Fury-well to Arms Spec


Several commenters suggested that I try switching my budding Warrior alt from Fury to Arms for a different experience. As it happened, I'd just finished saving up enough gold to pay for dual spec (with 1000G in the bank for cold weather flying when I need it), so I figured that there wouldn't be any harm in taking the other DPS spec for a spin before using the second slot on a tanking spec (presuming that I decide I'm brave enough to try tanking).

Superficially, the two specs have a bit in common. Arms Warriors get the famous Mortal Strike skill instead of the Fury self-healing Bloodthirst attack. Instead of waiting on a talent to proc instant-cast Slam attacks, Arms gets talents that proc instant Overpower and/or Execute attacks. Because these abilities require Battle Stance, I don't get to use Whirlwind (a staple of the Fury rotation), but I get additional tools including Thunderclap, Sweeping Strikes, Retaliation, and Bladestorm to deal with additional foes.

Regardless of how different the two are on paper, though, I find that I greatly prefer the feel of the Arms spec. The results may be similar, but it feels more interactive to be making a choice that now I want to hit multiple targets or now I want to do something that refills my health bar. With Bloodthirst and Whirlwind in the standard Fury rotation, both situations all but take care of themselves for solo content. Arms might be less effective (especially against casters, for lack of convenient access to pummel), but it feels more fun - perhaps the decreased efficiency even helps raise the difficulty from trivial to "need to pay some attention".

P.S. Also, there's nothing that I've done on any of my characters that quite compares to Bladestorm. In solo content, clicking that button makes four mobs die in the next seven seconds. The thing is on a cooldown (90 seconds, 75 with a glyph), but you shouldn't need to pull four mobs at once more often than that, and you've always got Retaliation in your back pocket if there's still mobs standing when you're done spinning around.

Are Dungeon Finder Leveling Dungeons WoW's Public Quests?

I've been saying some less than positive things about WoW's automated dungeon finder of late, so it seems only fair to give equal time to one area where I've been getting a lot of benefit from the system - groups for leveling dungeons.

The logistics of LFG
Historically, I've always simply skipped over leveling dungeons. The nebulous (generally lengthy) amount of time it would take to find a group before you even start the actual dungeon run was too much unpredictability for my schedule. On top of that, dungeons often represent the culmination of the storylines in a given zone, meaning that you will be out of stuff to do in the neighborhood by the time you have all the relevant quests. Though WoW did have dungeon summoning stones, at least two party members needed to travel to the stones (often as many as four of your party members may presume that someone else will summon them), and the greatest concentration of players looking for groups for a given area are often located in that zone's local chat.

The dungeon finder blows all of these concerns out of the water. As a DPS, you're going to be looking for something like 15-30 minutes, and you can do whatever you want with that time, as you will be teleported to the dungeon automatically when a group is assembled. As a result, my Warrior has been doing every dungeon in Northrend as soon as the relevant quests become available, earning significant gear upgrades in the process. I've even queued up for random dungeons when I feel like I could use a change of pace from solo questing - my warrior has already banked a handful of emblems and stone keeper shards from these efforts.

A different take on the public quest
When Warhammer Online was getting ready to launch, I was actually very excited about the concept of public quests. The idea, as Mythic described it, was for players to get to enjoy high quality group content without having to deal with group logistics. Unfortunately, because these quests were non-instanced events located in the outside world, population worked against them. You might show up at a PQ and discover that there weren't enough players there to complete it, or you might find that too many had shown up, making the content trivial. Worst of all, you had to travel to the quest areas on foot, and could arrive to find that the party was over.

The way that the random dungeon finder has worked out in WoW is very similar to the end goal of the Public Quest - but with much of the random chance and logistic inconvenience taken out. Your group will have the right number of people and correct balance of classes for the content (though they may or may not be overgeared). You do not need to worry about travel, or even knowing where it is that you should be going (though this can be a problem when players die and don't know how to get back to the instance).

There may be no removing the social downsides of working with strangers in group content. I also maintain that the system should do a better job of maintaining difficulty by using appropriately geared players when possible - one random Old Kingdom group, a level 74 dungeon, ended up with a level 80 tank for some reason. When it comes to the actual goal of making group content accessible to players as they level, though, this system is a huge success.

Key Binding Homogenization

Ferrel's a bit disappointed that his plate Templar healer isn't actually that much more durable than EQ2's other healing classes. EQ2's especially vulnerable to this kind of homogenization because the game has so many classes that it's very easy to end up with too many niches. It's not alone by any stretch, however, just today the crab is talking about the same type of issue in WoW.

Fury Warrior Vs Ret Pally
With my warrior now on the move once again, I decided to dust off the old Ret Paladin to see how the two classes compare hitting Northrend content around level 70. The first thing I had to do was gut and overhaul the Paladin's keybindings, as he had previous been a bizarre spell power Prot/Ret hybrid and I had never fully updated him to the Wrath era. Having literally just logged off the Warrior, I ended up with a very similar key layout.

The crucial keybinds that I am most likely to use when soloing one or more normal mobs are:

Warrior:
2: Heroic Strike (single target, burns excess rage)
3: Bloodthirst (single target, triggers a self-heal)
Shift+3: Slam (single target, ONLY used when a specific talent triggers, making it instant cast)
4: Whirlwind (AOE)

Paladin:
2: Crusader Strike (single target)
3: Judgement of Wisdom (single target, triggers mana regen)
Shift+3: Exorcism (single target, used to burn excess mana ONLY when a specific talent triggers, making it instant cast)
4: Divine Storm (AOE, triggers a self-heal)

There are substantial differences between the two classes - for example, the Paladin has many more healing and buffing skills beyond the passive ones, and the Warrior has multiple stances and more defensive tools as a non-tanking spec. From my perspective DPS'ing solo mobs, however, the end results are very similar - both guys can kill multiple mobs at once while regenerating their health and resources (mana or rage) pretty indefinitely, using a very similar set of key bindings.

I haven't played a Death Knight since the Wrath beta, and their current rune system probably requires more than four buttons on a typical fight, but, again, the end result is pretty similar based on what I remember - DPS with enough passive mitigation and self-healing to keep on killing.

Eliminating diversity for laziness?
It's possible that I'm working on the wrong melee alt at the moment. The one melee experience that's really different from the above is what I have on the rogue, who is specced for Subtlety. With this spec, the first mob is dead within 4 seconds of my sneak attack and the rest of the pull is attempting to survive long enough to mop up.

Ironically, rogues don't like to level as Subtlety, because stealth is too much work; why sneak when you can evasion tank and burn stuff down faster than it can hit them like some more agile version of Fury Warriors, Ret Pallies, and Death Knights? Blizzard has announced plans to grant Rogues their wish, with Cataclysm changes aimed at making the use of stealth while leveling more optional, and adding a way for Rogues too to burn their passively generated resource for self-healing.

I suppose that this change was inevitable, as Rogues were the only class left that did not have some way of healing themselves (or their pets, in the case of Hunters). Perhaps the intent is to make each individual class a bit more responsible for their own self-healing, to lessen the burden on healers and thereby lower the entry bar a little bit for players who are new to that role.

Even so, I'm a bit concerned that the homogenization is getting a bit much. It's starting to feel like all the melee characters are going to be played exactly the same way, with different graphics. What's the point of having so many classes if that's where we're going?

One And Done

"I give every dungeon at least one wipe before leaving. This applies to my tank and other toons as well. If we do wipe, I evaluate how we did. Taking Halls of Reflection as the popular example, if we wipe before defeating the first boss, I'm out. If we wipe on the hardest/final waves, I'll give it another try and reevaluate the situation (kick as needed, etc.)."
- Bornakk, World of Warcraft CM, responding to a thread about what random dungeons scares players to the point where they'd rather wait out the 30 minute deserter timer than attempt the instance

I've been running some off-peak random dungeons of late, which has made for some odd demographics. My mage has a 4.8K gearscore (albeit inflated with some PVP items) and is good for somewhere between 3-4K DPS depending on buffs and group tactics. These numbers are at least double what a typical DPS would have managed at Wrath's launch, but now I find myself pushing to improve my play if I don't want to come in 3rd or even 4th on the damage meters.

Today's random daily group featured a trio of players from some raiding guild on another server. They arrived with gearscores in the mid 6000's and server first raid kill titles, and they proceeded to pull insanely large numbers of mobs at once (including trash with bosses, etc). Midway through the run, the tank noted that the other random DPS, a hunter, was doing less DPS than him. Now, in principle, less DPS than the tank is a bit embarrassing, but the tank in question was doing 2.5K DPS in HUK by pulling 10 mobs at a time and spamming AOE damage abilities (go go Pally tank). In that context, relatively few people can really fault the hunter for posting a "mere" 2.3K DPS in a random PUG attempting the game's easiest heroic 5-man dungeon.

I stayed out of the argument because there's no reason why the three raiders couldn't have kicked both the hunter and myself and finished the instance without us. The reality of the situation is that he was dead right when he said that something was wrong with this group - the three of them really did not belong in entry level 5-man content. The only reason why they were there was because Blizzard bribes them with Icecrown-quality raid emblems.

The sad part is that the queue times on lower level instances, where there is no raid loot to be had for showing up once a day, are only slightly worse in my experience than the queues for max level random heroics. In other words, Blizzard no longer needs to trivialize this entire content format in order to make it viable - the random cross server grouping system is doing enough to ensure that it is possible to run instances.

Reflecting on a challenge
I actually intentionally run the notorious HHOR once a day before my random daily, so that I can have the random shot of doing it a second time if it comes up as my random dungeon. Part of my interest in the zone is the loot - the caster off-hand is the only 5-man instance drop that would still be useful to me - but a bigger part is that it's the last real challenge left in 5-man content.

Because of this, it's pretty common for one or more players to immediately drop group the moment they zone in. If the group does wipe, we're certainly going to be looking for a new tank or healer, or disbanded. The only reason why a wipe is not an immediate disband is that many of the DPS are looking at lengthy queues to try something else, and a group that's missing one member gets top priority at replacements. I'm actually a bit surprised to see blue text admitting that this is how things are, because that's not exactly a selling point of the much touted dungeon system.

To be perfectly honest, I'm not the best player I could be, and I'm not willing to put in the effort that is required to beat the more difficult content. I was in a 40-man guild that killed Nefarian back in the day, and the experience of downing a boss just isn't worth multiple nights of wiping to learn a single fight to me personally. Even so, I'd like a bit more challenge than watching some raiders 3-man an instance.

Back before the random dungeon finder, it was not uncommon for a group to wipe once or twice on a boss before figuring out how to beat the encounter. Sometimes they just couldn't get it and the group disbanded, but sometimes that group, which was starting to look like a fail, managed to pull out the win. That's the level of challenge and investment I'm prepared to sink in this game, and it's a level of difficulty that the actual content - which has been largely unchanged over the last year and a half - is capable of supporting. Thanks to the way Blizzard has the incentives set up right now, though, that style of gameplay is basically dead.

This is disappointing. There is a need for an entry level gear path for newly level-capped characters, but I'm not convinced that teaching players bad habits in trivial content is the right solution to the problem. Unfortunately, it's both the easy solution and the popular one, so it's looking like it's here to stay.