Showing posts with label Malador. Show all posts
Showing posts with label Malador. Show all posts

Tuesday, September 27, 2011

Races of Tyria: All These New Options And You Chose Human?

Seriously, you two chose Human over all of the other races?

What's wrong with choosing Human?

Odd seeing Humans without those little red names floating over their heads

Seemed like a perfectly serviceable choice for our professions. Besides, it's not like it's Alliance against Horde on Tyria.

I know that. I mean why, when we're looking at a world with four race options that are new and exciting, would you two decide to go with something as plain as Human?

Well, as a thief, human honestly makes the most sense. While there's no statistical or racial bonus as far as I'm aware for the race choice, there is the unspoken quality most Humans have: they tend to blend in very well in urban environments. The Charr that you're looking at stick out like a sore thumb. Same with those giant Norns Solagar was talking about. The Asura are really too comical looking for most people to ignore and I know it'll be hard for most people to not notice the walking, talking plants that are the Sylvari. In the grand scheme of things, a Human is the plainest being you're likely to meet in a city. First rule of being a thief: don't stick out. Seems like a logical choice to me.

Hmm you make a good point. I suppose I hadn't considered the whole "hide in plain sight" trait Humans had, but the only one I've ever really worked with is Tuknir and I don't think he's a good example.

True, that one's not quite right in the head. He'd probably make a good Norn though.

You want me to give him access to a race that dedicates themselves to booze, battle, and what the majority of us would call insanity?

He'd be in good company.

I'll think about it. Back to the whole Human choice thing. Mal, you always struck me as a pretty proud Blood Elf. I would've thought you of all people would be averse to going Human.

You are correct on the Blood Elf pride front. However given that my race of choice is unavailable in Tyria, I'm left with the five options available. After careful consideration, the Humans were actually the best fit for me. The Charr may have Elementalists and Necromancers in their ranks, but they make no attempts to hide their distaste for most magic. The Norns have a slightly stronger connection to magic, but their general outlook on life doesn't quite match mine.

What about the Asura? They're pretty heavy into magic and magitek or whatever they call that stuff.

Yes, but I just can't bring myself to be one. I'll admit that I'm not the most humble Blood Elf in the world, but even I consider them to be a bit over the top. That and I can't help but see gnomes when I look at them. Big eyed, lizard mouthed gnomes. Seeing that face every morning would give me nightmares.

That still leaves the Sylvari.

I was considering them for a while, but in the end I just couldn't bring myself to do so. They remind me too much of Night Elves. I realize it's an unfair comparison, but it's there and I have a hard time not seeing my tree-hugging cousins when I look at them.

So it was Human by default then?

Yes, but that's not to say that I don't appreciate the race's qualities or history. In fact it sounds like an excellent match for a Blood Elf like myself. Nobility, political intrigue, magically-caused catastrophes - sounds like a good chunk of our history books. Plus I like their architecture. It's a far cry from the wonders of Silvermoon, but for Humans they do a passable job at being artistic.

Fair enough. Sounds like you two have put some thought into your choices. I apologize for being so sarcastic; I was kinda expecting a response like "we threw darts at a wall full of names and that's what came up."

Perish the thought.

Of course not! We have more respect for our work than that.

Good to hear. Guess that's it till next time, folks. Talk to you later.



Psst... you think he bought it?

Yes, but he won't if you keep talking about it.

Lips are sealed.

Good. Be sure to take down the rest of the names and darts from the wall of the breakroom. Pretty sure it was a lucky guess, but we don't need to give him proof.

Wednesday, July 27, 2011

Azeroth vs. Tyria part 8: A Mage That Uses More Than One Element? That's Crazy Talk

It's time to talk about another Tyrian profession. For today's post we've got two people chiming in: Malador the team's fire mage and Daikaja, our resident shaman. Before we begin, I'm curious why the two of you are looking at the same profession. I understand why Mal's looking at the elementalist seeing as he's a mage and all, but why would it interest a shaman?

Well there's not exactly a shaman profession available over there, so I have to look elsewhere. As for why I'm looking at this and not something else, it just feels like a better fit. There's no healer profession, so that's out. I could go dual-wield melee as a warrior or a rogue, but both of those are all physical combat. I'm a shaman and maintaining that tie with the elements is important to us, so the only real option available is elementalist. That being said, it's not as big of a stretch as you might think. I have been known to dabble as elemental dps from time to time, so I'm familiar with being a caster. At least I know how to use more than one element...

How dare you! I'll have you know that I've had plenty of experience with other specs.

Okay, that's enough from both of you. You're not spending this whole post bickering. Mal, let's hear why you're looking at the elementalist.

Certainly. As you know I'm an experienced mage in Azeroth. I've spent my whole life practicing with the elements and the arcane, using them to freeze, incinerate, or blast my foes. Given all of that experience with being a cloth-wearing wielder of the elements, I feel that it's an obvious choice that I should be the one to discuss this new profession.

That establishes why both of you are interested, so now let's get into the details. Weapons have seemed like a good place to start with the other posts, so let's have Mal talk about the elementalist's weapon selection given that he's familiar with the mage offerings.

The weapon offerings for the elementalist would feel very familiar to a mage looking at the profession. Staves are the only two-handed weapon available and those are primarily an AoE weapon, offering such skills as Meteor Shower and Chain Lightning. For main hand weapons, elementalists cannot wield swords like mages in Azeroth, but we gain the ability to wield scepters. These provide a variety of medium range spells both single and multiple target, such as Phoenix and Shatterstone. There's also daggers for the main hand and those are mostly close range attacks (e.g. Dragon's Claw) as well as many of our self-defense techniques (e.g. Shocking Aura).

Little more impressive than making a glowy red patch on the ground, huh?

For off-hand weapons, the elementalist can choose an additional dagger if they want more supportive abilities such as Fire Shield or Geyser. Alternatively they can use a focus like the ones we had in Azeroth. Rather than merely providing raw spell power though, these give access to powerful close range abilities like Flamewall or Lightning Field. In addition to merely being strong point blank techniques, these are also typically used for setting up cross-profession combinations. Have you addressed those yet, sir?

Sigh... no. That's another one to add to the pile. Back on task though. It sounds like you've got quite a few options there. Not only do you have all those weapons to choose from for your combat sets, but it sounded like you have spells from all four elements to choose from on each weapon as well. So how exactly are those elements mixed up amongst the weapons? Is it like one skill of each element or are there some that are heavy towards a specific one?

I'll take this one. It's actually neither. For each weapon, we basically have four sets of the five skills - one for each element. The elementalist can attune himself to an element and that switches out his skills. The attunements give the caster some passive bonuses and the skills tend to have a general theme to them. Water for example can heal your allies passively and the skills focus more on slowing foes and providing additional healing, whereas fire is heavy burning and AoE damage and causes fire damage to anyone that touches you. Air's a lot of lightning damage and blinding attacks in addition to shocking nearby opponents, and earth provides the caster with more passive defenses and lots of skills to protect themselves and their teammates. As such, an elementalist basically has four weapons for each weapon they own.

You have no idea how hard it is to resist using every electricity pun I know here

Nice, so in combat you essentially have eight different skill sets you can flip between with your second weapon?

Unfortunately no. We can change attunements, but we cannot change weapons while in combat. If you start combat with a staff, you're stuck with it until everything's dead. On the plus side though, switching attunements basically serves the job of switching weapons anyways. You might not have the perfect weapon available at all time, like if you start at range and everything's closed to melee, but you'll be able to find skills within the four attunements to accomplish the task just fine.

Hmm, not fond of being restricted to just one weapon at a time, but that's the warrior in me talking. Still seems like you'll have options in a fight, so I guess it all works out. Let's move on to some of the stuff that makes the elementalist different from the mage and shaman. Mal, you're up.

There's a few areas, though the attunements that my shaman "colleague" mentioned are the primary difference. Another area would be the use of glyphs. These are temporary enhancements the elementalist can use to augment their abilities. They can be simple bonuses like the Glyph of Elemental Power (simply makes all of your attacks critical hits for 10 seconds) or they can be a little more imaginative like the Glyph of Elemental Storage (allows you to store a skill from your current attunement for use while in a different attunement).

Signets are another difference between elementalists and mages, but those have been covered in the other profession posts. I can give a few examples, but there's not really anything new to discuss there.

Ah, forgot about conjuration for a second there! While elementalists may not be the "vending machines" that many consider us mages to be, they do have some ability to conjure for others. Rather than being limited to food and drink however, these conjurations serve a combat purpose. Each element has a different conjure spell that can be used to create elemental environmental weapons such as the ones you discussed last week. For scenarios where you're placed up against a foe with an elemental weakness, either natural or caused by someone in the party, equipping everyone with an elementally attuned weapon could significantly increase your damage output.

The last major difference that I can think of would be in area of effect spells.

What is there to be different? I think I only ever saw you two cast a couple different types of AoE. Mages summoned it on one spot or did that Arcane Explosion thing. Maybe once or twice you guys used a cone attack. Shamans dropped a totem to make it pulse fire, then they dropped Chain Lightning on things. What exactly is different?

Well, all of those things are still available. We just have more options for them. I know I certainly would; Fire Nova just hit whatever was around my Flame Shock target and Chain Lightning would hit whatever it felt like hitting in the area. I suppose they did get Earthquake, but that was while I was running around as enhancement.

The shaman is correct about the expanded options. Bear in mind that while mages may have had all of those different types of AoE available to us, the options in each category were limited. Point blank was Arcane only unless you dropped one of the channeled spells on your head. Targeted area and frontal cone had two choices, but they suffered from the other problem mages had: our spec limited our options. If you were arcane, then you really only wanted to use Arcane Explosion. Frost mages preferred Blizzard and Fire mages just used Flamestrike. Well, technically just Blast Wave since Improved Flamestrike made using the actual Flamestrike spell meaningless unless you were desperate to conserve mana. Regardless, as much as the shaman will make jokes at my expense over this functional restriction, it was one built of class restraints over personal preference. When your fire spells hit 40-50% harder than anything else, then it's hard to justify using those spells.

With the elementalist however, our area spell selection is expanded to all four elements. The bulk of these being staff spells as I addressed earlier, but there are a smattering of other AoE spells amongst the other weapons. In addition with the trait system we read about, we'll be able to work on all of our attunements at once, rather than being forced to use merely one or two elements due to a lack of talent points.

Ixnay on the aits-tray. Still digging stuff up for that post.

Ah yes, sorry about that. That about sums up the elementalist, I think. Anything else to contribute, Daikaja?

Nah, I think we got it. Only elementalist stuff left to cover really is the cross-profession skills and the traits and it sounds like the boss is gonna be writing up that stuff.

Yeah, I'll be taking care of that stuff, though anything you guys can dig up will be appreciated. Won't be until after I get back though.

Off on your own research trip?

Something like that.

Do try and "research" something other than the bottom of a beer mug.

I make no promises. See you guys in a couple weeks!

Tuesday, June 16, 2009

10-Man Raids, Adventures in Powerleveling, and the Druid's First Trip to Naxx

This past week, the guild Solannis and I are in decided to put the 25-man runs on hiatus. Basically the recruits coming in weren't outpacing the people getting burned out from Ulduar, so we weren't making much headway. Well, that and they were apparently tired of repeatedly wiping to the adds on Freya because "don't kill the damn water spirit" is apparently a difficult concept. I think some of it's also just the time of year honestly, but regardless that does put us in the situation of being back to 10-man raiding only and that's just fine with me and Sol.

Now don't get me wrong: Sol, Grunzford, Med, myself, and the rest of the team do enjoy raiding in both 10- and 25-man forms. Tanking or DPSing (maybe one day healing) dragons, giants, and other assorted beings with treasure we want for ourselves is what we do best. I even enjoyed 40-man raiding, despite the general headaches I got from some of those runs, which brings me to my point. Finding nine other people you like can be somewhat difficult, but it's doable. Finding 24 other people you like is another matter altogether.

There's also the matter of raid coordination. In a 10-man run, Sol or I can reasonably know each person in the group and what to expect from them and, in the case of a second tank, we can usually do things like tank switches and cooldown usage with a quick call or sometimes without saying anything. In a 25-man run though, half the time we don't really know much about our fellow raiders other than "he's usually around 4k DPS" or "he'll die to the first void zone". It's also just quieter in 10-man runs, so the tanks don't have to shout over someone for tank switches and other pertinent "I will die if the healers don't hear this" situations. Sol says that last one's particularly annoying for Kologarn.

Alright, so with the 25-man raiding out of the way for the week, that left us with time for some low-level work. Our resident mage Malador made it to 65 today, so he's made a fair bit of progress since my post. He has been complaining though about feeling restricted in leveling to Frost. Something about Ice Barrier and the other trees not being time efficient. We've also taken to subcontracting our services to others to help their leveling progress. Well, not so much subcontracting as it is dragging a buddy of mine through dungeons to help him catch up. If nothing else, it's given Grunzford something to do and apparently it's quite efficient as a druid. To hear him describe it, all he does is bounce around and Swipe at things so they chase him, then Swipe everything down in a giant group and Improved Leader of the Pack keeps him topped off. It's so efficient really that Sol, Mordigg, and I never need to do it again, so we'll just add that to his list of duties. Purely out of business sense though - I would never do something like that out of spite, perish the thought...

Chain-running younger adventurers through dungeons isn't all Grunzford's been up to though. Yesterday he got to go on his first trip to Naxxramas. Unfortunately for him though, it was as a cat, so he didn't get any raid tanking experience. Still better than nothing though and he got a few upgrades to show for it. He says he wasn't real happy with his performance compared to some of the other people - it wasn't horrible, but it wasn't great (I think he said 9th or 10th overall for damage). Looking at his talents though, I think part of it comes from being built to be a bear instead of a cat and missing a couple of key talents, but most of it is probably lack of practice being a cat outside of doing dailies. I know that if I were asked to do damage instead of tank, I'd probably do just as badly if not worse and I'm pretty sure Sol keeps his two-handed maces skill around 370 just to get out of having to play retadin for some fights.