sting because these are all shots that don't need AotF to fire on the move.

When you know you have to move, try and time it so you don't have to switch aspect at all and you can keep up ISS (if you're a MM)

Finally, make sure you're pointed in the right direction if you have to move.

Good luck and I hope this helps improve your game. :)

Saturday, August 13, 2011

My first video - Soloing Slabhide

It has been a hectic few weeks and as I understand it Quad has been extremely busy himself. In between raiding, working, sleeping and looking after my family it doesn't leave much time for blogging. My previous job was perfect as I was able to write all my stuff at work and then upload it when I got home. Not so now. But nonetheless I have a post. Over the past few weeks I have been playing around with FRAPS and making WoW videos. And here is the first result a quick 4 minute video of my first attempt at soloing Slabhide. I also had a video of soloing the scorpions and turtles in the Firelands, but with the recent patch that video is now obsolete - didn't matter anyway I never got a drop. Sadface! But back to Slabhide....

Tuesday, July 26, 2011

Helpful Tips for Applying to a Guild

Thinking about moving up and applying to a progression orientated guild for some challenging content? Intimidated by the process? Here's some tips to help ease you and your anxiety.

1.Know your class!
Be aware of what is required of your chosen class (most of you are probably hunters if you're reading this) be ready to be asked questions about why you've gemmed and reforged a certain way, or can you change specs and perform as well in it. Nothing will kill an app quicker than having spirit gems on your hunter's gear. Make sure your Professions offer your class the best possible bonus.

2. Know Yourself!
Point out any strengths you have, such as being quick with Misdirects, and also your weakness and what you do to overcome them or work around them.

3. Have previous experience ready and available.
Make sure you are honest about why you've left old guilds, but be diplomatic about it at the same time. Saying you left your old guild because the raid leader was a dick, not good. Saying you left because you and the raid leader diverged on your end game goals and decided to part ways shows a mature attitude and that you are less prone to drama. Also make available any logs you can link to, this helps them know what to expect.

4. Read the Application and Rules carefully.
Some guild applications will have a seemingly simple question in the app some where, this can actually be a test to see if you have read the rules regarding applications. One favorite is to mention something in the info, like "turquoise is your favorite color", then the app will have this:
"Have you read the rules?" followed by "What is your favorite color?". Too many times I've seen yes to reading the rules, followed by "red" when the answer was clearly (in this case) Turquoise.

5. Learn the schedule and how to sign up for raids.
There are different ways that guilds put together a raid. Most common is using the guild calender, but some guilds have sign ups in their forums and some just say "Monday, first pull is 7:30" and the core is there ready to go, and if substitution is needed, they are there ready to go. Make sure your sched matches theirs, and if not, look elsewhere.

6. Be Prepared on Raid night!
Show up in gear, repaired, and provisioned properly. Most guilds will provide feasts and flasks to core, but trials might be left to fend for their own. Don't be the guy who has to ask for a repair bot second pull in, or try to save some gold by not flasking. This shows a lack of commitment, and is a sure way to be passed over when filling a raid next time.

7. Most Important Tip!
Make sure that the guild/s you are applying to fits your goal, style of play and most importantly your personality! Do you enjoy a laid back atmosphere or strict protocol in raid? Do you have a delicate sensibility or do you cuss like a sailor? The most important part of this though, is are they the right skill match? Getting into a guild that fails to mechanics you find simple can be very frustrating to you, and joining a guild that demands you be prepared to jump right into the deep end when you haven't even seen the vids for a fight can be frustrating for them. Try to find a guild that pushes your boundaries and can grow with you.

For you Hunters:
Know your pets and which one is best for raid buffs.
Be aware of your Aspects! (pulling while in Aspect of Pack = fail)
Growl OFF!

With these tips and some common sense, Apping to guilds and trials will be less stressful for you and hopefully help you find your ideal guild quicker.

Wednesday, July 20, 2011

Beginner Guide to Hunters - Chapter 4: Professions

At one point or another, during the leveling process, a player will come across profession trainers. Professions allow the hunter to specialise in certain tasks, be it crafting armor or weapons, or gathering a certain type of material. Professions are divided into 2 categories: Primary and secondary. Primary professions include the 3 gathering professions (Mining, Skinning and Herbalism), as well as the 8 major crafting professions (Leatherworking, Enchanting, Jewelcrafting, Alchemy, Blacksmithing, Tailoring, Engineering and Inscription). A character may only train in 2 primary professions at any given time. The remaining professions (Fishing, Cooking, First Aid and Archaeology) are termed secondary professions and a character may train in all of them if they so choose.

Wednesday, July 13, 2011

The 3 D's (and a Hidden Bonus)

To paraphrase The Great Frostheim, regardless of how crappy your tank is, a good hunter should NEVER pull aggro. We should be a blessing to the mediocre and appreciated by the great. I'd like to take that thinking and now apply it to healers. We have the tools to make any healer thankful there is a hunter in the group , but they're hardly ever used. Let us discuss them now and how they can be applied to make our healers life a little easier. I like to call them the 3 D's.

First is a little used shot called Distraction Shot. It used to be great to team this up with misdirection, but Blizzard put a stop to that quite a while back, and a lot of us have left it in our spell book, collecting dust, only to be pulled out on those rare occurrences when we are called on to kite. Dust it off, and put it on your action bar again, especially if you dungeon a lot or have a failmage in your raid! Eventually someone is going to pull aggro from a mob, and once said mob has killed the offender (mages, looking at you) they usually go for the healer. Freezing it works, but there are so many chances for that to go wrong (damn mages, you make a hunters life difficult) it's almost a waste of a GCD to launch. I go for the distracting shot. First, it'll save your healer quick, because a hurt hunter is a lot better than a dead healer. Secondly, it gives you more options to deal with the "rogue mob", such as now placing a trap, or running to the tank, Feign Death, and letting them pick aggro back up. Anyway you look at it, the healer should be ok and still breathing, thankful of having a hunter who is on the ball.

Our second D is Deterrence. I personally love this one due to my less than stellar abilities to move away from things that hurt. A good example is during the V&T fight in BOT. After Blackout has been cast, she uses her Devouring Flame, a nasty ability that will toast you a nice shade of black. If you find yourself in a compromising position ie right in front of her with your back to a wall (guilty!), run at her and hit Deterrence for 5 seconds of snugly protection! Your healer will love the fact that you sacrifice a few points of DPS to save them valuable mana they can use on the failmage who was standing next to you.

Finally we have Disengage, another favorite of mine. I lack the ability to turn and run quickly (actually, that has been solved, but that is a later post) so Disengage is my go to. Something about to eat your face and FD is still on cooldown? Disengage! Fire under your feet? Disengage! Tank lost aggro and there's a mage beside you? Definitely Disengage! The best way to reduce damage taken is to avoid it all together, and Disengage does that nicely. Word of warning though. Make sure you have something to land on behind you, or the taunting will not end for months (I know this all too well. My guild note for a year was "Likes to jump off cliffs!")
These are my 3 D's, and healers will come to love them if they get hunters who use them. Please use them because we all know that healers need that extra mana to help those damn mages!

Oh yea, the Bonus! Make your healers extra happy on the Neferian fight by swapping out a major glyph with Glyph of Raptor Strike, which reduces damage done by 20% for 5 seconds after using Raptor Strike, perfect for phase 2 on the pillars and the final burn on Nef himself. In both cases, you can use your melee abilities at the same time as you use your ranged abilities, so when the warning comes for his crackle, Raptor Strike! The effect is noticeable and helpful.

Thursday, July 7, 2011

The past and the future - expanding The Hunter's Arsenal

Greetings to you all from the Firelands. I have been extremely busy with my new job, raiding Firelands with my new guild (I got the crossbow of Ryolith, woot!!) and having my mother visit one week and my best friend visiting right now for two weeks, so my spare time for blogging has been at an absolute minimum. I have been seeking to address this by recruiting another writer and it appears I have found my partner in crime - my fellow guildie, and hunter of infamy, Quadilious.

If you haven't heard of Quad before don't despair and check out his blog "The Strange Tale of Quadilious", especially The Setup page for some amazing videos. I am extremely excited to have Quad join me here at The Hunter's Arsenal and hope that this spells a productive and fruitful future for this blog.

With this new addition we are currently discussing changes that we will be making. First and foremost the Beginner Guide to Hunters series will continue, so don't worry. Secondly with Quad's expert knowledge of in-game videos, we will be releasing some Firelands boss kill videos very soon - All from the perspective of a hunter. We are also looking at completely redesigning this page, but that is very low on the priority list right now.

So exciting times are ahead. Once again a huge welcome to Quadilious and I can't wait to read his first post for The Hunter's Arsenal.

Keep on hunting,

Serebihm