2011 Closing post: Happy New Year!
Another new host!
This time should hopefully be the last move, because TSO appear to be quite excellent when it comes to reliability and speed. Certainly the Thunder website's performance has been superb since the move last week, with none of the problems of our previous host.
So Xmas has come and gone, as has another birthday, raid tier in WoW, and computer
I had got myself a new graphics card , but whilst testing it out some dust got into the casing and fried the motherboard :/
So that meant I had to purchase new equipment! So now my rig looks like this:
i5-2500k @ 3.3Ghz
Asus GTX 560TI
4Gb DDR3 Ram
I'm still using my old Antec 900 case, and the same soundcard and hard drives, but the above in conjunction with the new internet pipe mean everything is absolutely flying along now. It's great purchasing a game on Steam, and being able to play it less than 30 minutes later
As for WoW, Tier 13, Dragon Soul, was released at the start of December. We beat normal mode inside 2 weeks.
I shit thee not. It's dead easy :/
Only really the last fight presents any significant challenge, and only because the tricky part, phase 2, is behind 11 minutes of repetitive action smacking tentacles in the face like some PG version of a Hentai Tentacle short animated feature.
To say we were disappointed was fair. We had 2 groups out on the first raid night and both groups one shot the first boss. Ridiculously easy, he may as well have just farted and popped out his purples once we cleared his minimal trash.
We'll start T13 hard modes next week, as we gear up for it, but this content has to last us for about 5-6 months at a guess. I can forsee us losing bored raiders as a result...
Anyway, last post of 2011, so have a great 2012, and here's hoping the Inca's were wrong and the world doesn't end this time next year!
Block Cap: REACHED! :D
Hail to the king baby, hail to the king
Next up: Get there without buff food or flask, which is 315 extra mastery over what I have now. Should be doable this tier I reckon
Bet Blizz gives Mastery diminishing returns next patch or something. Gah.
CTC: The not-so-short* Sar version
So it's been nearly three weeks now since Dad died, and slowly life is returning to normal. We have his ashes, the funeral is all paid up and done and dusted and the family are seguing back into normality slowly but necessarily. Back to work like I'd never been away and back into raiding as well.
Raiding wise I took it easy for the first week, just to ease myself back into the old routine, helming some Tier 11 runs, because in all honesty I wasn't up to the stress of doing progression stuff for that first week back, so T11 content was absolutely ideal for me, just to give me a raiding environment to ease back into. Then last week I started into the T12 content, Firelands. So far it's been pretty easy, with 3 kills under my belt so far (2 x Bethtilac and 1 x Shannox). So far in total Thunder are sitting at 3/7 already, with Beth, Shannox and Baleroc conquered, and Alysrazor and Rhyolith on our radar having had a couple of nights so far on each.
So far the fights look pretty easy, it'll just be a case of mechanics practice in order to get a good bit into the content, and I'd imagine we'll be up to Ragnaros in about a month or so tbh. It's hardly a ton of content to be fair, and a pretty big misjudgement by Blizzard offering such a short raid tier, especially if we're meant to be raiding it for 6 months as we are with each raid tier generally (T10 and ICC was a big exception, as it was end of expansion content and therefore lasted a year while Blizz polished off Cata for release).
The other big news is that my plans for Thunder are starting to bear fruition. In order to survive the demise of WoW, which will probably come about in the next 5 years or so, I've started our expansion into other games. The first one up is Rift, and Tkalec has taken on the GM reins there to get us up and running in our second game. The current Thunder Council will oversee all games we start out in, and each game will still have its own GM/Council that are responsible to the Thunder Council. Hopefully it'll function well and allow us to retain members even if they leave WoW and decide to try other games out. It's always better to play new games with people you already know, so that's the idea behind it, and we will be expanding into other games as time goes by. The next one we'll kick off in will likely be SW: TOR when it gets released towards the end of the year.
So, about that titular CTC...
Yep, onto that. The 4.2 patch brought a couple of changes, and so far the Holy Shield change hasn't made MUCH difference. Still a pain knowing that most of the time I'm taking 10% more damage than I used to, but having the extra button I suppose is coming in handy. Especially in the likes of the Bethtilac & Shannox fights where the last 20% or so are pretty frenzied and there's a lot of tank damage going on.
Plus currently with my CTC set, I'm about 0.76% away from the block cap
For those for whom the above sentence makes no sense, don't worry, grab a cup of coffee and I'll explain
You're saying I can dodge bullets?
For every attempt to hit made in the game, be it by a boss on you, or by you on a mob or a boss, behind the scenes WoW rolls a virtual dice to determine the outcomes. Big dice. 100 sided dice to be fairly general (102.4 sided dice to be exact, but I'll get to that bit later). So for every time you activate an ability you will have a roll made for you behind the scenes, and the dice roll determines if your arcane missiles hit the boss, or if they missed. Or if your Avengers' Shield hits, misses, get parried or dodged. The majority of the time, even with zero hit rating these rolls will result in you hitting the boss.
The CTC I mentioned earlier stands for Combat Table Coverage. The Combat Table is basically the table with 1-100 (say) with the determined outcome against each dice roll. Now each player in the game regardless of gear and stats has a basic 5% chance to dodge a boss attack. Healers, dps, tanks, ranged & melee all have that 5% chance to pull a swift one and duck the boss's cleave. So when the dice is rolled and the result lies between 1 and 5 congratulations! You've just managed to dodge that nasty head splitting attack!
Beyond that basic 5% chance for bosses to miss you you then have other stats stacked on top. So next up comes Dodge. As a tank my dodge rating will be a lot lot higher than any other class. Most tanks are, as Dodge is one of our basic stats we look to build upon with it being a secondary "Green" stat on our gear. So as a tank with dodge rating, I have about a 12% chance to further dodge attacks, on top of the 5% chance I already have from my base chance. That gives me a 17% chance to dodge a boss attack completely. So if the dice results in a number between 1 and 17 then I've just managed to completely avoid the boss and his attempt to splatter my head open like a ripe cantaloupe.
Next up is Parry, which is like dodge, except I manage to get my weapon in the way and deflect the attack resulting in no damage taken. So in essence dodge and parry are the same thing really. With my stats that's another 13% chance to not get hit. That brings me up to 30% or thereabouts to be missed, dodge or parry an attack. So I basically have a 30% chance to avoid all melee damage and hit attempts on me by the boss.
When you're ready, you won't have to...
Furthermore there's Block. I'm a shield class, so I usually have a big frickin lump of metal on my left arm to block attacks. Now a blocked attack, unlike one that is dodged or parried, does in fact result in taking damage. Currently as a Paladin tank my block, in conjunction with my Meta-gem (which adds an additional 1% block value), will block 31% of damage taken, after armour reductions etc.
With 40,000 armour, any hit I take is automatically reduced by about 60%. So if the boss hits me with an attack that would normally hit unmitigated for say 100,000 hit points, that gets reduced by my block to 69,000 damage. My armour will reduce that by a further 60% resulting in damage around 27.6k. A big reduction from the original 100k.
After that your cooldowns come into play, such as Holy Shield (extra block value of 20%, meaning a 51% damage reduction upon a successful block), Divine Protection (basic 20% damage reduction) and so on. It's at this stage absorbs like Power Word: Shield etc are also accounted for.
So after all that, my basic block chance (thanks to Paladin's Mastery interpretation) is about 67%. Now with that 67% that means that 67% of bosses attacks will be successfully taken on my shield, not in the guts. Thankfully. So add in the earlier 30% chance to dodge or parry an attack, and that has me sitting at about a 97% chance to mitigate or dodge/parry a boss attack. Buff food and Mark of the Wild or Blessing of Kings will bring this up further, so at the moment, fully buffed etc I am sitting with a total of 101.64% chance to dodge, parry or block an attack. Sadly, still not enough...
Moar than 100%? Lolz whut?
Yep, 101.64%. You see bosses are always considered to be +3 levels above maximum level players, regardless of what level the player is. So even now Arthas, even though he is level 80 content, and was at the time thus considered as a level 83 NPC with regards to game mechanics, is now considered level 88 for level 85 players. It's a game mechanic thing in order to stop bosses becoming too trivial and allowing players to solo content too early.
So for every level above you, a boss (or other mob) has a bonus extra 0.8% chance to hit you successfully, getting past your dodge, parries and shield blocks. With raid bosses in T11 and T12 being considered level 88 (+3 to max level players), that results in them having an extra 2.4% (0.8 x 3) chance to hit you over and above your already 100% mitigation. That means tanks have to have 102.4% avoidance (technically not avoidance, more mitigation, but that's the common parlance) in order to remove unmitigated hits from the aforementioned Combat Table.
So that Combat Table will look something like this for me without buffs (Bosses Dice roll vs Result):
1: Miss 2: Miss ~ (5% miss chance from rolls >1 to <6) 5: Miss 6: Dodge 7: Dodge ~ (12% dodge from >6 to <18) 17: Dodge 18: Parry ~ (13% parry from >18 to <31) 30: Parry 31: Block ~ (67% block from >31 to <98) 97: Block 98: Full painful kick in the nads 99: Full painful kick in the nads 100: Full painful kick in the nads Boss bonus levels! 101:Full painful kick in the nads 102: Full painful kick in the nads 102.4: Full painful kick in the nads Combat Table Ends.
Buff food and Elixir of the Master will give me an extra 315 mastery which will push those full painful kicks in the nads another 4% or so further down the table (actually called pushing hits off the table!).
So that's how CTC works, and why it's desirable for shield tanks (Paladins and Warriors†) to try and get to that magical 102.4% chance to mitigate an attack (which is called being Block Capped, as you're capping the Combat Table by your block chance), as it will make sure you at least block all attacks, thereby taking a minimum of 31% less damage, before cooldowns, and thereby making me a hell of a lot easier to heal, as that's 31% minimum that healers don't have to expend mana on healing.
Your chance to hit the boss works on similar principles, which is why players have hit ratings, expertise and the likes, to reduce the chance that the boss will push your attempts to hit off his combat table, or be dodged or avoided etc.
Didn't think I'd do all that when I set out to write this post, but there you go!
*Those who have suffered my raid leading will attest to how long my fight explanations are - sometimes it'd just be quicker to watch the Tankspot vids
† DK's and Druids function slightly differently. DK's use a lot of dodge & parry with self healing as mitigation (Death Strike spam!) whereas Druids in bear form still operate on the model of dodging attacks or soaking them up with high health levels, which isn't ideal in the current healer-mana-micro-management raid environment, which is why bear tanks are having such a hard time at the moment in WoW.
Completion and beginnings
So we did it. Since the last post we managed to kill both Nefarian and Al'Akir!
So chuffed we finally got there, and before the content was nerfed too
We will kick off hard modes this week, starting with Magmaw and Halfus. And the amusing thing is, casual old Thunder are only one week behind our more hardcore Alliance sister guild, Lightning!
We have recruited some excellent players over the past few months, and with a mix of them and some reliable old Thunderites, we have finally completed what I had set out to do - get through the normal level content again, same as I had us do in Wrath, whilst it's still current content.
I'm also pretty proud that I lead 11/12 of the raids that downed each of the bosses for the first time. Initially it was because there was no-one else active to raid lead, but more towards the end because I think people really started to pull together and focus on the job that needed doing.
So Firelands inside the next fortnight or so, which looks like it has some fights with interesting mechanics. Ex Pilotwings players will be at an advantage believe it or not with one fight
Tinned beef, themes and promises…
...to try and start writing more here.
Yeah yeah, I know, I've said it a million times before, and likely a million times more, but I do want to keep the site active and updated as often as possible. That might mean shorter posts, but we'll try anyway and see how it pans out.
So a new theme, a bit simpler and less showy than the last one, although I still do like the Arras/Classical Gamer theme, so much so that I use it for the Thunder website.
As far as wow goes, we're currently still sitting at 10 out of 12 of the end bosses downed. Been stuck on Nefarian and Al'Akir for what seems like an eternity now, and with the T11 normal content nerfs the impending 4.2 patch is bringing, I would seriously like us to get it done before the nerfs hit, as they're substantial reductions in boss difficulty across the board. Most to the tune of -20%, in health, attack power, damage done, longer Feedback debuffs on Al'akir (meaning you don't have to stack the adds in P2, just kill them as they pop), less adds etc. As I said, substantial nerfs, and I thought we were at a stage now where we should be polishing off normal level content at the very least.
Yes, we're a casual guild, but that doesn't mean in attitude towards raids. I still expect raiders to do their utmost to do the job precisely and well. Hell if I can spend literally hours poring over my gear's stats, debating threat vs mitigation, gemming choices, rotation etc, why isn't everyone doing the same?
Either way, if we don't get them down before I go on holiday in 2 weeks it's likely we'll be looking at killing the nerfed versions. Which won't be satisfying to anywhere near the same degree otherwise.
4.2 of course brings Firelands with it, and the return of Ragnaros, the fire elemental Lord. Molten Core was merely a setback!
Oh, and I've also changed from a Blood Elf to a Tauren, hence tinned beef
4.2 will also bring some tankadin changes to one of our core damage reduction abilities, Holy Shield (What's that? Another wow patch and they're changing core Paladin abilities again? Well colour me shocked! /sarcasm) This time, instead of its current iteration where it becomes active if you use either Shield of the Righteous or Word of Glory (still an unfortunate acronym, WoG) and giving you a flat 10% increase in the amount of damage blocked upon a successful block, they're changing it to an activated ability that gives you a 20% increase in blocked damage, but stays up for 10 secs and has a 30 second cooldown.
Yay, another button to push in order to reduce damage. That's like what, 5 now?
- 3 min CD: Guardian of Ancient Kings: 50%
- 3 min CD: Ardent Defender: 20% plus 15% self heal on "near death"
- 3 min CD: Divine Guardian: 20% for everyone in the raid bar the paladin
- 1 min CD: Divine Protection: 20%
- ½ min CD: Holy Shield: 20%
We've rapidly gone from being the loltank, which was generally considered to be the easiest tank to play, to something with more buttons and activated abilities than the previously most complex tank class, the warrior.
Don't get me wrong, it's nice to have the tools to do our job, but with all the other incidental abilities we have that we need to use mid-fight (hands, seals, heals, taunts and hell, what about our attack rotation?), my UI is beginning to look like the fucking control console for the USS Enterprise. Some day soon I swear I'm gonna hit the wrong button and end up ramming through the nearest wall at light speed, leaving behind a rather large bloody Tauren sized smear and the faint smell of cooked beef.
Short, green and full of fury

Well, my goblin warrior is anyway!
So I started a Goblin warrior 2 weeks ago, and over the course of a 4 day weekend I smashed (not a Richard Keys reference) my old levelling record for 1 to 50, and currently she sits at level 63, in Outland, and a few short levels away from hitting Northrend.
She's enormous fun. Playing a warrior feels very different to the Paladin, much faster and more like a ballet of whirling death, whereas the Pally plays a lot more stolidly and in a more considered fashion. I'm levelling her as both Fury and Arms for the meantime, but when I get to level 69 and gain the ability to dual wield two handed weapons it'll be Fury & Protection from thereon out.
I've yet to even try Protection out as a warrior, and I have no idea if I'll like it or not. I'm very used to all the defensive cooldowns and self healing that the Paladin variety of Tank has at their disposal, so as regards making her my new main for tanking I don't know. If I like it I may well do, but that's a good way off in the future yet, and there's a lot of raid bosses to be taken down in the meantime...
Speaking of which, we've been raiding now for about 6 weeks and in that time we've managed to get 5 bosses licked (including Argaloth) and are pretty close on downing 6 in the shape of the Twin Drakes (Theralion and Valiona). We're also now running a full 4 nights a week raiding schedule, so even the most heavily rotated classes and roles (er, me and the other tanks surprisingly) will get at least 2 games per week on average.
Cataclysm, and all that jazz.

Well, the apocalypse arrived about 4 weeks or so ago, and the game is now firmly in place and bug free (ish).
Reputation grinds are once again the order of the day, as a primary means of gaining access to early epic gear and decent enchants.
So atm I am sitting well past the point of gear requirement for heroic 5 mans, and nearly to the point where I am ready to start raiding once again.
So how has the expansion been thus far?
Well the easy answer to that one is a lot more difficult and time consuming than Wrath ever was. 3 hours to do a single 5 man heroic dungeon? Crowd Control measures needed for nearly every single trash pull? Healers running out of mana after every encounter?
So yep, a good bit different from the easy aoe, run and gun fashion of Wrath. Skill requirements are a hell of a lot steeper this time round, at least until encounters become outgeared, and people are intimately familiar with the mechanics of every fight.
Raiding is both an enticing and scary prospect, because people will all have to bring their A Game if they are to succeed in raids this time around.
Of course the hardcore guilds of the world have just started polishing off the final heroic 25 man bosses, whereas we won't begin normal mode raiding until the 19th of this month. Suits us just fine tbh, as the trailblazers will have their experience to pass on to those of us coming along behind them.
Thunder at the moment I think are in a good place, everyone is busy beavering away on rep grinding and heroics slogs. We will likely be re-opening raid recruitment in the next few weeks, now that we have somewhat of a clearer picture of where all our Wrath raiders have settled class and spec wise for the new content.
As for me I am still happy being smashed in the face by large scaly monsters, even though the difficulty involved in tanking has shot up considerably: Balancing threat, with mob positioning, my own positioning, survivability (as much on my shoulders now as the healers, moreso than Wrath ever required), and cooldowns, well timed ability use and optimization of gear in a landscape where not even the hardcore stat nerds are agreed yet on stat weights. Think Wrath difficulty times three, minimum.
All very much up my alley, and I am bloody loving every minute of it!
More Progression. More Responsibility

Shortly after making the last post I was appointed as the 4th member of the Thunder guild Council.
That now means I'm one of the people responsible for the day to day running of the entire guild!
Eep!
In other news, I re-started the progression team in 10 man ICC raiding, and having plugged away at Sindragosa for 2/3 nights we finally managed to get her down!
That now means we only have the Lich King left, and once he's down we can open up the heroic versions of the bosses in 10 man.
\o/
It'll be good for guild morale if we can do this and re-invigorate our members, as a lot of guilds on Kilrogg have now done it, and it would give some of us a reason to do 10 man raiding, as a lot of us gain nothing from raiding in normal difficulty - no challenge and no upgrades for gear.
Heroic mode would up the level of gear available in drops but most importantly increase the challenge provided by the first half of the raid content, as everything up to and including the fights immediately prior to Sindragosa are face-roll easy these days, especially because of the Hellscream's Warsong buff, which currently at 15% will rise to 20% in just under a week.
And finally, I was out at an awards ceremony in work last night where I was nominated for an award due to the amount of work I did in getting our new Waste Collection routes implemented and planned out. And I won! It was a surprise tbh, as there were 15 other people and teams in line for the award. It's just really nice and touching to know that the work you do day in day out is appreciated by the people you work with and for.
But getting up on stage in front of over 300 people, including Councillors and going up to meet the soon to be ex-Lord Mayor to collect the award was frigging nerve wrecking. The whole thing is a blur atm, but it was a good night overall, and the department I work in managed to collect most of the awards up for grabs!
Progression and Responsibility

Things have moved on in Thunder over the past couple of weeks.
First off, we've begun recruitment to fill the gaps left by the people who left. It's gone well so far, and we've got 5/6 new people in.
Unfortunately Shill has left Thunder, in order to server-transfer to play with some real life friends from the Isle of Man, so best of luck to you mate, hope it all pans out
And it's Childrens' Week in WoW this week, and I've already managed to polish off the achievements I hadn't picked up last year. The most frustrating one being to Capture the Flag in Eye of the Storm. A hard achievement at the best of times for a cloth wearer, but I managed to get in on a decent group and managed to pick it up! So only a handful more achievements between now and Halloween will see me get my Violet Proto Drake
Other than that there has been a promotion for me in guild, and potentially one in real life!
I've been appointed Mage CM for Thunder, which means looking after and advising the rest of the mages in the guild is now my responsibility
And IRL there's a possibility that my job may be re-graded, but which will also mean I have to re-apply for it, with the possibility that I may not get it and be out of a job!
It's a calculated risk, but one I'm willing to take, especially if it means a pay-rise of about £7,000 p/a!
Frustration and Retribution

Sigh.
Life's a pain in the arse sometimes. You toddle along, thinking everything's going grand, then all of a sudden the rug gets pulled from under your feet and you have to pick yourself back up again and get on with it.
A week ago Thunder were fine. We were making progress in 10 man on Lich King and 25 man was very slowly, but steadily progressing.
Then 2 players left, which was a huge blow. Then another one. And another 2. Then another one, and another one after that, followed by another one.
In the last 24 hours another 3 players have left, including our Mage class master, Rosey.
At this point in time, the prospects for Thunder progression in 10 man is looking dim. 25 man progression is a complete no no. And even getting a 25 man together is looking dicey. If we do it'll be a farm of the first 4 bosses every week followed by wipes and more wipes on night 2. It's very frustrating, especially as all bar 1 person left Thunder for another guild, Haribo.
In hindsight I don't blame any of them. They wanted to progress in 10 and 25 man, and that, for them, just wasn't happening with any great speed in Thunder. I can understand their situation, because I was hoping we were going to be killing the Lich King in 10 man very very soon, which would open Heroic mode up for a play about with.
More frustrating because Wednesday night's 10 man run saw me spend the last frost emblems I'll need to for major upgrades. My average item level is now well above the item level of gear in 10 man normal (average of 256 vs 251 gear in 10 man ICC). My Gearscore (bleh, I know ppl hate it, but I find it useful) is about 16 short of 5,800, which is pretty damn high. And I've started regularly hitting 8,500 DPS against the likes of Festergut, who is used these days as a DPS check.
As for the Retribution in the title?
The druid was boring in the end. Too slow in the DPS department at low levels, and shifting form constantly was a drag.
So I've rolled up a Retribution Paladin!
I've logged, so far, 33 hours on her in just under 3 weeks, and she's already sitting at level 37!
There are several things about the Paladin class that make this such an enjoyable experience so far:
Survivability: LOL! How about taking on +5/+6 mobs and not even breaking a sweat? Groups of 5/6 mobs simultaneously, and all above your level? Easy!
Downtime: Eh? What's that? Paladins have spells and abilities that not only cause damage, but replenish health and mana. Coming out of a fight, if I have less than 95% health then it's a bad thing. Very frequently I'm back at 100% health & mana before I finish looting the body.
Travel: You also get the journeyman riding skill for free as part of your training, with a free mount, plus talents that increase your on foot and mounted speed by up to 15%. Again, less downtime and more time crushing skulls!
So I'm having an obscenely fun time with her. I'll get her to 80, as the intention was always, and will be to have her as raid backup should I need to play a tank or melée DPS. We've been in need of both recently, and with the recent departures from the guild we have a spot (or two) for one. Hopefully I'll be able to get her to 80 within the next 6 weeks or so, and it won't take me long to get her ICC ready after that.
The reason for the quick levelling has everything to do as well with the Heirloom gear I've decked her out in:
Polished Breastplate of Valour
Altogether that gets me a bonus 20% experience, which soon stacks up and the levels fly by!
So having a ton of fun on the Pally, and a return to melée after playing a Regen Scrapper in City of Heroes. \o/
