So. . . yeah, despite what you may have heard, the Rambling Bear is still alive and out there somewhere. Unfortunately, I haven't even had the time to keep up on my reading, let alone writing, of blog posts. But, as I'm stuck at work this weekend, I do at least have time to put the spit and polish on an article I started before Easter. So, I present to you the Raider's Ten Commandments:1: Thou Shalt Raid With No Other Guild Before Me. When you joined a raiding guild, one of the conditions you agreed to (explicitly or implicitly) was to raid WITH that guild. For some of you, this may be a "No, duh?" comment, but others of you know exactly what I'm talking about. There are people out there who sign up to raid with one guild, then end up spending raid nights running with another group. Thats not to say you shouldn't be able to raid with other people, but don't do it when your guild needs you, and don't go raiding content your guild is still running with another guild or group. And if you do, don't be surprised when you find your spot permanently filled by someone else.
2: Thou Shalt Not Make thyself an Ignoramus. Some guilds choose not to follow written strategies for boss fights, instead preferring to learn encounters the hard way. I have absolutely nothing against those who choose to play that way, and in fact even envy you a bit. Most guilds, however, prefer to use all resources available to them to progress, and instead focus on execution of proven battle plans. So, unless your guild is the sort that goes in blind, do us all a favor and read up on encounters BEFORE you come to them. There is little more irritating than having to explain a boss fight multiple times because one or two people don't know how a fight goes. Its a huge waste of time, when a group of 25 informed raiders could get by on a 5 minute overview of a fight just to get roles assigned.
And on that same note, a raider should also not be ignorant as to the workings of their own class. Now, as a blogger, I'm preaching to the choior here, but I'm sure we've all experienced people who, for example, don't know what a misdirect is (that hunter didn't last long in the guild), or don't know what is meant by "Judge Light on the Tin Man" (Likewise with that paladin, I believe). While levelling and running 5-mans, folks can get away with half-assing it, but raiders need all the advantages they can get if they ever want to get far in endgame.
3: Thou Shalt Not Take the Raid's Time in Vain. This one is a bit of a catch-all. Don't show up late to raids. Don't go AFK after every boss attempt *glares at a certain shaman*. Don't wait for the rezzers to run back, run with them (unless you have a good reason). Time limits are a big limiting factor in raiding, between hard limits like respawns and enrages, and soft limits like curfews, jobs, and just plain mental fatigue. Sometimes delays are unavoidable, because the baby just puked in your lap, the dog is about to crap on the floor, or the missus is about to lop your head off if you don't take out the trash NOW! But if you're interrupting the raid every 10 minutes for things like that, perhaps you shouldn't have signed up for that particular raid.
4: Remember the Consumables and Keep Them Handy. I'll be the first to admit that I don't use consumables all that much. Farm content doesn't really require it, at least at my level of play. However, if I'm maintanking in a 25-man I'm damned sure to chug some elixirs and eat some food. Or if we're working on a boss that we don't have on farm yet. Progression content is where your entire raid really needs to be sure to take every advantage you can get. Yes, flasks, elixirs, buff food, weapon oils, potions, and the like are all very expensive. Get over it, raiding is expensive. Always use your consumables on tough fights, and for God's sake, pack enough with you to last the night. In fact, pack twice what you think you'll need, because most people seem to underestimate what they'll go through, and even if you heavily overestimate, that just means you can help cover for the schmuck who didn't pack enough.
5: Honour Thy Guildmaster and thy Raid Leaders. There is a time and a place for bringing up issues with the guild and how things are done. Raid time is not that time, and the middle of a 25-man instance is not that place. If you have a suggestion for how something can be done better, by all means suggest it. But if the raid leader chooses not to take that advice, suck it up. You can debate the issue all you want after the raid, but during the raid, be a good little soldier and follow orders. Even if your ideas really ARE good, you'll just cause more problems than you'll solve by picking a fight with the leadership mid-run.
6: Thou Shalt Not Kill the Fun. Repeat after me: "Its a game. Its only a game. Games are not work. Games are fun. I will have fun. I will let my friends have fun." Good. Now, if you AREN'T enjoying a raid, don't go and ruin it for everybody else by screwing around and not pulling your weight. Either get yourself replaced, or suck it up and deal. You're not participating in a 25-man team "sport" to be selfish, young man!
7: Thou Shalt Not Commit if you Can't Come. Here's a hypothetical (if just barely) situation for you. 26 people sign up for a raid. 25 of them get accepted into the group, and the 26th decides to cut his losses and go out with some friends since there's no room for him. Except, come raid time, raider25 isn't there, because he forgot he had to go see his Aunt Bernice tonight. Nobody is online who can replace raider25, and the whole raid gets cancelled (and its too late for raiders1-24 to make other plans, to boot). I've seen this sort of thing occur far too many times, and its quite preventable. Always make sure you really CAN come to a raid before you sign up. Don't sign up "just in case", or at the very least make your situation known to the raid leader beforehand.
8: Thou Shalt Not Steal From the Guild Bank. The guild bank is a great tool for furthering a guild's raiding goals. In prophecy, it is a place to both share commonly used materials among guildies, as well as a place to stockpile BoE blues, Nethers, Flasks, Elixirs, Buff Foods, Oils, and the like for when they're in short supply. Certainly, if you find yourself in need of something from the guild bank, you should make use of what you have available to you. But don't abuse the privelege and, say, have the guild bank provide your raid consumables every single day, unless you're also conributing just as much. For example, I personally have been bad about this lately, and have been using the guild bank to restock my elixirs and potions. Which sounds especially strange considering I'm an alchemist, but unfortunately my mage has seen little playtime lately, and he is my herbalist. But, at other times in the guild's history, I have also been a huge contributor, having payed a large amount out of pocket for tabs when the banks were first introduced, provided elixirs for entire raids for a few weeks back when I first became an Alchemist, and once the mage gets to 70, I fully plan on paying the bank back in full for all of the mooching I've done as of late. Treat it like a bank, not a welfare line.
9: Thou Shalt Not Bear Ill Will Against thy Neighbor's Epics. Seriously guys, they're purple pixels on a screen, created by a string of 1's and 0's on a server somewhere. Don't get all huffy because the enhancement shaman got his DST before you, or you're the only Warrior/Druid/Priest without your T5 shoulders. Remember that even if you don't PERSONALLY recieve an item, every gear upgrade recieved by a guildmate makes your raiding team as a whole stronger, and is thus still of benefit to you personally. Sure, your gear can be a point of pride for gamers, but if all you want are shiny items to wear, why are you gambling on gear dropping in a raid, when there are plenty of equally shiny pieces to be gotten with Honor, Arena Points, and Badges that are sure things?
10: Thou Shalt Not Covet thy Neighbor's Meter Ranking. Damage meters, healing meters, and whatever all other meters people look at can be a useful tool for raid leadership at times (Especially if you use a tool like recount, like I do, and get to see things like the hunter that fired off 27 Aimed Shots on a Gruul fight, or the time the tank died on Nightbane because he got no heals for 9 seconds). But competing for the top spot on meters is the sure way to drive a healer OOM, or to push a DPSer to out-threat the tank. Sure, a little friendly competition can be good at times, but hide the meter during the run, at the very least. Play smart, and remember you're there to beat the boss, not to beat your friends.
Continue reading 'The Ten Commandments of the Raider (Reformed Raid Bible)'

So, as I'm sure many of you have noticed, my posting has been sporadic at best the last couple of weeks, and its getting more so. When I started writing this blog, I decided to try to hold myself to a Monday-Friday one-post-a-day schedule, but it just hasn't been working out that way. Its not for a lack of topics to write about; I actually have quite a few potential topics lined up and ready to be written. The problem is my job. . .
World of Warcraft is a game. An escape from reality. A way to let the stresses of real life disappear as you enter a fantasy world where you can vanquish anything that so much as poses a small annoyance to you. But WoW can also be a source of frustration, resentment, and anger at times, especially when dealing with other players. Bad PuGs can make you miserable. Bad experiences with guildies can make you wish you never logged in. And 6 hour wipefests when trying to learn that new raid boss can just plain make you want to gouge your eyes out with a spork!
So, for those of us who have been feral druids since long before the Burning Crusade, the expansion brought us a great number of new concepts. Before Survival of the Fittest, crit immunity was something only the ignorant ferals strove for. Raid viability was when your healing set was good enough to overcome the fact that your spec sucked (for healing). And, while it didn't set in for a while, those of us who are fortunate enough to at least be killing Prince Malchezaar on a regular basis got one more system shock: Feral Set Bonuses. Well, ok, so some folks may have had 3-piece
Usually, when a druid talks about making a pull, they either talk about using Feral Faerie Fire to do it from bear, or they fire off some balance spells and then quickly shift to bear. Details of such pulls have already been
Fix (v):
I imagine that for the majority of druids, the answer is "both". But while most feral talents dont favor one form or the other, it is still possible to build a spec that leans further one way than another. So today lets take a look at the feral talent tree (and the extension to it in the resto tree) to get a good idea of how our talents break down. Note that this is strictly from a PvE raiding standpoint, as well. Oh, and dont worry, I'll still be playing with the new pages on my calculator, but I'm a sucker for a special request, and this topic was big enough to warrant more than just a casual reply in comments.
So, as promised (albeit a bit late), today I want to show the kind of thought process I use when considering gear upgrades. In particular, I want to look at two items: Upgrading my Heavy Clefthoof Chest to T4, and swapping in the new Alchemist's Stone upgrade for my Pocketwatch. In order to facilitate multi-swapping, note that I've added space to put in up to 5 new items and 5 old items in the spreadsheet, instead of having to calculate the total changes yourself. There are also new tabs for talent spec, but those are a work in progress. Lets start with the chest, since I already have some numbers prepared from the other day. . .


